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[ASL] New maps: Taebaek Mountains and Overwatch

Forum Index > BW General
115 CommentsPost a Reply
1 2 3 4 5 6 Next All
prech
Profile Joined March 2014
United States2948 Posts
Last Edited: 2016-08-25 02:17:01
July 12 2016 00:05 GMT
#1
With the Ro16 a week away, the two new competition maps, version 1.1, have been released by Afreeca. And as of July 29, a version 1.2 with various fixes. As of August 5, a new version of each with various fixes. New version of Taebaek Mountains (2.1) released in mid-August.

Making a new thread to avoid this getting lost in the other ASL threads:
  • Afreeca announcement

    v1.3 Overwatch & v2.1 Taebaek Mountains:
  • Download from MEGA (including observer version)

    v1.3 Overwatch & v1.9 Taebaek Mountains:
  • Download from MEGA (including observer version)

    v1.2:
  • Download from MEGA (including observer version)

    v1.1:
  • Download from MEGA (including observer version)
  • Download from Naver blog/page


(Wiki)Taebaek Mountains v2.1 (TLPD)
[image loading] v1.9, v1.2, v1.1
Previous discussion thread about Taebaek Mountains (beta)

Google Translate description
▶ number of people: 2 people
▶ Size: 112 × 128
▶ Tileset: Jungle
▶ Map Style: Melee map type Foothills
▶ Rush Street: 34 seconds (headquarters entrance entrance ↔ travel time workers)
▶ Concept
- With a map of South Korea with the theme features mountainous terrain, the rough-and-tumble street map consisting of a headquarters and various branches, symbolizing the mountain foothills type of branched

▶ Features of the map
- Headquarters and the front yard is because it is good to take advantage of a basin surrounded by hills air units can spread a variety of strategies, including a guerrilla war, former transport use them.
- Even when the front entry to the blocked routes to bypass the entrance there are two, and induced a guerrilla war through various branches and the way it is deployed as a one-way melee combat, etc., which may break out.
- It consists of a central battleground hills shaped by shaping the mountains are some of the variables as a tactical move when remote unit can be operated with a relative.
- Routes that can take over a yard behind a hill 20 0 old mineral pits and fitness-old 1500 , six buildings are overlaid. Minerals are 1 minute 20 seconds to remove the workers first term basis, so simultaneous sampling is possible when you bring in many workers are much shorter time.

▶ Uniqueness
- Entrance to the headquarters, but can stop a pylon workman passes.
- Hill back yard is only 5 units or more range it is possible to check workers. (Marine Business, Business Hydra, beolcheo etc.)
- 11:00, and 7:00 nook amount per 1,000 loaves of multi-minerals.

▶ 1.1 fixes
- The headquarters moved to a little more inside. No resources away from the Siege Tanks behind the hill
- Modifications that could go up to attack the building entrance area next to the unit entrance forecourt Hill
- Hold the back yard increase in building stamina 1,500 dollar in three to six (total Stamina 4,500 → 9,000)
- Move the position of the gas to the bottom of the central public multi 3:00

▶ 1.2 fixes
- Sampling rate before modification of local resources
- SimCity is modified so evenly using the Barracks, the headquarters entrance Supple
- 12:00 modified to cross the front yard landscape units could not pass the rear minerals

▶ 1.90 fixes
- Complement and balance each species, has been modified to go on to the good operation utilizing the original concept was air units.
(Formerly) was deleted a little over the hill hit the front yard restraining element in the Taebaek Mountains, in view of the fact that the amount of gas has been difficult to obtain multi-gas exchanger placed for easy and secure small but 2/3 level.
- Delete the hill back yard
- The front yard is more Byway right away (Siege Artillery Hill X) is neutral building deleted. Change mineral blocking the entrance to pit five-eight (two leading defense easily utilized)
- Left front yard sideways direction is connected to the left front yard, a few honeycombs (leave the unit back jotahjim)
- Add City, in 3000 Mineral-old multi-gas at 7, 11
- 7:00 two, a fitness alleys that connect to multi neutral old buildings placed at 11 5000

▶ New Taebaek Mountain Range 1.90 → 2.0 fixes
- Increase in the mineral-old front yard sideways eight loaves of 5 to 8 pit. (Terran is modified to a more risk when accompanied by an herbal drilling workers in surprise)
- SimCity both the front yard is modified to equal as possible (when the film is the entrance to the two terrans Supple 12:00 1 Marine Barracks watering inside, toss 1 12:00 1 Forge Gate 2 zealots such as juggling can avoid intruding)
→ details see screenshots
- Multi-hill driveway of the gas during one also that three pylons to prevent inrush beolcheo

