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[PL] 09-10 Round 4 - New Maps

Forum Index > BW General
281 CommentsPost a Reply
Normal
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
Singapore66156 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
16978 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 States2928 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
Singapore66156 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
Singapore66156 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
Singapore66156 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
FREEAGLELAND26781 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
Singapore66156 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
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
Singapore66156 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
Singapore66156 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
6985 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
Singapore66156 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.
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
March 13 2010 17:36 GMT
#41
Grand line looks like it'll be my favorite map so far.
(partially cause it reminds me of the one piece "grandline" =D)

it'll be interesting to see how TvT works on that map =0
I like haikus and / I can not lie. You other / brothers can't deny
Itachii
Profile Blog Joined April 2008
Poland12466 Posts
March 13 2010 17:37 GMT
#42
They look really great :O at least something new, hope there won't be many balance issues
La parole nous a été donnée pour déguiser notre pensée
Megalisk
Profile Blog Joined October 2008
United States6095 Posts
March 13 2010 17:39 GMT
#43
Grand line looks so damn AMAZING I can't wait to play on it.
Tear stained american saints and dirty guitar dreams across a universe of desert and blue sky , gas station coffee love letters and two dollar pistol kisses from thirty five dollar hotel room stationary .
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
March 13 2010 17:42 GMT
#44
LOL HOLY crap wtf are these maps these are crazy.

ok these are my thoughts...im not super pro sc player or anyhting but oh well.

ok acutally i have no ide abotu checkmate apart frmo that it looks hilarious

eaarly-miod game zvt looks like the natural will be mutalisk harass heaven for zerg :D:D cuz air distance is so close... while late game if terran can get a billion tanks and hold the top areas it will be really hard for .. P or Z to break -_- little bridges, and ton of high and low groudn ups and downs.

polaris looks friggin sweet haha, like matchpoint vs sin chupung ryeong.. players will have to be moving around all the time!

inferno just looks like some standard 3 player macro thing...seems like arrangement of the expansions will favour terran in tvp? can push along one route towards the enemy.

grandline.. holdin the centre will be important ~~

FORTRESS i have a feeling it will be bad cuz it reminds me of Sin Pioneer Period.. super 'small' map with super small push distances... z and p in for a hard time/
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
Wineandbread
Profile Joined September 2009
United States2065 Posts
March 13 2010 17:43 GMT
#45
Lmao what is Checkmate haha
Helpful labeling for game analysis B)

I'm liking the look of Ghost Line and Grand Line. Fortress seems incredibly terran imba to me
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
March 13 2010 17:45 GMT
#46
Lolol, Checkmate was so confusing they had to label the pods so players would know where they were.
Jaedong
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
March 13 2010 17:46 GMT
#47
All in all some really cool maps, Ghost Path and Inferno my favorite just looking at them. Checkmate and Fortress, on the other hand, look like crap.
How is zerg supposed to get a 3rd on Fortress? take an island?
KTY
Disregard
Profile Blog Joined March 2007
China10252 Posts
March 13 2010 17:50 GMT
#48
Checkmate screams Terran abuse.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
March 13 2010 17:51 GMT
#49
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


How to determine if a map is terran favored:

Does it have the extension .scm or .scx? If so, then yes.
@RealHeyoka | ESL / DreamHack StarCraft Lead
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
Last Edited: 2010-03-13 17:55:03
March 13 2010 17:53 GMT
#50
On March 14 2010 02:46 Xxio wrote:
How is zerg supposed to get a 3rd on Fortress? take an island?

yep either that or main

besides, if u get a fast third at the islands, there's nothing the opponent can do about it except to drop, which by then there will already be mutalisks.
POGGERS
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
Last Edited: 2010-03-13 18:03:16
March 13 2010 17:56 GMT
#51
Haha Checkmate looks rofltastic. So does Fortress, but at least it has a cool semi-island mechanic. If you make a map called Inferno, why do you draw Solomon's seal instead of a pentagram?

I think carriers could be very strong on Ghost Path, anyone agree?
okum
Profile Blog Joined February 2009
France5778 Posts
March 13 2010 17:59 GMT
#52
Love the creativity. Can't wait for the new strategies that will be developed for some of these maps.
Flash fan before it was cool | Coiner of "jangbang"
Weasel-
Profile Joined June 2009
Canada1556 Posts
March 13 2010 18:19 GMT
#53
Ghost Path kind of looks like a map out of Advance Wars with how it's laid out. Looks really fun.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
March 13 2010 18:24 GMT
#54
I hope these maps are balanced, at the very least
Writerptrk
Urth
Profile Blog Joined November 2007
United States1249 Posts
March 13 2010 18:25 GMT
#55
I actually like all of these maps.

They look exciting with tons of new ideas
BY.HERO FIGHTING!!!!
kane]deth[
Profile Joined October 2009
Canada368 Posts
March 13 2010 18:26 GMT
#56
I'm thinking storm drops will be really good at the main's in fortress.
Insight
Profile Joined December 2009
19 Posts
March 13 2010 18:27 GMT
#57
Checkmate and Fortress seem horrid and imbalanced, hope they never make it into pro game (I'm tempted to put Ghost Path there as well cause main+nat are so open and vulnerable to muta/reaver sort of harassments and cause of 2 nat entrances on completely opposite sides)

Polaris looks very interesting, I don't like that 3rd is so hard to defend (think tvp) but it would be a blast in late game
avaTar[
Profile Blog Joined November 2009
Mexico301 Posts
March 13 2010 18:28 GMT
#58
I am never, in my life, going to play on checkmate. Nuff said.
Gregsen
Profile Blog Joined November 2007
Germany667 Posts
March 13 2010 18:29 GMT
#59
wow I simply love Ghost Path and Polaris...can't wait to play on those!!!
Boycott Activision whenever, wherever you can.
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
March 13 2010 18:35 GMT
#60
Don't be hating on Fortress. It will definitely make for some interesting games, even if it's imbalanced.

Like Troy or Plasma.
POGGERS
deL
Profile Blog Joined March 2009
Australia5540 Posts
March 13 2010 18:41 GMT
#61
WOW I love them all except checkmate.
Gaming videos for fun ~ http://www.youtube.com/user/WijLopenLos
G3nXsiS
Profile Joined July 2009
United States656 Posts
March 13 2010 18:49 GMT
#62
Wow checkmate is by far weirdest and most unique map I have seen. Im really laughing at the alphabets there. Its like alphabet soup lol. Anyways I hope we will be able to see some games on there to see what kind of strats the pros will come up with.
Hope is the first step on the road to dissapointment
illu
Profile Blog Joined December 2008
Canada2531 Posts
March 13 2010 18:52 GMT
#63
I think for Fortress TvZ, the T can just lift and move to the island expasion and tech like crazy then crush the zerg with BCs.
:]
thunk
Profile Blog Joined March 2008
United States6233 Posts
March 13 2010 18:56 GMT
#64
No matter how I look at these maps I just see Flash beating everyone, haha.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
0neder
Profile Joined July 2009
United States3733 Posts
March 13 2010 18:59 GMT
#65
On March 14 2010 03:28 avaTar[ wrote:
I am never, in my life, going to play on checkmate. Nuff said.

Too elitist for ProLeague now, are we?
JIJIyO
Profile Blog Joined January 2009
Canada1957 Posts
March 13 2010 19:13 GMT
#66
Grand Line looks so sickkkkkkk.

[image loading]


[image loading]


It really looks like it's from One Piece. The middle is the Grand Line and the outside areas are the Calm Belt. I'm pretty excited about these new maps.

KT_Violet
Emon_
Profile Blog Joined November 2009
3925 Posts
March 13 2010 19:15 GMT
#67
I remember that one map with the lurker eggs everywhere blocking paths. . . . That looked crap. But compared to checkmate it's map design genius at work. Holy cow what the hell is up with that map?

Inferno looks soooooo sweet. And the rest do as well. Fortress is T_T. WTF? Put some damn effort into it.
"I know that human beings and fish can coexist peacefully" -GWB ||
Itachii
Profile Blog Joined April 2008
Poland12466 Posts
March 13 2010 19:20 GMT
#68
Checkmate surely will be easy to LR.
La parole nous a été donnée pour déguiser notre pensée
NeoOmega
Profile Blog Joined September 2008
United States495 Posts
March 13 2010 19:25 GMT
#69
Which one of these will turn out to be the new outsider? New maps are always exiting to watch.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 13 2010 19:31 GMT
#70
Fortress looks kinda dumb, but I'm really looking forward to ghost path
SkytoM
Profile Blog Joined July 2009
Austria1137 Posts
March 13 2010 19:38 GMT
#71
i love all maps
Bisu... ;-(
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
March 13 2010 19:46 GMT
#72
Lol Grand Line, I bet those Map makers JUST made it for Stork. I like that map and Polaris Rhapsod.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
March 13 2010 19:50 GMT
#73
I love Grand Line, Inferno is ok, Fortress is pretty neat, Checkmate is funny, I kinda like it, but I fucking hate Ghost Path and Polaris Rhapsody.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
March 13 2010 19:52 GMT
#74
hahahahaha Grand Line? I bet Stork kicks ass on that map
Lebesgue
Profile Joined October 2008
4542 Posts
March 13 2010 20:12 GMT
#75
I'm not sure about these maps.

Fortress looks like it will be a pain in TvP.

Ghost Path has such narrow paths it will be a pain to move big armies around...

Grand line looks really sick. I can totally see Stork owning everyone there
Faranth
Profile Blog Joined December 2009
933 Posts
March 13 2010 20:13 GMT
#76
--- Nuked ---
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2010-03-13 20:21:26
March 13 2010 20:14 GMT
#77
OMG all those maps rock!!
Few exceptions:
Checkmate- Although it looks interesting, and its definitely original its to squareish for my taste, and it also looks like a map form a good amount of years back.

Ghost path- As a mapper, its sexy, creative and original as hell, but I just get the feeling that it will be horrible to play this, and I dont like the type of symmetry the mapper used, and looks to tight, i dont see how T vs P can happen here... (every thing is tankable)

Finally: Fortress- This better be not finished, because it looks like a little kid opened scmdraft2 and started joking around, its such a noob map, or it could even be related to an old bilz map. It just sucks so bad I HATE IT!! Everything is so bad; deco, execution, concept, positional imba... I could make a hole essay about how bad this map is.

