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How about these maps are from kjw1090zz:
(4) 나락 (Naraka)
![[image loading]](https://i.ibb.co/pWf3SHH/4-Naraka.jpg)
(4)Everlasting
![[image loading]](https://i.ibb.co/JjTZG6J/4-Everlasting.jpg)
(3)진달래
![[image loading]](https://i.ibb.co/ZWN60w0/3.jpg)
Sorry, I don't like all the candidate maps, especially (4)Radeon 1.0, (4)Deja Vu SE 1.91, (3)Dominator_SE_1.9
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On December 24 2024 11:09 SCRVN wrote:How about these maps are from kjw1090zz: (4) 나락 (Naraka) ![[image loading]](https://i.ibb.co/pWf3SHH/4-Naraka.jpg) (4)Everlasting ![[image loading]](https://i.ibb.co/JjTZG6J/4-Everlasting.jpg) (3)진달래 ![[image loading]](https://i.ibb.co/ZWN60w0/3.jpg) Sorry, I don't like all the candidate maps, especially (4)Radeon 1.0, (4)Deja Vu SE 1.91, (3)Dominator_SE_1.9 I don't think any of these 3 maps would be fit for competition. Can see some huge balance issues with these that are bigger than the ones Monty and Troy had.
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Im buggin or im seeing one swastika on Pole Star ? Blizzard actually never allowed Sniper Ridge on Remastered for that reason.
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On December 24 2024 11:47 [sc1f]eonzerg wrote: Im buggin or im seeing one swastika on Pole Star ? Blizzard actually never allowed Sniper Ridge on Remastered for that reason. yeah looks like one. it holds a very different meaning in east asia so understandable. Sometimes its an unintended side effects of trying to make a 4 spawn map with square layouts on it.
Nazi Swastika is the other way around. Polestar has them go counter clockwise. Nazi swastika is clockwise.
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United States10141 Posts
Death Valley seems like they're attempt to redo Third World in a better way with the egg backdoor. I actually like the new idea and concept.
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We have seen Protoss struggle v.s. Zerg in the past several seasons. Do the new maps aim to fix the racial imbalance issue?
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only 6 maps?
I like that different tilesets are being used again. Shame we can't use all of them because players don't like 'em.
The new ones look decent enough I guess. Will have to wait and see some high level games played on them for more details. Metropolis's main shape looking crazy though, that's for sure.
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ALLEYCAT BLUES50114 Posts
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ALLEYCAT BLUES50114 Posts
I wonder if you can siege 3rd gas from main on metropolis
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On December 24 2024 11:09 SCRVN wrote:How about these maps are from kjw1090zz: (4) 나락 (Naraka) ![[image loading]](https://i.ibb.co/pWf3SHH/4-Naraka.jpg) (4)Everlasting ![[image loading]](https://i.ibb.co/JjTZG6J/4-Everlasting.jpg) (3)진달래 ![[image loading]](https://i.ibb.co/ZWN60w0/3.jpg) Sorry, I don't like all the candidate maps, especially (4)Radeon 1.0, (4)Deja Vu SE 1.91, (3)Dominator_SE_1.9
I also like his maps, but unfortunately, he hasn't been active since 2018. However, he can occasionally be seen visiting the map community. If he resumes creating maps, I am ready to welcome him back.
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On December 24 2024 19:01 BLinD-RawR wrote:I'm on my phone so finding it hard to link but theres one more map called anonymous which has accessible highground all through the outside rim of the map. https://910map.tistory.com/207+ Show Spoiler + oh snap.. so this is the crazy proposition for the next season, huh? Certainly looks like it. Me gusta.
thanks for the info
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On December 24 2024 19:01 BLinD-RawR wrote:I'm on my phone so finding it hard to link but theres one more map called anonymous which has accessible highground all through the outside rim of the map. https://910map.tistory.com/207+ Show Spoiler + This map not making it tho lol.
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Anonymous is like 4p Bifrost
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On December 24 2024 20:19 [sc1f]eonzerg wrote:This map not making it tho lol. oh no you should not have said that!
I jist want one starleague season with regular maps and no freaky maps in it. even the 12 base 4 spawn maps feel a bit off because it can make expansion choicea both predictable and limited. feels like they really want to keep game times short.
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On December 24 2024 11:39 RJBTVYOUTUBE wrote: I don't think any of these 3 maps would be fit for competition. Can see some huge balance issues with these that are bigger than the ones Monty and Troy had. Can you show to me some issues balance of them?
In your words, there is an answer why kjw1090zz's maps should be picked. SSL needs some maps like Monty and Troy, and audiences need too.
SSL was made for entertainment, making money. It's not real for competition.
Do you know a nice map, will look like? 99% of people like it or dislike it, it's a nice map.
btw, Metropolis is one of the most imbalance map I've seen. Terran can't lose in this, except to they afk
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niceeeeeeeeeeeeeeeeeeeeeeeeeeee maps :D
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I like Death Valley and Anonymous. Metropolis looks like Andromeda but more boring and Pole Star's thirds look very far away imo.
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Crazy cool maps this time. 😲
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On December 25 2024 10:13 SCRVN wrote:Show nested quote +On December 24 2024 11:39 RJBTVYOUTUBE wrote: I don't think any of these 3 maps would be fit for competition. Can see some huge balance issues with these that are bigger than the ones Monty and Troy had. Can you show to me some issues balance of them? In your words, there is an answer why kjw1090zz's maps should be picked. SSL needs some maps like Monty and Troy, and audiences need too. SSL was made for entertainment, making money. It's not real for competition. Do you know a nice map, will look like? 99% of people like it or dislike it, it's a nice map. btw, Metropolis is one of the most imbalance map I've seen. Terran can't lose in this, except to they afk
Naraka is a 20 base map with a terrible layout and too many gimmicks.
Everlasting has a terrible spawn layout and would just be crazy bad if two players spawned next to each other. same reason lost temple is terrible.
Last map has terrible spawn locations and bad base sizes. The maps are just terrible for competition at high level.
I am 100% against gimmick maps. sometimes they produce good games. most of the time the matches aren't that good because the limits it imposes on players start to unfairly favor a race and makes it too imbalanced. Troy for example had largely bad games. it had a 65% toss vs zerg winrate. Monty had a 67% zerg vs toss winrate.. thats just mega imbalanced and bad.
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Love this. Good maps.
Radeon, Déjà Vu, and Dominator are nice and comfy, with no major issues there.
Metropolis looks like a FS remix with strangely shaped mains and a center expo with stacked minerals. I like this. Let's see how the shape of the main influences muta timings in ZvT. I think there might be more design space to explore with expansions featuring stacked minerals, and this is a good start (one expansion at the center).
Pole Star – 16 expansions, 16 gas, macro-heavy map. Expect long games here. Looks good to me.
Death Valley – The experimental map of the season. I have no idea how this might play out, but it's just a single map, so I think it’s fine. Looks interesting tbh with plenty of potential for interesting scenarios. Let's see whether it passes playtests.
Anonymous - gimmick map. Whatever... it's not gonna make it past test phase.
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also stop discussing what you think might have been better maps instead. noone cares, it doesnt matter and its off-topic
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Metropolis remind me a lot this map called Beltway ![[image loading]](https://liquipedia.net/commons/images/thumb/f/fd/Beltway.jpg/600px-Beltway.jpg)
Is it a remake ?
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konadora
Singapore66156 Posts
Death Valley looks awesome and fun to play!
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On December 27 2024 07:47 [sc1f]eonzerg wrote:Metropolis remind me a lot this map called Beltway ![[image loading]](https://liquipedia.net/commons/images/thumb/f/fd/Beltway.jpg/600px-Beltway.jpg) Is it a remake ?
The main layout does look quite similar! Whether something is considered a remake likely depends on what one considers the defining features of a map. To me, it feels more like we recognized that certain features of a map (like the main shape in Beltway) might be interesting to explore within the design space.
I think there's a lot of potential here. Many maps were considered interesting because of a specific feature. It's possible that the map as a whole wasn't deemed "good," but certain features were seen as interesting, examined, and re-imagined in a new way.
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ALLEYCAT BLUES50114 Posts
On December 27 2024 07:47 [sc1f]eonzerg wrote:Metropolis remind me a lot this map called Beltway ![[image loading]](https://liquipedia.net/commons/images/thumb/f/fd/Beltway.jpg/600px-Beltway.jpg) Is it a remake ?
good ol TvT central beltway
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On December 27 2024 07:47 [sc1f]eonzerg wrote:Metropolis remind me a lot this map called Beltway ![[image loading]](https://liquipedia.net/commons/images/thumb/f/fd/Beltway.jpg/600px-Beltway.jpg) Is it a remake ? Only the main base shapes look a bit similar, nothing else.
But anyway.. Beltway was a cool map.
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On December 27 2024 02:07 RJBTVYOUTUBE wrote: Naraka is a 20 base map with a terrible layout and too many gimmicks.
Everlasting has a terrible spawn layout and would just be crazy bad if two players spawned next to each other. same reason lost temple is terrible.
Last map has terrible spawn locations and bad base sizes. The maps are just terrible for competition at high level.
