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[Old] New Maps By Rose.Of.Dream. - Page 3

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 6 7 8 Next All
arb
Profile Blog Joined April 2008
Noobville17921 Posts
September 02 2012 12:10 GMT
#41
On September 02 2012 21:07 brolaf wrote:
Show nested quote +
On September 02 2012 15:30 jidolboy wrote:
The first map looks very interesting lol. I wonder if you need to send scv at 10 just to do 14cc. The distance is super long.
And nonetheless. TANK IMBA on last map. Just park them outside the naural's cliff for 2 base starvation hehehe

Never mind that, it has a NON BLOCKED BACKDOOR. That means PvZ is almost impossibly... hydra bust will win every game because protoss will need to cannon 2 chokes

What are you talking about?
Artillery spawned from the forges of Hell
legoboomette
Profile Joined December 2011
England165 Posts
September 02 2012 12:25 GMT
#42
on the first map, why does one spawn have a gas while the other doesnt?
Won(*3*)Chu KissMe!
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50119 Posts
Last Edited: 2012-09-02 12:30:27
September 02 2012 12:30 GMT
#43
On September 02 2012 21:25 legoboomette wrote:
on the first map, why does one spawn have a gas while the other doesnt?


good question, but its probably fixed, so don't worry.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Superouman
Profile Blog Joined August 2007
France2195 Posts
September 02 2012 13:25 GMT
#44
Battle of salsu: Parallel lines<3<3<3
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
September 02 2012 13:30 GMT
#45
Wind and Cloud looks so fun
"When the geyser died, a probe came out" - SirJolt
Messi
Profile Joined September 2011
United States212 Posts
September 02 2012 14:11 GMT
#46
This is amazing
Waxangel
Profile Blog Joined September 2002
United States33362 Posts
September 02 2012 14:11 GMT
#47
say no to parallellines
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50119 Posts
September 02 2012 14:48 GMT
#48
updated the OP with some details about the first map, thank you Hesmyrr
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
N.geNuity
Profile Blog Joined July 2009
United States5112 Posts
September 02 2012 14:52 GMT
#49
pamir plateau seems like it would have similar feel to moonglaive IMO (mainly just the way you get choked in the natural). Wind and Cloud is exactly a "rolling" eye of the storm

I really wonder how these island maps would work out in modern bw, by which I mean tvt would be pretty painful.
iu, seungah, yura, taeyeon, hyosung, lizzy, suji, sojin, jia, ji eun, eunji, soya, younha, jiyeon, fiestar, sinb, jung myung hoon godtier. BW FOREVERR
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
September 02 2012 14:53 GMT
#50
I hope these maps get added to iCCup!
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
arb
Profile Blog Joined April 2008
Noobville17921 Posts
September 02 2012 15:08 GMT
#51
On September 02 2012 23:52 N.geNuity wrote:
pamir plateau seems like it would have similar feel to moonglaive IMO (mainly just the way you get choked in the natural). Wind and Cloud is exactly a "rolling" eye of the storm

I really wonder how these island maps would work out in modern bw, by which I mean tvt would be pretty painful.

When i look at it, pamir plateau looks like gods garden without connected 3rds, and a different middle of the map
Artillery spawned from the forges of Hell
aquados
Profile Joined August 2012
Netherlands180 Posts
September 02 2012 15:36 GMT
#52
they look soso good. can't wait to play them on iccup or fish if they let it into their mappool
the power of an outside source is that it comes from the inside. sabas[aov] c-/c toss
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2012-09-02 15:49:23
September 02 2012 15:46 GMT
#53
I f*cking love this guy. His maps are always so sexy.
On September 02 2012 22:25 Superouman wrote:
Battle of salsu: Parallel lines<3<3<3

YES
stOrpse
Profile Blog Joined February 2011
United States175 Posts
September 02 2012 15:49 GMT
#54
Great to see new BW maps
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
Last Edited: 2012-09-02 17:57:44
September 02 2012 16:26 GMT
#55
+ Show Spoiler +

  • Type : Choke-type aerial strategy map
  • Size : 112 x 128
  • 2 Player (5, 11'o clock)
  • Tile set : Desert

▶ Concept
Strategical map where giant wall crosses the center horizontally, splitting the land in South and North. '금성철벽(金城鐵壁)' literally means 'Iron Castle, Steel Wall' and is used to describe steadfast castle difficult to invade due to its excellent defenses. Definition of the word fit with concept of the map thus the reason for the name.

▶ Features
- Convenient for drop attack due to the main's large size and the fact it is not located on the corner. Natural is also surrounded by walls therefore air attack during early-to-mid game is pretty effective.
- Large wall on the center, with expansion containing two gas located on either side of the wall. Only one small entrance at the middle thus difficult to breach using ground units.
- Expected to encourage aerial engagement, with small entrances on middle of the wall and two gas expansions actively utilized by guerilla ground units.
- Because there is gas expansion at 6, 12'o clock, followed by fourth gas at 1, 7'o clock, acquiring expansion is pretty straightforward with sequential development of military.
- Amount of gas at 6, 12'o clock expansion is 2500. Amount of gas at two gas expansion is 3000.

