This is the first map I have uploaded. Well, technically Augustgrad Aftermath was, but this is actually version 0.4 of Augustgrad Aftermath, just with a new name (hence Battle.Net states that this map is in version 0.1). It has been uploaded to the NA servers (although I'm from Australia).
Korhal's Aftermath is a melee map for 2 players set in the wastelands of Korhal IV after the recent invasion by the Queen of Blades. Parts of the map have been Zerged, and other parts are still just remote deserts. Any civilization in the area has been promptly destroyed. I tried to create tar for this map, so as to hone back to the desert tileset in the 1st StarCraft (which I used to think was Mar Sara's tile-set, but is in fact Korhal's).
So the map isn't necessarily meant to be ladder serious, but I do want to create a visually asymmetrical and interesting map that still has fairly balanced game-play that also leads to interesting games. Hence, I'd like to hear some feedback.
I usually play a bit of StarCraft II every other weekday afternoon/night, as well as throughout the weekend, so lookout for me (LettersOnly). I live in Queensland, Australia though, so my timezone's probably very different from a lot of other peoples' respective timezone.
I try to update the map every Sunday.
Also, I'll upload pictures when I find out the best way to upload them.
Now, there is an extension mod I've uploaded called LettersOnly's Game Edit. It contains small aesthetic and game-play modifications, such as new satisfying victory music for each race, a unique portrait for Nydus Worms, Ultralisks being able to walk over Zerglings and other small Zerg, units not clumping up with every move command, and more. It's really more of a personal thing, and a mod I use whenever I'm playing a custom game just because there's some stuff in StarCraft II I'd like changed. But while playing Korhal's Aftermath, you can use this mod, so as to spazz up the game or something. I'm probably not being subtle in advertising it...
Also I must add that the "tar" that I created doesn't looking good on anything lower than ultra settings...yeah, I really need to deal with that, although I don't know how. Well, a select few settings need to be on ultra for it to look good, but still.
Version 0.5 has just been released. It includes minor changes, most of them aesthetic, although I have added some more line-of-sight blockers in ways that should hopefully up the amount of interesting engagements.
I still need to take pictures of this map. All of the official maps on Battle.Net have four different pictures previewing the map, with some really good angles and are generally high quality. Does anyone have any tips on taking good pictures of my map? How do I even take pictures of my map?
Well, version 0.6 has now been released. The major change is a fix to one of the geysers in the bottom-right natural. Before it was unable to be built upon.
I've noticed that not many people hang around this forum.
Version 0.7 released...not that it really matters.
I fixed two major issues, those being broken pathing through the secondary entrance of the bottom player's natural, and inability to verse human players.
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This is the first map I have uploaded. Well, technically Augustgrad Aftermath was, but this is actually version 0.4 of Augustgrad Aftermath, just with a new name (hence Battle.Net states that this map is in version 0.1). It has been uploaded to the NA servers (although I'm from Australia).
Korhal's Aftermath is a melee map for 2 players set in the wastelands of Korhal IV after the recent invasion by the Queen of Blades. Parts of the map have been Zerged, and other parts are still just remote deserts. Any civilization in the area has been promptly destroyed. I tried to create tar for this map, so as to hone back to the desert tileset in the 1st StarCraft (which I used to think was Mar Sara's tile-set, but is in fact Korhal's).
I'd write more, but that's what the project page is for: http://www.sc2mapster.com/maps/korhals-aftermath/
So the map isn't necessarily meant to be ladder serious, but I do want to create a visually asymmetrical and interesting map that still has fairly balanced game-play that also leads to interesting games. Hence, I'd like to hear some feedback. I usually play a bit of StarCraft II every other weekday afternoon/night, as well as throughout the weekend, so lookout for me (LettersOnly). I live in Queensland, Australia though, so my timezone's probably very different from a lot of other peoples' respective timezone. I try to update the map every Sunday. Also, I'll upload pictures when I find out the best way to upload them.
Now, there is an extension mod I've uploaded called LettersOnly's Game Edit. It contains small aesthetic and game-play modifications, such as new satisfying victory music for each race, a unique portrait for Nydus Worms, Ultralisks being able to walk over Zerglings and other small Zerg, units not clumping up with every move command, and more. It's really more of a personal thing, and a mod I use whenever I'm playing a custom game just because there's some stuff in StarCraft II I'd like changed. But while playing Korhal's Aftermath, you can use this mod, so as to spazz up the game or something. I'm probably not being subtle in advertising it...
Also I must add that the "tar" that I created doesn't looking good on anything lower than ultra settings...yeah, I really need to deal with that, although I don't know how. Well, a select few settings need to be on ultra for it to look good, but still.
EDIT: version 0.5 uploaded!
Version 0.5 has just been released. It includes minor changes, most of them aesthetic, although I have added some more line-of-sight blockers in ways that should hopefully up the amount of interesting engagements.
I still need to take pictures of this map. All of the official maps on Battle.Net have four different pictures previewing the map, with some really good angles and are generally high quality. Does anyone have any tips on taking good pictures of my map? How do I even take pictures of my map?
Well, version 0.6 has now been released. The major change is a fix to one of the geysers in the bottom-right natural. Before it was unable to be built upon.
I've noticed that not many people hang around this forum.
Version 0.7 released...not that it really matters. I fixed two major issues, those being broken pathing through the secondary entrance of the bottom player's natural, and inability to verse human players.