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[ASL] New maps: Taebaek Mountains and Overwatch

Forum Index > BW General
115 CommentsPost a Reply
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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 BLUES49972 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
TL+ Member
Peeano
Profile Blog Joined March 2009
Netherlands4888 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
Belgium6505 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?36961 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
Bisutopia19213 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
Japan11285 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 BLUES49972 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
TL+ Member
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?36961 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
Bisutopia19213 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?36961 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
Japan11285 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
Netherlands4888 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
Netherlands4888 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
Bisutopia19213 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
Bisutopia19213 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
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2016-07-12 15:27:03
July 12 2016 15:05 GMT
#21
On July 12 2016 21:29 classicyellow83 wrote:
So many players have problems with the new maps. They want them gone. >.<

How surprising (that's sarcasm!).
Seriously, these are still badly made and imbalanced.
They did actually hardly fix any of the bugs I pointed out (although they at least did some of the obvious changes, but it's really too little)... At least the random cover tiles on Overwatch are gone, as a by-effect of making the high ground ring buildable. However, that and the extra ramp making the 3rd gas expansion much easier accessible will probably make this another Terran-favoured map – not what the meta need right now.


On July 12 2016 23:13 Peeano wrote:
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.
[image loading]
[image loading]

That's normal, it's just how stacked buildings work. You can do the same on Heartbreak Ridge (for example) Good practice would be to make terrain under stacked building blocks unbuildable, just in case. However, these map makers seem to understand painfully little about the underlying game mechanics of things, so they haven't got any good practices to avoid weirdness like this.


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)
If Zealots fit through, lings do as well.
The simple explanation is the difference in collision box height:
Zergling: 16 px
Zealot: 19 px
Marine, Medic: 20 px
Ghost, Firebat: 22 px
Worker: 23 px
A Zealot barely fits throught the gap here, anything higher gets stuck:
[image loading]

Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
July 12 2016 15:22 GMT
#22
Thanks for clarification, Freakling. I didn't think of the different height n width in units tbh. I always thought a ghost was even tinier than a zergling, but I guess that's only true for the box width?

these map makers seem to understand painfully little about the underlying game mechanics of things, so they haven't got any good practices to avoid weirdness like this

I think that's very sad and inexcusable bad for BW in general.


I wanted to make a thorough post on wall ins. I'm not gonna bother if there are this many problems already.
FBH #1!
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2016-07-12 22:55:52
July 12 2016 15:24 GMT
#23
Also wanted to show these. It's a terrain level analysis (using chkdraft). green is low ground, red is high ground (sorry, red-green-blind people, I did not pick the colours, but if you cannot make out anything, I could colour-shift the pictures for you).
Observe this weirdness:
[image loading]
[image loading]
To be fair, though, neither of these is particularly bad when compared many other popular maps. For the longest time there simply has no proper tool been around for efficiently finding and fixing these kind of bugs. However, now there is. It should be made good use of!
Freakling
Profile Joined October 2012
Germany1526 Posts
July 12 2016 15:25 GMT
#24
On July 13 2016 00:22 Peeano wrote:
Thanks for clarification, Freakling. I didn't think of the different height n width in units tbh. I always thought a ghost was even tinier than a zergling, but I guess that's only true for the box width?

Exactly. Zergling is 16 wide, ghost only 15 (hence they can pass Troy gates, but Lings cannot)
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
July 12 2016 15:30 GMT
#25
If you ask me ASL should just hire Freakling to make the maps or either have him educate Ragnarok[Valkyrie]...
FBH #1!
Cele
Profile Blog Joined December 2008
Germany4016 Posts
Last Edited: 2016-07-12 15:57:24
July 12 2016 15:46 GMT
#26
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)


Unit sizes

TL:DR: yes, thats normal. a zeal is only 19 wide while all units you mentioned are wider. Is that wall lingtight over the gate? in that case i like it. 1 gap wall blockable with 1 zeal.

€: already answered.
Broodwar for life!
Cele
Profile Blog Joined December 2008
Germany4016 Posts
July 12 2016 15:57 GMT
#27
On July 13 2016 00:22 Peeano wrote:
Thanks for clarification, Freakling. I didn't think of the different height n width in units tbh. I always thought a ghost was even tinier than a zergling, but I guess that's only true for the box width?

Show nested quote +
these map makers seem to understand painfully little about the underlying game mechanics of things, so they haven't got any good practices to avoid weirdness like this

I think that's very sad and inexcusable bad for BW in general.


I wanted to make a thorough post on wall ins. I'm not gonna bother if there are this many problems already.


do it anyway pls. If the map doesn't get ditched last sec, it will be valuable for viewers who are watching ASL and to the TL Coverage (Cast&Article)

I'd do it myself, but walls are not my strong suit. I can help u test though if u want (;
Broodwar for life!
Freakling
Profile Joined October 2012
Germany1526 Posts
July 12 2016 16:26 GMT
#28
On July 13 2016 00:46 Cele wrote:TL:DR: yes, thats normal. a zeal is only 19 wide while all units you mentioned are wider. Is that wall lingtight over the gate? in that case i like it. 1 gap wall blockable with 1 zeal.
No wall is ever ling-tight above the gate (unless there is a pre-placed unwalkable tile at the top right edge or something like a neutral egg plugging the gap, neither of which is the case here).
BisuDagger
Profile Blog Joined October 2009
Bisutopia19213 Posts
July 12 2016 17:32 GMT
#29
On July 13 2016 01:26 Freakling wrote:
Show nested quote +
On July 13 2016 00:46 Cele wrote:TL:DR: yes, thats normal. a zeal is only 19 wide while all units you mentioned are wider. Is that wall lingtight over the gate? in that case i like it. 1 gap wall blockable with 1 zeal.
No wall is ever ling-tight above the gate (unless there is a pre-placed unwalkable tile at the top right edge or something like a neutral egg plugging the gap, neither of which is the case here).

We need more neutral eggs.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
July 12 2016 18:58 GMT
#30
I just want to note that in Celes' explanation, he mixed up units' width with height.

And if it can be confirmed that these maps are going to be played, I'd be happy to provide wall ins coverage. Otherwise I don't see the point.
FBH #1!
BisuDagger
Profile Blog Joined October 2009
Bisutopia19213 Posts
July 12 2016 19:02 GMT
#31
On July 13 2016 03:58 Peeano wrote:
I just want to note that in Celes' explanation, he mixed up units' width with height.

