On June 04 2024 02:56 MeIIOw wrote:
Not impressed with most of these submissions.
Not impressed with most of these submissions.
Same, tbh.
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M3t4PhYzX
Poland4200 Posts
On June 04 2024 02:56 MeIIOw wrote: Not impressed with most of these submissions. Same, tbh. | ||
Mutaller
United States1051 Posts
Random forest feels like a fun version of huntress, I'm interested in playing it | ||
Kraekkling
442 Posts
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TT1
Canada10010 Posts
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Sonic_md
Moldova275 Posts
On May 30 2024 06:15 GTR wrote: has been tainted by sonic It's so sad to read that. ![]() | ||
ThunderJunk
United States683 Posts
Like, there isn't actually a neutral siege tank at the bottom of the ramp between the main and the nat, right? | ||
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FlaShFTW
United States10182 Posts
On June 05 2024 00:45 ThunderJunk wrote: The neutral siege tank on Catalyst is just to show the ramp is wide enough, right? Like, there isn't actually a neutral siege tank at the bottom of the ramp between the main and the nat, right? "By placing a tank (siege mode) at the entrance, play using one-search techniques such as gas rush and advance gate, which Protoss frequently uses in existing two-player maps, was suppressed to some extent. - As a result, the limited build fights that have been occurring in recent 2-player maps have been suppressed and more diverse strategies have been encouraged. ▶ Features Neutral Siege Tank (Siege Mode) - Only Zergling can pass through until the tank is removed. (Ghosts, Spidermines, and Scarabs can also pass through, but tanks are removed after the beginning, so only zerglings are described.)" Oh wow interesting... so this is trying to discourage PvT gas steal and forward gates. ZvP: better cover the ramp because if lings run by, zealots can't go back up the ramp if you go forge fe on the low ground. ZvT: you can still low ground 8 rax and then kill the natural if zerg goes 12h but lings can freely go up and down so it still protects. 9 pool is pretty bad now since the ramp is really narrow from the neutral tank. ZvZ nothing changes basically, PvP I'd expect 12 nex and low ground gates to counter such strategy, lots of mind games. TvT same thing, probably low ground rax and 14cc style builds unless you want to also build low ground factories to add pressure but I doubt it. | ||
TMNT
2778 Posts
2p maps are the sole reason PvT is a somewhat balanced matchup, and that's not because of the lower number of bases. If there are no early game shenanigans from P, T would love 2p maps even more than 4p maps. Plus, P can't 12 Nexus anymore because the zealot(s) will be ~ 15 seconds late to help prevent the bunker rush. And before anyone can think "Oh but it can stop lings runby in PvZ", lings can still pass through, which makes it actually even worse because zealots can't lol. | ||
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FlaShFTW
United States10182 Posts
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FlaShFTW
United States10182 Posts
Minstrel I need more reps on but feels like a pretty interesting map. | ||
RJBTVYOUTUBE
Netherlands928 Posts
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[sc1f]eonzerg
Belgium6607 Posts
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outscar
2832 Posts
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MeIIOw
United States76 Posts
On June 08 2024 01:14 outscar wrote: Wait until free mind controls those tanks and wins to show the best game of post KeSPA era. The only thing that sucks is that you can't unsiege (?) since siege mode isn't avaliable. Did you test this? | ||
Kraekkling
442 Posts
Map ratings below. + Show Spoiler + (4) Pantheon 0.8 Balance: 8 Excitement: 6 + Show Spoiler + One of the solid maps in the pack. Resource allocation, expansion setup and the center design closely mirror other standard macro maps. The low-to-low ramp makes a return, which I think is a good addition to the set of commonly used map features. The expansion layout in particular makes it pretty easy to take and defend new expansions. The high amount of expansions (16) and the absence of gas at the mineral-only might make this map tend towards Z>P. ![]() Link: https://910map.tistory.com/191 (4) KICK BACK 0.8 Balance: 4 Excitement: 7 + Show Spoiler + One of the maps I'm looking forward to the most - it's been some time since we last had the unconditional-3-expansion-setup combined with a regular open center. This map has reduced ressources (1200//3000) on expansions other than the starting positions, which is supposed to force players to "expand earlier". However, this is typically not what is happening and players just tend to run out of ressources earlier, which is more or less severe depending on the matchup. Balance will probably we questionable at best, but I think we're likely to see a few interesting builds and games before the optimal play has been figured out. I'm hoping for games where e.g. Protoss might go for a defensive split map scenario due to early access to a lot of gas PvZ, but I'm afraid of ZvT games with crazy Zerg on 6 gas and 20 sunkens. ![]() Link: https://910map.tistory.com/192 (4) Deja Vu 0.7 Balance: 7 Excitement: 6 + Show Spoiler + A standard macro map with a slightly harder to take third base compared to some other modern maps. Maps with a central highground tend to be somewhat problematic, but it's hard to say how the ring-shaped structure will play out. I assume zergs might struggle in ZvT. ![]() Link: https://910map.tistory.com/193 (4) illusion 0.8 Balance: 6 Excitement: 5 + Show Spoiler + Generally a standard map reminiscent of many other modern 4p maps, however with a big gimmick where mineral patches have 1.2k minerals apart from a few patches with 50k each, in particular 3 in each of the mains. As previously mentioned, I think that reduced minerals only result in players running out of minerals earlier, which, depending on the matchup, is either very severe or doesn't matter. To me it seems very unlikely that such a change will result in what players perceive as a fair. Regarding the 50k patches I agree with others in the thread in that this change will be much