Looks like Afreeca just announced the groups, schedule, and a new map.
Basically the organizers grouped the qualified 24 players into four tiers based on performance over the past year's major tournaments/ASLs: + Show Spoiler [Detailed breakdown of tiers] +
On April 03 2017 20:27 MrMischelito wrote: I don't really understand how the tournament is structured. when will the top of the previous season join? In the quarterfinals?
I like that a new map is added
They are seeded into the round of 16 groups. One each.
Sucks to see that a lot of old schoolers failed to qualify in Busan as well. Was really hoping to see Nada in the ro 24 after he practised so hard on stream. Can't wait for ASL to start back up!
Predictions: Group A: Shuttle and Soulkey Group B: Effort and Shine Group C: Bisu and Light Group D: Rain and hero Group E: GuemChi and Stork Group F: Hyun and Movie
Group B and C are nuts, group F feels like its the weakest.
Shuttle's rating owns haha. All hail the Eyewater!
Camelot got picked as a map? How wonderful. I hope it will generate good games like early Taebaek Mountains. (I miss Taebaek Mountains before the removal of the backdoor.)
Just saw the game of Effort vs Sea. It seems like a third for Z is much easier to take, and it harder for T to defend a 4th gas which discourages a mech switch. Seems like Bio will make a comeback on this map!
On April 03 2017 22:53 Routa wrote: Predictions: Group A: Shuttle and Soulkey Group B: Effort and Shine Group C: Bisu and Light Group D: Rain and hero Group E: GuemChi and Stork Group F: Hyun and Movie
Group B and C are nuts, group F feels like its the weakest.
On April 03 2017 21:55 Heyoka wrote: my boy ggaemo gonna give some upsets
edit: iammang is terrible but at least its not cuteangel
cuteangel rofl. Never forget.
I hope to see Snow defend a hydra bust from Shine with shuttle/reaver.
Ooh, taking it back old school. <3 That would be lovely to see, but to be honest Snow's group just makes me feel dejected. I wanted to see more of him this season, but his group is just dumb. He's going up against goddamned Effort, free, and Shine. Unless someone has secret knowledge about Snow's performance on the Fish server these days, I would probably bet against him in every game in the group.
Quick question, when a new map like Camelot gets announced for ASL, does Fish end up adopting it for ladder right away or do pro have to find scrims with fellow pros to practice the new maps? Or has this map been around forever so its not an issue
On April 04 2017 03:50 lestye wrote: Quick question, when a new map like Camelot gets announced for ASL, does Fish end up adopting it for ladder right away or do pro have to find scrims with fellow pros to practice the new maps? Or has this map been around forever so its not an issue
Follow-up question to this: Where can we non-Koreans download the latest and proper versions of the maps the ASL is using? I remember how Taebaek for instance went through several iterations.
On April 04 2017 03:09 JungleTerrain wrote: Ragnorok[Valkryie] created Taebak mountains. LatíAs created Demian. 2 different people.
So which one is it? The OP is wrong about this. It's important to give the credit to the correct person.
Anyways, this is gonna be exciting!
My bad, didn't intend to mislead. This is Ragnarok[Valkyrie], who did both Taekak and Overwatch
I just noticed on his Naver blog page that he (Ragnarok[Valkyrie]) released an update to Demian that was used for the last ASL, so assumed he created it. He likely revised it to v2.01. Fixing the top post now
On April 04 2017 03:54 Aylear wrote:
Follow-up question to this: Where can we non-Koreans download the latest and proper versions of the maps the ASL is using? I remember how Taebaek for instance went through several iterations.
I'm afraid we'd just to visit the Afreeca page (http://afreecatv.com/afstar1) to find notices of map changes. That's where we/I discovered them in previous seasons
Group B is a tough one to predict because they are all strong in their respective matchups. It can be Effort and Snow advancing or Snow and Free, or Shine and Free, etc. Group F I don't care who advances as long as it's Movie. Larva might be pretty tough for both Movie and Last.