I am 100% against gimmick maps. sometimes they produce good games. most of the time the matches aren't that good because the limits it imposes on players start to unfairly favor a race and makes it too imbalanced. Troy for example had largely bad games. it had a 65% toss vs zerg winrate. Monty had a 67% zerg vs toss winrate.. thats just mega imbalanced and bad. A 20 base map is a good map, atleast for me. On Naraka, you need to think about kind of your units to fit Dark Swarm, D-Web, ground and movement on this map needs skillfull, smart, and vision. These good things really need for real contest.
(4)Everlasting is good like Python, Horizon Lunar Colony. Lost temple was a bad map because of dropping at nature base, not two players spawned next to each other. The places lead to mind game, you can be easy to drop or rush muta but your opponent prepares to defend easy too.
(3)진달래 is good like Pathfinder, Alchemist. The main base isn't small like you think, do you know Lemon map? (3)진달래 is very balance, it's far enough to fast expand safely, it's 3 island bases for the weakest race (P) get a little advantage. While island base maps are so terrible for Zerg, Terran, so semi-island or 2 players have to play on 5 bases and the other bases on outside is nice idea.
Death Valley = Third World favor Protoss Anonymous = Holy World favor Zerg Metropolis = Andromeda favor Terrran
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out of curiosity, what do map makers gain from making these maps?
do they get royalties, or is it just for the love of the game and the fame of being a good mapmaker?
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On December 28 2024 22:48 29 fps wrote: out of curiosity, what do map makers gain from making these maps?
do they get royalties, or is it just for the love of the game and the fame of being a good mapmaker? I'm pretty sure the reality of map making (even for S. Korean tournaments) is much closer to the latter than to the former.
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Netherlands4985 Posts
Maybe Freakling can shine some light on that, as his (semi-)island map made it into ASL one time. Wintered Korean map makers might get a fair money compensation? I remember ASL approaching Korean map makers, so I imagine they receive payment when ASL has an idea they want to be translated into a new map.
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On December 28 2024 09:09 SCRVN wrote:Show nested quote +On December 27 2024 02:07 RJBTVYOUTUBE wrote: Naraka is a 20 base map with a terrible layout and too many gimmicks.
Everlasting has a terrible spawn layout and would just be crazy bad if two players spawned next to each other. same reason lost temple is terrible.
Last map has terrible spawn locations and bad base sizes. The maps are just terrible for competition at high level.
I am 100% against gimmick maps. sometimes they produce good games. most of the time the matches aren't that good because the limits it imposes on players start to unfairly favor a race and makes it too imbalanced. Troy for example had largely bad games. it had a 65% toss vs zerg winrate. Monty had a 67% zerg vs toss winrate.. thats just mega imbalanced and bad. A 20 base map is a good map, atleast for me. On Naraka, you need to think about kind of your units to fit Dark Swarm, D-Web, ground and movement on this map needs skillfull, smart, and vision. These good things really need for real contest. (4)Everlasting is good like Python, Horizon Lunar Colony. Lost temple was a bad map because of dropping at nature base, not two players spawned next to each other. The places lead to mind game, you can be easy to drop or rush muta but your opponent prepares to defend easy too. (3)진달래 is good like Pathfinder, Alchemist. The main base isn't small like you think, do you know Lemon map? (3)진달래 is very balance, it's far enough to fast expand safely, it's 3 island bases for the weakest race (P) get a little advantage. While island base maps are so terrible for Zerg, Terran, so semi-island or 2 players have to play on 5 bases and the other bases on outside is nice idea. Death Valley = Third World favor Protoss Anonymous = Holy World favor Zerg Metropolis = Andromeda favor Terrran
All the things you listed make them bad maps in my opinion. Python is bad. Horizon Lunar Colony somewhat different and much better than everlasting but also not a great map. Pathfinder and alchemist are bad maps too.
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51434 Posts
On December 29 2024 02:31 Peeano wrote: Maybe Freakling can shine some light on that, as his (semi-)island map made it into ASL one time. Wintered Korean map makers might get a fair money compensation? I remember ASL approaching Korean map makers, so I imagine they receive payment when ASL has an idea they want to be translated into a new map.
at least for vermeer/radeon, AMD put in a bit of money as an incentive to the map makers and players in exchange for the brand exposure.
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On December 29 2024 06:19 RJBTVYOUTUBE wrote: All the things you listed make them bad maps in my opinion. Python is bad. Horizon Lunar Colony somewhat different and much better than everlasting but also not a great map. Pathfinder and alchemist are bad maps too. You told about competition, but do you know why gosu/leagure/tournament don't use kind of fastest map for competition? It's so easy, players will have resource, land to build building, train army, make big combat... When you have everything, what things do show your skills/talents?
SSL/BSL/ASL/OSL/MSL/ProLeague know "bad" maps need/help leagues/players exist. StarCraft is the best balance game because it's 3 race with rock-paper-scissors gameplay. Therefore, "bad" and unbalance maps are not matter.
Fighting Spirit 1.3 is famous and beloved map because of convenience. This map is too unbalanced about places (3rd base safe for one but unsafe for the other), favor so much Terran (the weakest race without pro-players) except cross spawn.
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Updated MP: (2)DeathValley0.80
(4)Metropolis0.80
(4)Pole Star 0.91
*기존 맵 수정*
(4)Deja Vu SE 1.95
(3)Dominator SE 1.9
*기존맵*
(2)Eclipse 1.3
(4)Radeon 1.0
Cant believe they bringing back eclipse xD
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United States10141 Posts
I mean Eclipse on eloboard is one of the most balanced maps (though we've seen 2p standard maps be pretty good for balance). Considering last SSL we had an abominations in Minstrel and Monty Hall, I don't mind a turn back to more standard maps.
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51434 Posts
damn they scrapped anonymous that quickly? shame.
no changes to eclipse as well outside of the in-game text changing any references to afreeca to soop.
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Best Map Pool in years! no gimmick maps, no bad maps. All looks hihh quality without crazy imbalances. expecting more quality games than we got from SSL1.
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This map is so beautiful, I really had loved Eclipse before I played it.
We played and watched it so much, what do we expect from Eclipse in 2025?
2020 Season 2 29/05 (2) Eclipse (2) Match Point (3) New Sylphid (3) Reap the Storm (4) Polypoid (4) Fighting Spirit (4) Circuit Breakers
2020 Season 3 09/10 (2) Benzene (2) Eclipse (3) Plasma (4) Polypoid (4) Ringing Bloom (4) Fighting Spirit (4) Circuit Breakers
2021 season 1 10/02 (2) Benzene 1.1 (2) Eclipse 1.2 (3) Plasma 1.0 (4) Optimizer 1.0 (4) Polypoid 1.6 (4) Ringing Bloom SE 2.0 (4) Shakuras Temple 1.1
2021 season 2 29/09 (2) Eclipse 1.2 (3) Ascension 1.0 (4) Fighting Spirit 1.3 (4) Good Night 1.3 (4) Largo 1.5 (4) Polypoid 1.65 (4) Revolver 1.0
2022 season 1 08/09 (2) Butter 2.0C (2) Eclipse 1.2 (3) Sylphid 3.0 (4) Fighting Spirit 1.3 (4) Nemesis (ASL) (4) Polypoid 1.65 (4) Vermeer SE 2.1
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ALLEYCAT BLUES50114 Posts
On December 31 2024 01:32 [sc1f]eonzerg wrote: Updated MP: (2)DeathValley0.80
(4)Metropolis0.80
(4)Pole Star 0.91
*기존 맵 수정*
(4)Deja Vu SE 1.95
(3)Dominator SE 1.9
*기존맵*
(2)Eclipse 1.3
(4)Radeon 1.0
Cant believe they bringing back eclipse xD
In an ideal scenario, they should be rotating one or two new maps, 3 at the most. but I would guess map makers get paid more for new maps.
This has to be a response to the reception they got last season.
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On December 28 2024 22:48 29 fps wrote: out of curiosity, what do map makers gain from making these maps?
do they get royalties, or is it just for the love of the game and the fame of being a good mapmaker?
Many people are aware that there is an incentive for map production, as it is indirectly mentioned from time to time. However, the exact amount has never been disclosed. It might only be revealed after ASL and SSL come to an end.
Here are one hints: 1) There isn’t a single person who creates maps as a full-time job. It’s purely a hobby. 🤭
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Good and quick riddance of Anynomous. All other maps are looking great. Eclipse is imo one of the best maps of all time, happy to see it back.
On December 31 2024 11:50 BLinD-RawR wrote: In an ideal scenario, they should be rotating one or two new maps, 3 at the most. but I would guess map makers get paid more for new maps.
Wake up sheeple! The BigMapMaking-lobbyists are destroying our beloved game by choosing profits over the wishes of the people!!
For real though, there are no incentives like that...
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United States10141 Posts
Trying to theorycraft on Death Valley right now on whether you simply play normally then expand later to the bottom side, or if there's some kind of mind games by expanding to the egg natural quickly.
It's almost impossible to attack the egg natural unless you commit your production to the egg natural. But that makes you extremely vulnerable to attacks at your assimilator. And it's all a guessing game too, almost a little like Monty Hall.