And if it can be confirmed that these maps are going to be played, I'd be happy to provide wall ins coverage. Otherwise I don't see the point.

Please do. They will be played and the effort would be greatly appreciated.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
July 12 2016 19:35 GMT
#32
adding neutral eggs doesnt solve the issue though, only placates it
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
BisuDagger
Profile Blog Joined October 2009
Bisutopia19213 Posts
July 12 2016 19:46 GMT
#33
On July 13 2016 04:35 amazingxkcd wrote:
adding neutral eggs doesnt solve the issue though, only placates it

I was just being silly.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
prech
Profile Joined March 2014
United States2948 Posts
July 12 2016 20:40 GMT
#34
Some Overwatch testing from a YGOSU poster:

http://www.ygosu.com/community/st/319932

Showing how vulnerable the 3/6/9/12 expansions are to seige from down-below, much like FS
[image loading]

As well as the mineral-only thirds from a small nook/cranny
[image loading]

How minerals can be harvested from behind the patches
[image loading]
Liquipedia
Cele
Profile Blog Joined December 2008
Germany4016 Posts
July 12 2016 22:02 GMT
#35
On July 13 2016 03:58 Peeano wrote:
I just want to note that in Celes' explanation, he mixed up units' width with height.

And if it can be confirmed that these maps are going to be played, I'd be happy to provide wall ins coverage. Otherwise I don't see the point.


i did. My offer still stands to accompany you with testing though (;
Broodwar for life!
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2016-07-13 16:31:40
July 12 2016 22:20 GMT
#36
On July 13 2016 05:40 prech wrote:
Some Overwatch testing from a YGOSU poster:

http://www.ygosu.com/community/st/319932

Showing how vulnerable the 3/6/9/12 expansions are to seige from down-below, much like FS
+ Show Spoiler [Image] +
[image loading]
You could call this a feature ;D

As well as the mineral-only thirds from a small nook/cranny
+ Show Spoiler [Image] +
[image loading]
Yeah, that tank hole should have been plugged...

How minerals can be harvested from behind the patches
+ Show Spoiler [Image] +
[image loading]
And by "can" you probably mean "workers go there on their own account", i.e. there is a worker migration problem through the gap?

They seem to also have realized the obvious differences in vision (and hence terrain elevation) between the ramps.

The unequal walling options at the nats are also a real positional balance problem (and even more so in ZvP):
+ Show Spoiler [Images] +
[image loading]
[image loading]
[image loading]
[image loading]
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
July 12 2016 22:50 GMT
#37
On July 13 2016 07:02 Cele wrote:
Show nested quote +
On July 13 2016 03:58 Peeano wrote:
I just want to note that in Celes' explanation, he mixed up units' width with height.

And if it can be confirmed that these maps are going to be played, I'd be happy to provide wall ins coverage. Otherwise I don't see the point.


i did. My offer still stands to accompany you with testing though (;

I appreciate that but I feel it's easier to do it by myself. And it will take some time with making the right screenshots, so I'd feel like I'd be wasting your time.
FBH #1!
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
July 12 2016 22:52 GMT
#38
looks like overwatch is still a garbage map lol
vibeo gane,
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
Last Edited: 2016-07-12 23:10:40
July 12 2016 23:05 GMT
#39
On July 13 2016 07:20 Freakling wrote:
And by "can" you probably mean "workers go there on their own account", i.e. there is a worker migration problem through the gap?

Yep, I can confirm that's the case for 5, 7 and 11. I imagine it's true for 1 as well, but as I was about to test that I accidentally ended the game and I can't be bothered to redo it.

Edit: Just checked ygosu and it appears to be true for 1 as well.
FBH #1!
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2016-07-14 08:07:52
July 12 2016 23:11 GMT
#40
On July 13 2016 08:05 Peeano wrote:
Show nested quote +
On July 13 2016 07:20 Freakling wrote:
And by "can" you probably mean "workers go there on their own account", i.e. there is a worker migration problem through the gap?

Yep, I can confirm that's the case for 5, 7 and 11. I imagine it's true for 1 as well, but as I was about to test that I accidentally ended the game and I can't be bothered to redo it.

It's a minor issue, though. Even more so as all starting points have it to more or less the same extend.
Actually, mining in general is surprisingly good for Overwatch (at least as far as Protoss is concerned). I could only find three major worker pathfinding bugs at the bottom 3rd as well as some fairly minor ones at the left mineral only(1), the left nat (1) ant the top 3rd (2).
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
July 13 2016 21:57 GMT
#41
Is there any actual way we could get the korean organizers/players to know about the great foreign mapmakers we have in our community? They should definitely check the maps that have been made and consider them. Overwatch is such a goddamn joke. I wouldn't mind if it was original and unorthodox in term of balance because it has the potential to bring epic games (see Pathfinder) but it just feels like a totally worse FS kinda clone (or Jade). Hard to believe they would choose such a map for the ASL....

Maybe they could host some sort of mapping competition and judge them (players and organizers)?
BisuDagger
Profile Blog Joined October 2009
Bisutopia19213 Posts
July 13 2016 22:00 GMT
#42
On July 14 2016 06:57 Essbee wrote:
Is there any actual way we could get the korean organizers/players to know about the great foreign mapmakers we have in our community? They should definitely check the maps that have been made and consider them. Overwatch is such a goddamn joke. I wouldn't mind if it was original and unorthodox in term of balance because it has the potential to bring epic games (see Pathfinder) but it just feels like a totally worse FS kinda clone (or Jade). Hard to believe they would choose such a map for the ASL....

Maybe they could host some sort of mapping competition and judge them (players and organizers)?

This gave me a great idea. If the foreign community could vote on their top 3 new maps that'd be a huge help.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
Last Edited: 2016-07-13 22:08:50
July 13 2016 22:07 GMT
#43
On July 14 2016 07:00 BisuDagger wrote:
Show nested quote +
On July 14 2016 06:57 Essbee wrote:
Is there any actual way we could get the korean organizers/players to know about the great foreign mapmakers we have in our community? They should definitely check the maps that have been made and consider them. Overwatch is such a goddamn joke. I wouldn't mind if it was original and unorthodox in term of balance because it has the potential to bring epic games (see Pathfinder) but it just feels like a totally worse FS kinda clone (or Jade). Hard to believe they would choose such a map for the ASL....

