Testing the New Proleague Maps! - Page 13
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NeCroPoTeNce
United States513 Posts
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ArvickHero
10387 Posts
On September 15 2010 12:21 NeCroPoTeNce wrote: Badass names for some badass maps. For once Kespa doesn't bullshit us with maps *cough* Great Barrier Reef *cough* I have to question your intelligence since that map was made by OGN | ||
Katsuge
Singapore7730 Posts
proxy proxy proxy proxy proxy shits baby! | ||
dukethegold
Canada5645 Posts
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moopie
12605 Posts
+ Show Spoiler [Changelist (korean)] + 안녕하세요 (사)한국e스포츠협회입니다. 현재 진행 중인 프로리그 공식맵 선정 이벤트와 관련하여, 테스트맵에 수정사항이 있어 배포 해드립니다. 테스트에 참여해주시는 분들은 첨부된 맵을 다운로드하여 참여 해주시기 바랍니다. ▶ 프로리그 10-11시즌 1R 테스트맵 목록 (2)Benzene 0.90 (2)피의 능선 0.91 → 수정 (3)Aztec 0.91 → 수정 (3)中原 0.91 (4)Circuit Breakers 0.91 (4)Icarus 0.90 (4)펀치볼 지구 0.91 → 수정 (4)태양의 제국 0.90 ▣ 맵별 수정사항 ▶ 피의 능선 0.91버전 수정사항 - 중앙 계곡 지역 전체적으로 축소 - 앞마당 가스 5,000으로 원상복귀 - 앞마당 주변에 오버로드가 떠있을 수 있는 절벽지형 생성 - 본진입구 폭 넓게 수정 - 앞마당 가스가 쉽게 견제 받는 부분 수정 - 본진 양 끝 특수 문 중에 본진 안쪽에 설치된 미네랄 제거 (외부에서 내부로 진입 불가) ▶ 중원 0.91버전 수정사항 - 본진 미네랄 9 → 10개 증가. 앞마당 미네랄 6 → 8개 증가. 뒷마당 미네랄 7 → 8개 증가 - 앞마당ㆍ뒷마당 미네랄 1,000 / 가스 5,000으로 수정 - 개방형 온리 미네랄 멀티 자원량 1,000으로 감소 - 언덕멀티에서 아래쪽 미네랄 멀티에 탱크 공격 불가능하도록 수정 - 1배럭 2서플로 앞마당 진입로를 막을 수 있도록 수정 ▶ Circuit Breakers 0.91버전 수정사항 - 3, 6, 9, 12시 가스량 3,000→ 5,000으로 증가 - 앞마당 가스 위치를 바깥쪽으로 이동 - 앞마당 입구 크기를 7칸에서 8칸으로 늘임 (1배럭 2서플로 막지 못함) - 앞마당쪽 다리를 바깥으로 약간 옮겨 러쉬 거리를 약간 늘림 - 센터쪽 다리 앞에 건물을 지을 수 없게 수정 - 우회로 언덕을 짧게하여 돌아가는 거리를 짧게 함. - 미네랄 멀티를 파일런 4개정도로 방어할 수 있게 안쪽으로 이동. 6시ㆍ12시에서 탱크포격 불가 - 12, 6시 우회로 언덕 입구 크기를 넓힘 ▶ 펀치볼 지구 0.91버전 수정사항 - 앞마당 옆 샛길에 벙커를 짓지 못하도록 수정 (캐논, 성큰은 건설 가능) - 5시ㆍ11시 멀티가 완전 섬멀티로 변경. 커맨드 날림 방지 미네랄 설치 Source. + Show Spoiler [Google Translate] + 1R Pro League 10-11 season teseuteumaep list (2) Benzene 0.90 (2) Bloody Ridge 0.91 → Edit (3) Aztec 0.91 → Edit (3) 中原 0.91 (4) Circuit Breakers 0.91 (4) Icarus 0.90 (4) Punchbowl Area 0.91 → Edit (4) Empire of the Sun 0.90 ▣ Map pool fixes Version 0.91 fixes ▶ Bloody Ridge - Overall reduction in the central valley - 5000 to reinstate the gas yard - Overload floating around the front yard to create a cliff terrain - Modify the headquarters entrance to a wide range of - Yard receiving part of the gas can easily modify the containment - Ends headquarters installed inside the headquarters of a special statement minerals removed (from the outside can not enter) Version 0.91 fixes in midfield ▶ - 9 → 10 개 minerals increased headquarters. 6 → 8 개 mineral yard gain. 7 → 8 개 backyard increased mineral - 1000 yard and backyard minerals, gas, modified 5000 - Only open multi-mineral loss in the stock 1000 - Multi-minerals in the bottom of the hill in multi-tank modified to not attack - 1 2 Supple Barack modified to block the driveway to the front yard ▶ Circuit Breakers 0.91 version fixes - 3, 6, 9, 12 3,000 → 5,000 increase in gas - Front yard where the gas moves outward - The size of the entrance to the front yard in Cannes 7 8 Khan Increases (1 Barack unable to stop the two Supplements) - Apmadangjjok Rush moved slightly to the outside leg slightly increasing the distance - Senteojjok can not build a bridge in front of the building modifications - A short detour to the hill a short distance and should go back. - Minerals Multi pailreon four amendments moved to the inside of the road to defend. 6:00 and 12 tanks bombarded the city can not be - 12, 6:00 bypass the entrance to the hill neolhim size Version 0.91 fixes Punchbowl Area ▶ - Whilst the bunker on the front yard next to the alley to prevent modification (Canon, can be constructed seongkeuneun) - 5:00 and 11:00 to complete multi-seommeoltiro change. Mineral lick and install anti-Command OP images and download link should be updated (preferably with proper changelist translations) | ||
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swanized
Canada2480 Posts
On September 14 2010 21:23 eNyoron wrote: Looking at middle hill... 4 hatch muta spam into 8 hatch muta spam anybody? Natural, two backdoor expos and very little space behind the mineral lines. Then again, toss can have really strong FE/sair play, but it looks like a TvZ nightmare. You NEVER have too much TvZ nightmares | ||
jalstar
United States8198 Posts
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Lyle
United Kingdom4 Posts
