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[PL] 09-10 Round 4 - New Maps - Page 2

Forum Index > BW General
281 CommentsPost a Reply
Prev 1 2 3 4 5 13 14 15 Next All
JWD
Profile Blog Joined October 2007
United States12607 Posts
March 13 2010 16:53 GMT
#21
On March 14 2010 01:47 flamewheel91 wrote:
Uhhh Checkmate, really? Tanks are going to own.

Chill's principle of map analysis in action here
✌
Murderotica
Profile Blog Joined December 2009
Vatican City State2594 Posts
March 13 2010 16:54 GMT
#22
Checkmate is going to be so Terran-favored with that tankable nat -_-;
ǝsnoɥ ssɐlƃ ɐ uı sǝuoʇs ʍoɹɥʇ ʇ,uop || sıʇɹoɟ ɹǝdɯǝs
Slugbreath
Profile Blog Joined July 2009
Sweden201 Posts
March 13 2010 16:54 GMT
#23
By the way, doesn't Check Mate remind you all a tad about (Wiki)Geometry?

+ Show Spoiler [Geometry] +
[image loading]
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
March 13 2010 16:57 GMT
#24
on checkmate, the B and R expansions are islands right?

it looks like a maze... this batch of proleague maps are nuts!
manner
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
March 13 2010 17:01 GMT
#25
On March 14 2010 01:54 Slugbreath wrote:
By the way, doesn't Check Mate remind you all a tad about (Wiki)Geometry?

+ Show Spoiler [Geometry] +
[image loading]


well yeah, the tilesets are similar and they both have a bunch of squares, but checkmate has only two "squares" with highground, only two ramps, tankable natural, 2player map vs 4 player, restricted routes of travel within the main --> natural --> 2nd expansion/battlefield.

geometry looks nuts though... a square version of HBR in terms of hill control
manner
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 13 2010 17:05 GMT
#26
This batch of maps actually looks decent imo. Inferno is really standard but not bad by any means.

Except Checkmate (Geometry. Doesn't use high ground nearly as much as its previous incarnatino though). Looks pretty damm boring.

And who the **** let Fortress in? It's like DMZ where they just spotted a cool concept and made a half-assed map to put in proleague. Seriously, PUT SOME FREAKIN WORK INTO IT!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
March 13 2010 17:08 GMT
#27
yayayayayayaya finally they release 5 instead of just 2 again and again. How long has it been since they release so many at once?
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
konadora *
Profile Blog Joined February 2009
Singapore66359 Posts
March 13 2010 17:16 GMT
#28
On March 14 2010 02:08 wishbones wrote:
yayayayayayaya finally they release 5 instead of just 2 again and again. How long has it been since they release so many at once?

expect 2-3 to not make the cut in the next round, they're probably going to filter out again
POGGERS
andeh
Profile Blog Joined August 2009
United States904 Posts
Last Edited: 2010-03-13 17:17:54
March 13 2010 17:17 GMT
#29
inferno looks like blizzards sc2 lost temple

that being said, i think it'll become the new python
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-03-13 17:18:55
March 13 2010 17:17 GMT
#30
so those little lines that look black or like a cliff on the Fortress map are actually gates OH not gateways ahaha but gates from campaigns. Know how they work, locked or unlocked? Would be interesting if they only unlocked after getting to the other side. :O Then remained unlocked for the remainder of the game.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
konadora *
Profile Blog Joined February 2009
Singapore66359 Posts
Last Edited: 2010-03-13 17:23:06
March 13 2010 17:20 GMT
#31
Map Concepts!

Checkmate
[image loading]


- 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.

Ghost Path
[image loading]


- 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

Polaris Rhapsody
[image loading]


- 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.

Inferno
[image loading]


- 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.

Grand Line
[image loading]


- 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)

Fortress
[image loading]


-
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.
POGGERS
Puosu
Profile Blog Joined April 2007
7014 Posts
Last Edited: 2010-03-13 17:21:22
March 13 2010 17:21 GMT
#32
Erm that's the Jewish symbol in the middle of Inferno? Pentagram would've made more sense seeing as the name is Inferno. ;o
OmgIRok
Profile Blog Joined June 2008
Taiwan2699 Posts
March 13 2010 17:22 GMT
#33
DAng ghost path looks so unique and interesting, can't wait to watch some games on it

checkmate is a joke :p commentators wil say: "OMG FLASH BRINGING HIS UNITS ACROSS A B C, OH THEY'RE HEADING DOWN TOWARD G!!"

Grand Line ^^ one piece
"Wanna join my [combo] clan?" "We play turret d competitively"
Ambergris_sTarTer
Profile Blog Joined August 2007
Philippines166 Posts
March 13 2010 17:23 GMT
#34
I like the Fortress encourages you to learn Wall Tactics...and Terran imba...
If there would be a proleague in the Philippines, we from Ambergris will take it!
konadora *
Profile Blog Joined February 2009
Singapore66359 Posts
March 13 2010 17:24 GMT
#35
On March 14 2010 02:22 OmgIRok wrote:
Grand Line ^^ one piece

Stork's map imo
POGGERS
Ambergris_sTarTer
Profile Blog Joined August 2007
Philippines166 Posts
March 13 2010 17:28 GMT
#36
Have you noticed one thing about Polaris Rhapsody?

sounds like monty hall with a choke at the start
If there would be a proleague in the Philippines, we from Ambergris will take it!
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 13 2010 17:32 GMT
#37
On March 14 2010 02:28 Ambergris_sTarTer wrote:
Have you noticed one thing about Polaris Rhapsody?

sounds like monty hall with a choke at the start


Monty Hall was a crazy concept. Polaris is nothing like it, really.
thunk
Profile Blog Joined March 2008
United States6233 Posts
Last Edited: 2010-03-13 17:34:45
March 13 2010 17:33 GMT
#38
On March 14 2010 02:01 d_so wrote:
Show nested quote +
On March 14 2010 01:54 Slugbreath wrote:
By the way, doesn't Check Mate remind you all a tad about (Wiki)Geometry?

+ Show Spoiler [Geometry] +
[image loading]


well yeah, the tilesets are similar and they both have a bunch of squares, but checkmate has only two "squares" with highground, only two ramps, tankable natural, 2player map vs 4 player, restricted routes of travel within the main --> natural --> 2nd expansion/battlefield.

geometry looks nuts though... a square version of HBR in terms of hill control


Remember that Geometry was a horrible failure of a map too. They probably tried to fix that.

On March 14 2010 01:53 JWD wrote:
Show nested quote +
On March 14 2010 01:47 flamewheel91 wrote:
Uhhh Checkmate, really? Tanks are going to own.

Chill's principle of map analysis in action here


Yea, I've figured out tanks own everywhere. I thought Katrina was going to be such a T-weighted map, you can just tank everywhere and you can't flank. That place was a Terran mass burial site.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Jonvvv
Profile Blog Joined February 2009
Norway1530 Posts
March 13 2010 17:34 GMT
#39
Finally new tilesets!
Liquipedia
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
Last Edited: 2010-03-13 17:38:45
March 13 2010 17:35 GMT
#40
These maps...... are cool
if Checkmate becomes official, the commentators will be like "Right now, Bisu needs to take control of the Q Panel to get back into the game!"
Nada's body is South Korea's greatest weapon.
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