Maybe they could host some sort of mapping competition and judge them (players and organizers)?

This gave me a great idea. If the foreign community could vote on their top 3 new maps that'd be a huge help.


What do you have in mind?

And I wonder if Tasteless could help with this.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19213 Posts
July 13 2016 22:54 GMT
#44
On July 14 2016 07:07 Essbee wrote:
Show nested quote +
On July 14 2016 07:00 BisuDagger wrote:
On July 14 2016 06:57 Essbee wrote:
Is there any actual way we could get the korean organizers/players to know about the great foreign mapmakers we have in our community? They should definitely check the maps that have been made and consider them. Overwatch is such a goddamn joke. I wouldn't mind if it was original and unorthodox in term of balance because it has the potential to bring epic games (see Pathfinder) but it just feels like a totally worse FS kinda clone (or Jade). Hard to believe they would choose such a map for the ASL....

Maybe they could host some sort of mapping competition and judge them (players and organizers)?

This gave me a great idea. If the foreign community could vote on their top 3 new maps that'd be a huge help.


What do you have in mind?

And I wonder if Tasteless could help with this.

I am working closely with KCM. Recently there was a foreign fund raiser to hold a KCM legends match. We are working hard to reboot the series. I think I can have him use the foreign maps during the foreign sponsored day.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
Last Edited: 2016-07-13 23:06:25
July 13 2016 23:06 GMT
#45
On July 14 2016 07:54 BisuDagger wrote:
Show nested quote +
On July 14 2016 07:07 Essbee wrote:
On July 14 2016 07:00 BisuDagger wrote:
On July 14 2016 06:57 Essbee wrote:
Is there any actual way we could get the korean organizers/players to know about the great foreign mapmakers we have in our community? They should definitely check the maps that have been made and consider them. Overwatch is such a goddamn joke. I wouldn't mind if it was original and unorthodox in term of balance because it has the potential to bring epic games (see Pathfinder) but it just feels like a totally worse FS kinda clone (or Jade). Hard to believe they would choose such a map for the ASL....

Maybe they could host some sort of mapping competition and judge them (players and organizers)?

This gave me a great idea. If the foreign community could vote on their top 3 new maps that'd be a huge help.


What do you have in mind?

And I wonder if Tasteless could help with this.

I am working closely with KCM. Recently there was a foreign fund raiser to hold a KCM legends match. We are working hard to reboot the series. I think I can have him use the foreign maps during the foreign sponsored day.


Yeah I donated for that Would be good to see it again.
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
Last Edited: 2016-07-19 03:58:17
July 14 2016 01:17 GMT
#46
Wall ins for Taebaek Mountains:
T11;
+ Show Spoiler +

[image loading]

[image loading]
Allows add-on placement. (Without the add-on it is still ling tight!)

T7;
+ Show Spoiler +

[image loading]
On the right side of the depot it's not ling tight. Adding another depot on top won't change that.

[image loading]

[image loading]

[image loading]
I would advice against this option, because Marines will pop outside your wall.


P11;
+ Show Spoiler +

[image loading]
Workers and DTs can pass via the bottom, but not via the top.

[image loading]
Dragoons can fit through the gap + allows for decent cannon placement vs. hydra bust.
Note: Place the zealot closer to the gateway than the cliff or it won't be ling tight.

P7;
+ Show Spoiler +

[image loading]
Workers and DTs can pass via the bottom, but not via the top.

[image loading]
Dragoons can fit through the gap + allows for decent cannon placement vs. hydra bust.


Protoss wall ins do not take in account for 'what if Zerg runs in via the back, destroys the temples, mines out the minerals or uses burrow jump?'

Full Album

I will try to post wall ins for Overwatch within 24 48 hours in similar format.
If you have tips for improvement on formatting please PM me!
FBH #1!
Freakling
Profile Joined October 2012
Germany1526 Posts
July 14 2016 08:43 GMT
#47
@Peeano: The new map versions are actually not protected, you could save a lot of time by using SCMDraft to test walls (using the debug/enable debug+show unit collision sizes options).

On July 14 2016 06:57 Essbee wrote:
Is there any actual way we could get the korean organizers/players to know about the great foreign mapmakers we have in our community? They should definitely check the maps that have been made and consider them. Overwatch is such a goddamn joke. I wouldn't mind if it was original and unorthodox in term of balance because it has the potential to bring epic games (see Pathfinder) but it just feels like a totally worse FS kinda clone (or Jade). Hard to believe they would choose such a map for the ASL....

Maybe they could host some sort of mapping competition and judge them (players and organizers)?

It's not as if Korea lacked talented map makers of their own. Just look at the maps of LatiAs, Noah2nd, twos/single[nemec](he's used different pseudonyms) or Herb, just to name a few who have been recently active (and that's not to speak of the thriving map making community there was before SC2). And as I understand it, all of them have taken steps to promote their own maps and inform about the flaws of designated "official" maps like these. But it seems like the message simply does not get through. Seems like, whenever they want a new "official" map for an upcoming competition, Korean tournament hosts, no matter whether they are Sonic, or whoever is responsible on Afreeca right now, just keep to asking some former "pro mapper" to hastily patch together some more or less badly-made and completely untested map (and by untested I mean that you cannot even just start a game on them and be sure your mining workers won't bug out).
Maybe they figure that mappers are just too biassed and jealous when their own maps are not being picked. It is a bad reason to dismiss actual solid arguments for though.
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
Last Edited: 2016-07-14 12:04:01
July 14 2016 11:51 GMT
#48
Lol those mains in TaekB TvZ. I guess they want zergs to win, since they've been doing poorly lately. I'd suspect mech, but its not that easy to get a third, but once it gets going hydras will be useless, only mutas and drops will be able to do something, but valks and tanks are good vs that.

Its not like its bad zvp either. High ground/choke lurkers? Yes please.

Its gonna be ridiculous tvt with those high grounds all around the mains and expos. I suspect wraiths/drops will be used more often by some people.

TvP its gonna be easy for terran to attack/defend, and easy fpr toss to take expos. These can balance out, or not, depending on the playstyles and openers. Carriers and recalls will be funny, as well as late game terran pushes.