▶ New Taebaek Mountains 2.0 → 2.1 fixes
- Fix so that the right front yard sideways minerals can be taken care of once you click


(Wiki)Overwatch v1.3 (TLPD)
[image loading]v1.2, v1.1
Previous discussion thread about Overwatch (beta)

Google Translate description
▶ number of people: 4 people
▶ Size : 128- × 128-
▶ Tileset : Desert
▶ Map Style : Foothills map type to fight the Central Powers

▶ Rush Street : horizontal 30 seconds , vertical 32- seconds , diagonal 42 seconds ( headquarters entrance entrance ↔ travel time workers )

▶ Concept
- Headquarters and in the front yard crystallized form , place a multi Although a donut-shaped hilly central maps fighting force gave a slight change to configure the battlefield that can be used as a more tactical .

▶ Features of the map
- Headquarters and the front yard , a multi-mineral headquarters fight with the strength of the public gas multi-crystallized form in the map attached batch placed on the north, south, east and west .
- Relative because even the location in which direction the public is so multi-gas can continue to deploy the forces placed on the same distance relative to the front yard , which have the resources and facilitate the deployment of the force can continue to fight .
- Just because the root is important to advance the center it consists of hilly type , too, if you can get to operate defensively occupied the hill, so it is important to secure a tactical move through the hub .

▶ Uniqueness
- Headquarters amount per pit next to a multi-mineral 1000 is .
- 3, 6, 9, 12, the center of the gas inlet side when the multi pylon 3 can be prevented dogs .
​
▶ 1.1 fixes
- More space to build a building and secured by slightly modifying the layout of the forecourt minerals.

▶ 1.2 version fixes
- Sampling rate before modification of local resources
- Barnyard modified minerals located at 11 at 5:00. Building location has moved one notch resources, minerals that can pass through the unit back
- Modify the terrain using SimCity related command center and headquarters entrance forecourt
- The number of pit mineral multi increased from 8 to 9 Pit Pit (the same amount as the existing 1,000)

▶ 1.3 fixes
- Fixed a rare occurrence that may be pinching unit bugs terrain and yard driveway to the same size as the fighting spirit, circuit breakers.
- 5:00, 11:00 front yard and driveway modified slightly modify the terrain with wide courtyard spaces 7 → 8 column
(The same fighting spirit as the circuit breaker can not prevent the entrance to the Barracks 1 2 Supple)
- Modify the terrain unit that might get caught in the central part of the terrain


Note TLPD links will work after maps become used for the first time and become logged in the system
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Liquipedia
ruypture
Profile Joined May 2014
United States367 Posts
July 12 2016 00:12 GMT
#2
hell yeah, excited to see new maps for brood war
어윤수|이신형|이재동|이승형
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51588 Posts
July 12 2016 01:31 GMT
#3
Can someone explain why the placement of gas is the way it is in the naturals of overwatch.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Peeano
Profile Blog Joined March 2009
Netherlands5954 Posts
Last Edited: 2016-07-17 13:38:18
July 12 2016 01:46 GMT
#4
On July 12 2016 10:31 BLinD-RawR wrote:
Can someone explain why the placement of gas is the way it is in the naturals of overwatch.

So you can get to mineralwalk a worker without (sending a scout and/or) opening ur ramp?
FBH #1!
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7120 Posts
July 12 2016 11:19 GMT
#5
flash vs larva playing overwatch right now ^^
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37118 Posts
July 12 2016 11:59 GMT
#6
Lol, Overwatch map already? These damn clever Koreans. Taebaek Mountains looks fun but doesn't really look like a memorable map. But who knows, maybe I'll be proven wrong.
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
classicyellow83
Profile Joined June 2016
United States2393 Posts
July 12 2016 12:29 GMT
#7
So many players have problems with the new maps. They want them gone. >.<
Reach!!! Come back to BW!!
BisuDagger
Profile Blog Joined October 2009
Bisutopia19391 Posts
Last Edited: 2016-07-12 14:57:13
July 12 2016 12:41 GMT
#8
On July 12 2016 20:59 Seeker wrote:
Lol, Overwatch map already? These damn clever Koreans. Taebaek Mountains looks fun but doesn't really look like a memorable map. But who knows, maybe I'll be proven wrong.

