* The map pool of season 10 has not been decided yet. All of these maps may or may not be used in season 10, and also more candidate maps may be added.
Wow optimizer looks like a beginner made that map o_O Not aesthetically appeal at all 🤮 However! I am liking that design with some possibilities of backdoor mineral shenanigans.
Other two maps look pretty cool visually, but ringing bloom is gonna lead to some stale games ala: god's garden.
Eclipse just looks super cool, it's completely mirrored but visually looks different cause of the tile change. Very nice 👍
If Optimizer got posted anonymously on BWMN I would think it's a newbie map makers first work… Balance will probably be purely incidental on this one. Most aspects seem really strong for Terran though, but I could see them really struggle against 3+ gas Muta aggro (in fact taking 5 gas with 3 Hatches seems almost trivial in top vs. bottom positions).
EDIT: Mineral blocks on ramps are 250 per patch. Those backdoor passages look very tight and awkward to move through.
Ringing Bloom looks boring with another super safe backdoor nat and super safe main ramp (melee units probably cannot even attack through that D-web). Overall a solid map and looks well-executed on first glance, but looking at the position of the mineral only, I cannot help but think that this is just one step away from a rotational Dies Iræ and I feel like other concepts from that map would improve this one as well.
EDIT: It's also got it's fair share of mining problems and some other pathfinding related problems.
LatiAs far ahead of the pack as always. So happy to see a new map of his finally. Looks like there are tons of weird drop holes between the Structure clutter though. I need to have a closer look at that.
Edit: Most of what looks like drop holes on Eclipse is actually filled with partially unwalkable terrain. So bugfixing +.5, but map readability -5…
Interesting – Map description on the site has this:
▶ 0.9 > 0.91 변경사항
- 우측 상단 스트럭쳐 지형의 건설가능 타일지형 수정(눈아픔 방지)
Which google translate translates to:
▶ 0.9> 0.91 Changes
-Modification of the tileable topography of the top-right structure (prevention of eye pain)
For Eclipse: There is a small problem on the bottom base with protoss wall against zerg.... Or I am not placing right the pylon... it seems that pylon, forge and gateway are too fat and don't fit there! I must try again! Top base is ok !
On April 26 2020 17:27 prosatan wrote: For Eclipse: There is a small problem on the bottom base with protoss wall against zerg.... Or I am not placing right the pylon... it seems that pylon, forge and gateway are too fat and don't fit there! I must try again! Top base is ok !
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.
Optimizer looks absolutely amazing, I love the layout idea. Needs some tweaking, tho. It is a 0.8 version after all
Ringing bloom looks interesting, the most "standard" from these three.
I don't like Eclipse though. Looks super imbalanced and just weird.
Hope at least 2 of these 3 will make the final cut. Would be nice to see some tournaments being played on these before the ASL. Just like the old proleague days where they tested the maps before season starts
So i Wish we could get protoss favoured maps, something with like 15 minerals in the main, A Forge+gate tight walled natural, and plenty of room in the main for gateway buildings. But unfortunately, as usual, the maps dont favour protoss. Sad situation of events but Lets hope the map gods shine light on protoss some day, even if it might be a bit further away in the future than what we would prefer.
On April 26 2020 16:09 Ziggy wrote: flash going random was the ultimate move to prevent mapmakers from crafting maps that would stop him from winning the asl
Ringing Bloom Bloom is made in such a way that Protoss can open gateway first in wall in every matchup hahaha.
EDIT: Seems to currently have some massive mining problems. Why are there two 2020 mineral patches in the centre? Seems completely pointless, you cannot build anywhere near them, even distance mining is way too inefficient to ever have any conceivable use.
On April 26 2020 16:28 razorsuKe wrote: Wow optimizer looks like a beginner made that map o_O Not aesthetically appeal at all 🤮 However! I am liking that design with some possibilities of backdoor mineral shenanigans.
Other two maps look pretty cool visually, but ringing bloom is gonna lead to some stale games ala: god's garden.
