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The image doesnt work for me.
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ALLEYCAT BLUES49484 Posts
On June 05 2016 19:39 RoomOfMush wrote: The image doesnt work for me. fixed now
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Croatia9454 Posts
I quite like this one, although I'm not a biggest fan of the Desert tileset. It can be pretty hard on the eyes ^^
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United Kingdom12021 Posts
On June 05 2016 19:46 2Pacalypse- wrote: I quite like this one, although I'm not a biggest fan of the Desert tileset. It can be pretty hard on the eyes ^^
I on the other hand love the desert tileset since it seems to be easier on my eyes. Guess it's a personal thing
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On June 05 2016 20:08 Qikz wrote:Show nested quote +On June 05 2016 19:46 2Pacalypse- wrote: I quite like this one, although I'm not a biggest fan of the Desert tileset. It can be pretty hard on the eyes ^^ I on the other hand love the desert tileset since it seems to be easier on my eyes. Guess it's a personal thing
Yeah, I am kind of tired of the jungle tile-set. For me, jungle is the worst for the eyes.
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Bisutopia19138 Posts
This map looks great. A low ground mid is very interesting.
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ALLEYCAT BLUES49484 Posts
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The design kinda reminds me of Fighting Spirit
Edit: How the heck do you proxy 2 gates on this map?
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Nothing is better for eyes than snow maps. Except when your opponent is white. Then you either play with team colors or just play without minimap.
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I don't like this map. Doesn't seem to provide any interesting features and will provide some 2 base power pushes or long defensive games..
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On June 05 2016 21:34 kogeT wrote: I don't like this map. Doesn't seem to provide any interesting features and will provide some 2 power pushes or long defensive games.. Yup, unlike taebaek sanmaek this map is having pretty uninspiring architecture in my eyes. They need such maps tho, i would prefer this instead of fighting spirit and circuit breakers.
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ALLEYCAT BLUES49484 Posts
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Japan11285 Posts
On June 05 2016 22:33 Noah2nd wrote: Oh, I'm late.. It's okay ^^ good job on the Taebaek map!
This one looks too standard for my liking but I'll take it over FS and CB.
Thanks for the update!
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10387 Posts
Is all of the high ground buildable?
Feels like this map will have fairly typical balance.. Lurker contains will be especially painful in ZvP if they happen, thanks to high ground behind the mineral third, but otherwise the terrain could work out for Protoss. Probably gonna see more Carriers and timing pushes in PvT, depending on the spawn positions
Lategame ZvT looks horrible if it goes into a latemech situation. I would even guess that TvZ balance will go 70:30 on this map
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Okay, just did some basic testing. And it is bad, like, unplayably bad (at least I would be ashamed to hand this ovet to players to play on in this state). And that's not even talking about how terrible it looks in-game...
Details later.
EDIT:
Okay, here's my rundown of this map's "features":
Ordered roughly from the more nitpicky to the outright condamningly bad:
- map name: There's one good thing at least: Since no way in its current desolate state this is going to be added to iCCup, the obvious clash in map name will not happen, until further notice... Even then, since this seems to be officially named (4)OVERWATCH, it'll probably be easy to tell apart from the mere (2)Overwatch any time...
- decoration: I mean, there's hardly any. But it's just deco right?! Why would you care? As long as it play well... Only that it does not and yet another time the two minute job on deco tells you all you need to know about precisely how not at all this map maker actually gave a damn about the map he made...
When in the middle of the map there are whole screenfuls of bland, homogenous terrain, so you have no orientation about your whereabouts at all, the threshold to too little deco is definitely crossed... And why does a Broodwar map need to cross-promote another game in the first place? Do they get money for the advertising or something? But if you really want to know how bad this map was decorared: just look at the ramps! Fastmaps are not any more blocky...
- Speaking of the centre: Not only deco-wise it's just a giant wasteland. In close position there is no incentive at all to even go there and in cross-position all incentive is basically to leave there again as soon as possible. At least cheesers will have an easy time finding a place to proxy, I guess.
- The mineral only being cliffable from the high ground, and conversely the geysers and some of the mineral patches of the neutral gas expnasions being tankable from the low ground (but only in some places, not in others O_o?!) induces a lot of unnecessary rotational imbalance. This could have been solved so much better.
- Not knowing where to exactly place a town hall for optimal mining at the natural is already bad (makes it impossible to guarantee bug-free worker behaviour, to begin with, but Ragnarok probably did not care or even know about that, see next point)
- I only tested mining for Protoss, and found mineral mining bugs at: bottom left main, top and right natural (for the Nexus position I happened to be testing, see point above...), top 3rd and right mineral only. The relative lack of bugs in the mains seems to suggest that Ragnarok actually did some testing beforehand, for a change, but it might also be just dumb luck, given that Korean map makers in general seem to not have got the hang of this yet...
- The random spot of sand dunes on the ridge at 12 o'clock does not only look so ugly I wish it would have been just left out (but I guess it's part of the Overwatch logo as well) but also introduces quite a lot of positional imbalance, because along the edges there is enough building space for a whole lot of Supply Depots and Turrets, whereas all other ridges are completely unbuildable. I guess Terran needs extra help slow-pushing at top horizontal matchups O_o.
- Even worse, for about half (estimate, could not check in the editor yet due to map protection...) of that sand area, he used cover providing tiles to make the sand unbuildable (i.e. units will "randomly" have a 50% dodge chance against ranged attacks while on those tiles). So this is basically DeserTec II now, only just for the northern quadrant of the map O_o.
So yeah, another example of Korean tournament hosts picking a map that is not just subpar but has so many rookie errors that I would not even dare to suggest it as a first draft. At this rate introduction of new "official" maps will probably cease very soon again due to pure fed-uppedness of players who are obviously expected to waste their training time testing even the most elemental things on a new map just because the map maker was too incompetent or did not even care enough (or both) to provide something actually playable for them...
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United States2948 Posts
Always glad to see some variety with new maps!
Hoping the players prepare and provide us for classic matches
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konadora
Singapore66063 Posts
omg this is terrible compared to the other one lol what the hell
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Someone's got the Overwatch hype lol
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