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I voted (3)Flight Path 1.03, (3)Inner Coven 1.03 and (2)Fatal Combat.
3 other maps look like Fighting Spirit 1.3.
Can I vote every day?
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karma and polypoid for sure
winding road will turn into silly gameplay we have seen these maps before too narrow paths heavily unbalanced but w/e they have a fetish for weird and unorthodox maps..
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On October 25 2019 12:29 bovienchien wrote: I voted (3)Flight Path 1.03, (3)Inner Coven 1.03 and (2)Fatal Combat
3 other maps look like Fighting Spirit 1.3
Can I vote ever day?
yes infact every 4player jungle map looks like fighting spirit to you
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^ yes, tbh I am :notthislike: actually.
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I suggest changing the disruption webs in Inner Coven into disruption webs&dark swarm combination, or carrier vs goliath would be in a great advantage
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United States9651 Posts
Winding Road reminds me of Cloud Kingdom from sc2. really cool idea, farther harder 3rds will make it a much more interesting way to see how players adapt.
I selected Winding Road, Flight Path, and Polypoid. Gotta have 1 fairly modern standard map.
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Karma looks really good, going to try it out!
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flight poly karma
winding is bad for balance covern too gimmicky
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How many of the maps from this voting round make it into the map pool? and Im guessing these maps will be added to an already established map pool of CB, FS and a few other older maps?
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voted for Flight Path . Inner Coven and Fatal Combat.
Not really a fan of Inner Coven but just for supporting freakling and to see what koreans can show on this crazy map
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United Kingdom12010 Posts
Flight Path, Inner Coven and Fatal Combat for me.
Polypoid just looks like a 4P Sylphid and I've seen enough sylphid recently.
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51133 Posts
fatal combat reminds me of blitz turned upside down
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Don't know if anyone else experience it, but bottom left on Winding Road has bugged minerals for T. My scvs were mining in a weird way on the bottom patches. They would move up the mineral line after grabbing the minerals and then return the cc. Something that should be looked at.
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Flight Path and Inner Coven let's go!
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Voted for Flight path, Fatal combat and Winding path.
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Voted for Polypoid, Inner Coven and Fatal Combat.
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Polypoid / Karma / Fatal Combat
for sure. All other maps look either too complicated or too boring.
I really hope they will chose these three. Would love to see couple of high level games played on these, too.
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On October 25 2019 15:27 JungleTerrain wrote: How many of the maps from this voting round make it into the map pool? and Im guessing these maps will be added to an already established map pool of CB, FS and a few other older maps? No CB or FS in the ASL, please..
I think they won't be adding CB and FS.. this is not the KSL things are interesting here.
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you guys really voting for Inner Coven?
it's the craziest map i've ever seen.. no way this is a good map for 1v1 professional tournament
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On October 27 2019 00:24 M3t4PhYzX wrote:you guys really voting for Inner Coven? it's the craziest map i've ever seen.. no way this is a good map for 1v1 professional tournament
My favorite season of ASL was the one with the island map. So hell yeah I'm voting for the crazy maps.
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On October 25 2019 20:50 GTR wrote: fatal combat reminds me of blitz turned upside down Yes but the 2 brown arenas with the 3 ramps are quite innovative imo
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On October 27 2019 00:24 M3t4PhYzX wrote:you guys really voting for Inner Coven? it's the craziest map i've ever seen.. no way this is a good map for 1v1 professional tournament There's a VOD of a couple of pros playing on it and the games were pretty interesting. I'm sure Freakling has a link to it.
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On October 27 2019 04:40 Excalibur wrote:Show nested quote +On October 27 2019 00:24 M3t4PhYzX wrote:you guys really voting for Inner Coven? it's the craziest map i've ever seen.. no way this is a good map for 1v1 professional tournament There's a VOD of a couple of pros playing on it and the games were pretty interesting. I'm sure Freakling has a link to it.
Where is link to this VOD?
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On October 27 2019 04:40 Excalibur wrote:Show nested quote +On October 27 2019 00:24 M3t4PhYzX wrote:you guys really voting for Inner Coven? it's the craziest map i've ever seen.. no way this is a good map for 1v1 professional tournament There's a VOD of a couple of pros playing on it and the games were pretty interesting. I'm sure Freakling has a link to it.