Pvp will be full of allins/reaver drops vs defensive goons and high ground hoging with dragoons. 3 gate goons will be funny.
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2016-07-14 13:43:54
July 14 2016 13:19 GMT
#49
Cant get the name Traybake Mountains out of my head.
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

-------------------------------------------------------------------------------------------
@Seeker Did you see this map?
http://www.teamliquid.net/forum/brood-war/510359-map-4overwatch_094
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?36961 Posts
July 15 2016 02:19 GMT
#50
On July 14 2016 22:19 CardinalAllin wrote:
Cant get the name Traybake Mountains out of my head.
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

-------------------------------------------------------------------------------------------
@Seeker Did you see this map?
http://www.teamliquid.net/forum/brood-war/510359-map-4overwatch_094

No I haven't before. Is this a different one? Which one came out first?
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES49972 Posts
July 15 2016 02:26 GMT
#51
both came out about the same time, latiAs has some great maps which definitely need a push, lets see if we can make that happen BisuDagger.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
BisuDagger
Profile Blog Joined October 2009
Bisutopia19213 Posts
July 15 2016 02:38 GMT
#52
On July 15 2016 11:26 BLinD-RawR wrote:
both came out about the same time, latiAs has some great maps which definitely need a push, lets see if we can make that happen BisuDagger.

Yeah. I'll talk with KCM once we finalize the sponsor stuff. I'd love for CardinalAllin and Freakling to get their maps played on by Free, Flash, Zero, etc...
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2016-07-15 04:05:57
July 15 2016 04:05 GMT
#53
On July 15 2016 11:38 BisuDagger wrote:
Show nested quote +
On July 15 2016 11:26 BLinD-RawR wrote:
both came out about the same time, latiAs has some great maps which definitely need a push, lets see if we can make that happen BisuDagger.

Yeah. I'll talk with KCM once we finalize the sponsor stuff. I'd love for CardinalAllin and Freakling to get their maps played on by Free, Flash, Zero, etc...

if you need a good highly tested, tournament proven map, look no further than this one right here.
vibeo gane,
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2016-07-15 09:45:09
July 15 2016 09:42 GMT
#54
@Seeker
Ragnaroks Overwatch was revealed:
http://www.teamliquid.net/forum/brood-war/509887-new-official-map-overwatch-090

LatiAs saw it, then created and posted his map within 24 hours incredibly.
http://www.teamliquid.net/forum/brood-war/509912-map-4overwatch_09
See my post in that thread:
http://www.teamliquid.net/forum/brood-war/509912-map-4overwatch_09#17

He then tweaked the map and made a new thread which is the one I linked earlier:
http://www.teamliquid.net/forum/brood-war/510359-map-4overwatch_094
LatiAs mentioned exams and hasnt been visible since.
I made some tweaks to his map for my own enjoyment but you can download it here:
http://www.teamliquid.net/forum/brood-war/510359-map-4overwatch_094#6

------------------------------------------------------------------------------------------

@BisuDagger Thats very kind thankyou! I'll PM you.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Freakling
Profile Joined October 2012
Germany1526 Posts
July 15 2016 09:50 GMT
#55
On July 15 2016 13:05 -NegativeZero- wrote:
Show nested quote +
On July 15 2016 11:38 BisuDagger wrote:
On July 15 2016 11:26 BLinD-RawR wrote:
both came out about the same time, latiAs has some great maps which definitely need a push, lets see if we can make that happen BisuDagger.

Yeah. I'll talk with KCM once we finalize the sponsor stuff. I'd love for CardinalAllin and Freakling to get their maps played on by Free, Flash, Zero, etc...

if you need a good highly tested, tournament proven map, look no further than this one right here.

Protoss were crying over it...

However, if they are looking for an Overwatch map, I am sure we could come up with a version that has the logo on it...
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
Last Edited: 2016-07-15 15:26:31
July 15 2016 15:14 GMT
#56
if i were in charge in would rename our twilight overwatch map + use cardinal's version of latias' overwatch map and then send both maps to some korean who could help us...... and that as fast as possible (preferably yesterday)
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
July 15 2016 15:42 GMT
#57
On July 16 2016 00:14 Bakuryu wrote:
if i were in charge in would rename our twilight overwatch map + use cardinal's version of latias' overwatch map and then send both maps to some korean who could help us...... and that as fast as possible (preferably yesterday)

i made that map back in 2013, so if anything i think blizz should rename their game instead
vibeo gane,
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6505 Posts
July 15 2016 15:48 GMT
#58
On July 15 2016 13:05 -NegativeZero- wrote:
Show nested quote +
On July 15 2016 11:38 BisuDagger wrote:
On July 15 2016 11:26 BLinD-RawR wrote:
both came out about the same time, latiAs has some great maps which definitely need a push, lets see if we can make that happen BisuDagger.

Yeah. I'll talk with KCM once we finalize the sponsor stuff. I'd love for CardinalAllin and Freakling to get their maps played on by Free, Flash, Zero, etc...

if you need a good highly tested, tournament proven map, look no further than this one right here.

lol sure this map was played in leagues but this map was actually terrible for non terran users :D
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2016-07-15 17:15:56
July 15 2016 16:34 GMT
#59
^Come on, there were nice TvZs at least.
On July 16 2016 00:42 -NegativeZero- wrote:i made that map back in 2013, so if anything i think blizz should rename their game instead
Didn't you rip the name off Half Life? Maybe Valve should take legal action ;D
On July 16 2016 00:14 Bakuryu wrote:
if i were in charge in would rename our twilight overwatch map + use cardinal's version of latias' overwatch map and then send both maps to some korean who could help us...... and that as fast as possible (preferably yesterday)
I am pretty sure LatiAs already advertised his map himself...
outscar
Profile Joined September 2014
2832 Posts
July 15 2016 17:29 GMT
#60
On July 15 2016 13:05 -NegativeZero- wrote:
Show nested quote +
On July 15 2016 11:38 BisuDagger wrote:
On July 15 2016 11:26 BLinD-RawR wrote:
both came out about the same time, latiAs has some great maps which definitely need a push, lets see if we can make that happen BisuDagger.

Yeah. I'll talk with KCM once we finalize the sponsor stuff. I'd love for CardinalAllin and Freakling to get their maps played on by Free, Flash, Zero, etc...

if you need a good highly tested, tournament proven map, look no further than this one right here.


