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[ASL Season 10] New maps are pre-realesed! - Page 5

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
May 07 2020 02:37 GMT
#81
looks like there's been some updates to the maps

https://910map.tistory.com/category/ASL 시즌 10 MAP TEST(미정)

some minor resources and map edits
POGGERS
FlaShFTW
Profile Blog Joined February 2010
United States10626 Posts
May 07 2020 05:33 GMT
#82
I think I also noticed something interesting about Ringing Bloom. Zergs in ZvP can't do the 4 base turtle set up because they need the sim city. Unless they get the macro hatch at the ramp fast enough maybe.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
M3t4PhYzX
Profile Joined March 2019
Poland4300 Posts
May 07 2020 09:22 GMT
#83
I really wish that they made some mini tournament on these maps.. are any progamers actually practicing them atm?
True_Spike
Profile Joined July 2004
Poland3434 Posts
May 07 2020 11:20 GMT
#84
Optimizer looks awesome.
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
May 08 2020 08:42 GMT
#85
On May 07 2020 14:33 FlaShFTW wrote:
I think I also noticed something interesting about Ringing Bloom. Zergs in ZvP can't do the 4 base turtle set up because they need the sim city. Unless they get the macro hatch at the ramp fast enough maybe.


probably have to go 3 hatch or pool first opening

but now that you mention it, the map seems quite in favor against zerg
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
Last Edited: 2020-05-08 08:51:21
May 08 2020 08:45 GMT
#86
On May 07 2020 18:22 M3t4PhYzX wrote:
I really wish that they made some mini tournament on these maps.. are any progamers actually practicing them atm?



i could only find this map that reviewed the map but there's no subs

stork:


for ringing bloom, stork is saying this map is very good for protoss because protoss can go nexus first into gateway, and skipping forge and use 2 probes to block ramp, and lings can't attack. marines can be defended against because of high ground advantage. plus the fact that main is 10 minerals and backyard expo is 7 minerals make it very good for protoss. usually for maps with 10 minerals in the main, the expo should be 6 minerals, as stork highlights. 3rd base is also 8 mineral patches, and this is a macro map. as stork says, "i can order fried chicken at the start of the match, and the game will still be ongoing when the delivery arrives." simcity at 3rd map is hard for zerg, so it'll likely be a zerg graveyard. open map, hard sim-city expo making it heavily toss favored, but he expects the map to get some protoss nerfs.

mid expo should be impractical and would probably be never used.
POGGERS
M3t4PhYzX
Profile Joined March 2019
Poland4300 Posts
May 08 2020 09:03 GMT
#87
On May 08 2020 17:45 konadora wrote:
Show nested quote +
On May 07 2020 18:22 M3t4PhYzX wrote:
I really wish that they made some mini tournament on these maps.. are any progamers actually practicing them atm?

https://www.youtube.com/watch?v=iR3AZTpIoGM

i could only find this map that reviewed the map but there's no subs

stork: https://www.youtube.com/watch?v=3ioizR1VTSQ

for ringing bloom, stork is saying this map is very good for protoss because protoss can go nexus first into gateway, and skipping forge and use 2 probes to block ramp, and lings can't attack. marines can be defended against because of high ground advantage. plus the fact that main is 10 minerals and backyard expo is 7 minerals make it very good for protoss. usually for maps with 10 minerals in the main, the expo should be 6 minerals, as stork highlights. 3rd base is also 8 mineral patches, and this is a macro map. as stork says, "i can order fried chicken at the start of the match, and the game will still be ongoing when the delivery arrives." simcity at 3rd map is hard for zerg, so it'll likely be a zerg graveyard. open map, hard sim-city expo making it heavily toss favored, but he expects the map to get some protoss nerfs.

mid expo should be impractical and would probably be never used.

Stork's video about Ringing Bloom I saw and even posted here, but thanks a lot for the translation

the other video was unknown to me, thanks for posting.
Return
Profile Joined June 2005
Ivory Coast859 Posts
May 25 2020 11:06 GMT
#88
and these maps get a lot of play on zeros stream. Even the fastmap
Diiiscoo-oh, thats where the happy people go!
M3t4PhYzX
Profile Joined March 2019
Poland4300 Posts
May 25 2020 16:35 GMT
#89
Already saw many games on Optimizer and Eclipse. They're both really refreshing and awesome. Can't wait to see them used more in tournaments. Especially (hopefully!) the non-kor ones.
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2020-06-01 12:21:15
June 01 2020 11:58 GMT
#90
@LatiAs: Are you aware that terrain levels for the unwalkable part of the new reverse ramps are all messed up? this causes vision bugs where you get vision of units/buildings on the edge of the high ground, but this can be easily foxed by replacing the buggy tiles with some standard cliff tiles.