Example 1: Both players play normal, leads to a normal game. Example 2: Both players take egg natural with production in mains, probably just leads to a normalish game. Example 3: One player plays normal, one player takes egg natural with production in main. Egg natural player has slight advantage in that they only have to defend their assimilator/ramp while the opponent has to defend the natural choke and can't easily harass opponent's egg natural. So likely egg natural player has some advantage. Example 4: One player plays normal, one player takes egg natural but commits production to the egg natural. In this case, the normal player would probably have advantage and can sieze initiative with harassing the assimilator and getting up the ramp while egg natural player units must quickly break the eggs to get back on defense. Difficult especially for Terran and Zerg players who don't have high damage units to break though egg armor. Example 5: One player takes normal natural BUT commits to egg natural production while other player takes egg natural and main production. In this case, it would turn into a very messy game, as the production is not on the same side of the map and both players may end up losing their naturals.
It feels like Terran may have some advantages on this map by being able to lift their buildings. If they guessed wrong, they can always lift their early rax/factory back to the main for example, or let's say they expand to egg natural but build production in main. They can quickly try to build bunker at egg natural while lifting their rax down to the low ground to produce a few marines to get set defensively. Of course, depending on the matchup like TvZ, might be too difficult to kill the eggs fast enough when mutas arrive, so that might not be an option in TvZ (but maybe mech could be good on this map to 1) kill eggs faster, and 2) take advantage of relatively safe 3rd gas).
I think for Protoss, the egg natural basically solves the issue with 3 hatch hydra play, since Zerg will want to take the egg natural as one of their bases rather than the multi at 1. This means Zerg can't reliably rush a Protoss since they'll have at minimum 1 hatchery not joining the attack (though Zerg could maybe play a very interesting style where they take egg natural as 2nd base, then take 6/9 as 3rd base and rush the bottom side of the map). I think 12 nex to the egg natural will also be very strong and maybe a rush into fast carriers, since how does Terran reliably punish a 12 nex? They could maybe BBS... but getting up the ramp into the main would be difficult, so maybe PvT will just be 12 nex vs 14 cc?
Zerg muta play will be very strong on this map as they can dance between the three bases especially with how the egg natural minerals are placed. Rushes seem pretty weak though as mentioned before, taking the egg natural means being cut off in your production and early game zerg will have struggles opening the eggs. I think this map will see quite a few games actually reach hive ZvZ, as taking the egg natural can be pretty safe (although maybe not to ling-allins since your hatches will be disconnected by ground). 12 hatch to the egg natural vs 9 pool would auto lose as the 9 pooling player would be able to get lings inside the main and you don't have the advantage of the extra larva from the 12 hatch to defend yourself (maybe they just immediately drop a sunken in their main and can freely drone at the egg natural since it can't be attacked). But also, if Zerg takes egg natural, there's a chance opponent could also theorize a sunken rush since they likely won't make lings at that location... Very curious for how ZvZ will play out.
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On January 01 2025 01:20 FlaShFTW wrote: Trying to theorycraft on Death Valley right now on whether you simply play normally then expand later to the bottom side, or if there's some kind of mind games by expanding to the egg natural quickly.
It's almost impossible to attack the egg natural unless you commit your production to the egg natural. But that makes you extremely vulnerable to attacks at your assimilator. And it's all a guessing game too, almost a little like Monty Hall.
Example 1: Both players play normal, leads to a normal game. Example 2: Both players take egg natural with production in mains, probably just leads to a normalish game. Example 3: One player plays normal, one player takes egg natural with production in main. Egg natural player has slight advantage in that they only have to defend their assimilator/ramp while the opponent has to defend the natural choke and can't easily harass opponent's egg natural. So likely egg natural player has some advantage. Example 4: One player plays normal, one player takes egg natural but commits production to the egg natural. In this case, the normal player would probably have advantage and can sieze initiative with harassing the assimilator and getting up the ramp while egg natural player units must quickly break the eggs to get back on defense. Difficult especially for Terran and Zerg players who don't have high damage units to break though egg armor. Example 5: One player takes normal natural BUT commits to egg natural production while other player takes egg natural and main production. In this case, it would turn into a very messy game, as the production is not on the same side of the map and both players may end up losing their naturals.
It feels like Terran may have some advantages on this map by being able to lift their buildings. If they guessed wrong, they can always lift their early rax/factory back to the main for example, or let's say they expand to egg natural but build production in main. They can quickly try to build bunker at egg natural while lifting their rax down to the low ground to produce a few marines to get set defensively. Of course, depending on the matchup like TvZ, might be too difficult to kill the eggs fast enough when mutas arrive, so that might not be an option in TvZ (but maybe mech could be good on this map to 1) kill eggs faster, and 2) take advantage of relatively safe 3rd gas).
I think for Protoss, the egg natural basically solves the issue with 3 hatch hydra play, since Zerg will want to take the egg natural as one of their bases rather than the multi at 1. This means Zerg can't reliably rush a Protoss since they'll have at minimum 1 hatchery not joining the attack (though Zerg could maybe play a very interesting style where they take egg natural as 2nd base, then take 6/9 as 3rd base and rush the bottom side of the map). I think 12 nex to the egg natural will also be very strong and maybe a rush into fast carriers, since how does Terran reliably punish a 12 nex? They could maybe BBS... but getting up the ramp into the main would be difficult, so maybe PvT will just be 12 nex vs 14 cc?
Zerg muta play will be very strong on this map as they can dance between the three bases especially with how the egg natural minerals are placed. Rushes seem pretty weak though as mentioned before, taking the egg natural means being cut off in your production and early game zerg will have struggles opening the eggs. I think this map will see quite a few games actually reach hive ZvZ, as taking the egg natural can be pretty safe (although maybe not to ling-allins since your hatches will be disconnected by ground). 12 hatch to the egg natural vs 9 pool would auto lose as the 9 pooling player would be able to get lings inside the main and you don't have the advantage of the extra larva from the 12 hatch to defend yourself (maybe they just immediately drop a sunken in their main and can freely drone at the egg natural since it can't be attacked). But also, if Zerg takes egg natural, there's a chance opponent could also theorize a sunken rush since they likely won't make lings at that location... Very curious for how ZvZ will play out.
As you mentioned, Zerg vs. Zerg seems quite exciting. Mirror matchups tend to have fewer balance concerns, making them even more enjoyable to watch.
Several users and map creators have pointed out structural issues with "Death Valley." From my perspective, the concept of a "separated battlefield" inherently feels structurally disadvantageous for Terran, which is typically slower in mobility.
Earthattack’s idea, compared to the previous "Third World," was to design a map where the "first battlefield could be easily abandoned." However, I still think this idea remains burdensome for Terran. If Terran gives up the 1 o'clock position, Protoss can produce an unlimited number of Interceptors, which was an issue I overlooked in my previous "Blitz Y" map. On the other hand, if Terran does not abandon the 1 o'clock position, unit movement paths become tangled.
Additionally, the "eggs" as structures feel disadvantageous for Terran. Since they are treated as a "unit type," the activation speed of Probes and Drones becomes challenging to manage. Furthermore, removing eggs with Marines takes considerable time. Against Zerg, this could force Terran into a mechanical playstyle, which again suffers from slow mobility. This predicts unfavorable choices. Unlike "Monty Hall," there is no central way, making a "time attack" strategy impossible.
The response I received was that they would "observe the games and review feedback." As far as I know, they are currently preparing a new test version alongside "Metropolis," but I do not know how or when it will be released.
Personally, I think having 1-2 slightly "imbalanced" maps each season is acceptable if they showcase "diverse gameplay." Such maps can be addressed through the "ban" system. However, it has to be fun. I understand why people dislike gimmick maps, as there have been consistently unpleasant ones in the past. Personally, I would love to see an entertaining gimmick map. In my opinion, while 'Death Valley' might be slightly imbalanced, it seems like it could still be enjoyable to watch.
* There are also opinions that the "unbuildable zones" in "Deja Vu SE" are excessive. What do others think about this?
Even Mini, a Protoss player, mentioned that it might be too much. However, I believe that allowing even a small degree of building would negate the intended changes. Due to the map's structure, there are unfair starting positions that could give an advantage to Terran (for example, Terran at 5 vs Protoss at 7).
At one point, I considered allowing one turret to be built in the 3, 6, 9, and 12 o'clock regions, but strategically, I think this would have minimal impact. However, I plan to ensure that no structures can be built at all at the entrance points.
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United States10141 Posts
On January 01 2025 10:06 POPsNemec wrote:Show nested quote +On January 01 2025 01:20 FlaShFTW wrote: Trying to theorycraft on Death Valley right now on whether you simply play normally then expand later to the bottom side, or if there's some kind of mind games by expanding to the egg natural quickly.
It's almost impossible to attack the egg natural unless you commit your production to the egg natural. But that makes you extremely vulnerable to attacks at your assimilator. And it's all a guessing game too, almost a little like Monty Hall.