Which players? I'd like to see those games. ^__^
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ALLEYCAT BLUES48987 Posts
Tank imba on all these maps
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On October 27 2019 06:16 BLinD-RawR wrote: Tank imba on all these maps
Haha, wouldn't be BW without it.
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On October 27 2019 06:16 BLinD-RawR wrote: Tank imba on all these maps What will you choose?
1. Have Flash, but not Tank imba maps.
2. Have no Flash with Tank imba maps.
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On October 27 2019 01:38 AntiHack wrote:Show nested quote +On October 25 2019 20:50 GTR wrote: fatal combat reminds me of blitz turned upside down Yes but the 2 brown arenas with the 3 ramps are quite innovative imo agreed. It looks very cool and unique tileset-wise
i hope they'll chose it
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On October 27 2019 04:40 Excalibur wrote:Show nested quote +On October 27 2019 00:24 M3t4PhYzX wrote:you guys really voting for Inner Coven? it's the craziest map i've ever seen.. no way this is a good map for 1v1 professional tournament There's a VOD of a couple of pros playing on it and the games were pretty interesting. I'm sure Freakling has a link to it. oh.. cool.. do you have the vod? if not, then why are you even mentioning it? :C
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I'm happy they picked 2 Freakling's maps but could be even more happier if they picked more standart ones. I'm not really fan of Inner Coven or Flight Path because they're semi island maps.
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On October 27 2019 04:40 Excalibur wrote:Show nested quote +On October 27 2019 00:24 M3t4PhYzX wrote:you guys really voting for Inner Coven? it's the craziest map i've ever seen.. no way this is a good map for 1v1 professional tournament There's a VOD of a couple of pros playing on it and the games were pretty interesting. I'm sure Freakling has a link to it. lemmata had a few spon matches run on it a while back. This is the only link that's still active. Not the best of them though
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Another super interesting map pool by AfreecaTV + Show Spoiler + .
I voted for: Flight Path; Inner Coven and Fatal Combat.
I would've loved to choose a 4 players map too but I get way too much Python/FS vibes from this ones.
On October 25 2019 12:34 onlystar wrote:Show nested quote +On October 25 2019 12:29 bovienchien wrote: I voted (3)Flight Path 1.03, (3)Inner Coven 1.03 and (2)Fatal Combat
3 other maps look like Fighting Spirit 1.3
Can I vote ever day? yes infact every 4player jungle map looks like fighting spirit to you Lets be real, Karma is FS with hills replacing bridges and larger ramps in 3th
On October 25 2019 13:09 bisufans~ wrote: I suggest changing the disruption webs in Inner Coven into disruption webs&dark swarm combination, or carrier vs goliath would be in a great advantage I disagree, in that case Tanks would dominate the deny of ground forces. This way mutas, guardians and Carriers can stop a ground force to get trough the bridges.
On October 27 2019 00:24 M3t4PhYzX wrote:you guys really voting for Inner Coven? it's the craziest map i've ever seen.. no way this is a good map for 1v1 professional tournament Not really the craziest, the craziest is the 2v2 Proleague map that looks like a lake of disruptor web.
Edit: Also with the addition of Dark Swarm it would be a pain to see units under the mess, for players but mostly for viewers.
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More importantly it is not possible to stack Swarms and Dwebs, as they are both units and cannot be placed with overlapping collision boxes. The closest you can get is placing dwebs on cover providing terrain.
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On October 28 2019 17:24 Freakling wrote: More importantly it is not possible to stack Swarms and Dwebs, as they are both units and cannot be placed with overlapping collision boxes. The closest you can get is placing dwebs on cover providing terrain. Which is very interesting and suggestive: "Extremely long and dark bridges in the void, you never know what will come out of them" Perfect Halloween map
Edit: What about that map with no eggs? Imba?
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Why does everyone vote for 3 maps? For me it says "Vote for your favourite map!" Did I miss something?