The other three ( The good 1s IMO)

Grand Line- Great map, concept, deco, execution, balance are outstanding my only critique is that I would have preferred another title set.


Inferno- Beautiful, just beautiful, that middle is as sexy as it gets, I love the bridges and the neutral buildings. On the other side: The path issue will be horrible and I think this will piss of many players. Also the distance from nat2nat of red 2 blue looks much shorter than the one 2 teal, and my last complaint is the positional imbalance on reds high ground neutral blocked expo, but that is really really hard 2 avoid in (3) player maps. OMG that middle is just 2 SEXY!!!

Polaris Rhapsody- Starting off, what a cool name this is! And it gos perfectly with this super map. I have no complaints of map (at first sight) The concept, the custom terrain and the custom ramps are fantastic !!!
What a great map!!

IMO this is a much better map pool than last season, except for that map fortress, what a shitty ass map that is, let it burn in hell!






10%
Sixer
Profile Blog Joined February 2009
United States278 Posts
March 13 2010 20:19 GMT
#78
Ghost path looks so fucking sick.

Fortress and Checkmate are...interesting, but I would guess that one of them is going to get dropped during the season lol.
YO MAN~YOGA PARTY BABY
JL_GG
Profile Joined March 2010
Canada249 Posts
March 13 2010 20:25 GMT
#79
inferno looks cool
but Checkmate has to be a joke O.O
ghost path looks fun to play
synapse
Profile Blog Joined January 2009
China13814 Posts
March 13 2010 20:59 GMT
#80
Ghost path makes no sense at all... tank/mines = gg? swarm x5 = gg?

I love Checkmate though.. it's like an isometric chessboard (and now when you're obsing, you'll always know what spot on the map you're looking at). You can even refer to expansions by letter rather than _oclock xD
:)
GTR
Profile Blog Joined September 2004
51432 Posts
March 13 2010 21:01 GMT
#81
checkmate looks really cute
Commentator
jonich0n
Profile Joined February 2009
United States1982 Posts
March 13 2010 21:03 GMT
#82
holy shit at first I thought this was a joke.

amazing maps!
(>'.')>
SkelA
Profile Blog Joined January 2007
Macedonia13032 Posts
March 13 2010 21:11 GMT
#83
Maps look really great . I cant wait for the new maps to be played !
Stork and KHAN fan till 2012 ...
Tinithor
Profile Joined February 2008
United States1552 Posts
March 13 2010 21:20 GMT
#84
I actually think checkmate looks really interesting
"Oh-My-GOD" ... "Is many mutas, Yes?"
Chen
Profile Joined June 2009
United States6344 Posts
March 13 2010 21:28 GMT
#85
harassment on fortress is going to be murderous.... stacked minerals means 1 storm can completely clear out a main of workers
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
March 13 2010 21:40 GMT
#86
Despite many having islands, all of these maps look terrible for sair/reaver.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
March 13 2010 21:52 GMT
#87
What's up with Checkmate? Are the letters actually on the map so you can see them while playing on the minimap? Cause that'd be pretty lol worthy.
God Bless
Olorin.SVK
Profile Joined December 2008
Slovakia136 Posts
March 13 2010 22:02 GMT
#88
Jewish star on Inferno? Pretty sure it was supposed to be a pentagram lol
CynanMachae
Profile Blog Joined September 2006
Canada1459 Posts
March 13 2010 22:04 GMT
#89
Wow those maps look good.

Want download
Jang Yoon Chul hwaiting!
Latham
Profile Blog Joined May 2007
9560 Posts
March 13 2010 22:16 GMT
#90
Holy shit Grand Line and Polaris Rhapsody look crazy interesting. Not too fond Checkmate though.
Looking forward to seeing these maps being played on =D!
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
azndsh
Profile Blog Joined August 2006
United States4447 Posts
March 13 2010 22:46 GMT
#91
for checkmate, they should have labeled all the sections with areas... in any case it'll make commentating super easy
hyst.eric.al
Profile Blog Joined June 2009
United States2332 Posts
March 13 2010 23:01 GMT
#92
some of these maps look really nice, the others...eh

checkmate is pretty hilarious though, designers should have put more thought into incorporating the whole alphabet :D
Leta , BeSt, Calm fan forever! 김정우, I am sorry I ever lost faith in you.
PH
Profile Blog Joined June 2008
United States6173 Posts
March 13 2010 23:09 GMT
#93
Checkmate and Ghost Path...there is NO way those are going to be real maps. They have to be a joke, right?
Hello
Stropheum
Profile Joined January 2010
United States1124 Posts
March 13 2010 23:24 GMT
#94
I think inferno is supposed to be a play on Dante's inferno, but apparently Dante was Jewish, cause that's a star of David, not a pentagram.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
March 13 2010 23:36 GMT
#95
These maps look really fun.
Hi.
HeartOfTofu
Profile Joined December 2009
United States308 Posts
March 13 2010 23:44 GMT
#96
Some of these maps look absolutely ridiculous... It feels like they're really reaching far out for ways to keep the game fresh these days...
I like to asphixiate myself while covered in liquid latex... Do you?
YPang
Profile Blog Joined April 2007
United States4024 Posts
March 13 2010 23:45 GMT
#97
these maps looks really good, but game play will be fucken horrible.
sMi.Gladstone | BW: B high| SC2: gold T_T
Zeburial
Profile Blog Joined May 2009
Sweden1126 Posts
March 13 2010 23:53 GMT
#98
seriously. What the heck? O_O These maps looks so weird compared to the maps we have right now X_x
Empires are not brought down by outside forces - they are destroyed by weaknesses from within
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
March 13 2010 23:54 GMT
#99
i like ghostpath, polaris rhapsody and inferno looks ok. checkmate and fortress must be bad jokes and look absolutely horrible, i mean the graphics....

grand line ... i dont know what to think of this map yet. but somehow i got the impression that both ghost path and grand line will be heavily imba in tvp....
"What am I supposed to do against this?" - "Lose!" :-]
HeartOfTofu
Profile Joined December 2009
United States308 Posts
March 13 2010 23:59 GMT
#100
Just watch, the next "brilliant" map concept someone is going to come up with is creating a map where the terrain changes automatically over time with the use of timers and invincible neutral buildings or something stupid like that... -_- They need to stop with these nonsense maps already... I'm all for progress, but they should do it gradually rather than try to radically change we play the game with each new map.
I like to asphixiate myself while covered in liquid latex... Do you?
SVN-ShaS
Profile Joined January 2010
Australia258 Posts
March 13 2010 23:59 GMT
#101
Ghost path look un-wallable
I love FlaSh !!!
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2010-03-14 00:07:15
March 14 2010 00:04 GMT
#102
now that i took a closer look at it, i think grand line might produce some really great matches. ghost path looks totally imba, how are P or Z supposed to win vs tanks and mines there?
polaris rhapsody seems the most standard map too, and inferno is also rather standard. i absolutely despise the visuals of checkmate and fortress though, yikes!
"What am I supposed to do against this?" - "Lose!" :-]
Chen
Profile Joined June 2009
United States6344 Posts
Last Edited: 2010-03-14 00:07:47
March 14 2010 00:07 GMT
#103
is it possible to forge fe on ghost path? 2 distinct entrances to the natural, both huge, and on opposite sides of the base. if someone doesnt figure out some ridiculous simcity, im going to go ahead and predict 80+% zvp win rate on that map.
valaki
Profile Joined June 2009
Hungary2476 Posts
March 14 2010 00:08 GMT
#104
Grand Line One Piece reference?
ggaemo fan
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
March 14 2010 00:11 GMT
#105
On March 14 2010 09:07 Chen wrote:
is it possible to forge fe on ghost path? 2 distinct entrances to the natural, both huge, and on opposite sides of the base. if someone doesnt figure out some ridiculous simcity, im going to go ahead and predict 80+% zvp win rate on that map.



and i predict 90+% tvp winrate aswell...
imagine the toss is on the left and the T sieges up there:

[image loading]


how are u supposed to attack this position at all? obviously the bottom path is completely useless in tvp once midgame has started...
"What am I supposed to do against this?" - "Lose!" :-]
torm3ntin
Profile Joined October 2009
Brazil2534 Posts
March 14 2010 00:17 GMT
#106
i thought it was a joke lol. but seriously very weird maps.
Grubby and Ret fan, but a TERRAN player :D
nozaro33
Profile Blog Joined March 2008
Taiwan1819 Posts
March 14 2010 00:17 GMT
#107
Wow, the new maps seem quite good! All of them feel quite refreshing, (hopes for them to be balanced)
#1 Flash / #2 NaDa / #3 Stats fan / KT fan for life
nozaro33
Profile Blog Joined March 2008
Taiwan1819 Posts
March 14 2010 00:21 GMT
#108
On March 14 2010 09:11 Black Gun wrote:
Show nested quote +
On March 14 2010 09:07 Chen wrote:
is it possible to forge fe on ghost path? 2 distinct entrances to the natural, both huge, and on opposite sides of the base. if someone doesnt figure out some ridiculous simcity, im going to go ahead and predict 80+% zvp win rate on that map.



and i predict 90+% tvp winrate aswell...
imagine the toss is on the left and the T sieges up there:

[image loading]


how are u supposed to attack this position at all? obviously the bottom path is completely useless in tvp once midgame has started...