TLPD additions: - PURPOSE -- if any folks have a birthday or picture, will be glad to add - Camelot (will be active after the map gets used/played once)
Don't know why Ragnarok[Valkyrie] has it on his blog. He seems to be the person that tournament organizers go to to check the map is ready for use. He sometimes makes some edits to the map for tournament play, as in Demian, which I'm pretty sure it was him that changed the mineral lines from version 2.0 to 2.01.
The new map is from LatiAs, not Ragnarok. I wish Ragnarok were able to provide this quality for once... But it seems like they finally settled on a skilled map maker who actually deserves the attention. Congratulations to LatiAs. I hope we see more of Silvery Waves next.
On April 03 2017 23:24 chicbot2000 wrote: Camelot looks like a reskin of Oxide with the mid drastically changed
You can also get it directly from BWMN. It is a slightly outdated version though (1.3, not 1.4, haven't checked the exact differences yet), so you best get it from the Naver link. You have to click here for DL:
Don't know why Ragnarok[Valkyrie] has it on his blog. He seems to be the person that tournament organizers go to to check the map is ready for use. He sometimes makes some edits to the map for tournament play, as in Demian, which I'm pretty sure it was him that changed the mineral lines from version 2.0 to 2.01.
Is that even Ragnarok's personal page? Maybe he is just doing map news... I daresay LatiAs is more qualified to check Ragnarok's maps than the other way around... But I guess LatiAs is not always available for edits, due to his military service.
On April 04 2017 03:50 lestye wrote: Quick question, when a new map like Camelot gets announced for ASL, does Fish end up adopting it for ladder right away or do pro have to find scrims with fellow pros to practice the new maps? Or has this map been around forever so its not an issue
you can ladder on FMP if you wanted to on fish - ladder mode is just one vs one, no map restrictions.
On April 04 2017 03:50 lestye wrote: Quick question, when a new map like Camelot gets announced for ASL, does Fish end up adopting it for ladder right away or do pro have to find scrims with fellow pros to practice the new maps? Or has this map been around forever so its not an issue
you can ladder on FMP if you wanted to on fish - ladder mode is just one vs one, no map restrictions.
Oh that's interesting. Does that lead to kids just playing on maps advantageous to their race?
On April 04 2017 03:50 lestye wrote: Quick question, when a new map like Camelot gets announced for ASL, does Fish end up adopting it for ladder right away or do pro have to find scrims with fellow pros to practice the new maps? Or has this map been around forever so its not an issue
you can ladder on FMP if you wanted to on fish - ladder mode is just one vs one, no map restrictions.
Oh that's interesting. Does that lead to kids just playing on maps advantageous to their race?
fighting spirit is used 99% of the time, remaining 1% are the current ASL maps.
I've never personally seen anyone map-picking like that.
On April 04 2017 17:04 oEkY wrote: Will there be an ASL Power Rank Thread/News again this season? Would like to compare my own estimations with the "offical" power rank
On April 04 2017 17:04 oEkY wrote: Will there be an ASL Power Rank Thread/News again this season? Would like to compare my own estimations with the "offical" power rank
On April 04 2017 17:04 oEkY wrote: Will there be an ASL Power Rank Thread/News again this season? Would like to compare my own estimations with the "offical" power rank
I got a leaked version here:
1. flash 2. bisu 3-24. some other dudes
i'd rather say:
1. failhoon 2. a random amateur like Flash 3.-28.(28!) some other guys
On April 04 2017 18:32 outscar wrote: 4-32. The rest.
Hehe, as i mentioned in my last post, there are 28 players who participate in the ASL... 24 in the ro24 + 4 seeded players who will join the tourney later on...! sorry for being a smart aleck
On April 04 2017 20:14 duke91 wrote: Sea 2nd? What are you smoking?
Sea is the only one top4 for both previous ASLs, runner-up in ASL2, where he annihilated big favourite (Bisu) and upsets Best, who actually considered as top vFlash player available for now, and then made a very good series with Flash himself. It is arguable, but doesn't seem as particular bad choice.