Example 1: Both players play normal, leads to a normal game. Example 2: Both players take egg natural with production in mains, probably just leads to a normalish game. Example 3: One player plays normal, one player takes egg natural with production in main. Egg natural player has slight advantage in that they only have to defend their assimilator/ramp while the opponent has to defend the natural choke and can't easily harass opponent's egg natural. So likely egg natural player has some advantage. Example 4: One player plays normal, one player takes egg natural but commits production to the egg natural. In this case, the normal player would probably have advantage and can sieze initiative with harassing the assimilator and getting up the ramp while egg natural player units must quickly break the eggs to get back on defense. Difficult especially for Terran and Zerg players who don't have high damage units to break though egg armor. Example 5: One player takes normal natural BUT commits to egg natural production while other player takes egg natural and main production. In this case, it would turn into a very messy game, as the production is not on the same side of the map and both players may end up losing their naturals.
It feels like Terran may have some advantages on this map by being able to lift their buildings. If they guessed wrong, they can always lift their early rax/factory back to the main for example, or let's say they expand to egg natural but build production in main. They can quickly try to build bunker at egg natural while lifting their rax down to the low ground to produce a few marines to get set defensively. Of course, depending on the matchup like TvZ, might be too difficult to kill the eggs fast enough when mutas arrive, so that might not be an option in TvZ (but maybe mech could be good on this map to 1) kill eggs faster, and 2) take advantage of relatively safe 3rd gas).
I think for Protoss, the egg natural basically solves the issue with 3 hatch hydra play, since Zerg will want to take the egg natural as one of their bases rather than the multi at 1. This means Zerg can't reliably rush a Protoss since they'll have at minimum 1 hatchery not joining the attack (though Zerg could maybe play a very interesting style where they take egg natural as 2nd base, then take 6/9 as 3rd base and rush the bottom side of the map). I think 12 nex to the egg natural will also be very strong and maybe a rush into fast carriers, since how does Terran reliably punish a 12 nex? They could maybe BBS... but getting up the ramp into the main would be difficult, so maybe PvT will just be 12 nex vs 14 cc?
Zerg muta play will be very strong on this map as they can dance between the three bases especially with how the egg natural minerals are placed. Rushes seem pretty weak though as mentioned before, taking the egg natural means being cut off in your production and early game zerg will have struggles opening the eggs. I think this map will see quite a few games actually reach hive ZvZ, as taking the egg natural can be pretty safe (although maybe not to ling-allins since your hatches will be disconnected by ground). 12 hatch to the egg natural vs 9 pool would auto lose as the 9 pooling player would be able to get lings inside the main and you don't have the advantage of the extra larva from the 12 hatch to defend yourself (maybe they just immediately drop a sunken in their main and can freely drone at the egg natural since it can't be attacked). But also, if Zerg takes egg natural, there's a chance opponent could also theorize a sunken rush since they likely won't make lings at that location... Very curious for how ZvZ will play out. As you mentioned, Zerg vs. Zerg seems quite exciting. Mirror matchups tend to have fewer balance concerns, making them even more enjoyable to watch. Several users and map creators have pointed out structural issues with "Death Valley." From my perspective, the concept of a "separated battlefield" inherently feels structurally disadvantageous for Terran, which is typically slower in mobility. Earthattack’s idea, compared to the previous "Third World," was to design a map where the "first battlefield could be easily abandoned." However, I still think this idea remains burdensome for Terran. If Terran gives up the 1 o'clock position, Protoss can produce an unlimited number of Interceptors, which was an issue I overlooked in my previous "Blitz Y" map. On the other hand, if Terran does not abandon the 1 o'clock position, unit movement paths become tangled. Additionally, the "eggs" as structures feel disadvantageous for Terran. Since they are treated as a "unit type," the activation speed of Probes and Drones becomes challenging to manage. Furthermore, removing eggs with Marines takes considerable time. Against Zerg, this could force Terran into a mechanical playstyle, which again suffers from slow mobility. This predicts unfavorable choices. Unlike "Monty Hall," there is no central way, making a "time attack" strategy impossible. The response I received was that they would "observe the games and review feedback." As far as I know, they are currently preparing a new test version alongside "Metropolis," but I do not know how or when it will be released. Personally, I think having 1-2 slightly "imbalanced" maps each season is acceptable if they showcase "diverse gameplay." Such maps can be addressed through the "ban" system. However, it has to be fun. I understand why people dislike gimmick maps, as there have been consistently unpleasant ones in the past. Personally, I would love to see an entertaining gimmick map. In my opinion, while 'Death Valley' might be slightly imbalanced, it seems like it could still be enjoyable to watch. * There are also opinions that the "unbuildable zones" in "Deja Vu SE" are excessive. What do others think about this? Even Mini, a Protoss player, mentioned that it might be too much. However, I believe that allowing even a small degree of building would negate the intended changes. Due to the map's structure, there are unfair starting positions that could give an advantage to Terran (for example, Terran at 5 vs Protoss at 7). At one point, I considered allowing one turret to be built in the 3, 6, 9, and 12 o'clock regions, but strategically, I think this would have minimal impact. However, I plan to ensure that no structures can be built at all at the entrance points. I think that even if Death Valley is unbalanced, I do hope to see some very unique and interesting strategies on the map, which will give viewers memorable games. Ultimately, while we do want to see who the best players in the world are, we also are watching for our entertainment.
For Deja Vu changes, I have no examined the buildable terrain changes. I hope that we do not totally remove buildable terrain and give some options for Terran, similar to how Radeon's choke is set up with specific spots to build turrets. I think both Protoss and Terran players should give feedback to map maker to discuss what would be fair for buildable and unbuildable. I agree with no turrets right on top of the ramp, but maybe farther back is ok? Maybe just below the high ground in the center low ground area would be an acceptable area to build turrets so that a shuttle may still die, but will get the unload off on the zealots at least for a bust if Terran attempts to secure high ground. It would encourage Terran to at least feel like they must secure the Protoss's choke point and move forward, rather than sitting back and shelling Protoss area.
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On January 01 2025 14:20 FlaShFTW wrote:Show nested quote +On January 01 2025 10:06 POPsNemec wrote:On January 01 2025 01:20 FlaShFTW wrote: Trying to theorycraft on Death Valley right now on whether you simply play normally then expand later to the bottom side, or if there's some kind of mind games by expanding to the egg natural quickly.
It's almost impossible to attack the egg natural unless you commit your production to the egg natural. But that makes you extremely vulnerable to attacks at your assimilator. And it's all a guessing game too, almost a little like Monty Hall.
Example 1: Both players play normal, leads to a normal game. Example 2: Both players take egg natural with production in mains, probably just leads to a normalish game. Example 3: One player plays normal, one player takes egg natural with production in main. Egg natural player has slight advantage in that they only have to defend their assimilator/ramp while the opponent has to defend the natural choke and can't easily harass opponent's egg natural. So likely egg natural player has some advantage. Example 4: One player plays normal, one player takes egg natural but commits production to the egg natural. In this case, the normal player would probably have advantage and can sieze initiative with harassing the assimilator and getting up the ramp while egg natural player units must quickly break the eggs to get back on defense. Difficult especially for Terran and Zerg players who don't have high damage units to break though egg armor. Example 5: One player takes normal natural BUT commits to egg natural production while other player takes egg natural and main production. In this case, it would turn into a very messy game, as the production is not on the same side of the map and both players may end up losing their naturals.
It feels like Terran may have some advantages on this map by being able to lift their buildings. If they guessed wrong, they can always lift their early rax/factory back to the main for example, or let's say they expand to egg natural but build production in main. They can quickly try to build bunker at egg natural while lifting their rax down to the low ground to produce a few marines to get set defensively. Of course, depending on the matchup like TvZ, might be too difficult to kill the eggs fast enough when mutas arrive, so that might not be an option in TvZ (but maybe mech could be good on this map to 1) kill eggs faster, and 2) take advantage of relatively safe 3rd gas).
I think for Protoss, the egg natural basically solves the issue with 3 hatch hydra play, since Zerg will want to take the egg natural as one of their bases rather than the multi at 1. This means Zerg can't reliably rush a Protoss since they'll have at minimum 1 hatchery not joining the attack (though Zerg could maybe play a very interesting style where they take egg natural as 2nd base, then take 6/9 as 3rd base and rush the bottom side of the map). I think 12 nex to the egg natural will also be very strong and maybe a rush into fast carriers, since how does Terran reliably punish a 12 nex? They could maybe BBS... but getting up the ramp into the main would be difficult, so maybe PvT will just be 12 nex vs 14 cc?
