• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:35
CEST 02:35
KST 09:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL20] Ro8 Preview Pt2: Holding On7Maestros of the Game: Live Finals Preview (RO4)5TL.net Map Contest #21 - Finalists4Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High15
Community News
5.0.15 Balance Patch Notes (Live version)65$2,500 WardiTV TL Map Contest Tournament 151Stellar Fest: StarCraft II returns to Canada11Weekly Cups (Sept 22-28): MaxPax double, Zerg wins, PTR12BSL Season 218
StarCraft 2
General
5.0.15 Balance Patch Notes (Live version) Stellar Fest: StarCraft II returns to Canada Had to smile :) 2024/25 Off-Season Roster Moves SC2 5.0.15 PTR Patch Notes + Sept 22nd update
Tourneys
$2,500 WardiTV TL Map Contest Tournament 15 Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025 Maestros of The Game—$20k event w/ live finals in Paris
Strategy
Custom Maps
External Content
Mutation # 493 Quick Killers Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight
Brood War
General
BSL Season 21 Any rep analyzer that shows resources situation? RepMastered™: replay sharing and analyzer site [ASL20] Ro8 Preview Pt2: Holding On Flash On JaeDongs ASL Struggles & Perseverance
Tourneys
[ASL20] Ro8 Day 4 Small VOD Thread 2.0 [ASL20] Ro8 Day 3 3D!Community Brood War Super Cup №3
Strategy
Current Meta I am doing this better than progamers do. Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy)
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Stormgate/Frost Giant Megathread Path of Exile Liquipedia App: Now Covering SC2 and Brood War!
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts The Automated Ban List BarCraft in Tokyo Japan for ASL Season5 Final
Blogs
Mental Health In Esports: Wo…
TrAiDoS
[AI] Sorry, Chill, My Bad :…
Peanutsc
Try to reverse getting fired …
Garnet
[ASL20] Players bad at pi…
pullarius1
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1924 users

Information from Korea - Page 107

Forum Index > BW General
Post a Reply
Prev 1 105 106 107 108 109 127 Next
GTR
Profile Blog Joined September 2004
51486 Posts
Last Edited: 2018-07-22 08:09:35
July 22 2018 08:06 GMT
#2121
original transistor for comparison

[image loading]

and neo transistor

[image loading]

edit: changes i can see so far
- less minerals in main and expansion
- shorter bridges
- extra ramp at platform and more general space to manuever
- filled space near expansions
Commentator
Wonk
Profile Joined March 2017
546 Posts
July 22 2018 08:35 GMT
#2122
Thanks guys for the help with the download!

Now I was just playing about with Labyrinth, and the Flag doodad which I'm unfamiliar with, so forgive me if this stuff is obvious.
-getting into the base without picking up the flag on the ramp is impossible
-Once you've picked up the flag on the ramp, your workers are unable to mine or mineral walk or pick up any other flags, though they can still build (if there's a way to drop the flag apart from killing them I haven't figured it out)
-This means that you're limited to scouting one position per worker, as they're blocked from getting into a second base after scouting their first

Now, provided this isn't just a temporary thing left in by the map makers (though I don't think so, because why else would there be an extra blocked ramp) This adds an interesting spin on early aggression in this map, seeing as you have to be very economical with using your workers to scout. If you scout wrongly you could end up essentially wasting multiple workers. So my guess is this is an anti-rush map?
prosatan
Profile Joined September 2009
Romania8336 Posts
July 22 2018 08:50 GMT
#2123
TT1 and Cryoc
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
prosatan
Profile Joined September 2009
Romania8336 Posts
July 22 2018 09:07 GMT
#2124
I played on Autobahn and at the natural there are 8 Psi disrupter stacked ! i think players should use splash damage to take them out ! it takes an eternity to destroy with normal attack
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
July 22 2018 09:14 GMT
#2125
Those new ASL maps look so sick! :D
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
razorsuKe
Profile Blog Joined July 2008
Canada2000 Posts
July 22 2018 09:33 GMT
#2126
Am I trippin'? o_O

Is everyone overlooking the 2 geysers on Labyrinth?

