ASL5 Round of 24 Maps - Page 4
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neatpete
48 Posts
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iCCup.Trent
Argentina450 Posts
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Jukado
805 Posts
On March 01 2018 03:24 FlopTurnReaver wrote: This link should work for a direct download of the 2 new maps. Maybe replace it with the broken one in the op? ![]() Your link is the same as mine was. They have changed it so you cant link directly now it seems. edit: when the later version of the maps were released, I made a hyper link to the new zip file, and it also worked for a short time and then stopped working as before. So Im just linking to the naver blog post only now. | ||
kogeT
Poland2039 Posts
Also Sparke should be an island + continent map. ![]() | ||
Terrorbladder
2719 Posts
On March 01 2018 19:09 iCCup.Trent wrote: I thought Zergs were very strong at the beginning of the map because of the 2nd gas that can only be mined by drones? What changed?I've watched over 10 ZvP/T games on Sparkle in the last few days (Larva, Jaedong, Hero, etc) and Zerg win ratio has been exactly 0%. Legit. | ||
goody153
44167 Posts
damn why does it have to be the same day as me on an outing guess i'll have to watch this on a later date | ||
Freakling
Germany1529 Posts
…And some got made far worse, like the stack bugs on the resource depots on Transistor! And on top of that in the left main you start with three hallucinated minerals… They really need to learn how to do a proper worker spawn workaround! Mining pathfinding still looks fishy in some places, but I don't have time at hand to confirm in-game right now. A mining bug on Sparkle got fixed by introducing a low ground tile below the minerals, which is a bit :\… Anyway, with these maps ASL5 will be incredibly wonky, but generally it's good that some way-off-the-norm map concepts are being used, I guess. To every one concerned with the "default advantage of Zerg on island maps": You really cannot compare any old island map, that would have the Zerg simply starving to death early on, with this map, that gives three free gasses to Zerg. Zerg Hive tech air is the strongest air in the game. This map may not be the best an island map could possibly be, but it has at least some good aspects. | ||
Terrorbladder
2719 Posts
on Sparkle all natural gas now have a 2000 hp building blocking them (must b destroyed b4 mining gas) | ||
Ubersturmfuhrer
Finland206 Posts
On March 01 2018 20:42 Terrorbladder wrote: I thought Zergs were very strong at the beginning of the map because of the 2nd gas that can only be mined by drones? What changed? Actually its more like a third gas since zerg would always first take the natural down the ramp. And zerg being better because of it was just a theoretical assumption. Zerg tends to take that third gas fairly late in the game so it doesn't change early game dynamics much, but it definitely helps in the long run for taking air control. I've been watching some ZvTs and am surprised how strong wraiths are on island maps. I would have thought mutalisk beats wraith any time but the cloak makes things tricky and gives quite a bit of map control to terran, particularly in the early game. Almost every game I've seen has been the Zerg rushing to the three gases while trying to fend against the wraiths with spores, hydras and/or mutas. Island maps make the (arguably) best zerg unit, the zergling, almost totally useless until zerg can comfortably air drop. | ||
[sc1f]eonzerg
Belgium6607 Posts
On March 01 2018 21:00 Freakling wrote: Well, seems like my bug reports actually got forwarded to the map makers and some of the bugs fixed (proper terran levels on ramps!)… …And some got made far worse, like the stack bugs on the resource depots on Transistor! And on top of that in the left main you start with three hallucinated minerals… They really need to learn how to do a proper worker spawn workaround! Mining pathfinding still looks fishy in some places, but I don't have time at hand to confirm in-game right now. A mining bug on Sparkle got fixed by introducing a low ground tile below the minerals, which is a bit :\… Anyway, with these maps ASL5 will be incredibly wonky, but generally it's good that some way-off-the-norm map concepts are being used, I guess. To every one concerned with the "default advantage of Zerg on island maps": You really cannot compare any old island map, that would have the Zerg simply starving to death early on, with this map, that gives three free gasses to Zerg. Zerg Hive tech air is the strongest air in the game. This map may not be the best an island map could possibly be, but it has at least some good aspects. Strongest? Im watching protoss sairs plagued murdering devours scourges and mutas ez.. | ||
Freakling
Germany1529 Posts
On March 01 2018 21:21 [sc1f]eonzerg wrote: Strongest? Im watching protoss sairs plagued murdering devours scourges and mutas ez.. Superior Sair control, dodging all the Devourer spores?! | ||
duke91
Germany1458 Posts
On March 01 2018 13:22 blabber wrote: zergs will figure it out. Believe! Like they figured out Tesagi | ||
FlopTurnReaver
Switzerland1980 Posts
Wow, apparently thy just got rid of all the mineral only bases on Transistor. Any thoughts on that? | ||
wander
Japan45 Posts
On March 01 2018 03:26 [sc1f]eonzerg wrote: 22% winrate zvp in sponmatches on the new maps. Yeah... After watching some more matches... Sparkle seems impossible for zergs. Transistor is more balanced, but that's not saying much. They could be good maps for a Proleague format, but for a Starleague? Unless they make some miracle changes, I have my doubts. | ||
PVJ
Hungary5221 Posts
On March 01 2018 21:46 Freakling wrote: Superior Sair control, dodging all the Devourer spores?! I watched Stork v Effort yesterday where Effort went Devourer - Guardian - Defiler - Scourge - Muta and no acid spore - plague combo was enough to deal with the (at least 2-2) 'sair - Carrier army of Stork, dodging or not. | ||
PVJ
Hungary5221 Posts
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Alpha-NP-
United States1242 Posts
1) Neutral Infested Command Centers. 2) Expansions with neutral Spider Mines so Overlords give Zerg a speedier advantage. 3) I used to play Hunters Islands where one version had it where you had to mine out a mineral only before you could expand to the natural. Terran and Protoss had to spend another 400 minerals when Zerg would have built the second Hatchery anyways. 4) Neutral Observers at island expansions that Zerg can parasite to see if opponent is expanding there. 5) Some permanent Dark Swarm sprites. Let's talk about more buffs for Zerg. I think they won't change maps this late in. But hopefully they will make edits with some Zerg favoring changes. | ||
ajmbek
Italy460 Posts
On February 27 2018 15:25 iCCup.Trent wrote: On Sparkle, how is a Zerg supposed to handle 2 stargate sairs? One usually goes Hydra and/or Spore (can't Scourge after a certain number of Corsairs; can't Muta after an even smaller number of Corsairs), but these two don't fly :D. A Protoss with good scouting skill won't let drops happen. Only feasible options I can think of are Plague and Devourers, but those options are way too far into the game. I believe that if they have chosen thous maps that they are well balanced. Did you know that 6 mutas and 4 corsairs can win one vs the other depending on micro? And I do not speak of microing the mutas and leaving the sairs on attack muve. | ||
FlopTurnReaver
Switzerland1980 Posts
On March 02 2018 01:32 ajmbek wrote: I believe that if they have chosen thous maps that they are well balanced. Are you saying that Korean tournaments have never used unbalanced maps? *GlancingatPathfinder* =) | ||
kaspa84
Brazil169 Posts
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