Zerg muta play will be very strong on this map as they can dance between the three bases especially with how the egg natural minerals are placed. Rushes seem pretty weak though as mentioned before, taking the egg natural means being cut off in your production and early game zerg will have struggles opening the eggs. I think this map will see quite a few games actually reach hive ZvZ, as taking the egg natural can be pretty safe (although maybe not to ling-allins since your hatches will be disconnected by ground). 12 hatch to the egg natural vs 9 pool would auto lose as the 9 pooling player would be able to get lings inside the main and you don't have the advantage of the extra larva from the 12 hatch to defend yourself (maybe they just immediately drop a sunken in their main and can freely drone at the egg natural since it can't be attacked). But also, if Zerg takes egg natural, there's a chance opponent could also theorize a sunken rush since they likely won't make lings at that location... Very curious for how ZvZ will play out. As you mentioned, Zerg vs. Zerg seems quite exciting. Mirror matchups tend to have fewer balance concerns, making them even more enjoyable to watch. Several users and map creators have pointed out structural issues with "Death Valley." From my perspective, the concept of a "separated battlefield" inherently feels structurally disadvantageous for Terran, which is typically slower in mobility. Earthattack’s idea, compared to the previous "Third World," was to design a map where the "first battlefield could be easily abandoned." However, I still think this idea remains burdensome for Terran. If Terran gives up the 1 o'clock position, Protoss can produce an unlimited number of Interceptors, which was an issue I overlooked in my previous "Blitz Y" map. On the other hand, if Terran does not abandon the 1 o'clock position, unit movement paths become tangled. Additionally, the "eggs" as structures feel disadvantageous for Terran. Since they are treated as a "unit type," the activation speed of Probes and Drones becomes challenging to manage. Furthermore, removing eggs with Marines takes considerable time. Against Zerg, this could force Terran into a mechanical playstyle, which again suffers from slow mobility. This predicts unfavorable choices. Unlike "Monty Hall," there is no central way, making a "time attack" strategy impossible. The response I received was that they would "observe the games and review feedback." As far as I know, they are currently preparing a new test version alongside "Metropolis," but I do not know how or when it will be released. Personally, I think having 1-2 slightly "imbalanced" maps each season is acceptable if they showcase "diverse gameplay." Such maps can be addressed through the "ban" system. However, it has to be fun. I understand why people dislike gimmick maps, as there have been consistently unpleasant ones in the past. Personally, I would love to see an entertaining gimmick map. In my opinion, while 'Death Valley' might be slightly imbalanced, it seems like it could still be enjoyable to watch. * There are also opinions that the "unbuildable zones" in "Deja Vu SE" are excessive. What do others think about this? Even Mini, a Protoss player, mentioned that it might be too much. However, I believe that allowing even a small degree of building would negate the intended changes. Due to the map's structure, there are unfair starting positions that could give an advantage to Terran (for example, Terran at 5 vs Protoss at 7). At one point, I considered allowing one turret to be built in the 3, 6, 9, and 12 o'clock regions, but strategically, I think this would have minimal impact. However, I plan to ensure that no structures can be built at all at the entrance points. I think that even if Death Valley is unbalanced, I do hope to see some very unique and interesting strategies on the map, which will give viewers memorable games. Ultimately, while we do want to see who the best players in the world are, we also are watching for our entertainment. For Deja Vu changes, I have no examined the buildable terrain changes. I hope that we do not totally remove buildable terrain and give some options for Terran, similar to how Radeon's choke is set up with specific spots to build turrets. I think both Protoss and Terran players should give feedback to map maker to discuss what would be fair for buildable and unbuildable. I agree with no turrets right on top of the ramp, but maybe farther back is ok? Maybe just below the high ground in the center low ground area would be an acceptable area to build turrets so that a shuttle may still die, but will get the unload off on the zealots at least for a bust if Terran attempts to secure high ground. It would encourage Terran to at least feel like they must secure the Protoss's choke point and move forward, rather than sitting back and shelling Protoss area.
Thank you for your feedback. I will take into consideration the positions you mentioned.
To share my perspective, I believe your initial suggestion of allowing turret placement "slightly farther back from the ramp" is a good idea, and I will review and discuss it further.
(However, I think the central low-ground area below the ramp lacks sufficient strategic value, so it may not be accepted.)
As you noted, Terran's win rate tends to increase as maps are used more frequently due to their ability to adapt to layouts. For this reason, in standard 4-player maps, we must deliberately reduce convenience for Terran to maintain balance. (While the changes in 'Radeon' were beneficial for average players, I believe they introduced elements that favor Terran in high-level play. That said, the AMD project's goals warranted giving Terran certain advantageous features.)
<Discussion> Ideally, Terran and Protoss players would reach a consensus through discussions, but SOOP manager '910' has been reluctant to hold public discussions since the 'Inner Coven' project. This reluctance stems from witnessing too many instances where "productive discussions" devolved into "emotional conflicts."
To address this, I plan to observe test games until January 5 and use the results to establish a middle ground.
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Very cool stuff. How can download these maps?? I clicked the first link but there are photos only !?
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On January 01 2025 18:29 namkraft wrote: Very cool stuff. How can download these maps?? I clicked the first link but there are photos only !?
You can download using it this link. https://910map.tistory.com/214
Previously, the 910 manager uploaded map files individually. However, due to security problem on the Tistory site, only compressed zip files can be uploaded from now on.
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On January 01 2025 19:44 POPsNemec wrote:Show nested quote +On January 01 2025 18:29 namkraft wrote: Very cool stuff. How can download these maps?? I clicked the first link but there are photos only !?
You can download using it this link. https://910map.tistory.com/214Previously, the 910 manager uploaded map files individually. However, due to security problem on the Tistory site, only compressed zip files can be uploaded from now on.
Thanks! And which version fit to play? Sorry I'm a newb for these maps. (fog) version (Ob) version and plain version (nothing in bracket)
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On January 02 2025 02:11 namkraft wrote:Show nested quote +On January 01 2025 19:44 POPsNemec wrote:On January 01 2025 18:29 namkraft wrote: Very cool stuff. How can download these maps?? I clicked the first link but there are photos only !?
You can download using it this link. https://910map.tistory.com/214Previously, the 910 manager uploaded map files individually. However, due to security problem on the Tistory site, only compressed zip files can be uploaded from now on. Thanks! And which version fit to play? Sorry I'm a newb for these maps. (fog) version (Ob) version and plain version (nothing in bracket)
Plain version: Normal Melee map. (ob) version: A version with observer forces (for use map setting). (fog) version: A version with fog of war processing, allowing visibility on the minimap (for use map setting).
When testing, I wished pro gamers had played using the (fog) version. However, most players are unfamiliar with this.
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Is there a way to suggest maps to be used in ASL?
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On January 02 2025 17:57 SiaBBo wrote: Is there a way to suggest maps to be used in ASL?
My recommended approach is to wait until the SSL finals are over and preparations for the next season begin. At that time, you can reach out to Manager 910 via email at kangkuyol@naver.com and make your maps. If any of the maps you attach catch his interest, he may reach out to you.
In the past, maps like Good Night(ASL S12) and Champion(ASL S16) were selected, but I’m not sure about the exact process behind their selection, as I’m not directly involved in such matters.
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United States10141 Posts
On January 01 2025 16:27 POPsNemec wrote:Show nested quote +On January 01 2025 14:20 FlaShFTW wrote:On January 01 2025 10:06 POPsNemec wrote:On January 01 2025 01:20 FlaShFTW wrote: Trying to theorycraft on Death Valley right now on whether you simply play normally then expand later to the bottom side, or if there's some kind of mind games by expanding to the egg natural quickly.
It's almost impossible to attack the egg natural unless you commit your production to the egg natural. But that makes you extremely vulnerable to attacks at your assimilator. And it's all a guessing game too, almost a little like Monty Hall.
Example 1: Both players play normal, leads to a normal game. Example 2: Both players take egg natural with production in mains, probably just leads to a normalish game. Example 3: One player plays normal, one player takes egg natural with production in main. Egg natural player has slight advantage in that they only have to defend their assimilator/ramp while the opponent has to defend the natural choke and can't easily harass opponent's egg natural. So likely egg natural player has some advantage. Example 4: One player plays normal, one player takes egg natural but commits production to the egg natural. In this case, the normal player would probably have advantage and can sieze initiative with harassing the assimilator and getting up the ramp while egg natural player units must quickly break the eggs to get back on defense. Difficult especially for Terran and Zerg players who don't have high damage units to break though egg armor. Example 5: One player takes normal natural BUT commits to egg natural production while other player takes egg natural and main production. In this case, it would turn into a very messy game, as the production is not on the same side of the map and both players may end up losing their naturals.
It feels like Terran may have some advantages on this map by being able to lift their buildings. If they guessed wrong, they can always lift their early rax/factory back to the main for example, or let's say they expand to egg natural but build production in main. They can quickly try to build bunker at egg natural while lifting their rax down to the low ground to produce a few marines to get set defensively. Of course, depending on the matchup like TvZ, might be too difficult to kill the eggs fast enough when mutas arrive, so that might not be an option in TvZ (but maybe mech could be good on this map to 1) kill eggs faster, and 2) take advantage of relatively safe 3rd gas).
I think for Protoss, the egg natural basically solves the issue with 3 hatch hydra play, since Zerg will want to take the egg natural as one of their bases rather than the multi at 1. This means Zerg can't reliably rush a Protoss since they'll have at minimum 1 hatchery not joining the attack (though Zerg could maybe play a very interesting style where they take egg natural as 2nd base, then take 6/9 as 3rd base and rush the bottom side of the map). I think 12 nex to the egg natural will also be very strong and maybe a rush into fast carriers, since how does Terran reliably punish a 12 nex? They could maybe BBS... but getting up the ramp into the main would be difficult, so maybe PvT will just be 12 nex vs 14 cc?