Yeah.. this map will probably force P's to go for fast arbs. There's like no good location to engage a Terran army
#1 Flash / #2 NaDa / #3 Stats fan / KT fan for life
justiceknight
Profile Blog Joined May 2008
Singapore5741 Posts
March 14 2010 00:21 GMT
#109
imo ghost path is the next battle royal/raid assault 2.The nat is very near and is asking muta to kill the players.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
March 14 2010 00:22 GMT
#110
On March 14 2010 09:17 torm3ntin wrote:
i thought it was a joke lol. but seriously very weird maps.


yeah same when I saw checkmate lol abcdefghijklmnoq
Hi.
Scaramanga
Profile Blog Joined March 2008
Australia8090 Posts
March 14 2010 00:27 GMT
#111
On Inferno couldnt a terran lift a cc onto the expo with the temple protecting it and drop a few tanks or rines and mass turrets? seams like a extreamly easy and safe third for terran
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
haster27
Profile Blog Joined October 2009
Taiwan809 Posts
Last Edited: 2010-03-14 00:42:17
March 14 2010 00:39 GMT
#112
I love how there is only five mineral on the main of Fortress hahaha. Literally screaming at players to go out and take expansions. All of these maps are pretty funny/cool-looking, so I don't mind any of them. I just wish some noticeable balance issues will be found and taken care off while preserving the spirit of the maps. I wouldn't mind seeing little more decoration at middle part of Fortress either.

MrBob
Profile Joined November 2009
93 Posts
March 14 2010 00:49 GMT
#113
fortress seems interesting. checkmate is just weird and ghost path is too crowded IMO. I also don't like how tanks can attack the main from behind walls
Who can troll the past can troll the future. Who can troll the present can troll the past.
MageKirby
Profile Joined July 2009
United States535 Posts
March 14 2010 00:49 GMT
#114
I hope those alphabets are not really in the map. lol

Checkmate looks so interesting.
Neos
Profile Joined June 2009
United States400 Posts
March 14 2010 00:56 GMT
#115
Wow, pls dont make checkmate one of the maps..
MountainDewJunkie
Profile Blog Joined June 2009
United States10341 Posts
March 14 2010 01:05 GMT
#116
Guess KeSPA wants to make more maps that will ensure that Flash wins everything :/

Anyway, Grand Line and Polaris are pretty awesome.

I like Ghost Path because I feel like the double-ramped natural (that's what I'm seeing, right?) will force more tosses to go 1-base tech vs zerg, could make for some delicious games.

But in all honesty, hopefully they only use that map for PvZ and TvT, because sweet Jesus, that map was tailor-made for tanks.
[21:07] <Shock710> whats wrong with her face [20:50] <dAPhREAk> i beat it the day after it came out | <BLinD-RawR> esports is a giant vagina
Simple
Profile Blog Joined February 2009
United States801 Posts
March 14 2010 01:07 GMT
#117
ghost path looks kinda cramped, but its different. most maps these days follow a pretty formulaic route, which is usually followed for balance.
Tekin
Profile Blog Joined April 2008
2711 Posts
Last Edited: 2010-03-14 01:09:21
March 14 2010 01:08 GMT
#118
Ghost Path looks like a clone of battle royal I bet were gonna see a lot of ZvZ on that.
Cheers! //¯◡◡¯\\ 문채원 | 한지우 -___-
Kyuukyuu
Profile Blog Joined January 2009
Canada6263 Posts
March 14 2010 01:16 GMT
#119
looked at first pic

checked today's date to make sure it wasn't april 1st

lol'd.

Looking forward to these
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
March 14 2010 01:42 GMT
#120
On March 14 2010 09:07 Chen wrote:
is it possible to forge fe on ghost path? 2 distinct entrances to the natural, both huge, and on opposite sides of the base. if someone doesnt figure out some ridiculous simcity, im going to go ahead and predict 80+% zvp win rate on that map.

forge/gateway at btm, pylon position so that both top and bottom can be covered. probably forge/gateway closer to the main's ramp.
POGGERS
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
March 14 2010 01:57 GMT
#121
On March 14 2010 09:07 Chen wrote:
is it possible to forge fe on ghost path? 2 distinct entrances to the natural, both huge, and on opposite sides of the base. if someone doesnt figure out some ridiculous simcity, im going to go ahead and predict 80+% zvp win rate on that map.


i wouldnt say those ramps are huge, plus you have high ground advantage at your natural which is rare
manner
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2010-03-14 02:23:43
March 14 2010 02:22 GMT
#122
still, 2hatch muta will yield a deadly arrival time on ghost path....
im by far no good player or expert in anything sc-related, but to me this map looks like it will be z>>>>> t, z >>>> p and t >>>>>>>>>>>>>>> p....
"What am I supposed to do against this?" - "Lose!" :-]
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 14 2010 02:41 GMT
#123
On March 14 2010 09:21 nozaro33 wrote:
Show nested quote +
On March 14 2010 09:11 Black Gun wrote:
On March 14 2010 09:07 Chen wrote:
is it possible to forge fe on ghost path? 2 distinct entrances to the natural, both huge, and on opposite sides of the base. if someone doesnt figure out some ridiculous simcity, im going to go ahead and predict 80+% zvp win rate on that map.



and i predict 90+% tvp winrate aswell...
imagine the toss is on the left and the T sieges up there:

[image loading]


how are u supposed to attack this position at all? obviously the bottom path is completely useless in tvp once midgame has started...


Yeah.. this map will probably force P's to go for fast arbs. There's like no good location to engage a Terran army

i see this being either TvT or ZvZ only map, i highly doubt protoss will ever get to play it except at the very early stages of it
Artillery spawned from the forges of Hell
FusionCutter
Profile Joined October 2004
Canada974 Posts
March 14 2010 02:44 GMT
#124
Checkmate is cool, but predict massive Vulture fights.
firedodo
Profile Joined November 2008
China116 Posts
March 14 2010 02:53 GMT
#125
Somehow I sense that Z>T>P>Z in a number of these maps...
Gonna be a tough map set for tosses again
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
March 14 2010 02:57 GMT
#126
On March 14 2010 09:21 nozaro33 wrote:
Show nested quote +
On March 14 2010 09:11 Black Gun wrote:
On March 14 2010 09:07 Chen wrote:
is it possible to forge fe on ghost path? 2 distinct entrances to the natural, both huge, and on opposite sides of the base. if someone doesnt figure out some ridiculous simcity, im going to go ahead and predict 80+% zvp win rate on that map.



and i predict 90+% tvp winrate aswell...
imagine the toss is on the left and the T sieges up there:

[image loading]


how are u supposed to attack this position at all? obviously the bottom path is completely useless in tvp once midgame has started...


Yeah.. this map will probably force P's to go for fast arbs. There's like no good location to engage a Terran army

Or carriers. Look at the pathing! How the hell are goliaths possibly going to chase them down?
But why?
Corrupt
Profile Joined August 2009
Bulgaria1312 Posts
March 14 2010 03:00 GMT
#127
WOOOW Ghost Path is siiick!
Just a guy trying to enjoy living in the worst timeline and failing miserably since 1990.
peidongyang
Profile Joined January 2009
Canada2084 Posts
March 14 2010 03:19 GMT
#128
Thank goodness they're getting rid of Great Failure Reef
the throws never bothered me anyway
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
March 14 2010 03:30 GMT
#129
On March 14 2010 12:19 peidongyang wrote:
Thank goodness they're getting rid of Great Failure Reef

that's OSL exclusive map...
POGGERS
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
March 14 2010 03:31 GMT
#130
On March 14 2010 11:44 Liquid_Turbo wrote:
Checkmate is cool, but predict massive Vulture fights.


Yeah geometry 2.0
Hi.
Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
March 14 2010 03:36 GMT
#131
I can't for the life of me figure out why people are saying stork is gonna rape on Grand Line.

Tell meee
hayata2.0
Profile Joined January 2010
Canada655 Posts
March 14 2010 03:44 GMT
#132
Stork watches One Piece?
jpak
Profile Blog Joined October 2009
United States5045 Posts
March 14 2010 03:45 GMT
#133
I think Ghost Path is asking for carriers. IDK if it'll be 2-base carrier like we saw in Katrina, but carriers will probably rape in this map.
CJ Entusman #50! #1 클템 fan TL!
Rucky
Profile Joined February 2008
United States717 Posts
March 14 2010 03:52 GMT
#134
Of course if you look at the maps with the current playstyles it's going to be very imbalanced. Hopefully people will come up with creative strategies that work. Seems to me like they're stepping away from macro style with more difficult large army ground paths. Maybe we'll see more aggression and small army engagements.
Beyond the Game
Exteray
Profile Blog Joined June 2007
United States1094 Posts
March 14 2010 03:53 GMT
#135
Umm for checkmate the natural seems really prone to tank siege if dropped behind...
JohannesH
Profile Joined September 2009
Finland1364 Posts
March 14 2010 04:07 GMT
#136
These look nice, they seem "fresh" to me. Hopefully will show some new kind of styles. Just gotta hope theyll end up reasonably balanced, seems quite hard to say yet since many of them will play so differently than what were used to.
If you have to ask, you don't know.
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
Last Edited: 2010-03-14 04:22:51
March 14 2010 04:22 GMT
#137
On March 14 2010 12:44 hayata2.0 wrote:
Stork watches One Piece?

yep
edit: or were u answering the question above lol
POGGERS
jalstar
Profile Blog Joined September 2009
United States8198 Posts
March 14 2010 04:34 GMT
#138
Protoss and Zerg just got checkmated.
ghermination
Profile Blog Joined April 2008
United States2851 Posts
March 14 2010 04:37 GMT
#139
This maps are freaking crazy, i can't believe check mate is actually a real map.
U Gotta Skate.
PhOeniX[MinD]
Profile Joined August 2008
361 Posts
March 14 2010 05:28 GMT
#140
Ghost path is going to be good for zerg i guees i dont see terrans having the good times all are saying about it.

fortress looks like players will show some great weird games with awesome new build orders i imagine fantasy playing great here
KT_FlaSh #1
Snausages
Profile Blog Joined June 2009
United States529 Posts
March 14 2010 05:35 GMT
#141
inferno looks like it'll be the most balanced followed by grand line and polaris

ghost path just looks like a mess to me
teaaaaaaaa
BlissX1
Profile Blog Joined October 2009
United States328 Posts
March 14 2010 05:41 GMT
#142
What i find interesting is how Inferno fails to have a pagan star. Why the Jew Star?
XtremeOneZ 4 Life Bliss[x.1]
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
Last Edited: 2010-03-14 05:45:09
March 14 2010 05:45 GMT
#143
POGGERS
StayFrosty
Profile Joined February 2010
Canada743 Posts
March 14 2010 05:47 GMT
#144
polaris and ghost path are so far my favourites.
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
March 14 2010 06:00 GMT
#145
It's common to complain about TvP imba on new and unusual maps, because that matchup depends so heavily on the terrain, and because new and unusual maps tend to contain:

1) Cramped spaces (particularly a cramped path Terran can push along)
2) Very easy thirds, often very easy fourth or even fifth expansions
3) Easy sneak-around paths for vultures (bonus points if they're too narrow for a dragoon-heavy Protoss army to maneuver through, and even more if they can't be blocked with pylons)
4) 'Tankable' positions that drastically cut the push distance for Terran but not for Protoss

A large, open map with expansions pushed up against the sides of the map and a couple handy chokes so that vultures can't easily raid your bases, and either a difficult third or a difficult fourth, will allow Protoss to set up a favorable macro game against Terran and wear them down. Even a 200/200 3/3 Terran ball is susceptible to 20+gateways of reinforcement, provided the terrain allows Protoss to spread out and flank. If the terrain does not, Protoss has to take a more aggressive hand and prevent the Terran from ever getting that many units. Terran defense being as strong as it is, this is hard unless the map is friendly to carriers.