On April 04 2017 21:43 CuckFapitalism wrote: I expect Soulkey to perform well both in this tournament and the power rank after his demolition of the team league.
totally agree! expecting Soulkey performance to be great.
+ love the new map, want to play in it soon in 1.18, hopefully, there won't be problems with that.
So the new map, Camelot, has been modified even further. Going by information provided by watching Zero's stream just now the most up-to-date version is 1.5 it seems.
On April 05 2017 00:39 Tadah wrote: So the new map, Camelot, has been modified even further. Going by information provided by watching Zero's stream just now the most up-to-date version is 1.5 it seems.
Anyone know what was fixed from 1.4?
The map has also been updated on Naver.
Changes (looking at it in the editor right now):
Removed the additional 500 mineral patch from the mains and added one to the nats instead.
Small change to the cliff behind the natural minerals, probably to reduce turret and vision space and make muta harassment a little bit easier.
Removed the ramps from the close high ground third to the middle and widened the ramp to the medium ground instead (this is the most significant change!), also made the medium ground area directly in front of the ramp unbuildable.
Also widened the ramps to the corner expansions
Reduced main choke size to 3 tiles (can now be walled with only a rax) Actually, the absolute width stayed the same, but two unbuildable strips of tiles were added on the top and bottom of the chokes making them in fact harder to wall (rax, 2 depot required)
Complete overhaul of all resources (this was required because the other changes probably introduced new mining bugs)
I never understood those 500 mineral patches at the main or nat, who is supposed to benefit from that, and why don't they use a full 1500 patch. What is the thought behind moving it to the natural?
Which ever race has a harder time taking a 3rd (so usually P/T vs Z, T vs P) profits from that. The 500 mineral patch is supposed to run out once a 3rd is established, but gives a small economic boost before that. Moving it from the main to the nat likewise benefits whoever can FE easier or faster (so it gives T a small boost vs. P when T 12 CCs or rax expands and P does not become ballsy with a 14CC or something like that, so it may have something to do with trying to help T a bit, because they have to cope with a rampless choke). Each additional mineral patch in main or nat gives you a few percent additional 2-base economy, though the effect is diminished very early on due to low worker saturation (again it can be a small disadvantage for Zerg because they cannot saturate their mineral lines as fast and effectively). These are all rather minor things, though. I also cannot really see how T/P would have a particularly hard time taking a third on this map, especially after those middle ramps have been removed. I guess it was a problem in version 1.3, though, because that version has no 500 mineral patch yet.
I was really interested to see how T would take and hold a third gas on this map with the wide ramp to the middle, so I'm a little sad that aspect is already gone.
Btw, are you sure the main choke changed? It looks identical in the comparison gif.
On April 05 2017 00:39 Tadah wrote: So the new map, Camelot, has been modified even further. Going by information provided by watching Zero's stream just now the most up-to-date version is 1.5 it seems.
Anyone know what was fixed from 1.4?
The map has also been updated on Naver.
Changes (looking at it in the editor right now):
Removed the additional 500 mineral patch from the mains and added one to the nats instead.
Small change to the cliff behind the natural minerals, probably to reduce turret and vision space and make muta harassment a little bit easier.
Removed the ramps from the close high ground third to the middle and widened the ramp to the medium ground instead (this is the most significant change!), also made the medium ground area directly in front of the ramp unbuildable.
Also widened the ramps to the corner expansions
Reduced main choke size to 3 tiles (can now be walled with only a rax)
Complete overhaul of all resources (this was required because the other changes probably introduced new mining bugs)
Anyway, my predictions (not in order of 2-0, 2-1, just whatever):
A: Shuttle, Soulkey B: Effort, Shine (Free and Snow are some of my favourite Protoss ever, but I have flashbacks to Shine in the OSL) C: Bisu, Light D: Hero, Ssak (prefer Rain to make it, but I'm just not sure) E: Stork, Guemchi F: Last, Movie
On April 05 2017 03:51 gngfn wrote: I was really interested to see how T would take and hold a third gas on this map with the wide ramp to the middle, so I'm a little sad that aspect is already gone.