I fucking adore that map! Don't know why iCCup didn't add it to pack long ago when everybody pleased with it.

NegativeZero congratz also with getting your map into sc2 ladder. I miss your SC2 to BW ports.
sunbeams are never made like me...
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
Last Edited: 2016-07-15 17:41:23
July 15 2016 17:37 GMT
#61
On July 16 2016 00:42 -NegativeZero- wrote:
Show nested quote +
On July 16 2016 00:14 Bakuryu wrote:
if i were in charge in would rename our twilight overwatch map + use cardinal's version of latias' overwatch map and then send both maps to some korean who could help us...... and that as fast as possible (preferably yesterday)

i made that map back in 2013, so if anything i think blizz should rename their game instead


except that without a name change that map will never be played by a blizzard sponsored, tastosis casted tournament which already has a desert overwatch map with big overwatch symbol (also best tileset for that symbol), while the tournament is interrupted by overwatch commercials......
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
Last Edited: 2016-07-17 03:54:11
July 17 2016 03:49 GMT
#62
Wall ins for Overwatch:
T1;
+ Show Spoiler +

[image loading]

T5;
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

T7;
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

T11;
+ Show Spoiler +

[image loading]

[image loading]


P1;
+ Show Spoiler +

[image loading]

P5;
+ Show Spoiler +

[image loading]
Note:
While this can be done with 2 zealots, it is practically impossible to block lings with 2 zealots; adding a probe or a 3rd zealot is advised!

P7;
+ Show Spoiler +

[image loading]

P11;
+ Show Spoiler +

[image loading]
Note:
While this can be done with 2 zealots, it is practically impossible to block lings with 2 zealots; adding a probe or a 3rd zealot is advised!


Obviously there are more ways to wall in, but I think these are the only practical ones (and most optimal).
This means if there isn't a ling tight option shown for a certain position, it means there is no practical option available.
(However this does not mean you cannot create something ling tight.)

In my opinion P11 is your least favourite spawning point vs. Zerg

Full Album
FBH #1!
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
July 17 2016 03:53 GMT
#63
Sorry for the delay, casters.

On July 14 2016 17:43 Freakling wrote:
@Peeano: The new map versions are actually not protected, you could save a lot of time by using SCMDraft to test walls (using the debug/enable debug+show unit collision sizes options).

Thanks, I'll keep it in mind if I end up creating another album in the future.
FBH #1!
idegelchik
Profile Joined September 2012
Russian Federation382 Posts
July 19 2016 16:54 GMT
#64
green map antiprotoss map, t and z can off natural very easy(today hero with 2 lurks off best' natural).
BisuDagger
Profile Blog Joined October 2009
Bisutopia19213 Posts
July 19 2016 17:00 GMT
#65
So Best went for a pylon hugging the wall at the natural for the P7 spawn. This let him build a gateway next to his mineral line to hold. Hero exposed the issue of zerglings taking down the nuetral temple.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
classicyellow83
Profile Joined June 2016
United States2393 Posts
July 19 2016 17:03 GMT
#66
Overwatch is being patched and Taebaek should be replaced. It's not something new to replace a map during season due to insane imbalance.
Reach!!! Come back to BW!!
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
Last Edited: 2016-07-19 17:19:11
July 19 2016 17:18 GMT
#67
On July 20 2016 02:00 BisuDagger wrote:
So Best went for a pylon hugging the wall at the natural for the P7 spawn. This let him build a gateway next to his mineral line to hold. Hero exposed the issue of zerglings taking down the nuetral temple.

Best's wall in wasn't ling tight on the right side of the forge. However one interesting thing to point out is that his pylon placement allows for a cannon that can range the mineral stack (granted there is high ground vision)
FBH #1!
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
Last Edited: 2016-07-19 19:02:41
July 19 2016 18:58 GMT
#68
With the idea of ranging the stacked minerals on the high ground I think the setup below would be slightly better than what Best did:
+ Show Spoiler +
[image loading]

Personally I'd really like the red rectangle to be made buildable, but the map still seems bad...
As long as only mirror match ups - namely PvP - are played on it, it should be a fun map.
FBH #1!
Freakling
Profile Joined October 2012
Germany1526 Posts
July 19 2016 19:06 GMT
#69
On July 20 2016 02:03 classicyellow83 wrote:
Overwatch is being patched and Taebaek should be replaced. It's not something new to replace a map during season due to insane imbalance.

Yeah, but it still leaves one wondering why they keep picking up maps which are in dire need of extensive patching and/or have a ton of very predictable, cheesy imbalances in the first place.
classicyellow83
Profile Joined June 2016
United States2393 Posts
July 19 2016 21:38 GMT
#70
On July 20 2016 04:06 Freakling wrote:
Show nested quote +
On July 20 2016 02:03 classicyellow83 wrote:
Overwatch is being patched and Taebaek should be replaced. It's not something new to replace a map during season due to insane imbalance.

Yeah, but it still leaves one wondering why they keep picking up maps which are in dire need of extensive patching and/or have a ton of very predictable, cheesy imbalances in the first place.

Because they are letting people with no understanding of the game make maps and not listening to the actual players' inputs.
Reach!!! Come back to BW!!
GTR
Profile Blog Joined September 2004
51398 Posts
Last Edited: 2016-07-19 23:07:37
July 19 2016 23:06 GMT
#71
and you're saying that ragnarok[valkyrie], a guy who's made maps professionally since 2002 has no understanding of the game?
i'm more than certain the reason why the maps have bugs in them is because these are the first maps he's probably made since the kespa era and that he hasn't had much time considering he's probably got a job/family and what not.
Commentator
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
Last Edited: 2016-07-20 00:04:23
July 19 2016 23:39 GMT
#72
Concerning BeSt vs hero and how we're all crying how bad this Taebaek Mountains is, because it is.
+ Show Spoiler [(ASL Ro16 day 2)] +
BeSt had a great early game with 3 drone kills in addition to making hero expand to the right top first rather than his natural.
That created a significant lead that gave BeSt a good chance to win. However he failed to do so. His main fail, (other than micro fails which I'm not looking to discuss here), was that he suffered severe economical damage from lurkers on his natural high ground.


Let me show you where BeSt could have improved his build using his own idea of how to play FFE on this map:
P7;
+ Show Spoiler +

[image loading]
BeSt's wall at the right side of the forge wasn't ling tight, but hero didn't try to abuse it. The option below would be better.

