-NegativeZero- Profile Joined August 2011 United States 2101 Posts #2 yay coriolis aesthetics i maek map

algue Profile Joined July 2011 France 1396 Posts #3 Perfect map to place a destructible plate on the golds rly ?

Jvattic Profile Joined September 2014 Germany 24 Posts Last Edited: 2014-12-14 17:08:33 #4 Like it! Sceptic about the cliff at each natural though. As a zerg the fear of tank and medivac harass is strong when i see something like this on 2nd or 3rds. I am no expert though, might be just fine. Also a little narrow for my taste.

moskonia Profile Joined January 2011 Israel 1448 Posts #5 Blink, always think about blink when designing layouts.

Uvantak Profile Blog Joined June 2011 Uruguay 1380 Posts Last Edited: 2014-12-14 18:19:51 #6 Looks excellent, i love the golds, the asymmetric spawns, and fully agree with algue about the plates, but... Blink stalkers :/



Shit sniped by Mosko >.< @Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.

SwedenTheKid Profile Joined July 2014 567 Posts #7 Very pretty map Casual Mapmaker

IeZaeL Profile Joined July 2012 Italy 967 Posts #8 Map's been uploaded to NA and EU as " Contact LE " , since for some unknown reasons you can't publish it with the word " First". Good job blizzard. Author of Coda and Eastwatch.

Tya Profile Joined April 2013 44 Posts Last Edited: 2014-12-15 00:11:22 #9 On December 15 2014 03:42 IeZaeL wrote:

since for some unknown reasons you can't publish it with the word " First". Good job blizzard.







I don't really like doing things like this, but I was curious, so i went to check and see if that was the case. Seems like "first" is a viable map name. I'd imagine "First Contact" was taken since it's a pretty common term. I don't really like doing things like this, but I was curious, so i went to check and see if that was the case. Seems like "first" is a viable map name. I'd imagine "First Contact" was taken since it's a pretty common term.

eTcetRa Profile Joined November 2010 Australia 819 Posts Last Edited: 2014-12-15 03:48:54 #10 Now this I like. Sick job leZaeL.



But yeah, blink all day. Retired Mapmaker™

FlaShFTW Profile Blog Joined February 2010 United States 8458 Posts #11 im assuming cross spawns for this map right? side by side spawns both vertically or horizontally is advantaged to the player with the gold... Writer #1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget

Uvantak Profile Blog Joined June 2011 Uruguay 1380 Posts #12 All spawns enabled Flash, horizontal will probably be extremely problematic if Iez decides to keep it. @Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #13 yeah, what?? gold bases asymmetric...? Comprehensive strategic intention: DNE

-NegativeZero- Profile Joined August 2011 United States 2101 Posts #14 Yeah this really needs to be cross only. Not only are the golds asymmetric, but they have 3 entrances while the corresponding standard bases have only 2, so just replacing the gold bases with standard bases wouldn't work. i maek map

reps)squishy Profile Blog Joined July 2013 United States 717 Posts Last Edited: 2014-12-15 08:44:51 #15 When I looked at this map I instantly felt a bit a of de ja vu . I don't recognize the name of the map at all or even the layout. I played a bit of broodwar and had a interest in obscure maps and asymmetrical maps which could be the link to the de ja vu. The map gives off a vibe of this is a broodwar map while other recreated maps like Match Point don't. But I feel like the instinctive feelings I had were shot down when I looked closer at the map and seen that this map has to be played on cross spawn and the gold bases have gases taking away from the mineral only feel that the broodwar map gave. SC2 has a really hard locked the map has to be 2 player map should have watch towers. The map is a step in the right direction. But making the map feel more I need to expand but if I expand here (the gold) I miss out on gas but expanding here (middle base) there is the risk of the distance being exploited. Lastly allowing all spawn (gold patching hugely required) will make the map far more interesting when it comes time for 4th bases and both players are spawned horizontally to each other forcing the player to either end the game on 3 bases or take a base that is farther away which is unseen in sc2 at the moment. The map should make the player think and have to make decisions based on the map along with the in game ones.