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On October 28 2019 21:23 AntiHack wrote:Show nested quote +On October 28 2019 17:24 Freakling wrote: More importantly it is not possible to stack Swarms and Dwebs, as they are both units and cannot be placed with overlapping collision boxes. The closest you can get is placing dwebs on cover providing terrain. Which is very interesting and suggestive: "Extremely long and dark bridges in the void, you never know what will come out of them" Perfect Halloween map Cover providing is not the same as vision blocking. It means that ranged attacks have a 15/32 miss chance. Though Dwebs, or Dark Swarms as well, placed on vision blocking terrain are also interesting concepts (example map). I am working on some concepts like that actually.
Edit: What about that map with no eggs? Imba? Zerglings being able to flood in from 3 directions? Sure, if you want to completely break all of Protoss' hopes and dreams (and that's just one of the things that would be completely imba).
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Freakling can you give us some more info on Flight Path? Do you have a bigger picture? And do you have any more buffs for Zerg besides the neutral p12 command center that they can infest? Curious about your thoughts on the map. It looks exciting despite what all the island map haters will say.
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The infestable CC only spawns at the free spawn that no player is at. The beacons take on player colours, so Zerg can get an almost direct scout by sending an Overlord to the centre and then to the enemy base (Terran can use a floating rax for the same purpose). All bases have fast mining geysers (full mining rate on three workers), which is good for low worker count economies such as Zerg's (though this is maybe less prominent on island maps where you can drone up more aggressively early on). Likewise generally low mineral counts, but lots of bases, should help with Zerg, who rely on gas the most, particularly in the mid game tech-up stages. All the centre bases are connected by ground, albeit only by long, relatively narrow paths, so players do not have to rely entirely on air superiority. If that's not enough, I can also add some stuff that delays Protoss (and Terran, to some degree) in taking their second base (think of Neo Arkanoid but using some more advanced/modern tricks).
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On October 29 2019 00:13 Freakling wrote:Show nested quote +On October 28 2019 21:23 AntiHack wrote:On October 28 2019 17:24 Freakling wrote: More importantly it is not possible to stack Swarms and Dwebs, as they are both units and cannot be placed with overlapping collision boxes. The closest you can get is placing dwebs on cover providing terrain. Which is very interesting and suggestive: "Extremely long and dark bridges in the void, you never know what will come out of them" Perfect Halloween map Cover providing is not the same as vision blocking. It means that ranged attacks have a 15/32 miss chance. Though Dwebs, or Dark Swarms as well, placed on vision blocking terrain are also interesting concepts ( example map). I am working on some concepts like that actually. Zerglings being able to flood in from 3 directions? Sure, if you want to completely break all of Protoss' hopes and dreams (and that's just one of the things that would be completely imba). Oh ye I see what you mean, Doodads/high ground vs vision block/high ground/sprites. I like much more the idea of vision block on that map bridges but a cliff/doodad advantage would be interesting to switch the map meta a little bit in favor of ground units (which I like more than pure islands on this map).
So what about no eggs just for the middle road entrances? I mean zealots and scarabs are much stronger than lings in narrow passages.
On October 29 2019 02:42 Freakling wrote: The infestable CC only spawns at the free spawn that no player is at. The beacons take on player colours, so Zerg can get an almost direct scout by sending an Overlord to the centre and then to the enemy base (Terran can use a floating rax for the same purpose). That's amazing. Is it possible for a scouting feature like this to become more common in future map making taking in account the amount of whiners about initial scouting RNG on 4 players maps?
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On October 29 2019 02:42 Freakling wrote: The infestable CC only spawns at the free spawn that no player is at. The beacons take on player colours, so Zerg can get an almost direct scout by sending an Overlord to the centre and then to the enemy base (Terran can use a floating rax for the same purpose). All bases have fast mining geysers (full mining rate on three workers), which is good for low worker count economies such as Zerg's (though this is maybe less prominent on island maps where you can drone up more aggressively early on). Likewise generally low mineral counts, but lots of bases, should help with Zerg, who rely on gas the most, particularly in the mid game tech-up stages. All the centre bases are connected by ground, albeit only by long, relatively narrow paths, so players do not have to rely entirely on air superiority. If that's not enough, I can also add some stuff that delays Protoss (and Terran, to some degree) in taking their second base (think of Neo Arkanoid but using some more advanced/modern tricks). Very cool but remember Sparkle was T>P. Would be nice if P had some buffs vs Terran. But you surely know a lot more than me mapmaking wise. Felt like Wraith/Valks just melted Corsairs on Sparkle. And T had a higher win percentage in TvP than P.
