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ASL S4 Ro24 Groups - Page 2

Forum Index > BW General
143 CommentsPost a Reply
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Netto.
Profile Blog Joined August 2010
Poland523 Posts
September 05 2017 07:56 GMT
#21
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.
Be the change you want to see in the world.
GTR
Profile Blog Joined September 2004
51712 Posts
Last Edited: 2017-09-05 08:29:34
September 05 2017 08:29 GMT
#22
Update: Last group will start at 5pm KST as the group selection will occur immediately after its conclusion.
Commentator
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
September 05 2017 08:48 GMT
#23
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.
https://www.facebook.com/StarcraftRemasteredVN/
Wonk
Profile Joined March 2017
546 Posts
September 05 2017 09:11 GMT
#24
I would personally rather see Larva in the ro16 than Light. With the quality of games he's been showing lately, he deserves that spot more.
asel
Profile Blog Joined June 2006
Germany1605 Posts
September 05 2017 09:21 GMT
#25
Gold Rush looks like an awesome map. I liked the assimilator choke mechanic a lot. The skull in the middle is also dope.

Crossing Fields in the other hand looks like a broken Heartbreak Ridge mapfile t.t
eSTRO for life | #3 Sea.Really fan! | GGoliath! | aeterna societas honoris | cbta~ | Flash makes Terran look like Toss | aka RevaL
Race Bannon
Profile Blog Joined February 2016
689 Posts
September 05 2017 09:41 GMT
#26
Exactly one time a no-name made it into the finals, throughout all 3 qualifiers, but then got his neck snapped by Best. Would've been nice to see a new face, but Best's face is fine.
https://youtube.com/watch?v=KqEaAHqYkig Original Message From Tumblewood: dear god
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2017-09-05 10:57:56
September 05 2017 10:43 GMT
#27
So, ASL is making some big splash about some public map contest, get hundreds of submissions, get hundreds of votes in for the final three. And then they pull out Gold Rush on very short notice, completely untested?

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
Profile Joined July 2011
Australia3173 Posts
September 05 2017 11:05 GMT
#28
Damn Larva has a tough group.

That gold rush map should be interesting. Can't wait to see how games play out on that map.
Artosis loves Starcraft
Cheesefome
Profile Joined May 2016
320 Posts
September 05 2017 11:28 GMT
#29
On September 05 2017 15:53 NoS-Craig wrote:
Here's the Gold rush map if people want to check it out.

[image loading]


Woah! That is such a bad ass map!
Ubersturmfuhrer
Profile Joined May 2008
Finland206 Posts
September 05 2017 11:31 GMT
#30
Glad to see Larva has a chance to crush two top-tier Terrans this early on. As much as I would hate to see him drop this early, I am glad we get to see great ZvTs from day 1. Its good way to start the tournament as I don't see how Larva vs Light and possibly Sea could fail to deliver a great e-sports spectacle. Unless he completely chokes on-stage that is.
You will not be punished for your anger, you will be punished by your anger
Kleinmuuhg
Profile Blog Joined September 2010
Vanuatu4091 Posts
September 05 2017 11:36 GMT
#31
cant wait!
This is our town, scrub
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2017-09-07 03:35:06
September 05 2017 11:57 GMT
#32
Bugfixed version of Gold Rush:
http://www.mediafire.com/file/jhn0745dlz11jde/%283%29GoldRush0.96%28n%29.scx (outdated link)
EDIT: http://www.mediafire.com/file/ds59xmwcsri4r5m/%283%29GoldRush0.97.scx
EDIT2: Official updates have been released. Just get the newest official upload from Naver.

  • Fixed bugged ramp terrain level profiles.
  • Fixed gas mining bug in SE (red) main.


Also sent this to the feedback address given in the map description.
sAw
Profile Joined November 2008
965 Posts
September 05 2017 12:03 GMT
#33
The Jungle World tileset is really getting tiresome, but I'm really diggin' the new desert map. Several groups seem pretty stacked, but I guess I'll have to cheer for zergs, FBH and Snow, which will make Group F an emotional rollercoaster.

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.
GTR
Profile Blog Joined September 2004
51712 Posts
September 05 2017 12:34 GMT
#34
Needs more twilight, best tileset IMO.
Commentator
shakigami
Profile Joined November 2013
221 Posts
September 05 2017 12:34 GMT
#35
thanks for making a new thread GTD :D . The show is going to starts this Sunday but somehow I cant find an ASL4 page on liquidpedia or forum sidebar
ChriS-X
Profile Joined June 2011
Malaysia1374 Posts
September 05 2017 14:36 GMT
#36
Group D for death
Chef
Profile Blog Joined August 2005
10810 Posts
September 05 2017 15:36 GMT
#37
Hahaha that skull in the middle is amazing.
LEGEND!! LEGEND!!
iamho
Profile Joined June 2009
United States3347 Posts
September 05 2017 15:46 GMT
#38
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?
Cele
Profile Blog Joined December 2008
Germany4016 Posts
September 05 2017 15:53 GMT
#39
On September 05 2017 15:26 thedeadhaji wrote:
mmm, group A seems hardest?


group B imo. Stork plus another ASL Champ?
Broodwar for life!
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2017-09-05 16:02:29
September 05 2017 15:58 GMT
#40
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.
LEGEND!! LEGEND!!
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