It's more reminiscent of the 2v2 map Hannibal
+ Show Spoiler [Hannibal] +

[image loading]
EntusGalleries.com - CJ Uniform Sale
TT1
Profile Blog Joined December 2008
Canada10011 Posts
Last Edited: 2018-07-22 09:39:55
July 22 2018 09:38 GMT
#2127
On July 22 2018 18:33 razorsuKe wrote:
Am I trippin'? o_O

Is everyone overlooking the 2 geysers on Labyrinth?

It's more reminiscent of the 2v2 map Hannibal
+ Show Spoiler [Hannibal] +

[image loading]


lmao i actually missed that. ok map isnt all that standard anymore, i dunno how the ramps work either
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Wonk
Profile Joined March 2017
546 Posts
July 22 2018 10:08 GMT
#2128
On July 22 2018 18:33 razorsuKe wrote:
Am I trippin'? o_O

Is everyone overlooking the 2 geysers on Labyrinth?

It's more reminiscent of the 2v2 map Hannibal
+ Show Spoiler [Hannibal] +

[image loading]


er, yeah.
not sure how i missed that, guess I was so interested in the flags I didn't even think to look for more than one gas. Definitely going to be an odd map.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2018-07-22 10:47:44
July 22 2018 10:37 GMT
#2129
the 5p map looks like timing attacks are strong given the 2 gas 10 mins and less scouting capability

nice to see asl shaking things up once again
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
BlackJack
Profile Blog Joined June 2003
United States10574 Posts
July 22 2018 11:39 GMT
#2130
are the 2 gas both 5000?
Cryoc
Profile Joined July 2011
Germany909 Posts
July 22 2018 13:35 GMT
#2131
The second geysir has 1000 gas.
http://www.twitch.tv/cryoc
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-07-22 15:25:57
July 22 2018 15:19 GMT
#2132
Leaving out the usual assortment of bugs for now (I'll analyze those in another thread), my first impressions are:

A new Waldstein map: Autobahn looks like a solid, albeit not particularly unique, two player map.
The mineral block at the nat backdoor is only a 20x0m stack, so a scout worker can mine it out relatively quickly if you let it. The Psi Disruptors are stacked 6x, so you better bring some splash for those.
The use of cliff spam instead of some very simple adjustment to symmetry is a bit disappointing, and only compensates half of the building space discrpency between the mains anyway, but it's just one of those things that Korean map makers seem not to have caught on to yet.

Syliphide – not my favourite LatiAs map, but it's definitely worth pointing it out as an example what maps can and should be. Look at all the custom terrain editing, some of which I don't like, but of which is excellent. Yes, most of it is completely unneeded as far as pure playability goes and hidden away in some corners where it'll hardly ever even be seen during matches, but it shows the level of work, thought and love for detail that went into creating it.

Neo Transistor seems to mostly be an attempt to open up the map and counteract the relative linearity of the closest path, an inherent drawback of this kind of layout, so that's alright I guess. The Kaydarin Crystals in the mains still seem like utter buggy bullshit to me, though. No idea why they don't replace them with disabled Installation doors, which would avoid the stack bug…

Labyrinth just looks like complete and utter bullshit to me, in pretty much every aspect. The hill in the middle with the tree sprites is just confusing (only the area within the tree sprites is actually high ground). Those tree sprites around the center do not actually serve any purpose, except to visually hide units, I guess, and to delineate the border of the high ground, which could have been better done just using ramps, which would have made the terrain much better readable for players.
The mains are very small (so you are definitely expected to build most of your stuff in the natural) and so awkwardly shaped like this is some Blizzard map from 1998. I actually suspect all the convoluted layout elements, weird design choices and "new" special mechanics are mostly just there to brush over the relative lack of understanding for symmetry and layout planning that prevented the map maker (actually seems to be Earthattack, by the way) from designing a proper 5 spawn map.
The double ramps are also very meh. Overall units just tend to get stuck at the Installation gate unless microed down the other ramp erxplicitely in most locations.
The flags seem to be the main "attraction" of this map. But its not a new idea at all and the reason why it hasn't been seen i in any serious maps yet is probably more that it's got so much bullshit potential.
Flag carrying workers are revealed to every one and cannot carry any other powerups (so they are useless for mining). So you basically cannot use that worker for anything else than scouting your opponent's base any more (anything else would just give them free scouting info). So the best thing to do is to get rid of that flag. Zerg can do that by morphing the carrying Drone into a building (which will instantly transport the flag back to where it was picked up, so by default the ramp where it spawned). The only other possibility is to have the worker killed, which will drop the flag on the Spot where it died (unless it cannot not fit there, in which case it is also "teleported" back to the pickup point). Now the issue is that you can pretty much expect players just bum-rushing their flag-bearing workers into enemy mineral lines. Either they kill something or they disrupt mining, and if they get killed they drop the flag which will inevitably be picked up by an enemy worker, which is effectively even better than killing a worker, as it still takes up supply without doing much and gives you free scouting info.