The map is terrible for protoss. Two entrances into the edit: natural and you can't wall of either effectively.

If anyone has time to test walls for any of the races, please post pics here.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
c3rberUs
Profile Blog Joined December 2010
Japan11813 Posts
Last Edited: 2016-07-12 12:58:10
July 12 2016 12:56 GMT
#9
On July 12 2016 21:29 classicyellow83 wrote:
So many players have problems with the new maps. They want them gone. >.<

Do players just dislike new maps in general? I feel like they only want to play in FS and CB.

Have the maps changed since they were released to the public? Taebaek Mts still look plain with lots of ridges imo.
WriterMovie, 진영화 : "StarCraft will never die".
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51588 Posts
Last Edited: 2016-07-12 13:15:17
July 12 2016 13:15 GMT
#10
I don't see why anyone would complain about overwatch other than it being really bland, but I suspect some pathing issues still remain.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37118 Posts
July 12 2016 13:19 GMT
#11
On July 12 2016 21:41 BisuDagger wrote:
Show nested quote +
On July 12 2016 20:59 Seeker wrote:
Lol, Overwatch map already? These damn clever Koreans. Taebaek Mountains looks fun but doesn't really look like a memorable map. But who knows, maybe I'll be proven wrong.

The map is terrible for protoss. Two entrances into the main and you can't wall of either effectively.

If anyone has time to test walls for any of the races, please post pics here.

Two entrances? I only see one.
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
BisuDagger
Profile Blog Joined October 2009
Bisutopia19391 Posts
July 12 2016 13:36 GMT
#12
On July 12 2016 22:19 Seeker wrote:
Show nested quote +
On July 12 2016 21:41 BisuDagger wrote:
On July 12 2016 20:59 Seeker wrote:
Lol, Overwatch map already? These damn clever Koreans. Taebaek Mountains looks fun but doesn't really look like a memorable map. But who knows, maybe I'll be proven wrong.

The map is terrible for protoss. Two entrances into the main and you can't wall of either effectively.

If anyone has time to test walls for any of the races, please post pics here.

Two entrances? I only see one.

I meant Taebaek Mountains sorry

From Bakuryu: Old version of map
[image loading]

The change:
[image loading]

ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37118 Posts
July 12 2016 13:52 GMT
#13
On July 12 2016 22:36 BisuDagger wrote:
Show nested quote +
On July 12 2016 22:19 Seeker wrote:
On July 12 2016 21:41 BisuDagger wrote:
On July 12 2016 20:59 Seeker wrote:
Lol, Overwatch map already? These damn clever Koreans. Taebaek Mountains looks fun but doesn't really look like a memorable map. But who knows, maybe I'll be proven wrong.

The map is terrible for protoss. Two entrances into the main and you can't wall of either effectively.

If anyone has time to test walls for any of the races, please post pics here.

Two entrances? I only see one.

I meant Taebaek Mountains sorry

+ Show Spoiler +
From Bakuryu: Old version of map
[image loading]

The change:
[image loading]



Oh, lol! No wonder I couldn't find it. BD, that's called the nat, not the main
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
c3rberUs
Profile Blog Joined December 2010
Japan11813 Posts
July 12 2016 13:59 GMT
#14
lol

Thanks to that, I noticed the map posted is different from version 0.9. Bah, both maps still lack that design-feel of yesteryear's maps. I want my (Wiki)Avalon back.
WriterMovie, 진영화 : "StarCraft will never die".
Peeano
Profile Blog Joined March 2009
Netherlands5954 Posts
Last Edited: 2016-07-12 14:43:27
July 12 2016 14:13 GMT
#15
On July 12 2016 21:41 BisuDagger wrote:
Show nested quote +
On July 12 2016 20:59 Seeker wrote:
Lol, Overwatch map already? These damn clever Koreans. Taebaek Mountains looks fun but doesn't really look like a memorable map. But who knows, maybe I'll be proven wrong.

The map is terrible for protoss. Two entrances into the main and you can't wall of either effectively.

If anyone has time to test walls for any of the races, please post pics here.

Do you mean into the natural? You're talking about Taebaek Mountains, right?