Phaenoman Profile Joined February 2013 568 Posts Last Edited: 2014-12-15 11:07:10 #16 Other than the texturing/ aesthetics, which is of course one of the best out here, u have copied the map more or less. So I can't see any design readjustments for Sc2.



The obvious blink issue, the lack of forced-cross spawn and the possible siege postions u can get. I mean how asymetric should a map be? Where are we going? Maps with rotational symmetry having all spawns playable are not known to be fair, but giving one player gold minerals...



I like how some ppl here still do not criticize those things just bcuz they read "IeZaeL"... Again I love what u doing in general, but this is just bad designwise... U cannot break mapmaking rules that way, just becuz u know them well... Random is hard work dude...

algue Profile Joined July 2011 France 1396 Posts #17

+ Show Spoiler +

Or at least try to givean idea to save the map from being buried under the complains about blink stalker : Or at least try to givean idea to save the map from being buried under the complains about blink stalker : I'm saving ESPORTS right now : rly ?

IeZaeL Profile Joined July 2012 Italy 967 Posts #18 Thanks for the feedback , just wanted to point out that I read them all , even if I dont reply back. Going to change the map with the release of the entire 5-map pack. Author of Coda and Eastwatch.

Uvantak Profile Blog Joined June 2011 Uruguay 1380 Posts #19



This still won't fully address the possible issues of giving a player a gold base tho, in TvZ a terran that's good and knows how to set up his army with widowmines would still have an advantage when parade pushing, but when/if the parade is stopped then Terran will become highly exposed to ling/bling harass, that's the match up that worries me the most.



Also currently the normal horizontal third is highly harassable, specially by terran bio, this when spawning on cross spawns could become problematic, but players still have the optional third so it shouldn't be too much of and issue (maaaaaaybe on ZvP with P taking a third).



Also the map will surely need reworks to avoid cannon rush, we all love the way your cliffs look (at least i do) but as they are now they are not well suited for competitive play.



http://imgur.com/a/psGYG



+ Show Spoiler + i gotta go now, so i couldn't finish trying all the possible spots.



I still love the map, love the asymmetry & love the flow. I don't consider the map needing to be forced cross negative, Iez you could move the small level 1 path that's used for decoration near the gold bases to the same level the bases are on, remove the trees and add some LoS blockers, that way the player that decides to risk it and take the gold when players spawn vertically will first need to over-extend and secure the area where the small bridge starts so he can't get harassed as easily, this small over extension should be enough for players to scare away a big % of players, and only those that have strategies thought out for the map would take the base.This still won't fully address the possible issues of giving a player a gold base tho, in TvZ a terran that's good and knows how to set up his army with widowmines would still have an advantage when parade pushing, but when/if the parade is stopped then Terran will become highly exposed to ling/bling harass, that's the match up that worries me the most.Also currently the normal horizontal third is highly harassable, specially by terran bio, this when spawning on cross spawns could become problematic, but players still have the optional third so it shouldn't be too much of and issue (maaaaaaybe on ZvP with P taking a third).Also the map will surely need reworks to avoid cannon rush, we all love the way your cliffs look (at least i do) but as they are now they are not well suited for competitive play.I still love the map, love the asymmetry & love the flow. @Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.

IeZaeL Profile Joined July 2012 Italy 967 Posts #20

So you are telling me to do some sort of "bridges" like Frost got ? Thats exactly what i was thinking. Take a look at Red Rock Ridge by lefix.

As of now I added some deadspaces to the main to reduce blink imbaness ... still gotta test it ingame tho. Damn Uvantak thank you for the writeup , love it when people actually test the map ingame , especially since i never do itSo you are telling me to do some sort of "bridges" like Frost got ? Thats exactly what i was thinking. Take a look at Red Rock Ridge by lefix.As of now I added some deadspaces to the main to reduce blink imbaness ... still gotta test it ingame tho. Author of Coda and Eastwatch.

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