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

Forum Index > BW General
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LatiAs
Profile Joined February 2016
27 Posts
Last Edited: 2020-04-26 15:19:24
April 26 2020 07:06 GMT
#1
(4)Optimizer 0.80

Author : Earthattack

+ Show Spoiler +
[image loading]




(4)Ringing Bloom 0.76
(version updated 0.75 → 0.76)

Author : Waldstein

+ Show Spoiler +
[image loading]




(2)Eclipse 0.92
(version updated 0.91 → 0.92)

Author : LatiAs

+ Show Spoiler +
[image loading]




(4)Shakuras Temple 0.80

Author : WSH (a.k.a. Str18-02)

+ Show Spoiler +
[image loading]




* 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.

Enjoy the beta version of new maps!


◎ Download Links :

Optimizer_0.80
Ringing Bloom_0.76
Eclipse_0.92
Shakuras Temple_0.80

◇ If you want more information : 910's tistory.com (Korean)
Ziggy
Profile Blog Joined June 2013
South Korea2105 Posts
April 26 2020 07:09 GMT
#2
flash going random was the ultimate move to prevent mapmakers from crafting maps that would stop him from winning the asl
WriterDefeating a sandwich only makes it tastier. @imjustziggy
razorsuKe
Profile Blog Joined July 2008
Canada2000 Posts
April 26 2020 07:28 GMT
#3
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 👍
EntusGalleries.com - CJ Uniform Sale
StepMos1
Profile Joined April 2020
1 Post
April 26 2020 07:28 GMT
#4
awesome map ahead!
TT1
Profile Blog Joined December 2008
Canada9995 Posts
Last Edited: 2020-04-26 07:39:15
April 26 2020 07:37 GMT
#5
i really like Optimizer, the layout looks interesting

needs mo' decoration tho
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
GTR
Profile Blog Joined September 2004
51416 Posts
April 26 2020 07:44 GMT
#6
i really love the use of the badlands tileset on eclipse.
Commentator
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
April 26 2020 07:50 GMT
#7
i hope they all get used, they look interesting concept-wise

optimizer looks garbage aesthetically though lmao
POGGERS
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
April 26 2020 08:03 GMT
#8
These look like they will certainly produce some really interesting games!
AKA: TelecoM[WHITE] Protoss fighting
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 26 2020 08:05 GMT
#9
Ringing Bloom 0.75 looks amazing - dweb on the ramp and a backyard expansion means that hydra busts will not work on that map.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50107 Posts
April 26 2020 08:09 GMT
#10
tank imba on all these maps
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2020-04-26 14:51:57
April 26 2020 08:16 GMT
#11
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)

Makes me wonder what it looked like before…
fLyiNgDroNe
Profile Joined September 2005
Belgium3996 Posts
April 26 2020 08:16 GMT
#12
Eclipse is so badass, love the split design!
Drone is a way of living
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
April 26 2020 08:26 GMT
#13
On April 26 2020 17:09 BLinD-RawR wrote:
tank imba on all these maps

I always see this comment in all new maps
https://www.facebook.com/StarcraftRemasteredVN/
prosatan
Profile Joined September 2009
Romania7908 Posts
April 26 2020 08:27 GMT
#14
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 !
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Freakling
Profile Joined October 2012
Germany1526 Posts
April 26 2020 08:28 GMT
#15
On April 26 2020 17:26 bovienchien wrote:
Show nested quote +
On April 26 2020 17:09 BLinD-RawR wrote:
tank imba on all these maps

I always see this comment in all new maps

Because tanks, imba, just what they are. Don't even argue with it.
att
Profile Joined March 2020
128 Posts
April 26 2020 08:45 GMT
#16
On April 26 2020 16:44 GTR wrote:
i really love the use of the badlands tileset on eclipse.