[image loading]
Far right cannon can range an enemy worker trying to mine the stacked mineral field on the high ground granted you provide high ground vision. Which I believe was the idea behind BeSt's wall in.

[image loading]
BeSt's pylon, as well as cybernatic core placement, only allowed 1 cannon which really fucked him over. You need a minimum of 3 cannons to make sure Lurkers can't camp your mineral line. Hero placed his Lukers just outside cannon range. BeSt's usage of corsairs for vision was good, but in BeSt's situation I'd suggest keeping vision of that high ground once Lurkers are out at all times.

[image loading]
Cannons are placed so they are out of reach of range hydra, yet cover all high ground behind the minerals and don't mess up your mining.

P11;
+ Show Spoiler +
[image loading]
Top right cannon can range an enemy worker trying to mine the stacked mineral field on the high ground granted you provide high ground vision.

[image loading]
Same as above, but a Dragoon can pass without destroying your stuff.
Note:
Gap below the forge can be blocked with just 1 zealot, but it's tricky.

[image loading]
Cannons are placed so they are out of reach of range hydra, yet cover all high ground behind the minerals and don't mess up your mining.



Full album
FBH #1!
prech
Profile Joined March 2014
United States2948 Posts
July 19 2016 23:44 GMT
#73
^^Good stuff, thanks, Peeano. Also for the wall-ins
Liquipedia
Freakling
Profile Joined October 2012
Germany1526 Posts
July 20 2016 00:04 GMT
#74
@Peeano: With that amount of cannon, he should have probably just cannon rushed!

On July 20 2016 08:06 GTR wrote:
and you're saying that ragnarok[valkyrie], a guy who's made maps professionally since 2002 has no understanding of the game?
i'm more than certain the reason why the maps have bugs in them is because these are the first maps he's probably made since the kespa era and that he hasn't had much time considering he's probably got a job/family and what not.

Meaningless drivel, driven by logical fallacies. It's not even consistent in itself. First you make a purely rhetoric argument for his alleged professionalism, just to then explain at length how this guy cannot be considered a professional at all.
(and don't even try to make the argument that he might have been paid to make these maps. In that case I am just assuming they got exactly what they paid for while he probably got minimum wage...)
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
July 20 2016 00:06 GMT
#75
On July 20 2016 09:04 Freakling wrote:
@Peeano: With that amount of cannon, he should have probably just cannon rushed!

You know I only did that to show all cannons that can be powered by the initial pylon. Come on...
FBH #1!
Freakling
Profile Joined October 2012
Germany1526 Posts
July 20 2016 00:36 GMT
#76
The amount of extra cannons Protoss need just to cover everything is still a problem all of its own. And we haven't even seen a Hydra bust yet.
outscar
Profile Joined September 2014
2832 Posts
Last Edited: 2016-07-20 00:59:53
July 20 2016 00:59 GMT
#77
At least Overwatch is better map (or was that matchup and players we saw were great?). Open, macro, multiple choices and standart. But this map was asking to be punished from very start, just look how weird it is lol.
sunbeams are never made like me...
BisuDagger
Profile Blog Joined October 2009
Bisutopia19213 Posts
July 20 2016 01:23 GMT
#78
On July 20 2016 09:36 Freakling wrote:
The amount of extra cannons Protoss need just to cover everything is still a problem all of its own. And we haven't even seen a Hydra bust yet.

That's the problem I see. Protoss has to waste so much time covering their ass. I think 2base turtle into sair/shuttle/reaver or dt is the best option. Fast shuttle reaver may pay off really nicely actually.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Freakling
Profile Joined October 2012
Germany1526 Posts
July 20 2016 08:47 GMT
#79
On July 20 2016 09:59 outscar wrote:
At least Overwatch is better map (or was that matchup and players we saw were great?). Open, macro, multiple choices and standart. But this map was asking to be punished from very start, just look how weird it is lol.

Standard is the buzzword here. Grand imbalances were never to be expected to begin with (and besides, it is still to early to really judge balance). With the most map-breaking bugs and "features" fixed (the random cover-providing tiles on the north ridge and the weird haphazard tank angles on the mineral onlies) it is now actually a playable, if boring and bland-looking, map.
classicyellow83
Profile Joined June 2016
United States2393 Posts
July 20 2016 18:36 GMT
#80
Ok guys. Update on what ASL is going to do about the new maps.

OverWatch - Will fix the mineral mining problem at 1 o'clock and 5 o'clock.

TaeBaek Mountain - This map will be used till the end of round 16. Will try to balance the map before round 8. But, if the map is still not balanced after testing, will be removed from the map pool and will use another map.

Source
Reach!!! Come back to BW!!
Wrath
Profile Blog Joined July 2014
3174 Posts
July 20 2016 19:05 GMT
#81
Sounds good. But what could they replace it with? Blue Storm? Neo Jade?
Loccstana
Profile Blog Joined November 2012
United States833 Posts
July 20 2016 20:46 GMT
#82
On July 13 2016 05:40 prech wrote:
Some Overwatch testing from a YGOSU poster:

http://www.ygosu.com/community/st/319932

Showing how vulnerable the 3/6/9/12 expansions are to seige from down-below, much like FS
[image loading]

As well as the mineral-only thirds from a small nook/cranny
[image loading]

How minerals can be harvested from behind the patches
[image loading]


Looks like Bastion is very strong on this map :O
[url]http://i.imgur.com/lw2yN.jpg[/url]
_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
Last Edited: 2016-07-20 21:54:06
July 20 2016 21:52 GMT
#83
On July 21 2016 03:36 classicyellow83 wrote:
Ok guys. Update on what ASL is going to do about the new maps.

OverWatch - Will fix the mineral mining problem at 1 o'clock and 5 o'clock.

TaeBaek Mountain - This map will be used till the end of round 16. Will try to balance the map before round 8. But, if the map is still not balanced after testing, will be removed from the map pool and will use another map.

Source

LOL shouldnt that be done before start of the tournament, to avoid such problems? Players suggested imbalances, but why nobody listen to them? There is serious problem in the organisation of the tournament and as u said its been given credit to people to manage things that they dont understand.
Luv ya BroodWar!
classicyellow83
Profile Joined June 2016
United States2393 Posts
July 20 2016 21:53 GMT
#84
I wonder what map will be used if(when) they can't balance taebaek.
Reach!!! Come back to BW!!
_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
July 20 2016 21:54 GMT
#85
On July 21 2016 06:53 classicyellow83 wrote:
I wonder what map will be used if(when) they can't balance taebaek.