less important than the reduced patches. One strange scenario which we might run into is when one player secured 3 of the 4 starting locations, thus having 9x 50k mineral patches. It's hard to predict the effects overall, but I'd say either the 50k patches turn out to be irrelevant or we'll get a few games which showcase why this is overall a bad idea. I think it's unlikely that this feature will make a return in the future. ![]() Link: https://910map.tistory.com/194 (2) Catalyst 0.7 Balance: 6 Excitement: 6 + Show Spoiler + I dislike this map for a few reasons but I think it could turn out one of the balanced ones in the batch. Just in case you didn't notice - there is a random-ass neutral tank blocking the main ramps (zerglings can fit). This will be irrelevant in most situations but make some builds slightly worse. Then we have the additional pathway from the natural to the third, blocked by 10x0 mineral patches. In some cases this means you can take a third while being otherwise contained, but most of the time it means that particular timings and all-ins become stronger. I tend to dislike this type of changes, but assuming it turns out to be a defensive rather than offensive feature, it could be fine. Further, there are big parts of unwalkable terrain in the center which heavily constrain army movement and make it impossible to take engages in some matchups. Last, access to all expansions can be defended from a highground position. I think overall we might end up with repetetive games, but similarly to Neo Dark Origin, it could somehow turn out to be balanced. ![]() Link: https://910map.tistory.com/196 (2) Minstrel 0.8 Balance: 1 Excitement: 2 + Show Spoiler + Maybe the worst candidate in a long time. We were making maps like this 15 years ago and they never turned out to be playable. First of all this is a vulture heaven for TvP - apart from the corner bases, all expansions are wayyy too open. Then we have the gimmick expansions with mineral lines which block unit movement - they are both exposed and low on ressources, thus obviously they will be taken later in the game when there is no other option. This means that for the most part of the game, those mineral lines will block unit movement and do nothing else. While those pathways are closed, the distances on this map become too large. I expect games with pathing problems and frustrating, long and slow army movements and a general feeling of having to fight the map. ![]() Link: https://910map.tistory.com/197 (2) Back Street 0.2 Balance: 5 Excitement: 5 + Show Spoiler + I don't know whats on the menu, but the map maker was cooking here. This is like a midlife crisis impersonated as broodwar map. + Show Spoiler + ![]() The expansion layout is similar to (2) Destination with a second main entrance with a free mineral only backyard, which is otherwise guarded by the third base. Then there is another expansion accessible via a floor gate (accessible only early and for workers) from the main, ramp blocked by 3x5k hp temples. The expansion itself and the corner mineral-onlys are blocked by neutral turrets which need to be killed first. Last, the very center of the map can be permanently closed. Some of the expansions have reduced resources. Honestly I've no idea how this will play out. Maybe the assimilators in the center will turn out to be an annoying feature. I'd also like it more if the XelNaga expansions could be taken by either player, i.e. make the mineral lines not tankable from inside the main. ![]() Link: https://910map.tistory.com/198 (3) Random Forest 0.8 Balance: 3 Excitement: 3 + Show Spoiler + A so-called concept map. It's one of those that will result in dumb games and be veto'd by almost everyone, should it somehow make it to ladder at some point. Very likely to be broken in specific matchups. What is nice though is a new mechanic that is used for the water areas - highground water tiles are copy/pasted onto the water, which blocks direct vision. + Show Spoiler + ![]() ![]() Link: https://910map.tistory.com/199 (3) Dominator 0.9 Balance: 6 Excitement: 4 + Show Spoiler + Standard macro map. The inspiration for this map (Gladiator) was not super balanced, so it'll be interesting how this will turn out. I feel like the general tightness and the defensive features might give an edge to the defensive races in each matchup. ![]() | ||
Galacsia
Chile161 Posts
On June 07 2024 18:25 [sc1f]eonzerg wrote: Any vods from people testing the new maps ? When will we know the final picks ? They really tried new things in the 2 players maps. Apart from Catalyst ( that is heavily inspired from Chain reaction ) Funny that Gladiator is making a comeback as a 3 player map now called Dominator. Light ![]() ![]() on Pantheon Queen ![]() ![]() on Random Forest and on Minstrel and on Kick Back Queen ![]() ![]() on Pantheon | ||
Kraekkling
442 Posts
On June 08 2024 07:43 Galacsia wrote: Show nested quote + On June 07 2024 18:25 [sc1f]eonzerg wrote: Any vods from people testing the new maps ? When will we know the final picks ? They really tried new things in the 2 players maps. Apart from Catalyst ( that is heavily inspired from Chain reaction ) Funny that Gladiator is making a comeback as a 3 player map now called Dominator. Light ![]() ![]() on Pantheon Queen ![]() ![]() on Random Forest and on Minstrel and on Kick Back Queen ![]() ![]() on Pantheon Looks like the double gas on (3) Random Forest was removed. Sharp ![]() ![]() on Catalyst on Kick Back Dewalt ![]() ![]() on Kick Back | ||
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FlaShFTW
United States10182 Posts
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[sc1f]eonzerg
Belgium6607 Posts
On June 08 2024 07:43 Galacsia wrote: Show nested quote + On June 07 2024 18:25 [sc1f]eonzerg wrote: Any vods from people testing the new maps ? When will we know the final picks ? They really tried new things in the 2 players maps. Apart from Catalyst ( that is heavily inspired from Chain reaction ) Funny that Gladiator is making a comeback as a 3 player map now called Dominator. Light ![]() ![]() on Pantheon Queen ![]() ![]() on Random Forest and on Minstrel and on Kick Back Queen ![]() ![]() on Pantheon thanks you!! | ||
TMNT
2778 Posts
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