Eclipse just looks super cool, it's completely mirrored but visually looks different cause of the tile change. Very nice 👍
But it isnt mirrored tho? It is supposed to mirror diagonally right? Unless Im going blind, it doesnt, it is somewhat close, but close is not a mirror xD
But hey, if im the only one seeing it, maybe it is a problem with my eyes/brain, nvm.
On April 26 2020 16:28 razorsuKe wrote: Wow optimizer looks like a beginner made that map o_O Not aesthetically appeal at all 🤮 However! I am liking that design with some possibilities of backdoor mineral shenanigans.
Other two maps look pretty cool visually, but ringing bloom is gonna lead to some stale games ala: god's garden.
Eclipse just looks super cool, it's completely mirrored but visually looks different cause of the tile change. Very nice 👍
But it isnt mirrored tho? It is supposed to mirror diagonally right? Unless Im going blind, it doesnt, it is somewhat close, but close is not a mirror xD
But hey, if im the only one seeing it, maybe it is a problem with my eyes/brain, nvm.
To analyze this problem you'd need to better describe what you'd consider not mirrored!
On April 26 2020 16:09 Ziggy wrote: flash going random was the ultimate move to prevent mapmakers from crafting maps that would stop him from winning the asl
you say this as a joke but that probably is why he did it
I actually like all the maps, very interested how they will play like. There seems to be a lot of potential for new plays, especially optimizer and ringing bloom.
On April 26 2020 16:28 razorsuKe wrote: Wow optimizer looks like a beginner made that map o_O Not aesthetically appeal at all 🤮 However! I am liking that design with some possibilities of backdoor mineral shenanigans.
Other two maps look pretty cool visually, but ringing bloom is gonna lead to some stale games ala: god's garden.
Eclipse just looks super cool, it's completely mirrored but visually looks different cause of the tile change. Very nice 👍
But it isnt mirrored tho? It is supposed to mirror diagonally right? Unless Im going blind, it doesnt, it is somewhat close, but close is not a mirror xD
But hey, if im the only one seeing it, maybe it is a problem with my eyes/brain, nvm.
You are right, it is not completely mirrored. There are a few minor differences, like the ramps near the top and at the ramps at middle below the water. Perhaps diagonally mirrored but at a slight off angle say, 40 degrees instead of 45 degrees. Whether that is significant or not is another question.
On April 26 2020 16:28 razorsuKe wrote: Wow optimizer looks like a beginner made that map o_O Not aesthetically appeal at all 🤮 However! I am liking that design with some possibilities of backdoor mineral shenanigans.
Other two maps look pretty cool visually, but ringing bloom is gonna lead to some stale games ala: god's garden.
Eclipse just looks super cool, it's completely mirrored but visually looks different cause of the tile change. Very nice 👍
But it isnt mirrored tho? It is supposed to mirror diagonally right? Unless Im going blind, it doesnt, it is somewhat close, but close is not a mirror xD
But hey, if im the only one seeing it, maybe it is a problem with my eyes/brain, nvm.
You are right, it is not completely mirrored. There are a few minor differences, like the ramps near the top and at the ramps at middle below the water. Perhaps diagonally mirrored but at a slight off angle say, 40 degrees instead of 45 degrees. Whether that is significant or not is another question.
The map is not square to begin with, so a perfect geometrical symmetry would not even work…
Looking at Shakuras Plateau I really think the low ground in front of the nats needs a lot more space. The idea of splitting paths to be able to walk around a contain does not really work out if all the ramps are still within one Tank range. Redistributing space from that giant middle high ground should be no problem at all.
There are also a few inconsistencies in ramp width.
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.
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.
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.
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.
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.
On April 26 2020 17:27 prosatan wrote: For Eclipse: There is a small problem on the bottom base with protoss wall against zerg.... Or I am not placing right the pylon... it seems that pylon, forge and gateway are too fat and don't fit there! I must try again! Top base is ok !
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.
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.
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.
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
On April 26 2020 17:27 prosatan wrote: For Eclipse: There is a small problem on the bottom base with protoss wall against zerg.... Or I am not placing right the pylon... it seems that pylon, forge and gateway are too fat and don't fit there! I must try again! Top base is ok !
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.
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).
On April 27 2020 12:00 kidcrash wrote: How do you break out of any sort of contain on shakuras?