I've done little testing, but I think I found an error:
After you kill 1 temple of the temple stack, the temple stack remains impassable terrain, but it does become buildable terrain.
+ Show Spoiler +

[image loading]
[image loading]


I've also found something that surprised me a lot:
+ Show Spoiler +

[image loading]

Neither a probe, marine, firebat, medic, nor ghost could pass there, but a zealot could. Wtf?
If that is intentional it's quite ingenious. (No, I didn't test with lings, yet)

(My testing was done offline: singleplayer>scexp>custom)
FBH #1!
Peeano
Profile Blog Joined March 2009
Netherlands5954 Posts
July 12 2016 14:40 GMT
#16
These discussions tend to be easily confusing. So can we only discuss the current map versions, please?
FBH #1!
BisuDagger
Profile Blog Joined October 2009
Bisutopia19391 Posts
July 12 2016 14:57 GMT
#17
On July 12 2016 22:52 Seeker wrote:
Show nested quote +
On July 12 2016 22:36 BisuDagger wrote:
On July 12 2016 22:19 Seeker wrote:
On July 12 2016 21:41 BisuDagger wrote:
On July 12 2016 20:59 Seeker wrote:
Lol, Overwatch map already? These damn clever Koreans. Taebaek Mountains looks fun but doesn't really look like a memorable map. But who knows, maybe I'll be proven wrong.

The map is terrible for protoss. Two entrances into the main and you can't wall of either effectively.

If anyone has time to test walls for any of the races, please post pics here.

Two entrances? I only see one.

I meant Taebaek Mountains sorry

+ Show Spoiler +
From Bakuryu: Old version of map
[image loading]

The change:
[image loading]



Oh, lol! No wonder I couldn't find it. BD, that's called the nat, not the main

I'm such a noob
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
July 12 2016 14:57 GMT
#18
On July 12 2016 10:31 BLinD-RawR wrote:
Can someone explain why the placement of gas is the way it is in the naturals of overwatch.


because the map designer is terrible? 🤔
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
classicyellow83
Profile Joined June 2016
United States2393 Posts
Last Edited: 2016-07-12 15:02:36
July 12 2016 15:01 GMT
#19
On July 12 2016 21:56 c3rberUs wrote:
Show nested quote +
On July 12 2016 21:29 classicyellow83 wrote:
So many players have problems with the new maps. They want them gone. >.<

Do players just dislike new maps in general? I feel like they only want to play in FS and CB.

Have the maps changed since they were released to the public? Taebaek Mts still look plain with lots of ridges imo.

They seem to have issues with balance.. I haven't seen a single match where protoss won on either of the maps in pvz.
Taebaek is impossible for protoss to win. Overwatch is like PvZ circuit breaker, but much harder due to not enough space for cannons on expansion and the third base being minernal only and being hard to defend.
Both maps seems favor Zerg on both maps zvt especially taebaek. There is no answer for 2 hatch muta on taebaek.
They are saying overwatch is sort of like circuit but better for zerg in zvt. Even Flash can't seem to win on that map.

I haven't seen a single zerg complain.
Reach!!! Come back to BW!!
BisuDagger
Profile Blog Joined October 2009
Bisutopia19391 Posts
Last Edited: 2016-07-12 18:07:44
July 12 2016 15:01 GMT
#20
On July 12 2016 23:13 Peeano wrote:
Show nested quote +
On July 12 2016 21:41 BisuDagger wrote:
On July 12 2016 20:59 Seeker wrote:
Lol, Overwatch map already? These damn clever Koreans. Taebaek Mountains looks fun but doesn't really look like a memorable map. But who knows, maybe I'll be proven wrong.

The map is terrible for protoss. Two entrances into the main and you can't wall of either effectively.

If anyone has time to test walls for any of the races, please post pics here.

Do you mean into the natural? You're talking about Taebaek Mountains, right?

I've done little testing, but I think I found an error:
After you kill 1 temple of the temple stack, the temple stack remains impassable terrain, but it does become buildable terrain.
+ Show Spoiler +

[image loading]
[image loading]


I've also found something that surprised me a lot:
+ Show Spoiler +

[image loading]

Neither a probe, marine, firebat, medic, nor ghost could pass there, but a zealot could. Wtf?
If that is intentional it's quite ingenious. (No, I didn't test with lings, yet)

(My testing was done offline: singleplayer>scexp>custom)

Cele and I did ling testing last night and it was horrible. You can't pylon block the high ground back door. You can't get better than a two-hole wall at either natural. If you pylon+cannon the backdoor by clogging the lane, you can still get by with several lings unless you add a probe to block. At this point zealots can't defend if range hydras backdoor the natural. Hydras + range can hit the farside of the natural mineral patchers. Lurkers can wreck everything.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
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