Or maybe I don't understand PvT.
My strategy is to fork people.
phosphorylation
Profile Blog Joined July 2009
United States2935 Posts
March 14 2010 06:03 GMT
#146
On March 14 2010 14:41 Bl1ss wrote:
What i find interesting is how Inferno fails to have a pagan star. Why the Jew Star?

maybe jews = devils in korea
Buy prints of my photographs at Redbubble -> http://www.redbubble.com/people/shoenberg3
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
Last Edited: 2010-03-14 06:05:28
March 14 2010 06:05 GMT
#147
don't overread it -_-

they just think it looks nice, like holy world and tears of the moon's deco and stuff.
POGGERS
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
Last Edited: 2010-03-14 08:56:38
March 14 2010 06:20 GMT
#148
Wow, this map pool is crazy. I was worried about map makers after last boring map poll. But this surpass all expectations.

Checkmate is like ok map. Rather standart to be honest

Inferno seems like Medusa + Moon Glaive + Blistering Sands :D I like the idea of second entrance to main base though it can be little unbalanced. This map dont seem very novice but it's ok

I actually dont like Fortress. It reminds me of boring Judgement Day... And it doesnt seem balanced with so short distances between main bases

But other maps...

Ghost Path is so novice, with two different paths to enemy base. This idea already was on Monty Hall and Hitchhiker and those maps were awesome. Anyway this map looks rather novice.

Polaris Rhapsody
I love this kind of maps. It's great when u can attack straight or from sides. It gives to players many strategical moves.

Grand Line
Same as Polaris Rhapsody, i love this kind of maps. I'm looking forward to watch many awesome games on these maps.
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
March 14 2010 06:49 GMT
#149
These maps look ridiculous.
gaizka
Profile Blog Joined August 2008
United States991 Posts
March 14 2010 07:07 GMT
#150
One Piece!!!
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
March 14 2010 07:10 GMT
#151
everyone keeps talking about how ghosts path is like montys hall.. but i think polaris is most similar to monty hall. not just because there are three directions of attack but also there are three possible directions to take your third, each with their positives, drawbacks and strategic implications
manner
Apex
Profile Blog Joined January 2009
United States7227 Posts
March 14 2010 08:06 GMT
#152
Inferno looks cool, but I don't like Checkmate at all.

Checkmate does seem to promote major flanking possibilities though. That could be good for Zerg.
Kyuukyuu
Profile Blog Joined January 2009
Canada6263 Posts
March 14 2010 08:17 GMT
#153
Lyriene got a star!!!
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
March 14 2010 08:38 GMT
#154
Checkmate is gay...
Favorite is ghost path.
Crunchums
Profile Blog Joined December 2008
United States11143 Posts
March 14 2010 09:04 GMT
#155
checkmate ~ geometry
looks awful because it's really hard to make sense of the map; just very visually confusing

ghost path reminds me a lot of valley of the wind
looks sexy as hell but I question its balance because it also reminds me of monty hall and baekmagoji

polaris rhapsody is another map in the vein of blue storm / match point, looks pretty interesting, dig the expo placement

inferno is medusa except they moved your backdoor min only to an island and gave it a gas. blech

grand line is very reminiscent of iron curtain except obv it's a 1v1 map. looks decent but I worry about balance and it's not as exciting as its compatriots

no idea what to think about fortress, best comparison might be plasma. very likely it's not very balanced
brood war for life, brood war forever
zFly
Profile Joined May 2009
United States75 Posts
March 14 2010 09:18 GMT
#156
These maps look amazing.
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
March 14 2010 09:19 GMT
#157
Checkmate: Looks absolutely ridiculous. God, when the players look at the minimap, they'll be seeing those letters all over... Ugh. As for the map itself... "Meh" is all I have to say.

Ghost Path: Really interesting map, buuut it looks like there will never be a PvZ on this map because Forge FE looks impossible.

Polaris Rhapsody: Looks standard... But why is the third gas so freaking far? You have to take such a long trek to get to it.

Inferno: It's like Medusa.

Grand Line: Interesting... Not really. It feels really generic.

Fortress: The ability to camp tanks on top of that cliff near the natural is scary. Aside from that, it's like gas heaven. I sense the resurgence of Outsider-like strategies on that map.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
Last Edited: 2010-03-14 13:58:55
March 14 2010 13:03 GMT
#158
These new maps can force me to return to SC1 from SC2
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
okum
Profile Blog Joined February 2009
France5778 Posts
March 14 2010 13:06 GMT
#159
Ghost Path seems like the worst map of the bunch. With so little space to maneuver, I'd get claustrophobia playing it.
Flash fan before it was cool | Coiner of "jangbang"
Mx.DeeP
Profile Joined February 2008
China25 Posts
March 14 2010 13:54 GMT
#160
where's that thread where people gave their predictions for imbalances and stuff for new maps?
haster27
Profile Blog Joined October 2009
Taiwan809 Posts
March 14 2010 15:52 GMT
#161
When there be games played to test them out like they did with last batch of map pool? If it's so, does anyone have idea about when it will be taking place?
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
March 14 2010 15:57 GMT
#162
these maps look awful, I hope they play out alright
Peaked at C- on ICCUP and proud of it! @Sunyveil
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
March 14 2010 16:24 GMT
#163
Don't understand some of the maps. Seems interesting though.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
Vestige
Profile Joined November 2009
United States303 Posts
Last Edited: 2010-03-14 17:22:07
March 14 2010 17:21 GMT
#164
iunno..im looking forward to playing on checkmate. looks like a giant maze you have to learn to maneuver through, thus making up for the lack of terrain differences. makes scouting that much more important
"You'd wish it were hell"
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
March 14 2010 17:30 GMT
#165
Wow they look great (and quite interesting)

I'm really surprised that Grand Line's rush-distances are actually all the same (except diagonal ofc), that right there is an impressive bit of map-making

Does anyone know when the maps will be released to the public?? (want to play them want to play them)
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
IceCube
Profile Blog Joined June 2009
Croatia1403 Posts
March 14 2010 17:47 GMT
#166
On March 15 2010 00:57 Sunyveil wrote:
these maps look awful, I hope they play out alright

+1 I mean I though it was some kind of a joke when my browser loaded them
Forever Vulture.. :(
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
March 14 2010 17:48 GMT
#167
Here comes Zero, Queen A4 to F4, checkmate...
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 14 2010 19:06 GMT
#168
does anyone else think that inferno will be tardedly for terran? i mena right outside the natural you can siege up a pretty short distance and have access to 2 more gas..
Artillery spawned from the forges of Hell
hifriend
Profile Blog Joined June 2009
China7935 Posts
Last Edited: 2010-03-14 19:39:29
March 14 2010 19:35 GMT
#169
um these all look pretty horrible imo ;S

edit: Actually Polaris Rhapsody looks pretty good and Ghost path might make for some interesting games. But really, Checkmate?? It looks like a sieged tank behind the natural could potentially reach natural and 3d gas expo mineral line, as well as main gas & buildings all at once. And Fortress must be some kind of bad joke. What were they thinking?
leejas
Profile Blog Joined August 2007
United States440 Posts
March 14 2010 19:45 GMT
#170
-_- protosses look like they're gonna get hammered...
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
March 14 2010 20:18 GMT
#171
On March 15 2010 04:06 arb wrote:
does anyone else think that inferno will be tardedly for terran? i mena right outside the natural you can siege up a pretty short distance and have access to 2 more gas..

I don't see that at all. It looks perfectly fine for the Protoss in PvT to me, though it might depend on which parts of the map are buildable. Terran has to expand counterclockwise, while Protoss expands in whichever direction the Terran isn't. The center of the map is very open, so it's tricky for Terran to defend many expansions or slow push anything.
My strategy is to fork people.
jalstar
Profile Blog Joined September 2009
United States8198 Posts
March 15 2010 05:23 GMT
#172
On March 15 2010 04:06 arb wrote:
does anyone else think that inferno will be tardedly for terran? i mena right outside the natural you can siege up a pretty short distance and have access to 2 more gas..



i think the distance is bigger than it looks, anyway you'd have to control 1/3 of the center to control 1/3 of the expansions, seems pretty fair
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
March 15 2010 05:32 GMT
#173
These maps a pretty freaking ballsy really, haha. Seem much more crazy than normal, but I suppose I'm interested. =)
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
March 15 2010 05:35 GMT
#174
uh

is every ramp on these maps too wide for one zealot? or is it just me?
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
On_Slaught
Profile Joined August 2008
United States12190 Posts
March 15 2010 05:50 GMT
#175
This map pool has some really interesting maps and concepts.