Overall 3 out of 4 is better than most previous ASLs at least, even though the odd one out is probably as much of a complete miss as it could possibly be… It's a bit disheartening though that Afreeca seems to have gone back completely from at least partially public map submissions to behind-the-door selection of, well, whatever is at hand, I guess…
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
July 22 2018 19:04 GMT
#2133
Yo Freakling I appreciated your posts but you should point out the positive aspects as well. Even last season’s weird maps had their merits and had good games.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
July 22 2018 19:26 GMT
#2134
Flag carrying workers are revealed to every one and cannot carry any other powerups (so they are useless for mining). So you basically cannot use that worker for anything else than scouting your opponent's base any more (anything else would just give them free scouting info). So the best thing to do is to get rid of that flag. Zerg can do that by morphing the carrying Drone into a building (which will instantly transport the flag back to where it was picked up, so by default the ramp where it spawned). The only other possibility is to have the worker killed, which will drop the flag on the Spot where it died (unless it cannot not fit there, in which case it is also "teleported" back to the pickup point).

Now the issue is that you can pretty much expect players just bum-rushing their flag-bearing workers into enemy mineral lines. Either they kill something or they disrupt mining, and if they get killed they drop the flag which will inevitably be picked up by an enemy worker, which is effectively even better than killing a worker, as it still takes up supply without doing much and gives you free scouting info.


This doesn't seem like a bad thing, because it leads to more options in the long run and more little tactical plays.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
July 22 2018 19:30 GMT
#2135
These are pretty cool maps and I'm excited to see what kind of games we get out of them. Hopefully there's also add a more standard maps so that players will try to win a standard+new map etc...
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
TopRamen
Profile Joined February 2011
United States96 Posts
Last Edited: 2018-07-22 20:13:26
July 22 2018 20:01 GMT
#2136
On Labyrinth, my friend who mains Zerg just mentioned this:

Because of some of the weird mechanics that Freakling has mentioned, i.e. the flag teleporting when you morph a drone, you can take an expansion at a main with ease.

Send a drone over to your desired main expo, take the flag, morph into a hatch, flag reappears at ramp.

I thought if you could figure out where your opponent spawns, you could be terribly annoying by taking your flag to their natural, but maybe not that annoying for Zerg players.

One last thought I had, as a Terran player, you can wall off the ramp that has the installation doodad.
There's 4-5 squares of untraversable terrain that jut out from the side of the map to that ramp. A supply depot fits perfectly between those squares and the edge of the ramp and would create a solid wall off.

EDIT: Opponents get vision of the flag when it's held by your worker.
Use your noodle!
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
July 22 2018 20:06 GMT
#2137
sounds like zvz will be interesting on the flag map
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
razorsuKe
Profile Blog Joined July 2008
Canada2000 Posts
July 22 2018 20:16 GMT
#2138
On July 23 2018 05:01 TopRamen wrote:
On Labyrinth, my friend who mains Zerg just mentioned this:

Because of some of the weird mechanics that Freakling has mentioned, i.e. the flag teleporting when you morph a drone, you can take an expansion at a main with ease.

Send a drone over to your desired main expo, take the flag, morph into a hatch, flag reappears at ramp.

I thought if you could figure out where your opponent spawns, you could be terribly annoying by taking your flag to their natural, but maybe not that annoying for Zerg players.

One last thought I had, as a Terran player, you can wall off the ramp that has the installation doodad.
There's 4-5 squares of untraversable terrain that jut out from the side of the map to that ramp. A supply depot fits perfectly between those squares and the edge of the ramp and would create a solid wall off.


that's actually kind of awesome

kinda like Troy with the destructible refineries
EntusGalleries.com - CJ Uniform Sale
Freakling
Profile Joined October 2012
Germany1529 Posts
July 22 2018 20:27 GMT
#2139
On July 23 2018 04:04 Alpha-NP- wrote:
Yo Freakling I appreciated your posts but you should point out the positive aspects as well. Even last season’s weird maps had their merits and had good games.