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.
On April 27 2020 17:56 att wrote: 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
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.
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.
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.
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.
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
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.
Ringing Bloom took some ideas from Crossing Field like that rear natural and added more mineral patches. The map will be hell for Zergs in ZvP cuz that third is so vulnerable to* harassment especially by zealots, think Bisu and Best would have a field day on that. And any early ling rushes can be stopped by two workers lol.
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
If you have your gamma turned up, it's easier to see lurkers under dark swarm. Helps all races, but Terrans more obviously. According to Scan lots of Korean Terrans do it. He turned the gamma up on EonZerg's profile when he was playing Terran on stream with him.
Eclipse looks gorgeous, aesthetically. tileset asymmetry on maps is my jam. My first thought was somebody rotated Third World 90 degrees and kept the spawns in the same locations lmao. Optimiser looks cool. getting into those side bases is gonna be, uh, interesting Ringing bloom looks a little wonky for zergs? Shakuras temple is weird but i'm digging it.
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
If you have your gamma turned up, it's easier to see lurkers under dark swarm. Helps all races, but Terrans more obviously. According to Scan lots of Korean Terrans do it. He turned the gamma up on EonZerg's profile when he was playing Terran on stream with him.
never noticed it.. weird.. kinda makes sense maybe though.
Optimizer : I can't tell, it probably will be great furing first rounds and turn shit later once its own meta settled, like too many original maps
Ringing bloom, Shakura's temple : nothing too fancy, maybe the natural is a bit hard to defend on shakura
Eclipse : I would have put the 3rd gas on the mineral only exposed base and not on the safe base behind, would have been more mid game focused this way imo, it looks it has great setup for fights but it looks it will often go for a split map scenario.
On April 29 2020 20:06 nojok wrote: Optimizer : I can't tell, it probably will be great furing first rounds and turn shit later once its own meta settled, like too many original maps
Ringing bloom, Shakura's temple : nothing too fancy, maybe the natural is a bit hard to defend on shakura
Eclipse : I would have put the 3rd gas on the mineral only exposed base and not on the safe base behind, would have been more mid game focused this way imo, it looks it has great setup for fights but it looks it will often go for a split map scenario.
The strength of axially symmetric 2p layouts is actually that they usually avoid easy even map splits. The base in the top left corner belongs to neither player naturally.
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
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.
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
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.
Shakuras temple reminds me of FS! and i like it !!! But those minerals in the middle are funny - 2020 each , but you can't build a nexus around it! maybe they are good for long distance mining in late , lateeee game!
On April 30 2020 06:38 prosatan wrote: Shakuras temple reminds me of FS! and i like it !!! But those minerals in the middle are funny - 2020 each , but you can't build a nexus around it! maybe they are good for long distance mining in late , lateeee game!
Yeah I'm very curious what purpose those minerals serve.
Although a Shakuras map with a large plateau reminds me of a... slightly different map
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.
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
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
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.
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?
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.
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.
@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] +
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] +
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.
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.
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.
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
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.
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.
On June 03 2020 01:42 Freakling wrote: Oh yes, there's an obvious Reaver jam there:
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.
Can you also send a message to Matt Sherman to ban all those hacker accounts from top of the ladder? ;-)
On June 03 2020 01:42 Freakling wrote: Oh yes, there's an obvious Reaver jam there:
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.
Can you also send a message to Matt Sherman to ban all those hacker accounts from top of the ladder? ;-)
Where's the connection?! I am sure they are receiving tons of complaints already.
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.
The download link for Ringing Bloom is wrong. Though it says the map version is 1.76, when you open the map in sc it's version 1.75 and it still has the dwebs on the ramps.
On September 05 2020 15:55 MeSaber wrote: Where do i download the newest version of all maps? The version numbers doesnt equal ASL10 page ones. These versions are old according to that.
I have found 4)Ringing Bloom to be a very poor design.. with a lot of errors. All ramps are pretty badly done, nats are bad, creep system with neutral buildings is also a very poor solution (For zerg balancing) check optimized solution on http://www.panschk.de/mappage/comments.php?mapid=4716
Also, mains are too small not enough building placement.