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There is certainly still a lot left to learn when it comes to island maps. Will probably take a few iterations to get the formula just right.
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United Kingdom12010 Posts
On October 29 2019 04:53 Alpha-NP- wrote:Show nested quote +On October 29 2019 02:42 Freakling wrote: The infestable CC only spawns at the free spawn that no player is at. The beacons take on player colours, so Zerg can get an almost direct scout by sending an Overlord to the centre and then to the enemy base (Terran can use a floating rax for the same purpose). All bases have fast mining geysers (full mining rate on three workers), which is good for low worker count economies such as Zerg's (though this is maybe less prominent on island maps where you can drone up more aggressively early on). Likewise generally low mineral counts, but lots of bases, should help with Zerg, who rely on gas the most, particularly in the mid game tech-up stages. All the centre bases are connected by ground, albeit only by long, relatively narrow paths, so players do not have to rely entirely on air superiority. If that's not enough, I can also add some stuff that delays Protoss (and Terran, to some degree) in taking their second base (think of Neo Arkanoid but using some more advanced/modern tricks). Very cool but remember Sparkle was T>P. Would be nice if P had some buffs vs Terran. But you surely know a lot more than me mapmaking wise. Felt like Wraith/Valks just melted Corsairs on Sparkle. And T had a higher win percentage in TvP than P.
Scouts are the answer, they wreck terran air way more than corsairs do.
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konadora
Singapore66060 Posts
is there any way to look at a higher res photos of the maps?
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konadora
Singapore66060 Posts
anyway, voting for all the non-4 player maps
we need more "imbalance" for crazy fun creative games, screw conventional map designs
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5377 Posts
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Flight Path and Winding Road were my two choices. :D
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Voted for freakling
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Flight Path needs 3rd gas for only Zerg. It's like Sparkle.
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Hello old friends
Been really busy for the past year and I'm craving some BW. I love these new maps. Glad to see this place is still alive and there's still ASL running. See you in the LR thread if there's one.
<3 <3 <3
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On October 29 2019 11:03 konadora wrote: anyway, voting for all the non-4 player maps
we need more "imbalance" for crazy fun creative games, screw conventional map designs That's the spirit!
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That's 910 s blog who's responsible for maps. I'm not big fan of his decisions lately (especially Block Chain used twice).
By the way, saw a dream where FlaSh participated another ASL, can we hope he will play this time? Also he's directly seeded to ro16. If I was him I would surely play because it's not like he's not even touching keyboard, he still playing , just needs to take it easy.
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On October 29 2019 23:55 M3t4PhYzX wrote:Show nested quote +On October 29 2019 11:03 konadora wrote: anyway, voting for all the non-4 player maps
we need more "imbalance" for crazy fun creative games, screw conventional map designs That's the spirit!
not sure if you know what you are asking for, these crazy ''creative'' maps often give the same type of games / abuses of imbalances of the map resulting in dull gameplay
take sparkle for instance at first its quite interesting to see some unit combs and well maybe its not the best example since we did not have a island map since forever but overall looking back island maps.... it was not like we are super excited to have these on again if you have watched all the sparkle games i really doubt people are likes yess this i want to see again and again lets have more island maps next tournament general consensus is its fun for a bit but rather not have sparkle again... thus tasteless&artosis
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On October 30 2019 01:58 outscar wrote:That's 910 s blog who's responsible for maps. I'm not big fan of his decisions lately (especially Block Chain used twice). By the way, saw a dream where FlaSh participated another ASL, can we hope he will play this time? Also he's directly seeded to ro16. If I was him I would surely play because it's not like he's not even touching keyboard, he still playing , just needs to take it easy. throwing out Whiteout and going for Block Chain TWICE instead, was one of the worst decisions ever made map-wise..
If 910 is in charge, then I'm pretty afraid we won't see the best maps again..
Hope i'm wrong.
