View topic - New 28 player map - Koom Valley v2



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PostPosted: 03 May 2011, 00:45 
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Large 24*16 team map with 28 start positions. Enjoy!

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link:

http://springfiles.com/spring/spring-maps/koom-valley


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PostPosted: 03 May 2011, 00:47 
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here comes the baw, here comes the baw... in b4 ruining spring by giving people what they want.


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PostPosted: 03 May 2011, 00:48 
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Yep. Might as well design a map for the game sizes common these days. Since the only other map that can support this many is dsd duo.


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PostPosted: 03 May 2011, 00:55 
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I like the cliff texture, looks pro. I predict Krog spam here!


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PostPosted: 03 May 2011, 01:11 

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Looks like it would make a pretty awesome NvS actually, for teams of 4v4-6v6.


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PostPosted: 03 May 2011, 08:37 
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As always very nice map Beherith.


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PostPosted: 03 May 2011, 09:59 
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oh no, Beherith don't give in to the dark side!


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PostPosted: 03 May 2011, 10:08 
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I wouldn't mind hearing about 8v8 on this map, cause it's epicly pretty.

DSD looks like someone couldn't hold their shit in. I don't get it. Every other one of Icexuick's maps looks super pretty, and then there's dsd.

Hey, behe, would you be willing to make a evo version for 3v3 uses? (would need to take out like 2/3rds of the metal spots). Of course, if not, that's fine. Just a thought :-)

Imo a map like this would really shine with evo's different techs and stuff.

I like muchly :-)


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PostPosted: 03 May 2011, 11:07 
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Post your desired metal map, and smd params, forb, and Ill make it for ya. I can boost the feature density as well, since its scripted. Suggestion on a name string is good too.

I find dsd pretty tbh. Its better than the average map by far.

This map is not for 8v8, but for 14 vs 14 :P


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PostPosted: 03 May 2011, 11:28 
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Looks pretty cool, although I can imagine 20v20 matches played on it, if you see that the floor also offers another 6 startpositions.

In my opinion the texture is not bad but a bit dull, since it has like just 3 or 4 plain colors.

It supports mountain porcyness, but also a challange to siege it. Only worrysome thing is that the unit count might get way too high too much. But... I've heard the new BA will include some sweet fps improvements.


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PostPosted: 03 May 2011, 12:18 
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As nice as this map looks, it's gonna be a CPU killer. You'd have at least 7 techers per team.


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PostPosted: 03 May 2011, 12:21 
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Get with the flow :) i5 and up handles super large games very well.


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PostPosted: 03 May 2011, 12:53 
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great looking map, I'll be getting right on it when I upgrade my rig :-)

maybe its just me, but I preffer clusters of 3ish metal spots to the grid layout you've got going on here- its more defensible and places more importance of strongpoints instead of continous frontlines (ie, greater odds of there being holes in the frontline for attacks to penetrate through early game)


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PostPosted: 03 May 2011, 12:59 
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Why so narrow? You've got the middle flat area with a good amount of mexes to fight over, ok, but the geography in the back will barely matter when frontline is formed so quickly, besides protecting the people in the back even further from ground attacks.

I guess it's what a lot of people want, but something like DSD duo seems much more dynamic and interesting. Now you've got half the start positions in the back where optimal tihng for most is to just farm econ and share it to the players with factories. And with such a deep base, it's practically impossible to scout the enemy properly so nukes and such become largely a guessing game.

It's very crisp and intuitive to look at though. And nobody hate me for speaking my mind :D


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PostPosted: 03 May 2011, 15:04 
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I wanna try a 4-player FFA on this one.


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PostPosted: 03 May 2011, 15:27 
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Updated to fix a small texturing error in the splat distributions, and slightly increased feature density.


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PostPosted: 03 May 2011, 17:51 
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The concept does seem very similar to Lost, hopefully it won't be as porcy.


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PostPosted: 03 May 2011, 20:01 
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i'm maybe getting a similar feeling to johannes; i would feel much more comfortable with this map if there was a way to raid around the outside (sort of in the manner of tundra); but its a comment more related to my play-style than anything else... i like being able to hide behind stuff

it looks great and should certainly provide a great battleground for large games


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PostPosted: 03 May 2011, 20:41 
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Griddy metal map is griddy. I'm not expectin anything other than straight forward missile truck spam.


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PostPosted: 03 May 2011, 22:20 
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samsons are too slow to move diagonally here, massed stumpies and flash can better make concentrated attacks and samsons can't react. That requires somecoordination though, if your allies build only samsons then your stumpies can't do too much.

And when you've got 12 ppl, why not just share m and go straight for t2 and golly? You've got easily enough metal for that even without blowing comms. But again, requires teamwork. Faster t2 tanks would do a good job too.


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