Paranoid Android :D
Luv ya BroodWar!
classicyellow83
Profile Joined June 2016
United States2393 Posts
July 20 2016 22:07 GMT
#86
On July 21 2016 06:54 _Animus_ wrote:
Show nested quote +
On July 21 2016 06:53 classicyellow83 wrote:
I wonder what map will be used if(when) they can't balance taebaek.

Paranoid Android :D

LOL wasn't this WCG map?
Reach!!! Come back to BW!!
byj
Profile Joined November 2015
494 Posts
July 21 2016 14:11 GMT
#87
On July 21 2016 07:07 classicyellow83 wrote:
Show nested quote +
On July 21 2016 06:54 _Animus_ wrote:
On July 21 2016 06:53 classicyellow83 wrote:
I wonder what map will be used if(when) they can't balance taebaek.

Paranoid Android :D

LOL wasn't this WCG map?


:D
outscar
Profile Joined September 2014
2832 Posts
Last Edited: 2016-07-21 15:00:56
July 21 2016 15:00 GMT
#88
Many choices:

http://wiki.teamliquid.net/starcraft/Pamir_Plateau

http://wiki.teamliquid.net/starcraft/Wind_and_Cloud

http://wiki.teamliquid.net/starcraft/Mist

http://wiki.teamliquid.net/starcraft/All_Or_Nothing

These post KeSPA maps aren't bad, maybe last one is, need some fixing.
sunbeams are never made like me...
Cele
Profile Blog Joined December 2008
Germany4016 Posts
July 21 2016 16:43 GMT
#89
On July 21 2016 04:05 Wrath wrote:
Sounds good. But what could they replace it with? Blue Storm? Neo Jade?


depends on what criteria they want to be met for the map. Number of players, racial balance, more of a "standard layout" (not taebaek mnts ^^) or a tricky map.

If it should be a tricky 2 player map, i could think of Heartbreak Ridge as well. Destination is an option for that too imo. But we know to little about the selection process to say.
Broodwar for life!
Freakling
Profile Joined October 2012
Germany1526 Posts
July 21 2016 17:41 GMT
#90
On July 22 2016 00:00 outscar wrote:
Many choices:
These post KeSPA maps aren't bad, maybe last one is, need some fixing.


Pamir Plateau
Too imbalanced (ever let a terran get enough tanks on the plateau, and it becomes literally an upwards battle)

All or Nothing
Not good at all. And no one is even going to consider a map with a giant SBENU logo across it...

Wind and Cloud
I guess the worst bugs of these have been mostly fixed, eventually. But it simply does not fit the bill, they would definitely chose a two player map.

Mist
So this is the only of your suggestions that would make sense, in a way. I still think they would probably rather go with some conservative choice among the old Kespa maps (Blue Storm, Matchpoint...)

I'd have an alternative suggestion or two (or three or probably like a dozen or so)

Disclaimer: Not saying all of these are balanced (hard to be worse than Taebaek, though, I guess) or bug-free (in fact, I know about bugs on most of them). But there is definitely not a lack of choices, more a lack of will and knowledge I guess...

outscar
Profile Joined September 2014
2832 Posts
Last Edited: 2016-07-21 17:55:24
July 21 2016 17:46 GMT
#91
On July 22 2016 02:41 Freakling wrote:
Show nested quote +
On July 22 2016 00:00 outscar wrote:
Many choices:
These post KeSPA maps aren't bad, maybe last one is, need some fixing.


Show nested quote +
Pamir Plateau
Too imbalanced (ever let a terran get enough tanks on the plateau, and it becomes literally an upwards battle)

Show nested quote +
All or Nothing
Not good at all. And no one is even going to consider a map with a giant SBENU logo across it...

Show nested quote +
Wind and Cloud
I guess the worst bugs of these have been mostly fixed, eventually. But it simply does not fit the bill, they would definitely chose a two player map.

Show nested quote +
Mist
So this is the only of your suggestions that would make sense, in a way. I still think they would probably rather go with some conservative choice among the old Kespa maps (Blue Storm, Matchpoint...)

I'd have an alternative suggestion or two (or three or probably like a dozen or so)

Disclaimer: Not saying all of these are balanced (hard to be worse than Taebaek, though, I guess) or bug-free (in fact, I know about bugs on most of them). But there is definitely not a lack of choices, more a lack of will and knowledge I guess...



PImp those maps Freaky! Not even need to change a lot things, just fixes. I'm sure All or Nothing looks interesting if you remove stupid 2ng gas under temple and remove logo and make some changes, maybe on middle. And do you think you can balance Taebaek Mountains, let us see which changes you wanna made. I'm sure classicyellow will try to reach out guys from Ygosu and they Afreeca.

Of course foreigner Overwatch looks gorgeous! Silvery Waves has been considering so far so good and declined just because stupid OGN was afraid to try new things. Tar Basin reminders me desert Paranoid Android. But my most favourite is Oxide FTW.
sunbeams are never made like me...
CognacLover
Profile Joined January 2016
Poland66 Posts
July 21 2016 18:01 GMT
#92
This is the GOAT forgotten map 4ever. They just need to raise mineral counts from main to 9, from natural to 8 and 3rds. AI is going crazy on this map, try 1x4 zergs.

http://wiki.teamliquid.net/starcraft/Bone_Canyon
[image loading]

+ Show Spoiler +
Oh it's SC2 out? My bad. Got some issues with my time machine, sorry mates, gonna send myself to 2016.


Conservative olsdchooler.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19213 Posts
July 22 2016 03:09 GMT
#93
In case anyone is interested.
My laid back ASL Analysis of Overwatch and Flash vs Zero TvZ
+ Show Spoiler +
Twitch Link:
https://www.twitch.tv/bisudagger/v/79339542

Youtube:
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
LatiAs
Profile Joined February 2016
27 Posts
July 29 2016 13:33 GMT
#94
Fixed to 1.2

download here

http://blog.naver.com/kangkuyol/220714209898
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
Last Edited: 2016-07-29 18:29:03
July 29 2016 18:19 GMT
#95
On July 29 2016 22:33 LatiAs wrote:
Fixed to 1.2

download here

http://blog.naver.com/kangkuyol/220714209898

Mind providing direct download links? I can't find them.
FBH #1!
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
Last Edited: 2016-07-29 18:39:24
July 29 2016 18:22 GMT
#96
For picture comparison:
Taebaek Mountains 1.1
Taebeak Mountains 1.2

I don't see any direct 'PvZ balance' changes.