Yeah Eclipse looks pretty slick, i like it
Garrl
Profile Blog Joined February 2010
Scotland1972 Posts
April 26 2020 08:49 GMT
#17
ringing bloom free 14cc tvz/tvp / 14nex pvz? 1 scv blocks any ling aggression.
Hatchet_man
Profile Joined December 2013
Russian Federation249 Posts
April 26 2020 09:01 GMT
#18
On April 26 2020 17:16 Freakling wrote:

Edit: Most of what looks like drop holes on Eclipse is actually filled with partially unwalkable terrain. So bugfixing +.5, but map readability -5…


Do you mean that giant space next to the natural on 2 hours is actually unwalkable?
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2020-04-26 09:02:09
April 26 2020 09:01 GMT
#19
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.
Geographer
Profile Joined December 2010
United States185 Posts
April 26 2020 09:27 GMT
#20
I hate snow tilesets. They hurt the eyes.
Terrorbladder
Profile Joined May 2014
2717 Posts
April 26 2020 10:00 GMT
#21
the first two maps are depressing to look at
My dream is to fertilize two females at a time.
M3t4PhYzX
Profile Joined March 2019
Poland4170 Posts
Last Edited: 2020-04-26 10:11:03
April 26 2020 10:10 GMT
#22
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
odi profanum vulgus et arceo
att
Profile Joined March 2020
128 Posts
April 26 2020 10:27 GMT
#23
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.
GTR
Profile Blog Joined September 2004
51416 Posts
April 26 2020 10:29 GMT
#24
that did happen, and this abomination was used for a season of proleague
[image loading]
Commentator
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 26 2020 10:31 GMT
#25
Rising Bloom seems like a good map for Protoss to deal with both Zerg and Random. Hydra Busts won't be a problem and neither will ling busts.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
att
Profile Joined March 2020
128 Posts
Last Edited: 2020-04-26 10:32:25
April 26 2020 10:31 GMT
#26
On April 26 2020 19:29 GTR wrote:
that did happen, and this abomination was used for a season of proleague

Pretty slick. Fingers crossed for ASL 11 to have something similar
Akio
Profile Blog Joined January 2019
Finland1838 Posts
Last Edited: 2020-04-26 10:59:30
April 26 2020 10:58 GMT
#27
Map makers be sweating since they somehow need to make maps that aren't favored towards random

Jokes aside these look pretty interesting, I think Ringing Bloom looks like it will make for some cool games
Mine gas, build tanks.
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2020-04-26 12:31:16
April 26 2020 12:13 GMT
#28
__snip__
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2020-04-26 12:31:35
April 26 2020 12:30 GMT
#29
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.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2020-04-26 15:07:30
April 26 2020 14:32 GMT
#30
The link to 910's blog also lists a third map: Shakuras Temple. What's about that one?

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.

EDIT: Has been added to the OP now…
zlald
Profile Joined October 2019
Korea (South)34 Posts
April 26 2020 14:43 GMT
#31
I felt visual shock from that new one but... hmph
2019.10.27.
KobraKay
Profile Joined March 2010
Portugal4225 Posts
April 26 2020 14:53 GMT
#32
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.
CJ Fighting! (--.--)
Freakling
Profile Joined October 2012
Germany1526 Posts
April 26 2020 15:00 GMT
#33
On April 26 2020 23:53 KobraKay wrote:
Show nested quote +
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!
Psychonian
Profile Joined March 2012
United States2322 Posts
April 26 2020 15:16 GMT
#34
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
Trans Rights
kogeT
Profile Joined September 2013
Poland2032 Posts
Last Edited: 2020-04-26 15:18:26
April 26 2020 15:18 GMT
#35
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.
https://www.twitch.tv/kogetbw
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
April 26 2020 15:24 GMT
#36
On April 26 2020 23:53 KobraKay wrote:
Show nested quote +
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.
art_of_turtle
Profile Blog Joined September 2012
United States1183 Posts
April 26 2020 15:29 GMT
#37
Third world PTSD intensifies
Flash should fear Sacsri
Freakling
Profile Joined October 2012
Germany1526 Posts
April 26 2020 15:31 GMT
#38
On April 27 2020 00:24 Dangermousecatdog wrote:
Show nested quote +
On April 26 2020 23:53 KobraKay wrote:
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…
Freakling
Profile Joined October 2012
Germany1526 Posts
April 26 2020 15:32 GMT
#39
Interesting fine print here:
On April 26 2020 16:06 LatiAs wrote:* The map pool of season 10 has not been de