I'm looking foward to it!
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 15 2010 05:55 GMT
#176
I'll give the mapmakers credit for the effort in making these maps look unique, but just from looking at them it would seem they may have gone a bit too far in that regard. Who knows though, maybe they know something i dont.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
meegrean
Profile Joined May 2008
Thailand7699 Posts
March 15 2010 06:01 GMT
#177
new maps are always fun to see. wonder what the balance issues will be. i doubt if any of the maps will become a popular map on iccup though.
Brood War loyalist
dasanivan
Profile Blog Joined June 2008
United States532 Posts
March 15 2010 06:06 GMT
#178
these maps look terribly terran favored. i love the look of checkmate but if i look more closely i can see a bunch of dying protoss
Djabanete
Profile Blog Joined May 2008
United States2786 Posts
March 15 2010 07:44 GMT
#179
I was so excited when I thought that ghost path was an island map
May the BeSt man win.
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
March 15 2010 08:05 GMT
#180
On March 15 2010 00:52 haster27 wrote:
When there be games played to test them out like they did with last batch of map pool? If it's so, does anyone have idea about when it will be taking place?

Probably not. These maps are 'nominees' for the next round's map pool, that means there's a high possibility of not all the maps making it. And there's no time for tests, since after the WL finals, R4 should start soon. Not enough time for map testing + decision making + map balancing and stuff imo.
POGGERS
phaleos
Profile Joined December 2009
Australia105 Posts
March 15 2010 08:37 GMT
#181
I smell imba. Most of them except fortress has a 3rd gas that's miles away from the mains. Forcing zergs to play 2 gas .vs. 2 gas huh?

I think checkmate is a joke.
The very essential of quoting... is not having one.
Ozarugold
Profile Blog Joined February 2008
2716 Posts
March 15 2010 08:42 GMT
#182
These maps, especially Fortress, look kind of lame. But as long as they produce some epic games, I guess it really doesn't matter~
this is my quote.
moopie
Profile Joined July 2009
12605 Posts
March 15 2010 09:08 GMT
#183
Polaris and Grand Line look good, but the others?? is this a joke? checkmate? wtf.
I'm going to sleep, let me get some of that carpet.
darktreb
Profile Joined May 2007
United States3016 Posts
March 15 2010 09:44 GMT
#184
I don't get what all the hate is about - each of these maps looks very creative and we'll either get great maps or some hilarious games.

And yeah, every map looks imba for Siege Tanks - Katrina anyone?
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
March 15 2010 10:11 GMT
#185
On March 15 2010 18:44 darktreb wrote:
I don't get what all the hate is about - each of these maps looks very creative and we'll either get great maps or some hilarious games.

Yea!

I dont remember any interesting games on boring Moon Glaive/Tornado/Roadrunner...
Though Heartbreak/Outsider/Medusa/Destination are legend maps of last 2 years
It seams that some of these maps can become new legends for this year
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
March 15 2010 10:13 GMT
#186
On March 15 2010 19:11 Jenia6109 wrote:
Show nested quote +
On March 15 2010 18:44 darktreb wrote:
I don't get what all the hate is about - each of these maps looks very creative and we'll either get great maps or some hilarious games.

Yea!

I dont remember any interesting games on boring Moon Glaive/Tornado/Roadrunner...
Though Heartbreak/Outsider/Medusa/Destination are legend maps of last 2 years
It seams that some of these maps can become new legends for this year

Those two maps had some pretty good games. (Mostly TvZs though).

I expect map pool for next round to be:
Fighting Spirit
New Tornado
Roadrunner
Inferno
Polaris Rhapsody
Grand Line
POGGERS
ArvickHero
Profile Blog Joined October 2007
10387 Posts
March 15 2010 11:25 GMT
#187
On March 15 2010 19:11 Jenia6109 wrote:
Show nested quote +
On March 15 2010 18:44 darktreb wrote:
I don't get what all the hate is about - each of these maps looks very creative and we'll either get great maps or some hilarious games.

Yea!

I dont remember any interesting games on boring Moon Glaive/Tornado/Roadrunner...
Though Heartbreak/Outsider/Medusa/Destination are legend maps of last 2 years
It seams that some of these maps can become new legends for this year

wat.

All those maps have had epic games
Writerptrk
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
March 15 2010 12:32 GMT
#188
On March 15 2010 19:13 konadora wrote:
Show nested quote +
On March 15 2010 19:11 Jenia6109 wrote:
On March 15 2010 18:44 darktreb wrote:
I don't get what all the hate is about - each of these maps looks very creative and we'll either get great maps or some hilarious games.

Yea!

I dont remember any interesting games on boring Moon Glaive/Tornado/Roadrunner...
Though Heartbreak/Outsider/Medusa/Destination are legend maps of last 2 years
It seams that some of these maps can become new legends for this year

Those two maps had some pretty good games. (Mostly TvZs though).

I expect map pool for next round to be:
Fighting Spirit
New Tornado
Roadrunner
Inferno
Polaris Rhapsody
Grand Line

They only use 4 maps don't they?
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
March 15 2010 12:44 GMT
#189
Not exactly sure how many they'll be using, but the previous rounds have all been 4 maps? iirc WL brought 2 'new' maps right?
POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2010-03-15 16:58:29
March 15 2010 16:41 GMT
#190
Two maps grabbed my attention right off the bat, after I was done giggling at Checkmate.

+ Show Spoiler [Polaris Rhapsody] +
[image loading]


This one reminds of Asgard a bit. Asgard itself had a good concept but the execution was a bit botched. It looks like the mapmakers understood that, took the map and polished it a bit, but it the result doesn't seem very balanced. At first glance it seems like tanks would be imba, however, the multitude of different paths and expansion spots available, mean that terran will have a hard time turtling up, besides in the 3 initial bases, but one of those doesn't have gas. Couple that with a relatively resource rich map and terran potentially can have problems with refugee toss, or have it play out a bit like Sin Chupung-Ryeong where the protoss just runs circles around you. PvZ will be plagued with similar problems, this time however for the protoss.

Bio play in TvZ however, should provide with some great games, as it is a very mobile match-up, and this map seems to accomodate mobile army playstyles a lot. Moreover, the large mains and variety of angles to sneak drops in will be a pain in the ass, for both races, as we know that cracklings are very good at vacating space in the blink of an eye.

While the map looks promising, it needs just a tad more work to make it... more balanced I guess.

+ Show Spoiler [Fortress] +
[image loading]


The gate mechanic looks very promising and will make this map a hell to make sense of. The only semi-sure thing is that terran can't turtle very effectively due to the huge perimeter of his main/nat. That fact and the "islands" almost insure some sort of early aggression against protoss. Either that or incorporating mad dropship play to keep him busy. Likewise, mech won't be very good agaisnt zerg, but anything else should be workable, which will probably mean a slew of sair/reaver openings vs zerg, lots of dropships, battlecruisers in TvT, etc.

Oh, by the way, looks like i you place tanks on the little high ground pods at 3/6/9 o'clock you can reach one of the gasses, while it seems that this isn't the case for 12.

I'd very much like to see these maps touched up a bit and into proleague circulation.
ggrrg
Profile Blog Joined September 2009
Bulgaria2716 Posts
March 15 2010 17:09 GMT
#191
[image loading]


Why is there a "Jewish Badge" on Inferno?
This is either severely racist or a fail Pentagram.
haster27
Profile Blog Joined October 2009
Taiwan809 Posts
March 15 2010 17:13 GMT
#192
It is worthwhile to note Korea is one of the rare communities which Jewish population failed to penetrate. We are onto somthing here guys- and it's Robert Langdon scale.
BloodDrunK
Profile Blog Joined August 2009
Bangladesh2767 Posts
March 15 2010 17:16 GMT
#193
fortress and polaris rhapsody look like they'll be a lot of fun to play on.but checkmate is so lol.
You have the power to create your own destiny.
Hammersmith
Profile Joined March 2010
United States11 Posts
March 15 2010 18:01 GMT
#194
Ghost path looks really interesting. I'm not sure how it will play out over time, but I think there's a lot of things that can be tried early on before a complete metagame is developed. I also think it might have been cool to add a very well protected center expansion. That's something I'd like to see in general at some point in the map making...
Blocked! Scooped up! This is gonna be a Hawkeye touchdown!
Ideas
Profile Blog Joined April 2008
United States8087 Posts
March 15 2010 18:03 GMT
#195
i smell 4 weeks worth of proxy gates and bbs from some of these maps lol
Free Palestine
YPang
Profile Blog Joined April 2007
United States4024 Posts
March 15 2010 18:13 GMT
#196
On March 16 2010 03:03 Ideas wrote:
i smell 4 weeks worth of proxy gates and bbs from some of these maps lol

this
sMi.Gladstone | BW: B high| SC2: gold T_T
moopie
Profile Joined July 2009
12605 Posts
March 15 2010 18:23 GMT
#197
On March 16 2010 02:16 BloodDrunK wrote:
fortress and polaris rhapsody look like they'll be a lot of fun to play on.but checkmate is so lol.


Fortress looks like something you'd expect out of a money map effort on bnet that someone spent 10 mins on.
I'm going to sleep, let me get some of that carpet.
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
Last Edited: 2010-03-15 18:24:43
March 15 2010 18:24 GMT
#198
How the hell is putting a star of david on a map racist?
How can it be offensive at all?
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
Nal_rAwr
Profile Blog Joined July 2009
United States2611 Posts
Last Edited: 2010-03-15 18:44:22
March 15 2010 18:37 GMT
#199
fuck proxy reaver on ghost path can be awesome nobody wants to scout all that shit

i still don't really understand the corner walls on fortress
...
i'll have fun trying to exploit that "wall"
Nony is Bonjwa
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 15 2010 18:47 GMT
#200
On March 16 2010 03:37 Nal_rAwr wrote:
fuck proxy reaver on ghost path can be awesome nobody wants to scout all that shit

i still don't really understand the corner walls on fortress
...
i'll have fun trying to exploit that "wall"

only workers can fit through it making it an island expo without it really being an island
Artillery spawned from the forges of Hell
fly.stat
Profile Blog Joined December 2008
United States449 Posts
Last Edited: 2010-03-15 19:12:13
March 15 2010 19:02 GMT
#201
I'm pretty sure they intended to put a pentagram on inferno instead of a star of david.

edit: And doesn't Polaris Rhapsody just look like a vertical blue storm?
Until I write you again, take care of your precious person.
ggrrg
Profile Blog Joined September 2009
Bulgaria2716 Posts
March 15 2010 19:11 GMT
#202
On March 16 2010 03:24 RoieTRS wrote:
How the hell is putting a star of david on a map racist?
How can it be offensive at all?


