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ASL5 Round of 24 Maps - Page 4

Forum Index > BW General
Post a Reply
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neatpete
Profile Joined October 2017
48 Posts
March 01 2018 04:28 GMT
#61
Aww man. I was all excited about Sparkle and now I feel like a chump. It's such a great name and it's so interesting looking that I want it to be great.

iCCup.Trent
Profile Joined May 2005
Argentina450 Posts
March 01 2018 10:09 GMT
#62
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.
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2018-03-02 01:05:27
March 01 2018 10:56 GMT
#63
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.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
kogeT
Profile Joined September 2013
Poland2039 Posts
Last Edited: 2018-03-01 11:03:21
March 01 2018 11:02 GMT
#64
I think zergs should just go slow, extreamly high on drones / 3 gas into some kind of a heavy air timing (devouers are an ultimate air unit) to regain air control and play slow around hydra / defiler just taking as much map as possible. Probably need to make like 12-20 devouers with muta to control everything.

Also Sparke should be an island + continent map.
https://www.twitch.tv/kogetbw
Terrorbladder
Profile Joined May 2014
2719 Posts
March 01 2018 11:42 GMT
#65
On March 01 2018 19:09 iCCup.Trent wrote:
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.
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?
My dream is to fertilize two females at a time.
goody153
Profile Blog Joined April 2013
44167 Posts
March 01 2018 11:43 GMT
#66
anybody can recommend me a progame with devourers before ? i don't think i've seen one

On February 27 2018 23:40 BLinD-RawR wrote:
Show nested quote +
On February 27 2018 21:37 BlackJack wrote:
Has it been announced when Ro24 will start?


Sunday, March 11th

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
this is a quote
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-03-01 12:12:57
March 01 2018 12:00 GMT
#67
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.
Terrorbladder
Profile Joined May 2014
2719 Posts
March 01 2018 12:09 GMT
#68
OP should edit the first post because latest version of Transistor is 0.99 and Sparkle is 0.99
on Sparkle all natural gas now have a 2000 hp building blocking them (must b destroyed b4 mining gas)
My dream is to fertilize two females at a time.
Ubersturmfuhrer
Profile Joined May 2008
Finland206 Posts
March 01 2018 12:16 GMT
#69
On March 01 2018 20:42 Terrorbladder wrote:
Show nested quote +
On March 01 2018 19:09 iCCup.Trent wrote:
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.
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.
You will not be punished for your anger, you will be punished by your anger
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6607 Posts
March 01 2018 12:21 GMT
#70
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
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-03-01 13:13:22
March 01 2018 12:46 GMT
#71
On March 01 2018 21:21 [sc1f]eonzerg wrote:
Show nested quote +
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..

Superior Sair control, dodging all the Devourer spores?!
duke91
Profile Joined April 2014
Germany1458 Posts
March 01 2018 12:51 GMT
#72
On March 01 2018 13:22 blabber wrote:
zergs will figure it out. Believe!


Like they figured out Tesagi
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2018-03-01 14:07:21
March 01 2018 14:03 GMT
#73
I guess ZvZ is also gonna be a bit boring there without the lings. No use to get anything besides Muta/Scourge :|

Wow, apparently thy just got rid of all the mineral only bases on Transistor. Any thoughts on that?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
wander
Profile Joined October 2008
Japan45 Posts
March 01 2018 14:14 GMT
#74
On March 01 2018 03:26 [sc1f]eonzerg wrote:
Show nested quote +
On February 28 2018 13:51 wander wrote:
I watched Jaedong and some others play a few matches on Sparkle yesterday. The matches were really fun to watch. I can't say much about balance, but the potential strategies are exciting. Not often do you see queens used against HTs/sairs or maelstrom against dropships, etc.

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
Profile Blog Joined July 2012
Hungary5221 Posts
Last Edited: 2018-03-01 14:15:35
March 01 2018 14:14 GMT
#75
On March 01 2018 21:46 Freakling wrote:
Show nested quote +
On March 01 2018 21:21 [sc1f]eonzerg wrote:
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..

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.
The heart's eternal vow
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
March 01 2018 14:26 GMT
#76
PvP becomes like a ZvZ on Sparkle though. Instense as hell.
The heart's eternal vow
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
Last Edited: 2018-03-01 16:03:19
March 01 2018 15:28 GMT
#77
As far as more buffs go for Zerg, here are some ideas:

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
Profile Joined November 2008
Italy460 Posts
March 01 2018 16:32 GMT
#78
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.
Sic iter ad astra
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
March 01 2018 16:56 GMT
#79
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*

=)
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
kaspa84
Profile Joined July 2016
Brazil169 Posts
March 01 2018 17:36 GMT
#80
IIRC Tears of the Moon also had a 80+ plus score for zerg against toss. Such an extreme imbalance is of course horrible for Bo1s, but a 80% toss favored and 4 maps with 55-60% zerg favored should give about even chances in a Bo5, so the "unfairness" of one map is balanced out by the other ones.
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