Zerg muta play will be very strong on this map as they can dance between the three bases especially with how the egg natural minerals are placed. Rushes seem pretty weak though as mentioned before, taking the egg natural means being cut off in your production and early game zerg will have struggles opening the eggs. I think this map will see quite a few games actually reach hive ZvZ, as taking the egg natural can be pretty safe (although maybe not to ling-allins since your hatches will be disconnected by ground). 12 hatch to the egg natural vs 9 pool would auto lose as the 9 pooling player would be able to get lings inside the main and you don't have the advantage of the extra larva from the 12 hatch to defend yourself (maybe they just immediately drop a sunken in their main and can freely drone at the egg natural since it can't be attacked). But also, if Zerg takes egg natural, there's a chance opponent could also theorize a sunken rush since they likely won't make lings at that location... Very curious for how ZvZ will play out. As you mentioned, Zerg vs. Zerg seems quite exciting. Mirror matchups tend to have fewer balance concerns, making them even more enjoyable to watch. Several users and map creators have pointed out structural issues with "Death Valley." From my perspective, the concept of a "separated battlefield" inherently feels structurally disadvantageous for Terran, which is typically slower in mobility. Earthattack’s idea, compared to the previous "Third World," was to design a map where the "first battlefield could be easily abandoned." However, I still think this idea remains burdensome for Terran. If Terran gives up the 1 o'clock position, Protoss can produce an unlimited number of Interceptors, which was an issue I overlooked in my previous "Blitz Y" map. On the other hand, if Terran does not abandon the 1 o'clock position, unit movement paths become tangled. Additionally, the "eggs" as structures feel disadvantageous for Terran. Since they are treated as a "unit type," the activation speed of Probes and Drones becomes challenging to manage. Furthermore, removing eggs with Marines takes considerable time. Against Zerg, this could force Terran into a mechanical playstyle, which again suffers from slow mobility. This predicts unfavorable choices. Unlike "Monty Hall," there is no central way, making a "time attack" strategy impossible. The response I received was that they would "observe the games and review feedback." As far as I know, they are currently preparing a new test version alongside "Metropolis," but I do not know how or when it will be released. Personally, I think having 1-2 slightly "imbalanced" maps each season is acceptable if they showcase "diverse gameplay." Such maps can be addressed through the "ban" system. However, it has to be fun. I understand why people dislike gimmick maps, as there have been consistently unpleasant ones in the past. Personally, I would love to see an entertaining gimmick map. In my opinion, while 'Death Valley' might be slightly imbalanced, it seems like it could still be enjoyable to watch. * There are also opinions that the "unbuildable zones" in "Deja Vu SE" are excessive. What do others think about this? Even Mini, a Protoss player, mentioned that it might be too much. However, I believe that allowing even a small degree of building would negate the intended changes. Due to the map's structure, there are unfair starting positions that could give an advantage to Terran (for example, Terran at 5 vs Protoss at 7). At one point, I considered allowing one turret to be built in the 3, 6, 9, and 12 o'clock regions, but strategically, I think this would have minimal impact. However, I plan to ensure that no structures can be built at all at the entrance points. I think that even if Death Valley is unbalanced, I do hope to see some very unique and interesting strategies on the map, which will give viewers memorable games. Ultimately, while we do want to see who the best players in the world are, we also are watching for our entertainment. For Deja Vu changes, I have no examined the buildable terrain changes. I hope that we do not totally remove buildable terrain and give some options for Terran, similar to how Radeon's choke is set up with specific spots to build turrets. I think both Protoss and Terran players should give feedback to map maker to discuss what would be fair for buildable and unbuildable. I agree with no turrets right on top of the ramp, but maybe farther back is ok? Maybe just below the high ground in the center low ground area would be an acceptable area to build turrets so that a shuttle may still die, but will get the unload off on the zealots at least for a bust if Terran attempts to secure high ground. It would encourage Terran to at least feel like they must secure the Protoss's choke point and move forward, rather than sitting back and shelling Protoss area. Thank you for your feedback. I will take into consideration the positions you mentioned. To share my perspective, I believe your initial suggestion of allowing turret placement "slightly farther back from the ramp" is a good idea, and I will review and discuss it further. (However, I think the central low-ground area below the ramp lacks sufficient strategic value, so it may not be accepted.) As you noted, Terran's win rate tends to increase as maps are used more frequently due to their ability to adapt to layouts. For this reason, in standard 4-player maps, we must deliberately reduce convenience for Terran to maintain balance. (While the changes in 'Radeon' were beneficial for average players, I believe they introduced elements that favor Terran in high-level play. That said, the AMD project's goals warranted giving Terran certain advantageous features.) <Discussion> Ideally, Terran and Protoss players would reach a consensus through discussions, but SOOP manager '910' has been reluctant to hold public discussions since the 'Inner Coven' project. This reluctance stems from witnessing too many instances where "productive discussions" devolved into "emotional conflicts." To address this, I plan to observe test games until January 5 and use the results to establish a middle ground. Thanks for all your comments and the discussion we're having. I appreciate reaching out to our community to get our feedback and comments.
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On January 03 2025 03:34 FlaShFTW wrote:Show nested quote +On January 01 2025 16:27 POPsNemec wrote:On January 01 2025 14:20 FlaShFTW wrote:On January 01 2025 10:06 POPsNemec wrote:On January 01 2025 01:20 FlaShFTW wrote: Trying to theorycraft on Death Valley right now on whether you simply play normally then expand later to the bottom side, or if there's some kind of mind games by expanding to the egg natural quickly.
It's almost impossible to attack the egg natural unless you commit your production to the egg natural. But that makes you extremely vulnerable to attacks at your assimilator. And it's all a guessing game too, almost a little like Monty Hall.
Example 1: Both players play normal, leads to a normal game. Example 2: Both players take egg natural with production in mains, probably just leads to a normalish game. Example 3: One player plays normal, one player takes egg natural with production in main. Egg natural player has slight advantage in that they only have to defend their assimilator/ramp while the opponent has to defend the natural choke and can't easily harass opponent's egg natural. So likely egg natural player has some advantage. Example 4: One player plays normal, one player takes egg natural but commits production to the egg natural. In this case, the normal player would probably have advantage and can sieze initiative with harassing the assimilator and getting up the ramp while egg natural player units must quickly break the eggs to get back on defense. Difficult especially for Terran and Zerg players who don't have high damage units to break though egg armor. Example 5: One player takes normal natural BUT commits to egg natural production while other player takes egg natural and main production. In this case, it would turn into a very messy game, as the production is not on the same side of the map and both players may end up losing their naturals.
It feels like Terran may have some advantages on this map by being able to lift their buildings. If they guessed wrong, they can always lift their early rax/factory back to the main for example, or let's say they expand to egg natural but build production in main. They can quickly try to build bunker at egg natural while lifting their rax down to the low ground to produce a few marines to get set defensively. Of course, depending on the matchup like TvZ, might be too difficult to kill the eggs fast enough when mutas arrive, so that might not be an option in TvZ (but maybe mech could be good on this map to 1) kill eggs faster, and 2) take advantage of relatively safe 3rd gas).
I think for Protoss, the egg natural basically solves the issue with 3 hatch hydra play, since Zerg will want to take the egg natural as one of their bases rather than the multi at 1. This means Zerg can't reliably rush a Protoss since they'll have at minimum 1 hatchery not joining the attack (though Zerg could maybe play a very interesting style where they take egg natural as 2nd base, then take 6/9 as 3rd base and rush the bottom side of the map). I think 12 nex to the egg natural will also be very strong and maybe a rush into fast carriers, since how does Terran reliably punish a 12 nex? They could maybe BBS... but getting up the ramp into the main would be difficult, so maybe PvT will just be 12 nex vs 14 cc?
