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On July 23 2018 09:16 Wonk wrote: 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. Well, you already mentioned the reason. Nowadays there is a workaround with hallucinated critters overlapping the SL building area to push the initial worker spawn around to whereever you want it to ensure a quick split (Roadkill and Transistor are two examples where this is done). But Labyrinth is pretty much bullshit bingo become BW map, so differences in mineral line exposure are the least of its problems.
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i'm a fan of small mains because i get tired of the same old blob of production, i prefer some creativity in placement
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What will the map pool look like next season? One of these maps and then classic maps and maps from last season?
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Does anyone know what changed between Transistor and Neo Transistor?
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ALLEYCAT BLUES49489 Posts
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United Kingdom12021 Posts
On July 23 2018 11:22 srj wrote: What will the map pool look like next season? One of these maps and then classic maps and maps from last season?
It's like every other season it will be 2 or 3 of these and one or two older maps.
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On July 23 2018 10:14 Freakling wrote:Show nested quote +On July 23 2018 09:16 Wonk wrote: 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. Well, you already mentioned the reason. Nowadays there is a workaround with hallucinated critters overlapping the SL building area to push the initial worker spawn around to whereever you want it to ensure a quick split (Roadkill and Transistor are two examples where this is done). But Labyrinth is pretty much bullshit bingo become BW map, so differences in mineral line exposure are the least of its problems.
mm, I had seen a lot of maps where they spawned according to position, so I was confused as to why this map had odd mineral placements. I guess there wasn't a good reason, thanks!
Well, I'm glad they've shown off these maps well before the start of the season this time, some of the recent maps definitely haven't had enough time to be figured out before being used (Third World, I'm looking at you). Labyrinth definitely needs some work before the vote on the maps start. Personally I hope we don't see Gladiator as the "standard older map" again like ASL4 and ASL5. It's not a bad map but I'm gettin' real sick of it, with it in the KSL too. If they want to bring back maps from that era I always had a soft spot for La Mancha.
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Sylphide looks to me like a strong Terran map.I'm no specialist so I'm curious how's this one going to play out.
There's too much stuff implicated in Labirynth at the same time.Not only a new system with this flag but also very tiny double gased main ? That's too much. Also :
-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) I'm not sure If I get this one right. So this basicly means You cannot sacrifice Your worker couse flag is gonna come back and block Your ramp anyway ?
I wonder what happens if : a)You get the worker to a dropship? Opponent still gets the vision through drop ? b)that drop dies over undropable terrain? The flag cannot spawn on the ground and..what then ? c)You optic flare worker holding it.Does flag have vision circle of its own ?
Sadly I cannot test it myself .
I really dont know what to think about Autobahn...I've got no idea how the games can play out on it.I'd love some analysis from somebody who understands maps better than me(so probably 3/4 of our community ;p )
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On July 23 2018 18:14 NewbOnTheFloor wrote:Sylphide looks to me like a strong Terran map.I'm no specialist so I'm curious how's this one going to play out. There's too much stuff implicated in Labirynth at the same time.Not only a new system with this flag but also very tiny double gased main ? That's too much. Also : Show nested quote +-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) I'm not sure If I get this one right. So this basicly means You cannot sacrifice Your worker course flag is gonna come back and block Your ramp anyway ? Yes (see also below).
I wonder what happens if : a)You get the worker to a dropship? Opponent still gets the vision through drop ? Yes.
b)that drop dies over undropable terrain? The flag cannot spawn on the ground and..what then ?
It goes right back to the spawning location. I am not sure what happens if that is blocked by units as well, though, I'll try it out.
- If the flag can fit at the locations where the worker dies, it will be dropped there.
- If the flag-bearing worker dies while in a transport or bunker, the flag will respawn at the spot where the worker was picked up unless there is no space to legally fit it there.
- Otherwise the flag will respawn at its initial location on the ramp.
- A flag on the ground will be moved back to its initial location on the ramp after a fixed amount of time unless picked up again.
- When a flag is dropped or moved back to the initial position, it will ignore unit collision, but not building or terrain collision it seems, so it will be placed back on the ramp, regardless whether the spot is occupied by another unit or not, thus creating collision box overlap ("glitching out units").
c)You optic flare worker holding it. Does flag have vision circle of its own ? Actually haven't tetsted that either, but I think the vision is actually worker vision. Blinding a flag-bearing worker reduces its vision range for all players!
Sadly I cannot test it myself . I really dont know what to think about Autobahn...I've got no idea how the games can play out on it.I'd love some analysis from somebody who understands maps better than me(so probably 3/4 of our community ;p ) Well, you have two fairly open, but close-by forward bases and a farther away but much safer corner base as well as neutral base in the centre that will mostly be taken as a tie-breaker in the very late game (although it is also a decent forward base for a Terran slow pushing across the map, better than the centre bases of FS, Galdiator or Bloody Ridge for that matter). Pretty straight-forward actually. The only thing you need to look out for is early shenanigans at the natural backdoor, as that can fairly easily be mined out by a single scout worker, opening the natural up for backstabs. Strategies will mostly evolve around controlling the forward high ground 3rds as strategic spots for attack and defense and trying to intercept an opponent's army when they try to move through either of the 5 paths connecting the top and bottom, as they are all pretty narrow and limiting to big armies. Splitting you army to do a two-pronged attack might be a good idea, for example in PvT. Terran will probably wall lots of the chokes with Supply depots. There's a lot of buildable ground overall.
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Sylphide is a solid map, i dislike the other maps tho. Autobahn is a T map, Labyrinth is just fucking weird so i have no idea how it's gonna play out and Transistor is a P map.
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Thank You Freakling for Your analysis as well as so fast response.
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On July 23 2018 19:03 TT1 wrote: Sylphide is a solid map, i dislike the other maps tho. Autobahn is a T map, Labyrinth is just fucking weird so i have no idea how it's gonna play out and Transistor is a P map. Sylphide looks hard for Zerg though. No nice chokes or ramps to simcity and Lurker turtle, so it's hard to secure a third.
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On July 23 2018 15:38 Qikz wrote:Show nested quote +On July 23 2018 11:22 srj wrote: What will the map pool look like next season? One of these maps and then classic maps and maps from last season? It's like every other season it will be 2 or 3 of these and one or two older maps.
Oh nice. That's a lot more new blood than I thought.
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They need to make Labyrinth more like Python, maybe decrease the players from 5 to 4? Also has shades of the map Acro to me which never made it anywhere in MSL or leagues due to a failure of main base design/space. main functionality is like the most important thing in a map lol. if you neglect that as the maker u really failed.
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Kau
Canada3500 Posts
What happens if you float a building over the flag? Do you become unscoutable?
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On July 24 2018 12:19 Kau wrote: What happens if you float a building over the flag? Do you become unscoutable?
Just barely tested it.
I floated my own building over the flag and tried to move my worker inside, you have to place the building carefully over the flag so that they don't pick it up by finagling the worker around, but yeah the flag acts as a blocker to workers.
EDIT: I'll note that it's also easy to completely wall off the top of your ramps with 2-3 depots. So, either/or works.
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So it'll be Transistor + 2, which will not be Labyrinth for sure. That's alright then. We've seen a lot worse in previous ASLs.
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On July 25 2018 07:10 Freakling wrote:So it'll be Transistor + 2, which will not be Labyrinth for sure. That's alright then. We've seen a lot worse in previous ASLs.
Is there a link to vote?
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shouldn't they update with the new ramps before the test tournament?
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That would probably solve some of the bugs (while also introducing new ones), but otherwise: Why? Old ramps still work fine.
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