So what does this mean? Can any one just submit map suggestions to ASL staff?
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2020-04-26 15:52:18
April 26 2020 15:41 GMT
#40
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.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 26 2020 16:30 GMT
#41
I really like Shakura's that's kinda cool.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Cryoc
Profile Joined July 2011
Germany909 Posts
April 26 2020 18:07 GMT
#42
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.
http://www.twitch.tv/cryoc
FlaShFTW
Profile Blog Joined February 2010
United States10107 Posts
April 26 2020 18:18 GMT
#43
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.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2020-04-26 18:28:14
April 26 2020 18:22 GMT
#44
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
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 26 2020 18:58 GMT
#45
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
M3t4PhYzX
Profile Joined March 2019
Poland4170 Posts
Last Edited: 2020-04-26 20:37:22
April 26 2020 20:34 GMT
#46
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.
odi profanum vulgus et arceo
kaspa84
Profile Joined July 2016
Brazil169 Posts
April 27 2020 00:11 GMT
#47
On April 26 2020 18:01 Freakling wrote:
Show nested quote +
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.
kidcrash
Profile Joined September 2009
United States620 Posts
April 27 2020 03:00 GMT
#48
How do you break out of any sort of contain on shakuras?
AuRevoir
Profile Joined April 2020
3 Posts
April 27 2020 04:08 GMT
#49
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.
att
Profile Joined March 2020
128 Posts
Last Edited: 2020-04-27 09:00:35
April 27 2020 08:56 GMT
#50
On April 27 2020 03:58 Qikz wrote:
Show nested quote +
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
A.Alm
Profile Joined September 2012
Sweden509 Posts
Last Edited: 2020-04-27 10:18:57
April 27 2020 10:17 GMT
#51
^ zergs can 6/9 pool or 3 hatch before pool on maps where cc / nexus first are popular.
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2020-04-27 10:34:57
April 27 2020 10:30 GMT
#52
On April 27 2020 09:11 kaspa84 wrote:
Show nested quote +
On April 26 2020 18:01 Freakling wrote:
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.
Freakling
Profile Joined October 2012
Germany1526 Posts
April 27 2020 17:50 GMT
#53
There's an unbuildable tile in the bottom left nat choke on Eclipse.
M3t4PhYzX
Profile Joined March 2019
Poland4170 Posts
April 28 2020 14:05 GMT
#54
looks like Stork is providing his first impressions and commentary about these new maps



can someone that knows korean translate this? or at least the most important parts? That would be amazing.
odi profanum vulgus et arceo
JakePlissken
Profile Joined August 2018
55 Posts
April 28 2020 19:20 GMT
#55
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.
Just_a_Moth
Profile Joined March 2012
Canada1948 Posts
April 28 2020 19:21 GMT
#56
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
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 28 2020 19:35 GMT
#57
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
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
M3t4PhYzX
Profile Joined March 2019
Poland4170 Posts
Last Edited: 2020-04-28 19:42:31
April 28 2020 19:41 GMT
#58
On April 29 2020 04:35 Qikz wrote:
Show nested quote +
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.
odi profanum vulgus et arceo
diskovision
Profile Joined January 2019
United States27 Posts
April 28 2020 20:07 GMT
#59
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
Profile Blog Joined March 2007
China10252 Posts
April 28 2020 22:01 GMT
#60
Shakuras with those two ramps right besides the natural entrance is gonna be interesting.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
Disregard
Profile Blog Joined March 2007
China10252 Posts
Last Edited: 2020-04-28 22:45:14
April 28 2020 22:42 GMT
#61
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.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
JakePlissken
Profile Joined August 2018
55 Posts
Last Edited: 2020-04-29 02:12:49
April 29 2020 02:11 GMT
#62
On April 29 2020 04:35 Qikz wrote:
Show nested quote +
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.
Wonk
Profile Joined March 2017
546 Posts
April 29 2020 05:57 GMT
#63
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.