Zerg muta play will be very strong on this map as they can dance between the three bases especially with how the egg natural minerals are placed. Rushes seem pretty weak though as mentioned before, taking the egg natural means being cut off in your production and early game zerg will have struggles opening the eggs. I think this map will see quite a few games actually reach hive ZvZ, as taking the egg natural can be pretty safe (although maybe not to ling-allins since your hatches will be disconnected by ground). 12 hatch to the egg natural vs 9 pool would auto lose as the 9 pooling player would be able to get lings inside the main and you don't have the advantage of the extra larva from the 12 hatch to defend yourself (maybe they just immediately drop a sunken in their main and can freely drone at the egg natural since it can't be attacked). But also, if Zerg takes egg natural, there's a chance opponent could also theorize a sunken rush since they likely won't make lings at that location... Very curious for how ZvZ will play out. As you mentioned, Zerg vs. Zerg seems quite exciting. Mirror matchups tend to have fewer balance concerns, making them even more enjoyable to watch. Several users and map creators have pointed out structural issues with "Death Valley." From my perspective, the concept of a "separated battlefield" inherently feels structurally disadvantageous for Terran, which is typically slower in mobility. Earthattack’s idea, compared to the previous "Third World," was to design a map where the "first battlefield could be easily abandoned." However, I still think this idea remains burdensome for Terran. If Terran gives up the 1 o'clock position, Protoss can produce an unlimited number of Interceptors, which was an issue I overlooked in my previous "Blitz Y" map. On the other hand, if Terran does not abandon the 1 o'clock position, unit movement paths become tangled. Additionally, the "eggs" as structures feel disadvantageous for Terran. Since they are treated as a "unit type," the activation speed of Probes and Drones becomes challenging to manage. Furthermore, removing eggs with Marines takes considerable time. Against Zerg, this could force Terran into a mechanical playstyle, which again suffers from slow mobility. This predicts unfavorable choices. Unlike "Monty Hall," there is no central way, making a "time attack" strategy impossible. The response I received was that they would "observe the games and review feedback." As far as I know, they are currently preparing a new test version alongside "Metropolis," but I do not know how or when it will be released. Personally, I think having 1-2 slightly "imbalanced" maps each season is acceptable if they showcase "diverse gameplay." Such maps can be addressed through the "ban" system. However, it has to be fun. I understand why people dislike gimmick maps, as there have been consistently unpleasant ones in the past. Personally, I would love to see an entertaining gimmick map. In my opinion, while 'Death Valley' might be slightly imbalanced, it seems like it could still be enjoyable to watch. * There are also opinions that the "unbuildable zones" in "Deja Vu SE" are excessive. What do others think about this? Even Mini, a Protoss player, mentioned that it might be too much. However, I believe that allowing even a small degree of building would negate the intended changes. Due to the map's structure, there are unfair starting positions that could give an advantage to Terran (for example, Terran at 5 vs Protoss at 7). At one point, I considered allowing one turret to be built in the 3, 6, 9, and 12 o'clock regions, but strategically, I think this would have minimal impact. However, I plan to ensure that no structures can be built at all at the entrance points. I think that even if Death Valley is unbalanced, I do hope to see some very unique and interesting strategies on the map, which will give viewers memorable games. Ultimately, while we do want to see who the best players in the world are, we also are watching for our entertainment. For Deja Vu changes, I have no examined the buildable terrain changes. I hope that we do not totally remove buildable terrain and give some options for Terran, similar to how Radeon's choke is set up with specific spots to build turrets. I think both Protoss and Terran players should give feedback to map maker to discuss what would be fair for buildable and unbuildable. I agree with no turrets right on top of the ramp, but maybe farther back is ok? Maybe just below the high ground in the center low ground area would be an acceptable area to build turrets so that a shuttle may still die, but will get the unload off on the zealots at least for a bust if Terran attempts to secure high ground. It would encourage Terran to at least feel like they must secure the Protoss's choke point and move forward, rather than sitting back and shelling Protoss area. Thank you for your feedback. I will take into consideration the positions you mentioned. To share my perspective, I believe your initial suggestion of allowing turret placement "slightly farther back from the ramp" is a good idea, and I will review and discuss it further. (However, I think the central low-ground area below the ramp lacks sufficient strategic value, so it may not be accepted.) As you noted, Terran's win rate tends to increase as maps are used more frequently due to their ability to adapt to layouts. For this reason, in standard 4-player maps, we must deliberately reduce convenience for Terran to maintain balance. (While the changes in 'Radeon' were beneficial for average players, I believe they introduced elements that favor Terran in high-level play. That said, the AMD project's goals warranted giving Terran certain advantageous features.) <Discussion> Ideally, Terran and Protoss players would reach a consensus through discussions, but SOOP manager '910' has been reluctant to hold public discussions since the 'Inner Coven' project. This reluctance stems from witnessing too many instances where "productive discussions" devolved into "emotional conflicts." To address this, I plan to observe test games until January 5 and use the results to establish a middle ground. Thanks for all your comments and the discussion we're having. I appreciate reaching out to our community to get our feedback and comments.
I would like to clarify that the opinions I share here are solely my personal views and not official statements. (I'm not a SOOP employee.)
The reason for my visit here is to gather as many diverse opinions as possible. (If SOOP truly aims for globalization, having diverse communication channels is essential, even if they cannot accommodate everything. However, I’m unsure how much interaction you have with SOOP.)
That said, foreign communities, including TL, are not easily accessible to Korean users. This is often due to cultural differences or difficulties in fully understanding what is being discussed. (I’m not aware of other foreign communities, though I’ve seen some Discord channels mentioned on YouTube.)
However, based on my occasional visits, I feel that the perspectives on maps among Korean and foreign viewers don’t differ significantly. (Some prefer standard maps, while others dislike creative maps. Korean users share similar sentiments, leaning towards conservative preferences.)
You might also be curious about where Korean users are active. Let me introduce some Korean communities.
https://www.fmkorea.com/starcraft
Most users and viewers are active in a community called "fmkorea." (It’s somewhat similar to the older Starcraft gallery on DCinside or YGOSU.) However, this community doesn’t solely focus on Starcraft gameplay—it also covers topics related to female streamers playing Starcraft, as well as various current events and daily life discussions.
If you're curious about other maps created by Korean users, I can introduce another community. "SCM05."
https://cafe.naver.com/scm05
Since September 2023, I’ve resumed managing this community as a hobby. (It’s a community for hobbyist map creators and has no connection with SOOP.)
Although it’s in Korean, you can find notes on the production of some official maps and their behind stories. (We also translated some of the posts from TL and processed them into resources.)
One downside is that this community uses Naver, a Korean portal site, which can be difficult to access. Due to security reasons, you need to sign up to view the posts.
https://cafe.naver.com/scm05/1385
I’ll leave a link explaining the sign-up process. (If any part of the instructions seems awkward due to translation, feel free to leave a comment!)
This will probably be my last comment for this season. As 2025 has begun, I wish you a wonderful year ahead!
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Netherlands4985 Posts
Not sure I like the change. Feels like it could use a version in between. Pathing should be better on the new one at least.
Have gas values in main/nat changed with the added gas on the mineral only bases?
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Yeah, some drastic changes and I'm really not sure I like most of them. That upper area seems without any particular purpose and what's up with that weird very small high ground leading to nowhere in the middle?
Meh..
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such terrain modification seems to having purpose to help T vs P, by reducing unwalkable area.
but I am not also sure for that middle high ground..
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I would welcome more diversity. Too many maps are very standard. We haven't seen a real island map in ages, etc.
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On January 07 2025 00:08 Rainalcar wrote: I would welcome more diversity. Too many maps are very standard. We haven't seen a real island map in ages, etc. Unfortunately that's not happening ever again. I mean, two tilesets are basically banned because players have such a huge say on how new maps are being made and how they look. I doubt we will ever see something like 76 ever again, let alone Inner Coven/Sparkle level of craziness. Maybe i'm wrong (and I hope I am) but I don't think so.
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United States10141 Posts
I think the changes were made to make the upper part of the map a little bit more important while reducing the importance of the bottom side. The obvious example is making 6/9 bases from gas to mineral only and moving the gas to the center. This is to avoid someone from just outright giving up their assimilator natural and playing to the bottom side of the map.
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On January 06 2025 19:34 Peeano wrote:
Most of the changes are aimed to fix some of the flaws which became apparent during testing. I like the new version.
1. Bottom-left corner expansions moved to low ground: Long games and split-map scenarios will often revolve around controlling these expansions. High-ground expansions accessible via a single ramp are very easy to defend, so moving these to low ground should make them harder to hold and promote more dynamic gameplay.
2. Added gas at the center expansions: When I first saw the old version of the map, I immediately felt that the center area with the (old) mineral-only expansions wasn’t well incorporated into the rest of the map. That entire area was only relevant for contesting the (old) mineral-only expansions. Not only did those expansions lack gas, but they were also further away than three(!) other gas expansions. Considering the order in which expansions on this map are taken, the result was that the center part of the map remained unused for the first ~15-20 minutes, which isn’t ideal.
By adding gas to these expansions, the relevance of this part of the map increases significantly.
3. Re-shaped egg-block natural expansion: This change is likely due to pathing and positional balance issues. The new version should allow for smoother unit movement.
4. Removed the bridge at the egg-block natural expansion: Scenarios where this path becomes your main entrance to the map are fairly common. If you’ve ever tried moving a group of Goliaths or Dragoons across a single bridge without wanting to kill yourself, I applaud your patience.
5. Removed gas from the high-ground expansion next to the egg-blocked natural: In the old version, you could secure four gas expansions for almost no effort, i.e. defending a single choke per expansion or simply setting your rally points further forward. That was simply too much gas for too little effort, so it had to go.
6. Top-right path made walkable, with ramps added near the assimilator natural expansions: I’m not sure what to make of this change. The likely intent was to make that part of the map feel less unused. I don’t think it will see much more use as a result. Perhaps some proxy buildings on the top right? Or Terrans might drop tanks on the high ground near the assimilator expansion?
7. Added a small ramped high ground at the center that leads nowhere: I actually like this addition. It seems to align with the effort to make the center part of the map (now with gas expansions) more relevant. Two potential uses come to mind: First, units on the high ground can provide vision over parts of the map, functioning somewhat like an inaccessible watchtower. Second, it could be a spot to place tanks, though this might be only relevant for TvT. Overall it seems like a very minor change with no downsides.
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Vatican City State90 Posts
On January 07 2025 00:39 Kraekkling wrote: 7. Added a small ramped high ground at the center that leads nowhere: I actually like this addition. It seems to align with the effort to make the center part of the map (now with gas expansions) more relevant. Two potential uses come to mind: First, units on the high ground can provide vision over parts of the map, functioning somewhat like an inaccessible watchtower. Second, it could be a spot to place tanks, though this might be only relevant for TvT. Overall it seems like a very minor change with no downsides.
