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Active: 1734 users

[PL] 09-10 Round 4 - New Maps

Forum Index > BW General
281 CommentsPost a Reply
1 2 3 4 5 13 14 15 Next All
Lyriene *
Profile Blog Joined September 2009
United States346 Posts
Last Edited: 2010-04-10 06:47:45
March 13 2010 16:25 GMT
#1
Proleague Round 4 Maps



Update - April 10
On April 10 2010 13:30 pachi wrote:
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:
  • Tank spots on Fighting Spirit / Match Point
  • Tanking the main on Polaris Rhapsody


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



On April 10 2010 08:19 konadora wrote:

Polaris Rhapsody - DOWNLOAD

Grand Line - DOWNLOAD



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




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

[image loading]


+ Show Spoiler +

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

[image loading]


+ Show Spoiler +

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

[image loading]


+ Show Spoiler +

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

[image loading]


+ Show Spoiler +

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

[image loading]


+ Show Spoiler +

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

[image loading]


+ Show Spoiler +

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.

- 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)
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Translatorlolol
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
Last Edited: 2010-03-13 16:31:24
March 13 2010 16:30 GMT
#2
Checkmate has got to be a joke lol

Inferno is like Moon Glaive x Medusa

and holy shit Fortress is using that gate mechanics! OMFG!
POGGERS
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
March 13 2010 16:31 GMT
#3
Inferno Checkmate and fortress seem really wierd to me but I love ghost path and Polaris rhapsody
Dota 3hard5me
Empyrean
Profile Blog Joined September 2004
17045 Posts
March 13 2010 16:32 GMT
#4
The maps look very fresh and original, but the first two look very cramped.

Will all of these maps make it?
Moderator
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
Last Edited: 2010-03-13 16:35:10
March 13 2010 16:32 GMT
#5
Theres no way that last one isn't a joke... where is the DETAIL??? Lets not forget the main bases have like 4 mineral patches. Ghost path looks a bit worrisome for pvz when trying to fast expo... in fact all of these maps except for Polaris Rhapsody look like they are amateur maps.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
gaiabulbanix
Profile Blog Joined November 2009
Thailand76 Posts
March 13 2010 16:33 GMT
#6
What are gate mechanics O.o? Wait... You mean the one from the campaigns O.O?
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
Last Edited: 2010-03-13 17:28:14
March 13 2010 16:35 GMT
#7
On March 14 2010 01:32 Whiplash wrote:
Theres no way that last one isn't a joke... where is the DETAIL??? Ghost path looks a bit worrisome for pvz when trying to fast expo... in fact all of these maps except for Polaris Rhapsody look like they are amateur maps.

Okay, the last map needs some explanation.

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.
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
March 13 2010 16:36 GMT
#8
Oh and the last map is 10 mineral patches stacked twice to make it seem like 5 patches at the mains, I guess.
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
March 13 2010 16:38 GMT
#9
For those who can't see due to FF blocking Fomos

[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]
POGGERS
JWD
Profile Blog Joined October 2007
United States12607 Posts
Last Edited: 2010-03-13 16:43:30
March 13 2010 16:42 GMT
#10
checkmate lol

and ghost path: there's almost no way to get through the middle of the map???
✌
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 13 2010 16:45 GMT
#11
for some reason i see checkmate/ghost path as TvT paradises
Artillery spawned from the forges of Hell
natturner
Profile Blog Joined June 2008
342 Posts
March 13 2010 16:47 GMT
#12
downloads?
This nigga done stole my bike.
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
March 13 2010 16:47 GMT
#13
Uhhh Checkmate, really? Tanks are going to own.
Also ghost path is going to be a nightmare to navigate :/
Writerdamn, i was two days from retirement
Slugbreath
Profile Blog Joined July 2009
Sweden201 Posts
Last Edited: 2010-03-13 16:48:59
March 13 2010 16:48 GMT
#14
If anybody wants sources for the claim that these indeed are new maps, here are the fomos-links:

Check Mate

Ghost Path

Polaris Rhapsody

Inferno

Grand Line

Fortress

d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
March 13 2010 16:49 GMT
#15
havent got a chance to look at all the maps carefully but polaris looks really cool, i like how there's three paths of entry into the natural and also the possibility of "claiming" either a vertical position (left vs right) or a horizontal one (top vs bottom). Most 1v1 maps have one clear direction of claiming position but this one really looks like both are viable
manner
illu
Profile Blog Joined December 2008
Canada2531 Posts
March 13 2010 16:50 GMT
#16
Checkmate is such a joke.
:]
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
March 13 2010 16:50 GMT
#17
Lyriene, if you don't mind, I'll translate the concepts and extra info about the maps. My passion for new maps is burning!
POGGERS
Lyriene *
Profile Blog Joined September 2009
United States346 Posts
March 13 2010 16:51 GMT
#18
On March 14 2010 01:50 konadora wrote:
Lyriene, if you don't mind, I'll translate the concepts and extra info about the maps. My passion for new maps is burning!


Go go go go go
Translatorlolol
lokiM
Profile Blog Joined June 2008
United States3407 Posts
March 13 2010 16:52 GMT
#19
Fortress looks so fun, can't wait to get my hands on these
You can't fight the feeling.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
March 13 2010 16:52 GMT
#20
Inferno and Ghost Path are no doubt my favorites.

Ghost path being sooo narrow might produce some fun gameplay for once (like moar air).

Inferno just looks hot, backdoor+desert tileset just smells Blistering Sands
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
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