M3t4PhYzX
Profile Joined March 2019
Poland4170 Posts
Last Edited: 2020-04-29 09:08:51
April 29 2020 09:08 GMT
#64
On April 29 2020 11:11 JakePlissken wrote:
Show nested quote +
On April 29 2020 04:35 Qikz wrote:
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.
odi profanum vulgus et arceo
nojok
Profile Joined May 2011
France15845 Posts
April 29 2020 11:06 GMT
#65
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.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Freakling
Profile Joined October 2012
Germany1526 Posts
April 29 2020 11:45 GMT
#66
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.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
April 29 2020 14:55 GMT
#67
how many minerals in the patches at the double mineral natural?
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
maybenexttime
Profile Blog Joined November 2006
Poland5527 Posts
April 29 2020 16:14 GMT
#68
On April 29 2020 04:41 M3t4PhYzX wrote:
Show nested quote +
On April 29 2020 04:35 Qikz wrote:
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.

Just like our winters, lol. ;p
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
April 29 2020 17:49 GMT
#69
I like all these maps but especially the first two.

Still hoping Inner Coven makes a return
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
pigbanana
Profile Joined March 2011
Canada20 Posts
April 29 2020 19:13 GMT
#70
ringing bloom is pretty
M3t4PhYzX
Profile Joined March 2019
Poland4170 Posts
April 29 2020 19:55 GMT
#71
On April 30 2020 01:14 maybenexttime wrote:
Show nested quote +
On April 29 2020 04:41 M3t4PhYzX wrote:
On April 29 2020 04:35 Qikz wrote:
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.

Just like our winters, lol. ;p

hehe.. right
odi profanum vulgus et arceo
MaD[AoV]
Profile Joined August 2011
Norway170 Posts
April 29 2020 21:07 GMT
#72
Earthattack looks like a remake of Gorky Island
C'est la vie.
Geographer
Profile Joined December 2010
United States185 Posts
April 29 2020 21:19 GMT
#73
Maps that are easily split favor long, macro games that most people want to see and were sorely lacking in the last ASL.
prosatan
Profile Joined September 2009
Romania7908 Posts
April 29 2020 21:38 GMT
#74
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!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
April 29 2020 22:35 GMT
#75
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
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
April 29 2020 22:52 GMT
#76
centre minerals might help defend hydra bust as toss?
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
maybenexttime
Profile Blog Joined November 2006
Poland5527 Posts
April 29 2020 23:17 GMT
#77
Does anyone else think Ringing Blooms looks a lot like Luna?

+ Show Spoiler +
[image loading]
mIsUZu
Profile Joined August 2008
New Zealand528 Posts
April 29 2020 23:26 GMT
#78
Need more carrier maps plz
Why So Serious?!
M3t4PhYzX
Profile Joined March 2019
Poland4170 Posts
Last Edited: 2020-04-30 08:04:29
April 30 2020 08:03 GMT
#79
On April 30 2020 06:07 MaD[AoV] wrote:
Earthattack looks like a remake of Gorky Island