Btw, are you sure the main choke changed? It looks identical in the comparison gif.
You are right, I'll change that ; I was only looking at the buildable area. The width is not changed, but the choke now has two unbuildable strips, each one tile wide, at the top and bottom – so it is in fact no longer easily wallable at all (rax, 2 depot is still possible). A rather weird change, I think. I cannot remember anything similar having been done to any map before. This will definitely make early Zealot pressure a lot harder to deal with.
On April 04 2017 16:44 neptunusfisk wrote: Hm, never heard of Purpose and ggaemo before. GGaemo is an old pro, but Purpose? Amateur? Cool to see new names!
On April 04 2017 16:44 neptunusfisk wrote: Hm, never heard of Purpose and ggaemo before. GGaemo is an old pro, but Purpose? Amateur? Cool to see new names!
i have been watching a lot of game on this map and this removal of ramp at 3rd i feel is not good..multiple avenues to run around the map made for interesting maneuvers and plays, now it just going to be a tank ball death in the middle
A: Shuttle, Soulkey B: Free, Snow[1] C: Bisu, Light[2] D: hero, Rain E: ~~~STOOORK~~~, GuemChi F: Last, Movie
[1] After watching some streams it seems like Camelot is pretty hard for Zerg in PvZ, so I'm expecting them going out early in a group full of vP [2] Light, regardless of his records, can just focus on one matchup and abusing any one good strat on a new map would mean he's halfway there. Gogogo Light!
On April 04 2017 18:32 outscar wrote: 1. Flash 2. Sea 3. JD 4-32. The rest.
sry but sea is variety streamer status these days
He just got second at the last ASL beating best and bisu among others. I really don't get why people keep doubting him.
TBH people doubt him exactly because of the same reason the poster you quoted mentioned Before ASL2 Sea was already known to play few serious matches in practice and more focussing on making his channel popular. Other progamers thought so, as did the Korean posters here on TL and the Korean community.
If you look at Sea's preparation for ASL2 it becomes obvious that he has either the most talent of all the players in the scene(including Flash) or he lucked through to say it harsh. How many really great games did he show in ASL2? Only Sea vs Flash in the Ro16 comes to mind. Afterwards he won a series vs. an almost depressing playing Bisu and later on he won a series vs. BeSt on the back of BeSt's dumb mistakes in games where BeSt was ahead. And while this obviously doesn't matter in a tournament(because a win is a win) it is a good reason to not overestimate him in the next Power Rank.
Sigh, this felt harsh to say because I'm a big Sea fan considering all the communication of his with the foreign community (especially TL)
Looks like the organizers are soliciting new map submissions for the next ASL season (and potentially for later this season?). Guess this would be implicit confirmation of an ASL4
For all our mapmakers out there, might be a nice opportunity. Already about a dozen or submissions on the ASL Afreeca board.
On April 09 2017 13:25 prech wrote: Looks like the organizers are soliciting new map submissions for the next ASL season (and potentially for later this season?). Guess this would be implicit confirmation of an ASL4
For all our mapmakers out there, might be a nice opportunity. Already about a dozen or submissions on the ASL Afreeca board.
On April 09 2017 13:25 prech wrote: Looks like the organizers are soliciting new map submissions for the next ASL season (and potentially for later this season?). Guess this would be implicit confirmation of an ASL4
For all our mapmakers out there, might be a nice opportunity. Already about a dozen or submissions on the ASL Afreeca board.
On April 04 2017 17:04 oEkY wrote: Will there be an ASL Power Rank Thread/News again this season? Would like to compare my own estimations with the "offical" power rank
2. bisu
you must've been away for a couple months
Ah. I thought it was a power ranking where play level and looks were weighed equally
On April 09 2017 13:25 prech wrote: Looks like the organizers are soliciting new map submissions for the next ASL season (and potentially for later this season?). Guess this would be implicit confirmation of an ASL4
For all our mapmakers out there, might be a nice opportunity. Already about a dozen or submissions on the ASL Afreeca board.