Rush time: 38 seconds between main entrance (workers)

===
  • Type : 2+2 shaped semi-island map
  • Size : 128 x 128
  • 4 Players (4, 6, 10, 12'o clock)
  • Tile set : Badlands

▶ Concept
The map is divided into two continents by great river flowing diagonally, which represents Salsu River where the Battle of Salsu - battle occuring in AD 612 where Eulji Mundeok of Goguryeo kingdom won decisive victory against the Chinese Sui Dynasty - took place.

▶ Features
- Two main at 1'o clock continent, two main at 7'o clock continent; there are 2/3 chance of the game being island engagement and 1/3 chance of the game being ground engagement.
- For ground engagement: Wide land route to allow active use of ground force, two gas expansions for each.
- For island engagement: Active aerial combat between the continents, short air distance between main on 10/11'o clock and main on 4/5'o clock encourage early drop play.
- Gas expansion at middle of the continent is placed such that it is more easier to acquire even on ground engagement, and expansion at 1, 7'o clock can serve as strategical point where one can hide from the opponent's view.

Rush time: 30 seconds between main entrance (worker, ground)

===
  • Type : Center-focused melee map
  • Size : 128 x 128
  • 4 Players (1, 5, 7, 11'o clock)
  • Tile set : Jungle World

▶ Concept
Paths to the center are wide ravine on this map, intending to significantly reduce importance of the center and instead switch focus of the battle into hills and gorges surrounding it. "풍운(風雲)" means 'Wind and Cloud', reflecting the harmony between high and low ground. Low ground signifies wind (風) and high ground signifies cloud (雲).

▶ Features
- Hills located on both sides of the path from natural to the center. Contain therefore can occur in multiple directions with diverse path of attack.
- Player moving horizontally and vertically toward the opponent's main must cross 'ravine-hill-ravine-gill-ravine', and for diagonal movement 'ravine-basin(center)-ravine'. Therefore location of the player spawn can become a variable allowing variety of tactics to be used.
- Further gas expansions are located on 3, 6, 9, 12'o clock giving advantage to the player with broad map control. Expansions are easy to take due to narrow entrance, but losing control of the nearby hill will allow the opponent to put it in check, therefore strategical engagement on the hill and ravine becomes important during expansion.
- Map balance accomplished by giving it features that favour each race: Ten mineral patches on the main, abundance of the resource favouring Protoss. Natural surrounded by thin walls allowing better mutalisk harass. Many hills around middle of the map favouring Terran in battle.

Rush time: 34 seconds between main entrance (worker) for horizontal, 28 seconds for vertical, 40 seconds for diagonal.

===
  • Type : Center-focused power map
  • Size : 128 x 128
  • 4 Players (1, 5, 7, 11'o clock)
  • Tile set : Jungle World

▶ Concept
Out of all similar center-focused official maps, Pamir Plateau has the largest center. Since this map emphasizes middle area the most out of all others, Pamir Plateau which is referred to as "the roof of the world" was selected for its name.

▶ Features
- Main and natural are respectively placed on hill and plain. While the path leading to the center can be blocked with two barracks, there are huge ramp immediately thereafter, which holds great tactical value as it is only land route to the middle.
- Main on the high ground, natural and other expansions at the low ground, with center being huge plateau. Design intended to emphasize paradoxial element where the expansions are difficult to defend while the center, albeit having no nearby resources, becomes critical strongpoint.
- Expansions are spread out on 3, 6, 9, 12'o clock with two ramps leading down to it from the center. This means that there are gas expansion on both sides of the natural, therefore one can choose which expansion to take depending on location of the enemy main.
- Natural minerals are attached directly to the wall with water tiles behind it, benefiting Zerg with easier mutalisk utilization. Main and natural have abundant resources in order to benefit Protoss. The map type being center-focused power map is expected to benefit Terran.

Rush time: 30 seconds between main entrance (worker) for horizontal, 34 seconds for vertical, 38 seconds for diagonal.

"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 02 2012 16:44 GMT
#56
--- Nuked ---
VGhost
Profile Blog Joined March 2011
United States3613 Posts
September 02 2012 18:21 GMT
#57
On September 02 2012 21:07 brolaf wrote:
Show nested quote +
On September 02 2012 15:30 jidolboy wrote:
The first map looks very interesting lol. I wonder if you need to send scv at 10 just to do 14cc. The distance is super long.
And nonetheless. TANK IMBA on last map. Just park them outside the naural's cliff for 2 base starvation hehehe

Never mind that, it has a NON BLOCKED BACKDOOR. That means PvZ is almost impossibly... hydra bust will win every game because protoss will need to cannon 2 chokes


No - only two spawns, top left and bottom right. The top right and bottom left do have two ramps, but they'd be 3rd bases at the earliest. (3rds for Zerg, probably 4ths for P/T?)
#4427 || I am not going to scan a ferret.
KenNage
Profile Joined May 2009
Chile885 Posts
Last Edited: 2012-09-02 19:01:14
September 02 2012 18:58 GMT
#58
1 map - mmmm no

2 map - no no no

3 map - okish

4 map - ok

Based in my terran opinion
moopie
Profile Joined July 2009
12605 Posts
September 02 2012 19:38 GMT
#59
steel wall looks pretty beast
I'm going to sleep, let me get some of that carpet.
Taekwon
Profile Joined May 2010
United States8155 Posts
September 02 2012 19:58 GMT
#60
Holy shit these look so old skool!
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