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EDIT: Autobahn updated to version 1.1
EDIT: The maps have been updated. Linking directly to the pictures doesnt work because the links expire after a short amount of time. So click the link below to see the latest pictures and download the maps.
Sylphide is now called Sylphid. Currently Labyrinth is not being used, but the other 3 are live.
Download from naver: https://blog.naver.com/kangkuyol/221340566304
Download tip: Click the small green arrow that points downwards (its near the top of the post, inline with the title of the first map). Then click the 'PC' link to download the .zip file.
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(2)Autobahn (version 1.1) Author: Waldstein
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(3)Sylphid (version 1.71) Author: LatiAs
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(3)Neo Transistor (version 2.0) Author: WSH
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(5)Labyrinth Author: EVNGSVHKIM (Earthattack)
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(tl mods please feel free to edit or update this OP)
There are 2 spoilers below, both of which are OUTDATED...
+ Show Spoiler +EDIT: The maps have been updated. Linking directly to the pictures doesnt work because the links expire after a short amount of time. So click the link below to see the latest pictures and download the maps. Download from naver: https://blog.naver.com/kangkuyol/221322398097(2)Autobahn (version 0.96c) Author: Waldstein ------------------------------------------- (3)Sylphide (version 1.61b) Author: LatiAs ------------------------------------------- (5)Labyrinth (version 0.92) Author: EVNGSVHKIM (Earthattack) ------------------------------------------- (3)Neo Transistor (version 1.96) Author: WSH
+ Show Spoiler +(2)Autobahn (version 0.94b) Author: Waldstein ------------------------------------------- (3)Sylphide (version 1.6) Author: LatiAs ------------------------------------------- (5)Labyrinth (version 0.90) Author: EVNGSVHKIM (Earthattack) ------------------------------------------- (3)Neo Transistor (version 1.91) Author: WSH
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I wonder how scouting and early game will change on a 5 player map. Also, on same map, 12T vs 9Z, muta timing will be fast! Like, they pop out, and 5-10sec later killing your workers.
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Probably alot of carriers on Autobahn, looks kinda interesting though. Labyrinth reminds me of a weird lost temple. Overall, i'm glad they still go for these weird maps.
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Predicting lots of 2 hatch muta on Labyrinth, the close by air positions look really rough for terran. Not to mention all that extra space behind the natural minerals.
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I don't like Transistor map, so It is hard to move and take bases far away. It's not surprise, not fantastic.
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Not surprised at all that we're not seeing a return of Sparkle haha.
That map was insane, though not necessarily for the right reasons!
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Google translate about Labyrinth main ramp:
-There are two entrances to the hill type, one entrance is blocking the neutral flag, the other entrance is blocking the door can only pass through the worker. The entrance to the flag can not be passed to any unit, and if the worker removes the flag, it will be able to move. However, when a worker catches a flag, he or she must play strategically because the vision of the flag is shared. It is difficult to know the situation on the hill until you remove the flag as a worker, because you do not see the sight on the hill.
The neutral flag is invincible and the size is the same as the tank, draggun, darker, etc.
-You can use a worker to catch a flag and move the flag. Collecting resources is not possible while holding the flag.
-When a worker catches a flag, the sight of the holding flag is shared with the other player.
-If a worker with a flag dies, the flag will be placed back in the dead position, and after a certain period of time, it will return to the original seat (approximately two minutes later)
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United States32985 Posts
On July 23 2018 01:06 blabber wrote:Google translate about Labyrinth main ramp: Show nested quote +-There are two entrances to the hill type, one entrance is blocking the neutral flag, the other entrance is blocking the door can only pass through the worker. The entrance to the flag can not be passed to any unit, and if the worker removes the flag, it will be able to move. However, when a worker catches a flag, he or she must play strategically because the vision of the flag is shared. It is difficult to know the situation on the hill until you remove the flag as a worker, because you do not see the sight on the hill. Show nested quote +The neutral flag is invincible and the size is the same as the tank, draggun, darker, etc.
-You can use a worker to catch a flag and move the flag. Collecting resources is not possible while holding the flag.
-When a worker catches a flag, the sight of the holding flag is shared with the other player.
-If a worker with a flag dies, the flag will be placed back in the dead position, and after a certain period of time, it will return to the original seat (approximately two minutes later)
damn, google translate is quite good nowadays
That's about right: Your main ramp is blocked by a neutral 'flag' unit that can only be moved by workers. Holding the flag reveals vision around the flag (the worker can move it around). This has many diff implications, namely that you have to reveal your starting position in order to unblock your ramp and start moving normal ground units out, and maybe there's some interesting defensive options as well (enemy has to bring a worker to remove the flag if they are rushing). Also you can mineral click OUT of your main through the secondary ramp, but there's no way to mineral walk INTO a main without vision, so the early scouting on this map seems all sorts of fucked.