Google Translate:
Taekbaek Mountains ▶ 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


Overwatch ▶ 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)
FBH #1!
REDBLUEGREEN
Profile Blog Joined June 2008
Germany1903 Posts
July 29 2016 19:02 GMT
#97
On July 30 2016 03:19 Peeano wrote:
Show nested quote +
On July 29 2016 22:33 LatiAs wrote:
Fixed to 1.2

download here

http://blog.naver.com/kangkuyol/220714209898

Mind providing direct download links? I can't find them.

Click on 첨부파일 (4) in the top right above the first picture. Then click on 내PC 저장 to download.
Freakling
Profile Joined October 2012
Germany1526 Posts
July 29 2016 19:09 GMT
#98
Instead of using google translate for Korean, I guess one could just cite a recipe for spaghetti or something, it would make just as much sense in context...

But tldr seems to be: They eventually did do something about some of the mining bugs and finally started to put some thoughts into how players could be walling in.

The changes to the cliffs behind the naturals on Taebaek are obvious.

I find it funny how the one screwed up doodad in the bottom left centre on Overwatch was fixed, but nothing whatsoever was done about the ugly and buggy ramps...
prech
Profile Joined March 2014
United States2948 Posts
July 29 2016 19:14 GMT
#99
Thanks for sharing the info about the new versions. Adding to the top post now, with a new Mega link
Liquipedia
letian
Profile Blog Joined May 2010
Germany4221 Posts
Last Edited: 2016-07-30 09:13:45
July 30 2016 09:11 GMT
#100
Pretty insightful analysis guys, thanks.
I wonder whether we would see a change in meta if some classic maps were used so that we could see how BW matchup understanding evolved, or didn't.
prech
Profile Joined March 2014
United States2948 Posts
August 06 2016 03:59 GMT
#101
Saw this on Ygosu, looks like the map creator updated both maps. The biggest changes seemed to have been made to Taebaek Mountains, e.g. the back cliff behind each natural has been eliminated, as well as a Xel'Naga Temples added to those corner expansions at 7 & 11.

Fixes, images, and download links updated in top post

http://www.ygosu.com/community/st/345740
http://blog.naver.com/PostView.nhn?blogId=kangkuyol&logNo=220714209898&redirect=Dlog&widgetTypeCall=true#
Liquipedia
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
August 06 2016 09:06 GMT
#102
Great to see new maps being made for brood war tournaments!
Long live BroodWar!
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES49972 Posts
Last Edited: 2016-08-06 09:50:38
August 06 2016 09:20 GMT
#103
oh wow thats a huge change in 1.9 of shakebake
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
Last Edited: 2016-08-06 09:46:57
August 06 2016 09:46 GMT
#104
still shitty maps in my oppinion...
They should reconsider who will get in charge of map making for next tournaments.
Luv ya BroodWar!
c3rberUs
Profile Blog Joined December 2010
Japan11285 Posts
August 06 2016 10:37 GMT
#105
Taebaek looks more legit now.
WriterMovie, 진영화 : "StarCraft will never die".
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
August 06 2016 13:20 GMT
#106
and now 3 hatch on 3 gas bases is possible in ZvT, but only hero left anyway.
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2016-08-08 16:59:09
August 08 2016 16:58 GMT
#107
I cannot help but notice a certain ineptness in fixing the ramps; or wonder why they haven't been given the overdue cosmetic overhaul while they were at it...
[image loading]
BisuDagger
Profile Blog Joined October 2009
Bisutopia19213 Posts
August 08 2016 17:10 GMT
#108
Anyone have views on the impact changes to Taebaek will have on matchups?
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
CrystalDrag
Profile Joined July 2010
173 Posts
Last Edited: 2016-08-08 17:24:24
August 08 2016 17:21 GMT
#109
On August 06 2016 12:59 prech wrote:
Saw this on Ygosu, looks like the map creator updated both maps. The biggest changes seemed to have been made to Taebaek Mountains, e.g. the back cliff behind each natural has been eliminated, as well as a Xel'Naga Temples added to those corner expansions at 7 & 11.


Gasses have been added to 7/11 are another big change.
Also they did not move the ridges in front of the natural with the natural movement towards the edges, which leads to that nice uninspired area.

Red also has the more optimal gas placements for its expansions compared to blue, could affect mirrors (zvz?).
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
August 08 2016 17:35 GMT
#110
Taebaek pathing now looks like absolute horror if you ask me
FBH #1!
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2016-08-08 19:46:31
August 08 2016 19:40 GMT
#111
Just to have the image here as well:
[image loading]

[image loading]
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2016-08-08 21:46:18
August 08 2016 20:19 GMT
#112
oh god that upwards facing ramp on the overwatch logo looks horrific

new taebaek mountains nat reminds me a lot of chupung ryeong
vibeo gane,
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6505 Posts
August 08 2016 20:54 GMT
#113
so the new map is pretty much the same concept of Loki II ? im not sure it was the way to go,i prefered the old one just blocking the ramp with minerals
Peeano
Profile Blog Joined March 2009
Netherlands4888 Posts
August 08 2016 21:14 GMT
#114
To be honest at this rate I'd rather see an island map instead of TM.
FBH #1!
prech
Profile Joined March 2014
United States2948 Posts
August 25 2016 02:13 GMT
#115
Noticed Taebaek Mountains went through some smaller changes last week during/before the Ro8 to make the two chokes symmetric. I think the creator also notes some subtle changes to some mineral patches. Now formally named "New Taebaek Mountains", version 2.1

Must stink for the ASL quarterfinalists to have to keep finding revised map iterations :/

Links and pictures updated in the top post. Will update the map downloads in TLPD to the final versions after ASL concludes, just in case more changes await
Liquipedia
dznd
Profile Joined July 2005
China1 Post
May 06 2017 02:47 GMT
#116
Thx a lot!

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