Are those unbuildable tiles in the natural chokes intentional?

I'd also suggest you at least use something like this for unpassable Asphalt, as currently map readability is terrible for players:+ Show Spoiler [show image] +
[image loading]
LatiAs
Profile Joined February 2016
27 Posts
June 02 2020 07:15 GMT
#91
On June 01 2020 20:58 Freakling wrote:
@LatiAs: Are you aware that terrain levels for the unwalkable part of the new reverse ramps are all messed up? this causes vision bugs where you get vision of units/buildings on the edge of the high ground, but this can be easily foxed by replacing the buggy tiles with some standard cliff tiles.

Are those unbuildable tiles in the natural chokes intentional?

I'd also suggest you at least use something like this for unpassable Asphalt, as currently map readability is terrible for players:+ Show Spoiler [show image] +
[image loading]



Yeah, I noticed ramps' height problem, but it was after I finished all the work. It cannot be fixed now that the period has passed. But I think It is a small matter that can be ignored.

Unbuildable tiles are intentional. Without them, Terrans can block zerglings perfectly with 2 supply depots and 1 barrack at bottom left natural.
But tiles at top right is just for symmetry.

I'll think about your suggestion in the next version, including the ramp problems.
LML
Profile Blog Joined March 2007
Germany1810 Posts
June 02 2020 08:20 GMT
#92
I've had a problem in a game last night where my reaver just wouldn't shoot down the ramp at the top right. My opponent's reaver was in range of my reaver, and neither of them would shoot. It was extremely frustrating since I lost my natural because of it.
After my natural died he also tried attacking up my ramp with his reaver, but his reaver would also not shoot.
Both reavers had scarabs available to attack.

LML
M3t4PhYzX
Profile Joined March 2019
Poland4300 Posts
June 02 2020 09:19 GMT
#93
On June 02 2020 17:20 LML wrote:
I've had a problem in a game last night where my reaver just wouldn't shoot down the ramp at the top right. My opponent's reaver was in range of my reaver, and neither of them would shoot. It was extremely frustrating since I lost my natural because of it.
After my natural died he also tried attacking up my ramp with his reaver, but his reaver would also not shoot.
Both reavers had scarabs available to attack.

https://www.youtube.com/watch?v=oQZp_1NAHNI

oh snap.. this is not good at all and can cause huge problems if it happens in some bigger league like ASL or BSL or something like that.. should be fixed asap
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2020-06-02 16:43:00
June 02 2020 16:42 GMT
#94
Oh yes, there's an obvious Reaver jam there:
[image loading]

However, removing that unwalkable tile (red circle) below the geyser (never put unwalkable subtiles on or next to a geyser centre, by the way! Funky bugs are associated with that!) fixes it handily, while also taking care of another Reaver jam bug a bit outside the nat, fixing some potential mining issues, and all that with no ill by-effect whatsoever it seems!
Don't worry, I don't know about ASL policies, but a trivial but important fix like this should not be denied, even if team league had already started. And as for ladder, if you just send Matt Sherman a hotfix, the map will be updated on ladder within the week.
TT1
Profile Blog Joined December 2008
Canada10105 Posts
June 17 2020 07:06 GMT
#95
optmizer is really good, could be the next gosu 4p map
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Just_a_Moth
Profile Joined March 2012
Canada1972 Posts
June 17 2020 07:38 GMT
#96
Yeah optimizer is amazing. I love it.
A.Alm
Profile Joined September 2012
Sweden561 Posts
June 17 2020 09:24 GMT
#97
i had same problem on bot right corner of polypoid (reaver wouldnt fire on ramp)
Freakling
Profile Joined October 2012
Germany1534 Posts
June 17 2020 10:19 GMT
#98
Top right and top left too I think,
M3t4PhYzX
Profile Joined March 2019
Poland4300 Posts
June 17 2020 10:21 GMT
#99
On June 17 2020 16:06 TT1 wrote:
optmizer is really good, could be the next gosu 4p map

really hope so!!! we need some freshness in the balanced map pool, for sure (like the Neo Sylphid addition for example)
zlald
Profile Joined October 2019
Korea (South)35 Posts
June 17 2020 11:00 GMT
#100
On June 17 2020 18:24 A.Alm wrote:
i had same problem on bot right corner of polypoid (reaver wouldnt fire on ramp)


I'm figuring out some pathing problems (eg. route of workers moving from main to natural, mining path, reaver, ...)

if anyone find some buggy situations, please leave a comment here.. it would be really helpful for me ...
2019.10.27.
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