On March 14 2010 01:47 flamewheel91 wrote:
Uhhh Checkmate, really? Tanks are going to own.
Uhhh Checkmate, really? Tanks are going to own.
Chill's principle of map analysis in action here
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JWD
United States12607 Posts
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
Vatican City State2594 Posts
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Slugbreath
Sweden201 Posts
+ Show Spoiler [Geometry] + | ||
d_so
Korea (South)3262 Posts
it looks like a maze... this batch of proleague maps are nuts! | ||
d_so
Korea (South)3262 Posts
On March 14 2010 01:54 Slugbreath wrote: By the way, doesn't Check Mate remind you all a tad about Geometry? + Show Spoiler [Geometry] + 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 | ||
neobowman
Canada3324 Posts
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
Canada2600 Posts
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konadora
Singapore66063 Posts
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 | ||
andeh
United States904 Posts
that being said, i think it'll become the new python | ||
wishbones
Canada2600 Posts
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konadora
Singapore66063 Posts
Map Concepts! Checkmate - 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 - 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 - 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 - 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 - 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 - 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. | ||
Puosu
6983 Posts
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OmgIRok
Taiwan2699 Posts
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 | ||
Ambergris_sTarTer
Philippines166 Posts
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konadora
Singapore66063 Posts
On March 14 2010 02:22 OmgIRok wrote: Grand Line ^^ one piece Stork's map imo | ||
Ambergris_sTarTer
Philippines166 Posts
sounds like monty hall with a choke at the start | ||
neobowman
Canada3324 Posts
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
United States6233 Posts
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 Geometry? + Show Spoiler [Geometry] + 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. | ||
Jonvvv
Norway1530 Posts
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Kenpachi
United States9908 Posts
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!" | ||
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