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Last update for (2)Kumba : 2007, 11, 16 18:13
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1965 (2)Kumba 128*96TkTkVrooM4.3final

The map has been rated 118 times and got a total of 508 points


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Comments:   GMCS (15 elements)

My newest idea
modified by tktkvroom
wow, looks good as most of your new map gratz :P
i guess pathing should be fine with a little control. expo layout is ok i guess, but there are so many, you wont need to have 3 minonly. i suggestt dleeting the expos between the two widened ramps (well it is badly placed imo)

and patience about your mom, she is your mother, you cant speak about her this way x|
kk I'll do that tonight
it reminds me a bit of a map which was MOTW last year? dunno the name ~.~
if your going to make a good looking map, you have to put good looking minerals along with it. especially in the mains, just looks really awkward
yeah main minerals are pretty awkward

I don't like the position of both expos between the wide ramps -_- the mineral only and the one with gas, both are awkwardly shaped and positioned.

SE expo has no gas but NW does

I wish the nats could be taken with zerg FE without worrying about having to defend the ramp too.

tk when you make maps why do the mineral onlys always have few minerals but the expos with gas have more blocks? That's really quite dumb imo, wouldn't you want the mineral onlys richer so there's an incentive to take them instead of taking an expo with gas?
I think the bottom cliff is bigger (middle 1)
I don't see what you're talking about FateD, maybe mark it on gmcs?
Hey thanks for the advice, I'll spend more time on these mineral formations since its so fucking hard to please Joel. Also the name for this map will be oO Kumba, i guees. I'm also going to get rid of that mineral only & less mineral for gas expos & more for mineral onlies. & how is it hard to defend your ramp with Zerg???? Creep exstends dingus :D Can't do any changes till tonight though, keep showing me some love <3
Oh snapple, I just realized in the picture that some minerals with less value show up as a full chunk in picture. ok ok, the mineral that blocks back door is 48 minerals & there are 2 mineral patches in main that are only worth like 100something, should I keep those?
Aight here's whats new:
-removed mineral onlies inbetween ramps
-Fixed nat distances
-gave mineral onlies 8 & 9 minerals
-gas expos have 6
keep on showing dat lovin <3
12 mineral blocks at the mains?????? are you nuts? lol

ok if u choose to let the mains have that many mins then u gotta cut down everywhere else on the map.. What makes it really bad is that the min onlys (at the corners) are so easily securable.. not to mention that the nat is very easily defendable too.. especially by terran.

however i do like the layout alot! pretty cool looking and looks solid. I dont like the backdoor to the mains tho.
oh nasty like I said the 3 of the minerals in main are only worth like 100 something minerals & the mineral blocking backdoor is only 48
hmmm about minerals , the bottom natural position is more open ( Behind and on the sides ) than the upper one, so its just a little imba but easier for drops behind then on bottom than upper ;o

Same with the mineral only on the sides of the map, one is completly innaccessible while the other one allow players to pass behind the mineral line
ehhh have joel explain it to you
no space behind nats is same
tk wtf is with those minerals onlys lol trcc is right there =/
yeah tk I think making the backdoor the nat and nat the backdoor is a good idea for pathing; in addition the mineral wall goes really fast and is gay to watch for. At the moment pathing is terrible; obviously players will avoid their own mineral only at the beginning, too bad the unit then tries to use enemy's mineral wall too, and when exiting, and when returning to base. That's a lot to worry about when you're trying to play -_-

The main mineral layout thing works rather nicely imo, even if it looks a little messy. I didn't notice any miner ai issues.
nats are equal atm trcc
Pathing wouldn't be issue if you'd control your units :D but I'm work on it
Nightmarejoo, they are not.

If you look carefully to them in staredit they arent

This shows what is not equal:
modified by trcc
ah I see what you're talking about, I was talking about something else that tk wouldn't believe me about at first that he's since fixed.
tk that's stupid that trcc's pic's errors are there -_-
yeah, look at them now :D all fixed
ok mineral wall is a doodad = pathing ok and no racial balance issues yay :D
modified by Nightmarjoo
WTF joel is actually saying this about one of my maps. The end of the world is near
bwahahaha map has been pwnd, kakarus at every expo FTW
I don't see what the point of using doodads to block routes is. It just adds confusion IMO
it doesn't I played it, no problems
boongee why would it add confusion? There's no route there, pathing will treat it like a cliff wall; players will know before hand there's no path there =/
the joelster is right
Any more problems that anyone can spot, let me know
modified by tktkvroom
bunch of good replays added
OH & btw, the reason the space behind the bottom nat is bigger is because (wow you pro mappers should know this already) on bottom of map 2 matrix squares dont show up in game, so it'll be exact same size in game just different in picture :D so no problems with that. If someone can spot anything else please let me know <3
teh one
I like this new map man
hey thanks
haha MOTW for sure if someone ever ends the current MOTW ;)
<3 yeah get to work on that :D
HEY state your name random gmcer :D
gmcer, bare in mind that the nat is not positioned the way most are. Opening that wall would make zvt as hard as a priest at a playground.
I said just to reduse it a little bit, not to delete the whole cliff wall.
I see what you mean, however I don't see the reasoning behind it.
When tanks attack Zerg for example from (see GMCS) the distance will be longer whit such long wall and zerg units will take more dmg then normal. It's also making the second path too hiddden and players might skip it too often.

