• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:04
CEST 09:04
KST 16:04
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
[$1250] International ShieldBattery League14Weekly Cups (October 5-11): Farewell to 5.0.162Rollback Netcode in Brood War1165.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0
StarCraft 2
General
SCII needs to put more weight on strategy and tact Server Blocker How do you feel about the mass reverts in the 5.0.17 PTR? Team Liquid Map Contest #22: Results and Winners Stellar Fest 2 Replay Pack
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) $3,500 WardiTV Not-Summer Championship Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
[Recap] Hive ZvZ in MonstarZ vs Dreams [ASL22] Finals Preview: Sweet Victory! Rollback Netcode in Brood War [Megathread] Daily Funny Videos Bot on ladder
Tourneys
[ASL22] Grand Finals [$1250] International ShieldBattery League 2v2v2v2 Tournament Small VOD Thread 2.0
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV General RTS Discussion Thread Warcraft III: The Frozen Throne
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Artificial Intelligence Thread The Chess Thread Things Aren’t Peaceful in Palestine
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8250 users

ASL6 Maps Shortlist - Page 2

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 Next All
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2018-07-23 01:14:54
July 23 2018 01:14 GMT
#21
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.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
July 23 2018 01:47 GMT
#22
i'm a fan of small mains because i get tired of the same old blob of production, i prefer some creativity in placement
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
srj
Profile Joined July 2010
Canada134 Posts
July 23 2018 02:22 GMT
#23
What will the map pool look like next season? One of these maps and then classic maps and maps from last season?
rockon1215
Profile Joined May 2009
United States612 Posts
July 23 2018 03:22 GMT
#24
Does anyone know what changed between Transistor and Neo Transistor?
Flash v Jaedong The finals that is ALWAYS meant to be
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51655 Posts
July 23 2018 03:26 GMT
#25
On July 23 2018 12:22 rockon1215 wrote:
Does anyone know what changed between Transistor and Neo Transistor?

http://www.teamliquid.net/forum/viewpost.php?post_id=27095053
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Qikz
Profile Blog Joined November 2009
United Kingdom12064 Posts
July 23 2018 06:38 GMT
#26
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Wonk
Profile Joined March 2017
546 Posts
July 23 2018 07:39 GMT
#27
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.
NewbOnTheFloor
Profile Joined November 2013
Poland160 Posts
Last Edited: 2018-07-23 09:19:52
July 23 2018 09:14 GMT
#28
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 )



Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2018-07-23 10:23:26
July 23 2018 09:52 GMT
#29
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.
TT1
Profile Blog Joined December 2008
Canada10095 Posts
July 23 2018 10:03 GMT
#30
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.
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
NewbOnTheFloor
Profile Joined November 2013
Poland160 Posts
July 23 2018 10:06 GMT
#31
Thank You Freakling for Your analysis as well as so fast response.
Freakling
Profile Joined October 2012
Germany1534 Posts
July 23 2018 10:26 GMT
#32
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.
srj
Profile Joined July 2010
Canada134 Posts
July 23 2018 22:26 GMT
#33
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.
funnybananaman
Profile Joined April 2009
United States830 Posts
Last Edited: 2018-07-23 22:34:02
July 23 2018 22:33 GMT
#34
They need to make Labyrinth more like Python, maybe decrease the players from 5 to 4? Also has shades of the map (Wiki)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.
Kau *
Profile Joined March 2007
Canada3502 Posts
July 24 2018 03:19 GMT
#35
What happens if you float a building over the flag? Do you become unscoutable?
Moderator
TopRamen
Profile Joined February 2011
United States96 Posts
Last Edited: 2018-07-24 04:02:25
July 24 2018 04:00 GMT
#36
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.
Use your noodle!
Freakling
Profile Joined October 2012
Germany1534 Posts
July 24 2018 22:10 GMT
#37
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.
srj
Profile Joined July 2010
Canada134 Posts
July 24 2018 22:31 GMT
#38
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?
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
July 25 2018 00:33 GMT
#39
shouldn't they update with the new ramps before the test tournament?
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Freakling
Profile Joined October 2012
Germany1534 Posts
July 25 2018 04:47 GMT
#40
That would probably solve some of the bugs (while also introducing new ones), but otherwise: Why? Old ramps still work fine.
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Afreeca Starleague
15:00
Finals
Rush vs SoulkeyLIVE!
Afreeca ASL 13110
StarCastTV_EN438
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Calm 9098
Rain 6078
Bisu 3882
Jaedong 1620
BeSt 780
FanTaSy 622
EffOrt 489
Hyuk 331
ZerO 275
Stork 263
[ Show more ]
Hyun 245
Zeus 161
Barracks 119
Mind 88
Sharp 71
JYJ 61
ToSsGirL 50
ZergMaN 46
Sexy 42
Terrorterran 38
SilentControl 20
scan(afreeca) 16
Noble 15
sorry 15
Dota 2
NeuroSwarm219
League of Legends
Reynor78
Other Games
gofns5988
WinterStarcraft576
C9.Mang0270
Livibee211
Dewaltoss133
Organizations
Other Games
gamesdonequick563
StarCraft: Brood War
UltimateBattle 178
lovetv 13
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki42
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Shiphtur657
Upcoming Events
CranKy Ducklings
2h 57m
WardiTV Invitational
3h 57m
AI Arena Tournament
8h 57m
BSL Open Qualifier
11h 57m
Sparkling Tuna Cup
1d 2h
OSC
1d 5h
IPSL
1d 8h
BSL Open Qualifier
1d 11h
WardiTV Weekly
2 days
IntoTheTV X SOOP
3 days
[ Show More ]
PiGosaur Cup
3 days
The PondCast
4 days
Kung Fu Cup
4 days
IntoTheTV X SOOP
5 days
Liquipedia Results

Completed

Super Anchor Qualifying S3
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Acropolis #5
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
HCC Season 3
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
eXTREMESLAND '26: SEA 4th Place
1win Private Club #2
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.