I like that they seriously considered island maps and used some advanced mechanics to try and make them more balanced (which was not a complete success yet, mostly due to Sparkle's basic layout being way too old-school island like and thus still P favoured, but I hope the idea does not get completely burrowed again). The maps that ended up actually being used in last ASL were actually quite good overall, and had received some proper updates to be mostly bug-free, which is a major improvement over previous installments. The handling of the public submission and map selection process, the maps that actually got into the early selection (some of which had garbage quality and obvious issues) and the combination of a ton of heavily nonstandard maps into the same map pool were actually quite the clusterfuck, though.
Freakling
Profile Joined October 2012
Germany1529 Posts
July 22 2018 20:42 GMT
#2140
On July 23 2018 04:26 Qikz wrote:
Show nested quote +
Flag carrying workers are revealed to every one and cannot carry any other powerups (so they are useless for mining). So you basically cannot use that worker for anything else than scouting your opponent's base any more (anything else would just give them free scouting info). So the best thing to do is to get rid of that flag. Zerg can do that by morphing the carrying Drone into a building (which will instantly transport the flag back to where it was picked up, so by default the ramp where it spawned). The only other possibility is to have the worker killed, which will drop the flag on the Spot where it died (unless it cannot not fit there, in which case it is also "teleported" back to the pickup point).

Now the issue is that you can pretty much expect players just bum-rushing their flag-bearing workers into enemy mineral lines. Either they kill something or they disrupt mining, and if they get killed they drop the flag which will inevitably be picked up by an enemy worker, which is effectively even better than killing a worker, as it still takes up supply without doing much and gives you free scouting info.


This doesn't seem like a bad thing, because it leads to more options in the long run and more little tactical plays.

Well, the question is: Where do players begin to fight more against the map than against their opponent and turn the game more into some weird UMS of little tricks than a proper melee game. I experimented with this kind of stuff maybe 10 years ago and results where always hilarious, but nothing to be considered a serious and proper melee game. This map might still be in the safe zone in that regard, simply because the number of available flags is so limited, but there was a map briefly considered in the pre-selection for ASL4 that had about a dozen or so powerups placed all around the map. That's defintely where it gets just stupid. A Terran SCV-rushing you with powerup-laden SCVs is a complete bane for your worker line, even if you defend successfully.
Prev 1 105 106 107 108 109 127 Next
Please log in or register to reply.
Live Events Refresh
Online Event
23:00
L4S: Americas
SteadfastSC292
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 292
UpATreeSC 128
SpeCial 127
StarCraft: Brood War
Hyuk 407
NaDa 22
Dota 2
monkeys_forever389
capcasts183
Counter-Strike
Stewie2K412
Super Smash Bros
hungrybox246
Other Games
summit1g7295
Day[9].tv600
shahzam598
C9.Mang0307
Maynarde299
ViBE151
NeuroSwarm72
Mew2King56
ArmadaUGS28
Models1
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21682
• Ler65
Other Games
• imaqtpie1216
• Scarra796
• Day9tv600
Upcoming Events
Wardi Open
10h 25m
Online Event
16h 25m
Online Event
1d 10h
[BSL 2025] Weekly
1d 17h
Safe House 2
1d 17h
Sparkling Tuna Cup
2 days
BSL Team Wars
2 days
Team Bonyth vs Team Dewalt
Dewalt vs kogeT
JDConan vs Tarson
RaNgeD vs DragOn
StRyKeR vs Bonyth
Aeternum vs Hejek
Replay Cast
3 days
The PondCast
6 days
Liquipedia Results

Completed

KCM Race Survival 2025 Season 3
Maestros of the Game
HCC Europe

Ongoing

BSL 20 Team Wars
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
Acropolis #4 - TS2
EC S1
ESL Pro League S22
Frag Blocktober 2025
Urban Riga Open #1
FERJEE Rush 2025
Birch Cup 2025
DraculaN #2
LanDaLan #3
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
WardiTV TLMC #15
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.