Earthattack is the name of the map maker

the map name is - Optimizer
odi profanum vulgus et arceo
heavy-smoker
Profile Joined March 2018
Chile11 Posts
April 30 2020 12:40 GMT
#80
Wow Eclipse looks so weird. It looks like a campaign map. I like it.
konadora *
Profile Blog Joined February 2009
Singapore66155 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 States10107 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
Poland4170 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?
odi profanum vulgus et arceo
True_Spike
Profile Joined July 2004
Poland3416 Posts
May 07 2020 11:20 GMT
#84
Optimizer looks awesome.
konadora *
Profile Blog Joined February 2009
Singapore66155 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
Singapore66155 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: 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.
POGGERS
M3t4PhYzX
Profile Joined March 2019
Poland4170 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.
odi profanum vulgus et arceo
Return
Profile Joined June 2005
Ivory Coast856 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
Poland4170 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.
odi profanum vulgus et arceo
Freakling
Profile Joined October 2012
Germany1526 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
Germany1759 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
Poland4170 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
odi profanum vulgus et arceo
Freakling
Profile Joined October 2012
Germany1526 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
Canada9995 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
Canada1948 Posts
June 17 2020 07:38 GMT
#96
Yeah optimizer is amazing. I love it.
A.Alm
Profile Joined September 2012
Sweden509 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
Germany1526 Posts
June 17 2020 10:19 GMT
#98
Top right and top left too I think,
M3t4PhYzX
Profile Joined March 2019
Poland4170 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)
odi profanum vulgus et arceo
zlald
Profile Joined October 2019
Korea (South)34 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.
LML
Profile Blog Joined March 2007
Germany1759 Posts
June 17 2020 11:41 GMT
#101
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.

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


I also experienced the same on bottom left a few days later. I have no vetoed Eclipse on ladder.
LML
kogeT
Profile Joined September 2013
Poland2032 Posts
June 17 2020 11:44 GMT
#102
On June 03 2020 01:42 Freakling wrote:
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.


Can you also send a message to Matt Sherman to ban all those hacker accounts from top of the ladder? ;-)
https://www.twitch.tv/kogetbw
Freakling
Profile Joined October 2012
Germany1526 Posts
June 17 2020 12:52 GMT
#103
On June 17 2020 20:00 zlald wrote:
Show nested quote +
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 ...

In case you missed it →
On June 17 2020 19:19 Freakling wrote:
Top right and top left too I think,

Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2020-06-17 12:55:13
June 17 2020 12:54 GMT
#104
On June 17 2020 20:44 kogeT wrote:
Show nested quote +
On June 03 2020 01:42 Freakling wrote:
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.


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.
Freakling
Profile Joined October 2012
Germany1526 Posts
June 17 2020 12:56 GMT
#105
On June 17 2020 20:41 LML wrote:
Show nested quote +
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.

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


I also experienced the same on bottom left a few days later. I have no vetoed Eclipse on ladder.

Bottom left has two bad angles to the ramp…
Shinrei
Profile Joined February 2007
United States236 Posts
August 27 2020 03:00 GMT
#106
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.
=^.^=
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2020-09-05 07:05:06
September 05 2020 06:55 GMT
#107
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.

(Wiki)Polypoid (1.32)
(Wiki)Eclipse (1.05)

Edit: https://tl.net/forum/brood-war/562201-afreecatv-starleague-season-10-to-start-on-sep-6

I saw this link but the mappack cant be downloaded. Can someone upload to a better place thx!
-.-
zlald
Profile Joined October 2019
Korea (South)34 Posts
September 05 2020 11:52 GMT
#108
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.

(Wiki)Polypoid (1.32)
(Wiki)Eclipse (1.05)

Edit: https://tl.net/forum/brood-war/562201-afreecatv-starleague-season-10-to-start-on-sep-6

I saw this link but the mappack cant be downloaded. Can someone upload to a better place thx!



ASL season 10 Maps
910map.tistory.com

or

Shakuras temple
blog.kakaocdn.net

Ringing bloom
blog.kakaocdn.net

eclipse and polypoid are listed on current ladder map folder
2019.10.27.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
September 06 2020 07:51 GMT
#109
@zlald thx!
-.-
GiKratos
Profile Joined October 2020
1 Post
October 09 2020 04:19 GMT
#110
On April 26 2020 17:28 Freakling wrote:
Show nested quote +
On April 26 2020 17:26 bovienchien wrote:
On April 26 2020 17:09 BLinD-RawR wrote:
tank imba on all these maps

I always see this comment in all new maps

Because tanks, imba, just what they are. Don't even argue with it.

I always see this comment, too.... 100% of the time by protoss mains who don't have the skill to play terran.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 20 2020 07:47 GMT
#111
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.
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