EDIT: Wrong GMCS. I want it to point the upper dot on GMCS. But i think you get the point...
modified by Spammer
well I see your point now, but reducing that wall just a little bit will make zvt a pain, giving them more room to maneuver early mnm around, more space you'd have to defend, I think I'd rather let t tank me than let them in my base =/
yeah :D
pos imba, marked in gmcs, mine are the blue dots
modified by Nightmarjoo
will try to fix it tonight <3
really? That's great :)
yes it's fantastick :^)
Nightmarjoo gets credit on this map for editing some spots nats & minerals <3
and other stuff, but whatever :)
zerglings can pass between the spike and the hole on the backdoor :/
No they can't, tested. It does in staredit but not in game =/
yeah sucka this map is good to go :D sept joel needs to upload newer version of obs
obs updated
thanks babe
tvp is done zvp is done
pvp needs 1
tvt needs 2
zvz needs 3
For minimum rep requirements for the map pack.

Actually, I think this might be a good map for the map pack. I think it feels good in game, except for the mains, but they don't feel bad necessarily.
uploaded some reps.
the first tvp Alexandra_imajenius is an incorrect rep, it's me vs tk, already been uploaded, added by accident.

map needs a tvz, 2 tvt, 3 zvz
got the last tvz
map edited, 1 rock tile made comsat impossible in S nat, I replaced it with a dirt tile. I didn't change the pic.
thanks dog <33333
map needs just 1 tvt now and its reps are done, unless I am forgetting something.
reps are done
i saw a few reps on this map from a separate leage LRS or suttin and there are a few problems with this map.

the mineral only is too cluttered. so remove those obstacle doodads there.

the rock tiles are badly placed. terran cant even build a comsat at the 6 oclock nat. bad bad.

TK you have to be aware of these sort of things.
nasty please learn how to read
oh well the league rep must have dl'd it before that edit. sorry.
yeah thats dope though give me a link
what league nasty? and where are the reps?!
fixed the weird ass main minerals
ohhh thank you!!! i really wanted this map to be fixed!! (no, i didn't)
lol.. Just btw tkt
i <3 the map :D
the ONLY thing i could complain about, and thats bc its just me, is theres no room for 4gate proxy in main without being scouted :(
lol other than that, this is gotta be flawless ;)


--Chopper]i[ vs Hendrix]i[(1on1, 1.14)
--NGForce]i[ vs Zzang]i[(1on1, 1.14)
--Zork]i[ vs 1Pro)Fantastik(1on1, 1.14)
--Zork]i[ vs 1Pro)Fantastik(1on1, 1.14)
--Chopper]i[ vs FFL-Paint(1on1, 1.14)
--Nightmarjoo)pS( vs Zork]i[(1on1, 1.14)
--Nightmarjoo)pS( vs Zork]i[(1on1, 1.14)
--Zork]i[ vs NightMarJoo)pS((1on1, 1.14)
--SenSe.Nitmarjoo vs Sandinmycrack (chard)(1on1, 1.14p)
--Smaug[HCFM] vs Chopper]i[(1on1, 1.14p)
--Smaug[HCFM] vs Chopper]i[(1on1, 1.14p)
--2DaY.Alexandra (Nightmarjoo) vs Imajenius.jJ(1on1, 1.14p)
--2DaY.Alexandra vs Imajenius.jJ(1on1, 1.14p)
--2DaY.Alexandra vs Imajenius(1on1, 1.14p)
--2DaY.Alexandra vs Imajenius.jJ(1on1, 1.14p)
--Hoods. vs Chopper]i[(1on1, 1.14)
--2DaY.Alexandra vs chard(1on1, 1.14p)
--2DaY.Alexandra vs chard(1on1, 1.14p)
--2DaY.Alexandra vs chard(1on1, 1.14p)
--2DaY.Alexandra vs chard(1on1, 1.14p)
--2DaY.Alexandra vs chard(1on1, 1.14p)

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