ASL S4 Ro24 Groups - Page 2
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Netto.
Poland522 Posts
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GTR
51170 Posts
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bovienchien
Vietnam1151 Posts
On September 05 2017 16:56 Netto. wrote: Larva thrown into hard group right from the start... I can't wait to see how he is gonna do in this group. He has beaten these players many many times on stream already. But on stage it is different story. I hope he will manage to advance further this ASL. If He will advance his group, it means Light or Sea will go out, that's very terrible. Therefore, Larva and Shy should be knockouted. | ||
Wonk
546 Posts
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asel
Germany1597 Posts
Crossing Fields in the other hand looks like a broken Heartbreak Ridge mapfile t.t | ||
Race Bannon
689 Posts
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Freakling
Germany1525 Posts
Would be less frustrating to see if the map had not some critical bugs that could have been easily avoided with ScmDraft 0.9... For a quick overview, I suggest you pay a shirt visit to the map thread on BWMN. The map does not even fit in with the rest of the maps. Having this and Crossing Fields together means two maps conceptually focused on free backdoor gas expansions and super-safe expanding in general. I don't see how a map that is essentially a Central Plains reiteration will be very balanced. Maybe they are tired of Flash getting seemingly easy titles, having these two and Gladiator together almost seems like a deliberate attempt to make things hard for Terran. Maybe that's good, but I expect lots of turtle-style games. | ||
NoS-Craig
Australia3080 Posts
That gold rush map should be interesting. Can't wait to see how games play out on that map. | ||
Cheesefome
307 Posts
On September 05 2017 15:53 NoS-Craig wrote: Here's the Gold rush map if people want to check it out. ![]() Woah! That is such a bad ass map! | ||
Ubersturmfuhrer
Finland206 Posts
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Kleinmuuhg
Vanuatu4091 Posts
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Freakling
Germany1525 Posts
EDIT: EDIT2: Official updates have been released. Just get the newest official upload from Naver.
Also sent this to the feedback address given in the map description. | ||
sAw
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965 Posts
I still don't understand the logic behind the prize pool distribution, Flash is rich enough as it is. Once again, he is the favourite to win it all and it's hard for me to imagine anyone else kissing the trophy, for now at least. Maybe the big #1 prize is a good move from a marketing standpoint, but I always put the players first, especially now, when the game is starting to restore its former glory. TBLS won't be here forever and some incentive should be created for new people to pick up the game. The top 10 are bathing in gold, the rest are begging for lunch money, seems unfair considering the hours and effort they put in. It will be interesting to compare the total number of viewers in the ASL 4 finals with Blizzcon SC2 finals. | ||
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GTR
51170 Posts
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shakigami
216 Posts
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ChriS-X
Malaysia1374 Posts
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Chef
10810 Posts
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iamho
3344 Posts
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Cele
Germany4015 Posts
On September 05 2017 15:26 thedeadhaji wrote: mmm, group A seems hardest? group B imo. Stork plus another ASL Champ? | ||
Chef
10810 Posts
On September 06 2017 00:46 iamho wrote: How do the egg blocks on Gold Rush work, are they only passable by workers? What happens if you kill the eggs or the assimilators? Workers can use mineral walk to float over egg easily. If you kill the eggs, units can pass through easily. If you kill the assimilators, the interesting properties of geysers being larger than assimilators is revealed. They are usually placed offgrid so you can't rebuild the assimilators. On Troy, for example, when you killed the assimilators only ghosts were thin enough to walk through. It's probably the same for Gold Rush, you might have to test. The basic idea, if it's like Troy, is that you can turn bases into islands. The eggs are a weird touch that on this map allow for the assimilator blocked base to be a backyard expo, without forcing you to defend two entrances that early in the game. In effect, players will probably take their natural normally, build a pylon or supply depot to watch their backyard entrance, and kill the assimilators when they have spare units so that it's cut off. It will also make for two entrances to think about when denying scouting. Rude players will be able to drop the backyard expo and kill the assimilators leading to the main to prevent easy reinforcements. Since backyards are connected to the other base's natural, if your backyard is next to your opponent's natural, you'll be able to take the backyard of the unoccupied base instead of expanding toward your opponent. Which explains the symmetry of the assimilators on both entrances of the backyard. | ||
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