This map could be dangerous. There are big holes so units could fall through into space. Hopefully KESPA do not use this until they put up some safety-rails Bloody Ridge This map looks fun. Up and down, up and down! Just like a roller-coaster! Aztec What are those colourful circles doing in peoples bases? They might be distracting. Middle Hill/Source There are trees around the logo, but none on it. Have they been cut down to make way for the logo? Does this mean Korea Air supports deforestation? I can't approve this! Circuit Breakers Has promise, but needs many Ursadons. Icarus I don't like the things in the middle ![]() Empire of the Sun What? This won't work; rain will just collect in the middle. Punchbowl Area I don't like this map. Hopefully they use it, so I learn to be more tolerant. | ||
Omegon
Sweden54 Posts
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konadora
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Singapore66071 Posts
▶ Bloody Ridge v 0.91 changes - Made the ridges more narrow. - Middle-route expansion now has 5000 gas. - Converted surround area to high ground cliff instead of water for middle-route expansion for overlord placement. - Widened entrance to middle-route expansion - Changed how the middle-route expansion's geyser can be easily harassed - Removed mineral near the gates inside the main so that infinite scouting is now impossible. ▶ Central Plains v 0.91 changes - Main now has 10 mineral fields (from 9), natural has 8 (from 6) and backyard expo has 8 (from 7). - Backyard and natural expansions' minerals are valued at 1000, gas at 5000. - Mineral-only expansion's minerals are valued at 1000 now. - Made it impossible for mineral-only expansion to be sieged from the nearby high ground expansion. - Made it possible for a 2 depot 1 rax wall-off at ramp. ▶ Circuit Breakers v 0.91 changes - Increased gas value at 3,6,9,12 o'clock expansions from 3000 to 5000. - Changed nat's geyser positionings - Increased nat's entrance from 7 grids to 8 grids (no more 2 depot 1 rax wall-in) - Pushed forward the 2 bridges at the natural to slightly increase the rush distance. - Made the area near the bridges at the center of map unbuildable - Made the alternate hill route shorter to make re-routing faster - Made it possible for mineral-only to be defended with around 4 pylons - Mineral-only cannot be sieged from 6/12 o'clock expansions - Widened ramp to 6/12 o'clock expansions ▶ Punchball Area v 0.91 changes - Made it impossible for bunkers to be built at the mini-path near the naturals (cannons and sunkens can still be built) - 5 o'clock and 11 o'clock expansions are now island expansions. Anti-CC minerals added. | ||
konadora
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Singapore66071 Posts
http://www.teamliquid.net/video/userstream.php?user=Kiante http://tv.zeroboy.net/konadora/ | ||
emperorchampion
Canada9496 Posts
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Crimson)S(hadow
Philippines520 Posts
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Kiante
Australia7069 Posts
Aztec is a reallllyyy hard map. Theres so many narrow ramps that moving an army to kill an expo takes FOREVER omg D: Drops are REALLY strong, especially as i tried to take my third really fast. Vulture harass at my third while dropping my main was brutal considering the distance between them.. That being said i won the game with a bunch of recalls, so it works both ways ^_^. Theres HEAPS of expos to take on this and they all feel kinda safe from pushes because of the ramps. Circuit breakers was a more "standard" map. nice and open to make push breaking easy but also good for vulture/harass drops due to the pure size. But really its like a grand line clone but more open. Attacking the nat is hard because of the bridges (i tried to push over the bridges and got raped) and late game was harrrddd. seems like a competant protoss would have an easy time here. getting a third gas is kinda hard, could forsee this being difficult for zerg | ||
LxRogue
United States1415 Posts
Ohh the logo is supposed to be the "P" in proleague. It looks a bit like a hammer and sickle xD I thought it was an interesting change from a swastika, which people are always seeing in the center of maps. | ||
CCa1ss1e
Canada3231 Posts
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Lightwip
United States5497 Posts
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ArbAttack
Canada198 Posts
Conversely, Middle Hill seems nice PvT with that wide open middle. | ||
Kal_rA
United States2925 Posts
interested to see what they can actually do with this ![]() | ||
SoulSever
Canada779 Posts
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