The name of the map is "Inferno"! That's a great association of where Jews end up...

+ Show Spoiler +
This said, I am absolutely sure that they just messed up and failed to draw a pentagram.


Oh, and I think the map can produce some interesting games.
The6357
Profile Blog Joined August 2005
United States1268 Posts
March 15 2010 19:22 GMT
#203
On March 16 2010 02:09 ggrrg wrote:
[image loading]


Why is there a "Jewish Badge" on Inferno?
This is either severely racist or a fail Pentagram.


Korean ppl don't really give shit about that star being Jewish or pentagram...for most Koreans it's just star that looks cool in the center of the map...Only maybe the western and middle eastern culture would be sensitive toward such signs...
2010 worldcup!! corea fighting!!!
moopie
Profile Joined July 2009
12605 Posts
March 15 2010 19:28 GMT
#204
On March 16 2010 04:11 ggrrg wrote:
Show nested quote +
On March 16 2010 03:24 RoieTRS wrote:
How the hell is putting a star of david on a map racist?
How can it be offensive at all?


The name of the map is "Inferno"! That's a great association of where Jews end up...

+ Show Spoiler +
This said, I am absolutely sure that they just messed up and failed to draw a pentagram.


Oh, and I think the map can produce some interesting games.


I don't know that they meant to draw a pentagram (they could have just copied from HolyWorld). That said, I don't think thtey meant anything more than a cool design in the center.
I'm going to sleep, let me get some of that carpet.
Nal_rAwr
Profile Blog Joined July 2009
United States2611 Posts
Last Edited: 2010-03-15 19:28:46
March 15 2010 19:28 GMT
#205
all of the satanic star symbols i google image result in FIVE pointed star inscribed in a circle, not six

i think the star was supposed to have something to do with it being called "INFERNO" but i'm sure its not jews/holocaust o.0
Nony is Bonjwa
Emon_
Profile Blog Joined November 2009
3925 Posts
March 15 2010 21:11 GMT
#206
Grand line looks soooooooooooo_ sweet.
"I know that human beings and fish can coexist peacefully" -GWB ||
Lebesgue
Profile Joined October 2008
4542 Posts
Last Edited: 2010-03-15 21:30:44
March 15 2010 21:30 GMT
#207
On March 16 2010 04:22 The6357 wrote:
Show nested quote +
On March 16 2010 02:09 ggrrg wrote:
[image loading]


Why is there a "Jewish Badge" on Inferno?
This is either severely racist or a fail Pentagram.


Korean ppl don't really give shit about that star being Jewish or pentagram...for most Koreans it's just star that looks cool in the center of the map...Only maybe the western and middle eastern culture would be sensitive toward such signs...


It is not really being sensitive but rather knowing what each symbols means or represents. It seems kind of ignorant to out David's star on the map called inferno but whatever. In general I like that map as it looks cool but I fail to see why the map looks less appealing if there was a proper pentagram on it.
Mindcrime
Profile Joined July 2004
United States6899 Posts
March 15 2010 21:35 GMT
#208
On March 16 2010 06:30 Lebesgue wrote:
Show nested quote +
On March 16 2010 04:22 The6357 wrote:
On March 16 2010 02:09 ggrrg wrote:
[image loading]


Why is there a "Jewish Badge" on Inferno?
This is either severely racist or a fail Pentagram.


Korean ppl don't really give shit about that star being Jewish or pentagram...for most Koreans it's just star that looks cool in the center of the map...Only maybe the western and middle eastern culture would be sensitive toward such signs...


It is not really being sensitive but rather knowing what each symbols means or represents. It seems kind of ignorant to out David's star on the map called inferno but whatever. In general I like that map as it looks cool but I fail to see why the map looks less appealing if there was a proper pentagram on it.


http://en.wikipedia.org/wiki/Hexagram#Usage_in_occultism
That wasn't any act of God. That was an act of pure human fuckery.
RZST
Profile Joined February 2010
Mexico5 Posts
March 15 2010 21:41 GMT
#209
Theres any way to get this maps right now?
El plan infinito
haster27
Profile Blog Joined October 2009
Taiwan809 Posts
March 15 2010 23:02 GMT
#210
Notice that there might be a greater symmetry problem if it's pentagram. I don't think it will be big enough to affect the game, but it is food for thought- why make map unnecessarily unsymmetrical?
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
March 15 2010 23:07 GMT
#211
On March 16 2010 06:41 RZST wrote:
Theres any way to get this maps right now?

Nope, should only be out once the maps start being used officially.
POGGERS
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
March 16 2010 18:11 GMT
#212
On March 16 2010 06:30 Lebesgue wrote:
Show nested quote +
On March 16 2010 04:22 The6357 wrote:
On March 16 2010 02:09 ggrrg wrote:
[image loading]


Why is there a "Jewish Badge" on Inferno?
This is either severely racist or a fail Pentagram.


Korean ppl don't really give shit about that star being Jewish or pentagram...for most Koreans it's just star that looks cool in the center of the map...Only maybe the western and middle eastern culture would be sensitive toward such signs...


It is not really being sensitive but rather knowing what each symbols means or represents. It seems kind of ignorant to out David's star on the map called inferno but whatever. In general I like that map as it looks cool but I fail to see why the map looks less appealing if there was a proper pentagram on it.

Honestly, how many Jews live in Korea?
MagicARide
Profile Joined January 2010
Canada83 Posts
March 27 2010 23:40 GMT
#213
lol these look fun
mmm... muta micro
stambe
Profile Joined May 2005
Bulgaria492 Posts
March 29 2010 12:52 GMT
#214
On March 28 2010 08:40 MagicARide wrote:
lol these look fun


They do, but still no dl for them. Too bad.
Valks rulzz
Sufr1r
Profile Joined February 2010
Spain78 Posts
Last Edited: 2010-03-29 14:02:30
March 29 2010 13:58 GMT
#215
Checkmate looks more like an "fun map" than a map of an professional league...

But I love them all.
Dota 2 ||| CLG Na`Vi Mouz mTw Zenith. Too much good teams to support!
MrHoon *
Profile Blog Joined April 2008
10183 Posts
March 30 2010 04:48 GMT
#216
Honestly I hate every single map here

Why can't they bring back Medusa 1.0?
Or was I the only one who liked that map..?
dats racist
fAnTaCy
Profile Blog Joined February 2008
United States893 Posts
March 30 2010 05:00 GMT
#217
On March 30 2010 13:48 MrHoon wrote:
Honestly I hate every single map here

Why can't they bring back Medusa 1.0?
Or was I the only one who liked that map..?


Nope Hoon, you weren't i miss that map aswell T_____T but then again me zerg user so i love any medusa =D
President of Doctor Helvetica Fan Club...PM to join. Members--4, Most recent: Archas
HeartOfTofu
Profile Joined December 2009
United States308 Posts
March 30 2010 15:39 GMT
#218
On March 30 2010 13:48 MrHoon wrote:
Honestly I hate every single map here

Why can't they bring back Medusa 1.0?
Or was I the only one who liked that map..?


Medusa was pimp..
I like to asphixiate myself while covered in liquid latex... Do you?
Disregard
Profile Blog Joined March 2007
China10252 Posts
March 30 2010 15:45 GMT
#219
On March 30 2010 13:48 MrHoon wrote:
Honestly I hate every single map here

Why can't they bring back Medusa 1.0?
Or was I the only one who liked that map..?


Bisu would be pleased.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
skronch
Profile Blog Joined December 2008
United States2717 Posts
March 30 2010 15:54 GMT
#220
seems like siege tanks would be scary on so many of these maps. grand line looks awesome though
MrHoon *
Profile Blog Joined April 2008
10183 Posts
March 30 2010 16:44 GMT
#221
On March 31 2010 00:54 skronch wrote:
seems like siege tanks would be scary on so many of these maps. grand line looks awesome though


I was about to say, that is the only map I'm looking forward to

Grand Line looks like it would pump out some amazing games
Hoping for good PvZ there
dats racist
chewersdens
Profile Joined March 2010
Algeria1 Post
March 30 2010 17:08 GMT
#222
um.. they do know that they put a jew star on the map inferno? xD
p4NDemik
Profile Blog Joined January 2008
United States13896 Posts
April 07 2010 04:51 GMT
#223
Polaris Rhapsody and Grand Line were the two to make the cut, replacing Neo Moon Glaive and New Tornado.

Fomos Story
Moderator
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
April 07 2010 04:56 GMT
#224
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


Probably the best choices. Ghost Path would have been cool to see though, it's so crazy. Really looking forward to seeing Grand Line.
KTY
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21242 Posts
Last Edited: 2010-04-07 04:59:59
April 07 2010 04:59 GMT
#225
More maps that highlight Siege Tank turtling and Terran imba. Sigh.

>_<

Grand Line looks like it might be good though...
TranslatorBaa!
Disregard
Profile Blog Joined March 2007
China10252 Posts
April 07 2010 04:59 GMT
#226
Fortress looked too plain/stale. Too bad Ghost Path wasnt taken, though Grand Line might be the best in the choices.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
Katsuge
Profile Blog Joined October 2009
Singapore7730 Posts
Last Edited: 2010-04-07 05:02:52
April 07 2010 05:01 GMT
#227
Checkmate looks so tank-yummy
Ghostpath...very promising map for mass air

=D cant wait for them to be played

*edit nvm* only 2 made the cut =o
김태연 | 정은지 | 아이유 |  한효주 | 이민정 <3 -|||- 소녀시대 에이핑크 사랑해!
ndralcasid
Profile Blog Joined January 2009
United States524 Posts
April 07 2010 05:16 GMT
#228
I wish that they replaced all the maps (except maybe Fighting Spirit).

