Proleague Round 4 Maps
Update - April 10
On April 10 2010 13:30 pachi wrote:
Download all maps for Round 4
Additionally, mapdori has shown:
Download all maps for Round 4
- (2) Polaris Rhapsody 1.0 *NEW*
- (2) Match Point 1.3 *UPDATED*
- (4) Grand Line 1.0 *NEW*
- (4) Roadrunner 1.2 *UPDATED*
- (4) Judgment Day 1.2 *UPDATED*
- (4) Fighting Spirit 1.3
Additionally, mapdori has shown:
On April 10 2010 15:17 konadora wrote:
Official Patch Translation (by me :D)
Match Point:
- 6/12 oclock can now longer be sieged behind a protected doodad (doodad is removed)
- Made 3 oclock central ramp closer to center/further from side of map
- Changed 7oclock starting position's minerals
Judgment Day:
- Center is a bit more open
- Some mineral placement changes
- Shifted 1/5/7's starting position a bit
Roadrunner:
- 11/5 oclock mineral placement changed to vertical instead of horizontal
- Moved bridge a bit further from choke at 11/5 starting position's nat
- Changed the 3rd gas's layout a bit to allow better unit flow and widen choke
Official Patch Translation (by me :D)
Match Point:
- 6/12 oclock can now longer be sieged behind a protected doodad (doodad is removed)
- Made 3 oclock central ramp closer to center/further from side of map
- Changed 7oclock starting position's minerals
Judgment Day:
- Center is a bit more open
- Some mineral placement changes
- Shifted 1/5/7's starting position a bit
Roadrunner:
- 11/5 oclock mineral placement changed to vertical instead of horizontal
- Moved bridge a bit further from choke at 11/5 starting position's nat
- Changed the 3rd gas's layout a bit to allow better unit flow and widen choke
Update - April 7
On April 07 2010 13:51 p4NDemik wrote:
Polaris Rhapsody and Grand Line were the two to make the cut, replacing Neo Moon Glaive and New Tornado.
Fomos Story
Polaris Rhapsody and Grand Line were the two to make the cut, replacing Neo Moon Glaive and New Tornado.
Fomos Story
Basic information regarding resources and features has been added.
Edit: Specific details and game play of the maps were done by Kona.
Huge thanks Kona for non-fomos images.
Checkmate
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Tileset: Space
Size: 128 x 96
Positions: 4, 10
- Instead of the modern trend, which is making maps that are a combination of high and low ground and has multiple paths to allow engagements to happen everywhere, this is an all-low ground map.
- Design based off chess boards
- A billion possible paths for endless engagements
- Most expos are easily accessible without going through ramps and high ground disadvantages due to map being main all low-ground, so unit count will be important
- Island expos give more reasons to use dropships and air units.
- All resources are default at 1500 and 5000
Rush time: 36 seconds
Ghost Path
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Tileset: Jungle
Size: 128 x 96
Positions: 3, 9
- Heavy engagement-encouraging map
- Two entrances to main
- Bottom path for early small-sized army engagements
- Top path for heavy guerrilla warfare and huge army faceoffs
- Far third gas
- Main can be tankable from beyond the 'walls' that surround it
- Expansions at 5 and 7 have mineral patches at 1000 and geyser at 2000.
Rush time: 28 seconds (bottom), 52 seconds (top)
Polaris Rhapsody
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Tileset: Twilight
Size: 128 x 96
Positions: 5, 11
- Three different routes to mains gives players more options to use various strategies that suits their playing style (aggressive, defensive, standard, all-in, etc)
- All three routes are different. Fastest route has narrow bridge, 3/9 oclock requires you to get over ramps and 12/6 oclock requires you to get over two ramps.
- 1/7 oclock expos are safe and easily takeable by the players starting at 11/5 respectively
- But, for 3/9 expos, both players can take it. Hence, holding the center of the map (and the high ground surround it) becomes important for late game play.
- All resources are default at 1500 and 5000
Rush time: 33 seconds
Inferno
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Tileset: Desert
Size: 128 x 128
Positions: 3, 8, 11
- Reused the 'backdoor' concept from Medusa, but this time with 100% less worker bug issues.
- Island expos that can be made into non-island expos gives players more variety in choosing their strategies. For example, players can use similar strategies they used on Ultimatum, but tweak it slightly to suit the map (for players can opt to rush and break down the neutral buildings, making it non-island and vulnerable to harass).
- 3 gas expos that can be accessed on foot, and 3 by air (until you break down the neutral buildings). This forces players to make smart decisions on where to expand, which can lead to new strategies that can only be used on this map.
- All resources are default at 1500 and 5000
- One mineral patch in the main has only 500 minerals.
- There are 10 stacked temples at each place, totaling 15000 HP (1500 x 10).
Rush time: 30 seconds
Grand Line
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Tileset: Desert
Size: 128 x 128
Positions: 2, 5, 8, 11
- Spawn positions matter heavily, as different spawn positions = need to go through different terrains
- Requires you to choose your strategy after you scout (or basically, scouting is pretty damn important here)
- Center expansions have mineral patches at 500 and geyser at 2000
Rush time: 30 seconds (horizontal and vertical), 38 seconds (diagonal)
Fortress
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Tileset: Space
Size: 128 x 96
Positions: 2, 5, 8, 11
On March 14 2010 01:35 konadora wrote:
If you see the 4 corners, you notice some black thing at the entrances. Those are neutral 'gates'. There is no way for units to get through. BUT, you can use workers to use 'gather' and go through the gates, similar to Plasma. Except that it's a permanent, invincible egg wall.
If you see the 4 corners, you notice some black thing at the entrances. Those are neutral 'gates'. There is no way for units to get through. BUT, you can use workers to use 'gather' and go through the gates, similar to Plasma. Except that it's a permanent, invincible egg wall.
- Due to the availability of 4 island expansions that are relatively safe, even if you don't hold the center, you are not in a disadvantage.
- Each place has different amount of resources. Main minerals patches are at 1500, natural at 1750, 3rd at 1250, and island at 1000.
- Only workers can cross the paths at the corner expansions using the mineral patches. Other units cannot walk there due to the gates.
- There are 24 stacked mineral patches at the entrance of corner expansions.
Rush time: 31 seconds (horizontal and vertical), 37 seconds (diagonal)
Original pictures and descriptions from: www.fomos.kr (Fomos)