Good to see fellow Korean TL map poster Noah2nd on there already.
Hoping to see some foreign submissions, especially from NegativeZero and Freakling!
Interesting. A lot of beautiful maps there.
Would you happen to know whether it's possible for a non-Korean such as myself to create an account on Afreeca, and if so - how? I really want to vote on some of these!
It is the final version 1.6 version to be used for the 24th round of finals, which was completed on Monday (3 days) with 1.4 version which was first released, Tuesday (4 days) 1.5 version patch and game and feedback of several players during the week.
There will be no further fixes unless there are bugs that have not been identified that have a major impact on the game.
Unlike the 1.5 patch, which has made a big difference to the game aspect, this patch is focused on fine balance adjustment, so you can think that there is no big change.
- At 1 o'clock and 7 o'clock, the entrance to the Multi is expanded, and a neutral building (2000 stamina, 3 ply, 6 per multi) has been added. [Before the destruction of a neutral building, you can block the entrance with 3 pylons, the width of the entrance is the same as the width of the entrance.]
This is the most important part of this patch. By reducing the entryway of neutral multi at 1 o'clock at 7 o'clock in the middle of the day, we can secure / defend more safely. Before the neutral building is destroyed, the entrance is about the size of the staring entrance of the four-person map, that is, the width that can defend the bionic unit by two to three rucks, and the six-fold neutral building is destroyed without splash unit like tank It's not easy. In addition, multiple attack routes from this multi will be an attractive 3-gas base choice for the hive zerg with the Nydus kernels. However, defense-oriented game situations that benefit from a narrow entrance that is too easy to defend in the mid to late 'neutral' multi are not very attractive. Therefore, we have resized the ramp using neutral buildings so that the attacker can extend the ramp to some extent.
P.s. The reason why the neutral building is divided into 2 x 3 layers is because of Protoss's pillar SimCity (...)
- The location and resource allocation of the center mineral multi has been readjusted.
Originally, it was not planned, but this time, the existing 5-o'clock center minerals are turning like crazy, so I fixed the terrain. I hope this revision will give more exposure to the attacking units coming from the near center center ramp.
- The hill terrain wall at the center side ramp to 3 o'clock, 9 o'clock to the multi was removed.
Refer to Lee Young Ho vs Kim Myung Woon. Because of the unnecessary terrain, the tank had a distinctive role as a barricade. The aisle is expanded and the moving units receive less checks from the Siege Tank opposite.
- 6 o'clock, 12 o'clock The overhead search hill has been added to the exterior wall of the center with the multi-wall.
I recycled the terrain that was unnecessary by removing the multi-entry of the 1.5 patch. In addition, the moving distance moved to 1 o'clock at 11 o'clock as a starting point. I hope that the Zerg that takes 1 o'clock neutral to 3 gas bases at 5 o'clock starting time will be able to defend his multi-moving Terran unit more efficiently. In addition, the toss carrier can also get some strength.
- It is no longer possible to build buildings near the entrance to the large multi-faced minerals.
We have weakened the lines of Terran and Zerg that secure Mineral Multi. Because it is impossible to construct a passage leading to a multi-channel at 3 o'clock and 9 o'clock along with a large driveway, it is hard to completely turret the main event.
- Fixed a bug that allowed units to roll over behind multi-minerals at 6 o'clock and 12 o'clock.
Sorry JD ...
- The 6 o'clock Multi Zug SimCity has been improved to 12 o'clock with Multi.
Thank you, The Learned. If a zerg is hacked at 6 o'clock in a multi-hitch, the rihs chamber (hydra den) ㅡ hatchery is attached to the end of the hill at the end of the hill, the zeolite can not pass between the hatchery and the wall at 12 o'clock, Has been corrected.
- Low platform retrograde terrain compatibility has been fixed.
(That's what) Square tiles have been modified to look less broken.
- Miscellaneous terrain, decorations and some multi-resource placement have been fixed.