I really wanted to see Ghost Path
I aint crying over some daggone danishes
sleeepy
Profile Blog Joined September 2009
Canada777 Posts
April 07 2010 05:28 GMT
#229
Wanted to see fortress and checkmate, I'm sure those would have produced some very interesting games.
DM20
Profile Joined September 2008
Canada544 Posts
April 07 2010 05:45 GMT
#230
On March 31 2010 02:08 chewersdens wrote:
um.. they do know that they put a jew star on the map inferno? xD


They probably think its a pentagram.
zobz
Profile Joined November 2005
Canada2175 Posts
April 07 2010 06:02 GMT
#231
God dammit why can't they just release these maps to the public whether they include them in a league or not? They all look awesome if only because they're strange and change the way the game might be played. Fuck balance. They should all be played professionally if only for one season.
"That's not gonna be good for business." "That's not gonna be good for anybody."
p4NDemik
Profile Blog Joined January 2008
United States13896 Posts
April 07 2010 06:18 GMT
#232
On April 07 2010 15:02 zobz wrote:
God dammit why can't they just release these maps to the public whether they include them in a league or not? They all look awesome if only because they're strange and change the way the game might be played. Fuck balance. They should all be played professionally if only for one season.

Unfortunately with the volume of games that would be played on them balance and having a plethora of different viable playstyles is a must. We've seen what has happened when people have followed your line of thinking and in the long run it has not been enjoyable for viewers. Battle Royal, Raid Assault, and Geometry all come to mind as concept maps that seemed interesting but became very uninteresting very quick when they were dominated by one matchup in Proleague play.

That said it would be cool if all the maps that were play-tested were made available to the larger public.
Moderator
thopol
Profile Blog Joined May 2008
Japan4560 Posts
April 07 2010 07:01 GMT
#233
Really looking forward to some games on grand line. I think the choices made were quite solid this time. I would have liked to see one of them replace roadrunner instead of new tornado. I absolutely hate that map.
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 07 2010 07:20 GMT
#234
I don't like Grand Line TvP but we'll see what the P's come up with. Thanks for the update as to which ones were chosen.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Ducci
Profile Joined April 2009
United States588 Posts
April 07 2010 07:31 GMT
#235
I wanted to see some games on ghost path but I am pretty glad checkmate didn't make it
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
Last Edited: 2010-04-07 07:45:42
April 07 2010 07:45 GMT
#236
Urgh, Match Point wasn't removed?

Wanted to see Ghost Path or Fortress (with some changes of course) making the cut as well, but the best two maps making it makes me real glad.
POGGERS
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
April 07 2010 08:00 GMT
#237
Really sucks, these 2 maps have hard third gasses and are nothing special.

Ghost Path should atleast have made the cut
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
April 07 2010 10:32 GMT
#238
hurrah my 2 most uncomfortable maps were replaced.
Nada's body is South Korea's greatest weapon.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
April 07 2010 12:13 GMT
#239
Inferno expo / main layout reminds me of roadrunner.

Anyway I think they chose the 2 best maps. Checkmate and fortress were stupid and felt like they were made by an amateur. Looking at both polaris and grandline tho, theres no easy 3rd gas on both of them. Doesn't look like fun TvP.

As for ghost path...tehres absolutely no way protoss will do anything other than carriers. Its impossible to get a good position against a terran army. Then again the map looks like it might stack up with katrina for carrier imba
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
cabarkapa
Profile Joined November 2009
United States1011 Posts
April 07 2010 12:28 GMT
#240
It looks like it would be impossible for Protoss to fast expand versus Z on Ghost Path.

Either way I think the two maps they chose should be fairly interesting, I like Polaris Rhapsody more though.
Jaehoon - Master strategist
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
April 07 2010 12:29 GMT
#241
By the way, consider that they may not be using the OP's versions since they aren't considered final versions yet. They may add a gas for both maps wherever, so it's hard to predict atm
POGGERS
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
April 07 2010 15:27 GMT
#242
Inferno = Star of David represent
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
zealing
Profile Blog Joined January 2009
Canada806 Posts
April 07 2010 15:37 GMT
#243
checkmates a joke.
Ghost Path looks like it will be fun to obs games on assuming people use the maps crazy center and not just camp FE into air...
Polar was probably made by the same guy who made bluestorm.
lol at inferno
grandline looks.....fun?
fortress hurts my eyes.
Think you got lag? It took Jesus 3 days to respawn.
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
April 07 2010 18:59 GMT
#244
Polaris kinda looks like asgard
cw)minsean(ru
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
April 07 2010 19:32 GMT
#245
Out of all the maps, I'm glad Polaris and Grand Line made it, Grand Line for the need for scouting and mixed strategies, and Polaris for looking cool. The other maps seemed more gimmicky to me.
Writerdamn, i was two days from retirement
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
April 08 2010 20:26 GMT
#246
I hope Stork has an epic game on grand line
Housemd
Profile Joined March 2010
United States1407 Posts
April 08 2010 20:42 GMT
#247
Thank God Fortress didn't make it...Grand Line looks imbalanced, since it favors tanks on the hill.

I wanted Ghost Path to make it, but no...the map looked cool but too complex imo.

And Polar Rhapsody...argh i hate blue storm!!!
Fantasy is a beast
Art.FeeL
Profile Blog Joined September 2007
1163 Posts
April 08 2010 20:45 GMT
#248
LoL at inferno...if they meant to make a Satan star (coz u know inferno = hell..satan) they made a biiig mistake. They actually made a jewish star instead of the satan's one which has 5 angles (dunno how to say it)
I am a great believer in luck. The harder I work the luckier I am.
jgju
Profile Blog Joined January 2010
United States454 Posts
Last Edited: 2010-04-08 21:53:05
April 08 2010 21:52 GMT
#249
I get the sense Grand Line might end up being a fun 2v2 map on iccup in addition to producing good 1v1 games. It's definitely reminiscent of (Wiki)Iron Curtain
"For you biting zealots, here's a quote" - Lauryn Hill
Vlanitak
Profile Joined November 2009
Norway3045 Posts
April 09 2010 07:46 GMT
#250
he he, some of these maps are definitly new and creative, but:

Checkmate will be a pain for my poor toss, TvP will be to siege up and I can't imagne how easy it will be to lurker control the twists and turns in ZvP. Though I suspect Mirror matches might very interesting on this map.

Ghost Path, ha ha seriously? looks like my worst nightmare in map making: seemed to have spawned doodads and random terrain everywhere. Still, the map is symmetrical and could show some interesting ZvP Dark storm vs Psi storm for control of the trenches. as for terran on the map... will just have to wait and see.

Polaris Rhapsody, looks cool enough. nothing more to say on this.

Inferno, I agree with those who said this map might be the new Python (new tornado maybe) Still the name is a bit misleading, unless Fomos is really antisemitic and considers the jews to be spawns of hell... Which I seriously doubt. They should either change the star or rename the map to Solomon or something. Reminds me a bit of moonglave aswell, with a new tileset, which I personally love.

Grand line... do not like one piece, do like this map though. The island expos at 9|3 is really cool (not tankable if I am right), Hopefully this map will proove a new dawn for toss players (I see carriers raping everything on this map) demanding the secure the middel highground ofc

Fortress, this is a joke right? that looks like something I could have built in world editor or SCdraft.. ffs prepear to see T own everything tanking from the corner expos to the mains or ther other way (yes you can\t run them through the gate, but you can build them or drop them...)
I am completely sorry, but if this map doesn't go then something is reeeeaaaallllyyyy wrong with the people choosing these maps
washed
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
April 09 2010 08:05 GMT
#251
Lets hope the first 2 maps dont make it ...
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-04-09 09:01:33
April 09 2010 09:00 GMT
#252
Checkmate is fine, but what's with the ugly letters?
Fortress looks like jungle to me, not space. But it is using the installation/badlands/space doors.

Grandline is clearly the best map there.
..and then I would, ya know, check em'. (Aka SpoR)
wfoperational
Profile Blog Joined February 2010
United States143 Posts
Last Edited: 2010-04-09 14:04:19
April 09 2010 14:01 GMT
#253
Download link:
http://www.mediafire.com/file/ytwgnwynjt3/(2)PolarisRhapsody1.0.zip
http://www.mediafire.com/file/enjjn2njitj/(4)GrandLine1.0.zip

P.S: o... looks like Polaris Rhapsody has some issues, they're fixing it right now... lol gj KeSPA SPL starts FREAKING TOMORROW and you're still fixing bugs? =_=;;;
╮(╯▽╰)╭ wfbrood.com website admin 日本著名中锋赤木刚宪曾表示,控制篮板球的人,就控制了全场
AssiRoyal
Profile Blog Joined May 2009
Germany216 Posts
Last Edited: 2010-04-09 17:22:37
April 09 2010 17:20 GMT
#254
can somebody provide a mappack pls thatd be so cool


edit: lol i wasnt able to read that post above me nice job dude! does sb have the other maps ????

edit2: LOLOL TYPOS
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
Last Edited: 2010-04-09 23:31:16
April 09 2010 23:19 GMT
#255
Polaris Rhapsody:

[image loading]


http://www.teamliquid.net/staff/konadora/Official_Maps/2PolarisRhapsody10.zip

Grand Line:

[image loading]

http://www.teamliquid.net/staff/konadora/Official_Maps/4GrandLine10.zip
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
Last Edited: 2010-04-10 02:46:40
April 09 2010 23:21 GMT
#256
Looks like the only changes made were removing center expo and making the corner expos into 2 gas expansions in Polaris Rhapsody. Also made those corner expos untankable heh. Middle's unbuildable now.

For Grand Line, the only changes I see are the removal of center expansions and tighter chokes at nat and mineral-only. Islands are now smaller too.
POGGERS
tree.hugger
Profile Blog Joined May 2009
Philadelphia, PA10406 Posts
April 09 2010 23:51 GMT
#257
Thank goodness the two non-joke maps were included. I'd like to see Ghost Path tweaked and brought back for a second try though, that map was the only other that looked promising.
ModeratorEffOrt, Snow, GuMiho, and Team Liquid
lone_hydra
Profile Blog Joined July 2009
Canada1460 Posts
April 10 2010 00:08 GMT
#258
God, I really wanted to see at least 1 pro game played on checkmate for the total lols. Oh well, 2 more standard maps.
Fav Gamers: 2)Stork 5)Bisu
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
April 10 2010 02:29 GMT
#259
On April 10 2010 09:08 lone_hydra wrote:
God, I really wanted to see at least 1 pro game played on checkmate for the total lols. Oh well, 2 more standard maps.