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On October 30 2019 04:11 onlystar wrote:Show nested quote +On October 29 2019 23:55 M3t4PhYzX wrote:On October 29 2019 11:03 konadora wrote: anyway, voting for all the non-4 player maps
we need more "imbalance" for crazy fun creative games, screw conventional map designs That's the spirit! not sure if you know what you are asking for, these crazy ''creative'' maps often give the same type of games / abuses of imbalances of the map resulting in dull gameplay take sparkle for instance at first its quite interesting to see some unit combs and well maybe its not the best example since we did not have a island map since forever but overall looking back island maps.... it was not like we are super excited to have these on again if you have watched all the sparkle games i really doubt people are likes yess this i want to see again and again lets have more island maps next tournament general consensus is its fun for a bit but rather not have sparkle again... thus tasteless&artosis
I think island or semi-island maps deserve more experimentation. There is lots to be discovered in terms of balance... seeing what works and what doesn't. Even if all island maps are just inherently imbalanced they have not been explored as much as typical ground-based maps. Maybe it's a side of Brood War that we just haven't seen. But as you pointed out, do we really have to do this on the biggest stage with money on the line? Well, there's not many other ways to test maps out nowadays...
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Belgium9937 Posts
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Played a bit Fatal Combat and hated pathing so much: after you destroy gases to block the path and when you A move your units to enemy base they get stuck there. On top of that getting up that catwalk ramps with tanks was nightmare, some tanks refused to move.
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^ 1. You have still an airway to attack your enemy
2. You can take all-in before gases are destroyed
3. You play Terran vs Bisu. Do you think who will win?
He admitted in interviews that he did not focus on map or player-specific builds but rather worked out of straight-up builds executed to perfection.
NaDa
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On October 31 2019 11:20 outscar wrote: Played a bit Fatal Combat and hated pathing so much: after you destroy gases to block the path and when you A move your units to enemy base they get stuck there. On top of that getting up that catwalk ramps with tanks was nightmare, some tanks refused to move. you must git gud my dude
as Tastosis eloquently put it some time ago
"Dragoons are not bad, you're bad."
:D
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Bayfiles is asking me to install a Chrome extension in order to DL the pack
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5377 Posts
On November 01 2019 07:38 AntiHack wrote: Bayfiles is asking me to install a Chrome extension in order to DL the pack It shouldn't be doing that, I think that is just a fake ad.
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THe voting period has ended! when can we expect the results?
Anyone knows?
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On November 01 2019 20:24 M3t4PhYzX wrote:THe voting period has ended! when can we expect the results? Anyone knows?
1st Nov (today) according to the official poster, so expect it soon
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i feel like alot of these maps need to be given a chance in other tournaments kcm BJ destruction or something they look interesting enough to give almost all of em a chance
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On November 01 2019 20:24 M3t4PhYzX wrote:THe voting period has ended! when can we expect the results? Anyone knows?
The results are in. I'm very content with the selected maps. I'm excited about the next season! ^___^ Hopefully we can see the players play those maps on their streams in the coming days.
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Congratz Freakling
On November 01 2019 12:20 pheer wrote:Show nested quote +On November 01 2019 07:38 AntiHack wrote: Bayfiles is asking me to install a Chrome extension in order to DL the pack It shouldn't be doing that, I think that is just a fake ad. It says the site have been bought by another company so mb it's a greedy trash site now
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Russian Federation249 Posts
Voted for Inner Coven, so I'm happy. I'm sure players will hate it very much, but viewers clearly want to see something new.
Also congratz Freakling.
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On November 01 2019 22:12 maybenexttime wrote:Show nested quote +On November 01 2019 20:24 M3t4PhYzX wrote:THe voting period has ended! when can we expect the results? Anyone knows? The results are in. I'm very content with the selected maps. I'm excited about the next season! ^___^ Hopefully we can see the players play those maps on their streams in the coming days. Big Congratz to Freakling!
2 out of 3 that I've voted for are in.. But I have to say i'm still kinda not content, because I really wanted Fatal Combat to make it..
Anyways, I Can't wait to see some professional games on these.
ASL > KSL every day, any day.
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Gratz to Freakling! Inner Coven should result pretty interesting games. I'm glad with other maps too. Mapmakers hwaiting!
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konadora
Singapore66060 Posts
happy to see inner coven!!
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Congrats Freakling, KM and Mazician. I'm sure we'll see good games on these maps
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