[ASL Season 10] New maps are pre-realesed! - Page 3
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Qikz
United Kingdom12010 Posts
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Cryoc
Germany909 Posts
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FlaShFTW
United States9652 Posts
Few balance problems on some of these maps. Ringing Bloom is going to be 14CC/12nex heaven. Is Shakuras Temple wallable with supply depots at the bottom of the natural ramp? Feels like there might be an issue there when we saw that double depot wall on Triathlon bottom right position. Not sure if that ramp position was intentional. Maps are overall cool though. I just hope people aren't trying too hard to make their map unique or "interesting" for the sake of balance. | ||
Freakling
Germany1525 Posts
On April 27 2020 03:07 Cryoc wrote: I bet the map maker of Shakuras is a Zerg player. There is no way, a Terran can build all their infrastructure for 3 base economy without expanding to another main. You say that about every other map ;D Looks pretty standard actually, Eclipse's mains are even smaller. On April 27 2020 03:18 FlaShFTW wrote:Is Shakuras Temple wallable with supply depots at the bottom of the natural ramp? Feels like there might be an issue there when we saw that double depot wall on Triathlon bottom right position. Not sure if that ramp position was intentional. No, there are some unbuildable tiles there. Most locations would require 3 buildings to wall a player in. Bottom left would allow for a wall of just one Rax, one Depot, but the Rax would block the expansion. | ||
Qikz
United Kingdom12010 Posts
On April 27 2020 03:18 FlaShFTW wrote: Please dear god no snow tileset. Few balance problems on some of these maps. Ringing Bloom is going to be 14CC/12nex heaven. Is Shakuras Temple wallable with supply depots at the bottom of the natural ramp? Feels like there might be an issue there when we saw that double depot wall on Triathlon bottom right position. Not sure if that ramp position was intentional. Maps are overall cool though. I just hope people aren't trying too hard to make their map unique or "interesting" for the sake of balance. Having a map that's good for 12 nex / 14CC isn't a bad thing, means play will be different on that map compared to others. | ||
M3t4PhYzX
Poland3786 Posts
On April 27 2020 03:18 FlaShFTW wrote: Please dear god no snow tileset. Few balance problems on some of these maps. Ringing Bloom is going to be 14CC/12nex heaven. Is Shakuras Temple wallable with supply depots at the bottom of the natural ramp? Feels like there might be an issue there when we saw that double depot wall on Triathlon bottom right position. Not sure if that ramp position was intentional. Maps are overall cool though. I just hope people aren't trying too hard to make their map unique or "interesting" for the sake of balance. fuck yeah snow tileset there is not even that much snow on it so I love it freshens the super stale tileset usage. Love it. Shakuras looks super weird btw.. but it can work maybe. Would love to see progamers actually try these out. I hope it will happen. | ||
kaspa84
Brazil159 Posts
On April 26 2020 18:01 Freakling wrote: Looks like those Eggs are placed to screw up most wallins. Might be meant to prevent Terran Rax+2Depot wallins. However, Pylon against right cliff, Gate above the Egg, Forge in the gap in the middle, 1 blocking Zealot between Pylon and Forge, kill the Egg to let Goons out, looks like a promising variant. Pathfinder natural expos also had two lurker eggs that could be destroyed to let goons out if needed, interesting concept. | ||
kidcrash
United States616 Posts
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AuRevoir
3 Posts
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att
128 Posts
On April 27 2020 03:58 Qikz wrote: Having a map that's good for 12 nex / 14CC isn't a bad thing, means play will be different on that map compared to others. So terran and protoss both get the advantage of going expansion first, while zerg, well, will do 12 hatch or 12 pool just as usual? So i think this is little bit unfair to our swarm members, but i guess if they want to prevent another swarm season from emerging this makes sense. On April 27 2020 13:08 AuRevoir wrote: I don’t like all of the wacky gimmicky maps ASL always has to have every season. Sometimes the more standard ones are innovative but those are few and far between. Remember AfreecaTV is a business, and probably as a business their job is to get as many viewers to sell their ads to as possible. And wacky weird maps produce weird ass games, which i suppose gather more views than python / fighting spirit / lost temple games. Even when it comes to pro streamers, like i wouldnt be happy if i had to keep watching fighting spirit for the 1000th time or a clone of fighting spirit. its for whatever reason when the maps dont have these super optimised layouts and subsequently super optimised build order pathways that every player uses, but with the wacky maps theres more experimentation possible. i hope at least | ||
A.Alm
Sweden494 Posts
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Freakling
Germany1525 Posts
On April 27 2020 09:11 kaspa84 wrote: It first appeared on Fortress. Many different things can be accomplished this way (compensating for limits in terrain editing, enabling or disabling certain walls that would not work with pure terrain, to name the most important ones).Pathfinder natural expos also had two lurker eggs that could be destroyed to let goons out if needed, interesting concept. On April 27 2020 12:00 kidcrash wrote: In its current form you probably don't. Versus Terran, drops are your most promising attempt since the terrain is unbuildable and thus does not allow for Turret support.How do you break out of any sort of contain on shakuras? On April 27 2020 17:56 att wrote: This pretty much. A good mixture of different standard and more or less experimental maps is not only most interesting for the widest base of viewers but also, arguably, to challenge players in different ways to show their various individual strengths and weaknesses.Remember AfreecaTV is a business, and probably as a business their job is to get as many viewers to sell their ads to as possible. And wacky weird maps produce weird ass games, which i suppose gather more views than python / fighting spirit / lost temple games. Even when it comes to pro streamers, like i wouldnt be happy if i had to keep watching fighting spirit for the 1000th time or a clone of fighting spirit. its for whatever reason when the maps dont have these super optimised layouts and subsequently super optimised build order pathways that every player uses, but with the wacky maps theres more experimentation possible. i hope at least | ||
Freakling
Germany1525 Posts
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M3t4PhYzX
Poland3786 Posts
can someone that knows korean translate this? or at least the most important parts? That would be amazing. | ||
JakePlissken
55 Posts
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Just_a_Moth
Canada1939 Posts
On April 29 2020 04:20 JakePlissken wrote: I wish there was a way to vote against a map. If you play on high gamma like lots of Terrans do, those snow tiles are hell. The rest, eh, whatever. Bloom is 100% going to be in ASL regardless of how playtesting goes because it has a dweb on the ground. lol | ||
Qikz
United Kingdom12010 Posts
On April 29 2020 04:20 JakePlissken wrote: I wish there was a way to vote against a map. If you play on high gamma like lots of Terrans do, those snow tiles are hell. The rest, eh, whatever. Bloom is 100% going to be in ASL regardless of how playtesting goes because it has a dweb on the ground. This is a thing? o_O | ||
M3t4PhYzX
Poland3786 Posts
first time I ever hear of such a thing. Probably just him doing it. I never saw anything like that on any terran stream so far. snow tileset hurting the eyes is a massive thing of the past anyways. First of all the monitors are much better than 10-15 years ago, and also It's not like we have any 100% snow maps anymore anyways. More like 10% at max. | ||
diskovision
United States27 Posts
On April 29 2020 04:41 M3t4PhYzX wrote: monitors are much better than 10-15 years ago Maybe that means something to you, but I still play with the original graphics on a SyncMaster 955DF from 2002. | ||
Disregard
China10252 Posts
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