On April 09 2017 13:25 prech wrote: Looks like the organizers are soliciting new map submissions for the next ASL season (and potentially for later this season?). Guess this would be implicit confirmation of an ASL4
For all our mapmakers out there, might be a nice opportunity. Already about a dozen or submissions on the ASL Afreeca board.
It is the final version 1.6 version to be used for the 24th round of finals, which was completed on Monday (3 days) with 1.4 version which was first released, Tuesday (4 days) 1.5 version patch and game and feedback of several players during the week.
There will be no further fixes unless there are bugs that have not been identified that have a major impact on the game.
Unlike the 1.5 patch, which has made a big difference to the game aspect, this patch is focused on fine balance adjustment, so you can think that there is no big change.
- At 1 o'clock and 7 o'clock, the entrance to the Multi is expanded, and a neutral building (2000 stamina, 3 ply, 6 per multi) has been added. [Before the destruction of a neutral building, you can block the entrance with 3 pylons, the width of the entrance is the same as the width of the entrance.]
This is the most important part of this patch. By reducing the entryway of neutral multi at 1 o'clock at 7 o'clock in the middle of the day, we can secure / defend more safely. Before the neutral building is destroyed, the entrance is about the size of the staring entrance of the four-person map, that is, the width that can defend the bionic unit by two to three rucks, and the six-fold neutral building is destroyed without splash unit like tank It's not easy. In addition, multiple attack routes from this multi will be an attractive 3-gas base choice for the hive zerg with the Nydus kernels. However, defense-oriented game situations that benefit from a narrow entrance that is too easy to defend in the mid to late 'neutral' multi are not very attractive. Therefore, we have resized the ramp using neutral buildings so that the attacker can extend the ramp to some extent.
P.s. The reason why the neutral building is divided into 2 x 3 layers is because of Protoss's pillar SimCity (...)
- The location and resource allocation of the center mineral multi has been readjusted.
Originally, it was not planned, but this time, the existing 5-o'clock center minerals are turning like crazy, so I fixed the terrain. I hope this revision will give more exposure to the attacking units coming from the near center center ramp.
- The hill terrain wall at the center side ramp to 3 o'clock, 9 o'clock to the multi was removed.
Refer to Lee Young Ho vs Kim Myung Woon. Because of the unnecessary terrain, the tank had a distinctive role as a barricade. The aisle is expanded and the moving units receive less checks from the Siege Tank opposite.
- 6 o'clock, 12 o'clock The overhead search hill has been added to the exterior wall of the center with the multi-wall.
I recycled the terrain that was unnecessary by removing the multi-entry of the 1.5 patch. In addition, the moving distance moved to 1 o'clock at 11 o'clock as a starting point. I hope that the Zerg that takes 1 o'clock neutral to 3 gas bases at 5 o'clock starting time will be able to defend his multi-moving Terran unit more efficiently. In addition, the toss carrier can also get some strength.
- It is no longer possible to build buildings near the entrance to the large multi-faced minerals.
We have weakened the lines of Terran and Zerg that secure Mineral Multi. Because it is impossible to construct a passage leading to a multi-channel at 3 o'clock and 9 o'clock along with a large driveway, it is hard to completely turret the main event.
- Fixed a bug that allowed units to roll over behind multi-minerals at 6 o'clock and 12 o'clock.
Sorry JD ...
- The 6 o'clock Multi Zug SimCity has been improved to 12 o'clock with Multi.
Thank you, The Learned. If a zerg is hacked at 6 o'clock in a multi-hitch, the rihs chamber (hydra den) ㅡ hatchery is attached to the end of the hill at the end of the hill, the zeolite can not pass between the hatchery and the wall at 12 o'clock, Has been corrected.
- Low platform retrograde terrain compatibility has been fixed.
(That's what) Square tiles have been modified to look less broken.
- Miscellaneous terrain, decorations and some multi-resource placement have been fixed.
Good luck and bug fixes.
Thanks, interesting read. Sadly, some points are not very clear because of the translation. For example the point where he refers to a Flash vs Zero game and the follow-up point are hard to understand.