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On July 22 2018 20:39 angrypofke wrote: I wonder how scouting and early game will change on a 5 player map. Also, on same map, 12T vs 9Z, muta timing will be fast! Like, they pop out, and 5-10sec later killing your workers. The real question is: How will players play a map that actively discourages scouting through weird flag mechanics? It's basically a game of chicken. Or players may just scout whether their opponent has FE'ed.
On July 23 2018 00:51 Frudgey wrote: Not surprised at all that we're not seeing a return of Sparkle haha.
That map was insane, though not necessarily for the right reasons! Further exploration of island map concepts would have been nice, though. Better than Labyrinth, definitely.
On July 23 2018 01:06 blabber wrote:Google translate about Labyrinth main ramp: Show nested quote +-There are two entrances to the hill type, one entrance is blocking the neutral flag, the other entrance is blocking the door can only pass through the worker. The entrance to the flag can not be passed to any unit, and if the worker removes the flag, it will be able to move. However, when a worker catches a flag, he or she must play strategically because the vision of the flag is shared. It is difficult to know the situation on the hill until you remove the flag as a worker, because you do not see the sight on the hill. Show nested quote +The neutral flag is invincible and the size is the same as the tank, draggun, darker, etc.
-You can use a worker to catch a flag and move the flag. Collecting resources is not possible while holding the flag.
-When a worker catches a flag, the sight of the holding flag is shared with the other player.
-If a worker with a flag dies, the flag will be placed back in the dead position, and after a certain period of time, it will return to the original seat (approximately two minutes later) TLDR: The Flag behaves like it would in a CTF UMS map.
About the backdoor block on Autobahn.
Google Translate:- Scarabs can pass between neutral buildings and minerals. It's great that for once this is taken into conscious consideration by a Korean map maker :D
- Autobahn is a German highway system and is famous for its unlimited speed. I knew this would be clichéed…
Some more weirdness from Labyrinth:
- At the main entrance, there is a 249-inch minerals for worker to click on the minerals, and a square-shaped space is provided for easy hiding of workers holding flags. I guess that weird high ground hook is meant to be the hiding spot then. No idea why you would implement that in such an unintuitive way (players cannot see terrain levels in-game) when some cliff edge or even vision blockers (which at least would have left more of a terrain clue, any you can mark them with bush doodads) would have been so easy to do. This map is just such a weird combination of badly executed questionable ideas… Claiming that I'd be surprised if this map made it into the actual tourney would be a grave understatement.
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Woah. Looks like Afreeca is sticking to having some bizarre maps around in the pool.
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are these maps confirmed or just ones afreeca is considering for ASL6?
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They are tagged [Source] Africa TV Star League ASL Season 6 Map Test (Autoban / Silpid / Labyrinth / Neo Transistor) in the description, so it's only a pre-selection I guess, probably to narrowed down further to maybe two or three (i.e. ditch Labyrinth O_o, I am actually cool with the rest for a change, safe for some required bugfixing).
Anyway,
First impressions post.
Detailed bug analysis soon to be seen here.
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Pretty cool maps. nice scmdrafting. Dont like slyphyde much suprised to see that brought back but meh.
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United Kingdom12021 Posts
I hope Labryinth gets in!
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I don’t like any of the maps besides Transitor.
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konadora
Singapore66064 Posts
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I hope third world returns.
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if third world doesnt return i am genuinely going to be really fucking mad. trash like fs and cb still pollute the game, third world better be in!
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I practiced on Labyrinth and i got to say while the flag concept is cute/cool the mains are retardedly small so that was poor editing. That flag thing has the potential for a great map but they need to make the main natural pathing alot better and make mains bigger for macro. Transistor really needed a refurbish/polish so im glad that got done for tournament play. Lab needs a redo/ update to 2.0 badly.
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Can somebody knowledgeable explain to me about Labyrinth - why the 12 o clock and 5 o clock bases have such exposed areas behind their mineral lines compared to the others? I understand that because workers spawn from the bottom of the CC/nexus/etc, having E/W facing mineral lines is more balanced, but surely having them not either against the edge of the map or at the very least against some the edge of some unpassable terrain is better than having 2 bases which are extremely vulnerable to drops.
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