You can always fly to Korea and watch Dream League :p
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
April 10 2010 02:53 GMT
#260
Anyone want to play on these maps now on iccup?
POGGERS
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
Last Edited: 2010-04-10 02:58:39
April 10 2010 02:58 GMT
#261
hokay i pmed u
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
April 10 2010 03:33 GMT
#262
u TRICKED ME KONA!! D: where r u
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
domane
Profile Blog Joined September 2009
Canada1606 Posts
Last Edited: 2010-04-10 03:43:41
April 10 2010 03:43 GMT
#263
Thanks for Grand Line link, Konadora.
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
April 10 2010 04:02 GMT
#264
On April 10 2010 12:33 alffla wrote:
u TRICKED ME KONA!! D: where r u

i was on iccup t_T
POGGERS
pachi
Profile Joined October 2006
Melbourne5338 Posts
Last Edited: 2010-04-10 04:32:56
April 10 2010 04:30 GMT
#265
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
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
April 10 2010 05:54 GMT
#266
I wonder what was updated on RoadRunner and Judgment Day
POGGERS
pachi
Profile Joined October 2006
Melbourne5338 Posts
April 10 2010 05:58 GMT
#267
Match Point
ㆍ수정사항
- 6시, 12시 가스멀티 구석 쪽 시즈탱크 포격 지점 장식물 제거
- 중앙 3시 방향 쪽 언덕지형이 가운데로 약간 이동 (3시→12시 경로 방해 수정)

Judgement Day
ㆍ수정사항
- 중앙 성곽의 일부가 축소되어 유닛의 흐름이 더 좋아지도록 수정

Roadrunner
ㆍ수정사항
- 6시, 12시 본진미네랄 배치 형태를 가로에서 세로로 수정
- 6시, 12시 본진 입구가 앞마당 건너편 다리에서 시즈탱크에 의해 포격되는 부분 수정
- 중앙에서 3번째 가스멀티로 들어올 수 있는 길을 바깥쪽으로 이동 (앞마당 벽 건너에서 탱크로 방어가 용이한 부분 수정)
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
April 10 2010 06:03 GMT
#268
On April 10 2010 14:58 pachi wrote:
Match Point
ㆍ수정사항
- 6시, 12시 가스멀티 구석 쪽 시즈탱크 포격 지점 장식물 제거
- 중앙 3시 방향 쪽 언덕지형이 가운데로 약간 이동 (3시→12시 경로 방해 수정)

Judgement Day
ㆍ수정사항
- 중앙 성곽의 일부가 축소되어 유닛의 흐름이 더 좋아지도록 수정

Roadrunner
ㆍ수정사항
- 6시, 12시 본진미네랄 배치 형태를 가로에서 세로로 수정
- 6시, 12시 본진 입구가 앞마당 건너편 다리에서 시즈탱크에 의해 포격되는 부분 수정
- 중앙에서 3번째 가스멀티로 들어올 수 있는 길을 바깥쪽으로 이동 (앞마당 벽 건너에서 탱크로 방어가 용이한 부분 수정)

Google translate says
Match Point
And fixes
- 6:00, 12:00 Siege Tanks bombard the gas multi-point-side corner of the decoration removed
- Central 3 o'clock side of the hill a little bit of terrain moving (3:00 → 12 시 path interference correction)

Judgement Day
And fixes
- A central part of the castle has been reduced making it better modify the flow of units

Roadrunner
And fixes
- 6:00, 12:00 Posted headquarters minerals form in horizontally and vertically modification
- 6:00, 12:00 a yard across from the entrance to the headquarters in the legs are bombarded by modifying the Siege Tank
- Multi-gas into the center comes from the third to move to the outer road (across the wall in the front yard portion of the tank is easy to defend as a unit sujeongeo modify the flow of making it better
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
April 10 2010 06:17 GMT
#269
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
POGGERS
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
April 10 2010 07:36 GMT
#270
On April 10 2010 13:02 konadora wrote:
Show nested quote +
On April 10 2010 12:33 alffla wrote:
u TRICKED ME KONA!! D: where r u

i was on iccup t_T


konata izumi?
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
Urth
Profile Blog Joined November 2007
United States1249 Posts
April 10 2010 09:29 GMT
#271
is there anywhere to dl the maps that didn't make the cut?
BY.HERO FIGHTING!!!!
wfoperational
Profile Blog Joined February 2010
United States143 Posts
Last Edited: 2010-04-10 11:53:27
April 10 2010 10:20 GMT
#272
Hmm... there seems to be a big disparity between 5 o'clock and 11 o'clock in terms of gas-mining efficiency. Someone on WF has tested it out, and found out that 5 o'clock has an per-minute rate of 272, while 11 o'clock is 312. That seems to be a big difference lol, and might be one of the reason why Calm lost today... How did KeSPA not discover this before the map was used?

Will someone please confirm this?

Here is the rep, courtesy of my friend from WF
http://www.mediafire.com/?mozrmuyyddm
╮(╯▽╰)╭ wfbrood.com website admin 日本著名中锋赤木刚宪曾表示,控制篮板球的人,就控制了全场
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
April 10 2010 11:48 GMT
#273
On April 10 2010 19:20 wfoperational wrote:
Hmm... there seems to be a big disparity between 5 o'clock and 11 o'clock in terms of gas-mining efficiency. Someone on WF has tested it out, and found out that 5 o'clock has an per-minute rate of 272, while 11 o'clock is 312. That seems to be a big difference lol, and might be one of the reason why Calm lost today... How did KeSPA not discover this before the map was used?

Will someone please confirm this?

I think you're right.

At 11 o'clock:
[image loading]

The drones continuously move in the red path, no disruption.

At 5 o'clock:
[image loading]

The drones sometimes move a bit away from the path that is taken at 11 o'clock, instead going on the orange path. Over time it should accumulate to a pretty big sum. I think it's not a map issue though. Drones have the worst mining AI, and tend to go pretty haywire while other two races' workers - not so much. Shifting the mining position by a few grids may help though. One example is Fighting Spirit's mineral lines. On Fighting Spirit it works well, but on other maps that I've tried to use that same mineral formations, the drones (and sometimes other workers too) go on a different path than on Fighting Spirit.
POGGERS
Scarecrow
Profile Blog Joined July 2009
Korea (South)9172 Posts
April 10 2010 13:24 GMT
#274
Ghost path will be massively P>T>Z imo
Yhamm is the god of predictions
wfoperational
Profile Blog Joined February 2010
United States143 Posts
April 10 2010 14:28 GMT
#275
Yep, this is confirmed then, there is a positional imbalance on Polaris Rhapsody...
Hopefully KeSPA have already caught on and is fixing the problem as we speak...
╮(╯▽╰)╭ wfbrood.com website admin 日本著名中锋赤木刚宪曾表示,控制篮板球的人,就控制了全场
Shatter
Profile Joined October 2009
United States1401 Posts
April 11 2010 04:25 GMT
#276
Ghost Path and Grand Line look awesome.
DivinO
Profile Blog Joined July 2009
United States4796 Posts
April 12 2010 04:48 GMT
#277
Thanks for maps Lyriene!
LiquipediaBrain in my filth.
pachi
Profile Joined October 2006
Melbourne5338 Posts
April 13 2010 15:53 GMT
#278
Roadrunner updated to version 1.3 (Source)
+ Show Spoiler [Changes] +

※ 1.3버전 수정사항
- 6시, 12시 본진미네랄 배치 형태를 가로에서 세로로 수정
- 6시, 12시 본진 입구가 앞마당 건너편 다리에서 시즈탱크에 의해 포격되는 부분 수정
- 중앙에서 3번째 가스멀티로 들어올 수 있는 길을 바깥쪽으로 이동 (앞마당 벽 건너에서 탱크로 방어가 용이한 부분 수정)


Grand Line updated to version 1.1 (Source)
+ Show Spoiler [Changes] +

???


No images or downloads yet. Doesn't seem to be anything for Polaris, thats still marked as 1.0.

Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
solly
Profile Joined October 2009
United States2 Posts
April 14 2010 05:03 GMT
#279
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


konadora, are you korean? i've been reading your "translations" and they are not accurate translations. it's possible that the changes you listed were made, but many of them weren't mentioned.
so...
konadora *
Profile Blog Joined February 2009
Singapore66156 Posts
Last Edited: 2010-04-14 13:41:58
April 14 2010 13:41 GMT
#280
On April 14 2010 14:03 solly wrote:
Show nested quote +
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


konadora, are you korean? i've been reading your "translations" and they are not accurate translations. it's possible that the changes you listed were made, but many of them weren't mentioned.

it's because some of them weren't mentioned in the original article, i had to keep looking back at the old version and spot the changes.
POGGERS
TriniMasta
Profile Joined December 2009
United States1323 Posts
Last Edited: 2010-06-06 08:02:21
June 06 2010 08:01 GMT
#281
wow Rush Distance on Ghost Path is HUGE
+ Show Spoiler +
LOL THOUGHT CHECKMATE WAS A JOKE

EDIT: maps these days in StarCraft 1 are getting beyond our imaginations.
Ghost Path looks godly btw
정명훈 FIGHTING!!! Play both T and P.
TriniMasta
Profile Joined December 2009
United States1323 Posts
Last Edited: 2010-06-06 08:04:13
June 06 2010 08:03 GMT
#282
By Konadora:
The drones sometimes move a bit away from the path that is taken at 11 o'clock, instead going on the orange path. Over time it should accumulate to a pretty big sum. I think it's not a map issue though. Drones have the worst mining AI, and tend to go pretty haywire while other two races' workers - not so much. Shifting the mining position by a few grids may help though. One example is Fighting Spirit's mineral lines. On Fighting Spirit it works well, but on other maps that I've tried to use that same mineral formations, the drones (and sometimes other workers too) go on a different path than on Fighting Spirit.

WOW THANKS THIS IS HUUUUUUUUUGE
EDIT: Im sorry for the double post =(
Really am, i forgot
정명훈 FIGHTING!!! Play both T and P.
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