That ramp also prevents an overlord from hiding from marines (if someone ever wanted to place an ov there), so it may have a downside for Zerg.
Also, most of the changes in mineral and gas positions make Terran less harassable by mutalisks. In summary, the new version is much more favorable for Terran in TvZ than the old version.
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On January 07 2025 02:19 cheesehuehue wrote: Also, most of the changes in mineral and gas positions make Terran less harassable by mutalisks. In summary, the new version is much more favorable for Terran in TvZ than the old version.
I actually think the new layout at the assimilator natural expansion is slightly better for mutalisks in ZvT since now there are some high ground cliffs, so you can juggle turret aggro with vision. Other than that, there don't seem to be any relevant changes in that regard?
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Good changes or not It's still by far the most interesting of the new SSL maps anyways.
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bros i've never donated to a streamer, but I may have to send artosis a donation tonight to let him know that ECLIPSE is coming back.
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51434 Posts
metropolis updated
![[image loading]](https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fblog.kakaocdn.net%2Fdn%2FbCe4jl%2FbtsLJxFiEgz%2FIZZPu9FopJ5PUl6qf5EP3k%2Fimg.jpg)
new ramps, adjusted chokes at natural expansions, extra space behind natural, made third bases larger
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I love eclipse, just not sure if meta has changed enough to warrant it's return so soon.
They should have at least remade it with twilight tile and called it lunar eclipse smh
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United States10141 Posts
Wonder if we'll see the mineral chokes at the main/nat ramps used more. I feel like the eggs are too cumbersome for terran bio and zerglings to remove.
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They changed the eggs from Death Valley ramp to minerals.
I think the most notable change from this is that now workers cant escape from the main using that ramp? And just easier in general to clean the ramp.and open access. It also prevents zerg from doing lurker rushes and using that ramp.
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It's cool to see them iterating on the map so much. Hopefully the final version is relatively well-balanced. I really love the concept.
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United States10141 Posts
I think the idea is to promote more play to the top side, since as it stands right now, the egg natural was being used too often. Workers can still glitch through like on Monty Hall I believe, but itll be harder to run them away since you need some time to glitch them through. Not sure how much it changes things.
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it's uploaded as a separate version/map on the blog so it's not a definite change and most likely still being discussed internally
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The change from the egg ramp to the mineral block ramp is quite big IMO due to impact on specific build orders. Personally, I found the egg ramp quite interesting and am unsure if it really needed a change.
The bridges at the center were also removed, and the central expansions were moved closer to the main bases. This makes those expansions more viable earlier in the game and opens up the center part of the map. I like this change.
It’ll be interesting to see how this iteration plays out.
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Hmm didnt see progamers using Death Valley in proleague for 2 days now. Are they waiting for a final rework ?
Btw guys dont you think this map would be more interesting if they did something similar to Arkanoid to open access to both sides ?
I was thinking that could be an option and a different one could be like Blue Storm Natural where only 1 kind of size unit could go in.
Concept
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United States10141 Posts
1 unit size would favor zerg too much imo with ling runbys and be almost worthless for terran, but the idea of adding in destructible buildings would be cool and interesting!
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It would be a different map. IMO neutral buildings blocking paths is the most overused non-standard feature in the history of bw maps. We've had plenty (enough) of those maps.
The current concept of Death Valley is much more unique.
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On January 17 2025 09:08 Kraekkling wrote: It would be a different map. IMO neutral buildings blocking paths is the most overused non-standard feature in the history of bw maps. We've had plenty (enough) of those maps.
The current concept of Death Valley is much more unique. Well the way Arkanoid does it it the map will be open more in the lategame stage. So you are Basically playing the map the way is designed but it will open more options to the late game.
That said progamers didnt use the map either today. I wonder if they are looking to change it for something else.
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On January 16 2025 01:31 [sc1f]eonzerg wrote:They changed the eggs from Death Valley ramp to minerals. I think the most notable change from this is that now workers cant escape from the main using that ramp? And just easier in general to clean the ramp.and open access. It also prevents zerg from doing lurker rushes and using that ramp.
Siege tank the map. The map maker is trying so hard to implement the Lost Temple natural high ground tank position in the naturals. Fun that it looks like tanks can siege the natural base, but lurkers have no shot at killing workers. This is unlike Heart Break Ridge, where all races could benefit from having units behind the mineral line.
Then the random high ground pocket near the middle of the map. Looks like there's a doodad perfectly placed so a lurker or dragoon, cannot be placed there to get a free shot on low ground units, only tanks.
Both expansions have their mineral lines protected with either no space behind it, or it's in the opponents base. This will make muta harass very difficult.
Also looks like there's a ton of buildable terrain for terran to build turrets. Is anyone else feeling this is map is extremely terran favored?
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Regardless of the map maker's efforts, Death Valley will not be used in PL. The reason is simple: they dislike complex maps.
As long as the PL-centric system remains in place, their overall level of play will continue to decline. Even if a player isn’t that skilled, they can just join a strong team and still win. So, there’s no real need to improve.
Complex maps require more games to fully understand them. But they no longer have a reason to put in the effort to improve, which is why they avoid playing on such maps.
This map will keep getting banned in tournaments, and even if it does get played, it will likely result in uninspired, low-quality games.\
The gamers I once admired no longer have the same passion. That’s why I don’t really like pro-gamers anymore.
I think most map makers feel the same way. They create maps simply because they love BW,
I once hoped for "the next Boxer," but instead, "the next Boxer" emerged in another game—LOL (Faker.)
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On January 18 2025 23:57 POPsNemec wrote: Regardless of the map maker's efforts, Death Valley will not be used in PL. The reason is simple: they dislike complex maps.
As long as the PL-centric system remains in place, their overall level of play will continue to decline. Even if a player isn’t that skilled, they can just join a strong team and still win. So, there’s no real need to improve.
Complex maps require more games to fully understand them. But they no longer have a reason to put in the effort to improve, which is why they avoid playing on such maps.
This map will keep getting banned in tournaments, and even if it does get played, it will likely result in uninspired, low-quality games.\
The gamers I once admired no longer have the same passion. That’s why I don’t really like pro-gamers anymore.
I think most map makers feel the same way. They create maps simply because they love BW,
I once hoped for "the next Boxer," but instead, "the next Boxer" emerged in another game—LOL (Faker.)
I hope you guys keep making maps. But at the same time as a player Maps like Third World. Sparkle Death Valley are just a mess to play with the BW mechanic liminations and units AI . I feel like there is a lot of room left to do innovations with maps but doesnt need to go extreme. For example take 76 Map. It is the most revolutionary map i have seen in years. But at the same time going to the extreme of using that tiny ramp to your main is just a overkill. Perhaps the minerals mechanics and the expansion mechanics in that map could be used in a different way and still make the map fun to play. There is a lot of room to create a fun map with highground . The new remastered ramps etc and create something unique. Proof of that is Sylphid. Escalade . Overwatch.(foreigner map ) Apocalypse. Vermeer .
In order to create a fun gimmick map like you call it. It is that the units and the fight interactions and all of that is fun to play. Starcraft is already really hard to control. So fighting the map is not something a player is willing to do in this era.
IDK but i wonder if those progamers will enjoy Death Valley more if you tried my proposition of using Arkanoid mechanic to open it in the late game.
+ Show Spoiler +
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On January 18 2025 23:57 POPsNemec wrote: Regardless of the map maker's efforts, Death Valley will not be used in PL. The reason is simple: they dislike complex maps.
As long as the PL-centric system remains in place, their overall level of play will continue to decline. Even if a player isn’t that skilled, they can just join a strong team and still win. So, there’s no real need to improve.
Complex maps require more games to fully understand them. But they no longer have a reason to put in the effort to improve, which is why they avoid playing on such maps.
This map will keep getting banned in tournaments, and even if it does get played, it will likely result in uninspired, low-quality games.\
The gamers I once admired no longer have the same passion. That’s why I don’t really like pro-gamers anymore.
I think most map makers feel the same way. They create maps simply because they love BW,
I once hoped for "the next Boxer," but instead, "the next Boxer" emerged in another game—LOL (Faker.)
map makers create maps cus they love BW, BW pros/casuals play the game cus they love it too, why don't map makers work within the parameters of what the majority of ppl who play this game enjoy playing on? i feel like this complex map issue gets talked about every season
every season all i see is super weird maps, there hasn't been a new iconic map in a very long time (Poly and Sylphid are the last ones, maybe Vermeer too), a weird map is fine but it should be like 1 map out of the entirety of the map pool but in SSL it's like 5/7 of the maps every season..
it's fine to make unique maps but a unique map should be made within a standard layout, for example Polypoid with highground 3rd and expo layouts was a standard map with a unique layout that made the map stand out/fun to play on, or Sylphid because it's very hard to balance 3p maps but the layout/putting a lot of well positioned neutral expos made the map fun to play on
if you look at the entire history of BW there's maybe only 1 good 3p map, Sylphid, shouldn't this motivate map makers to make another Sylphid or something? i dunno i feel like ppl always try to re-invent the wheel instead of keeping things simple
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51434 Posts
i'd argue at the time that tau cross was another 3p map that was generally well liked by the community
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It’s a shame that Death Valley didn’t make it; I think it had potential. I think this season was overall good in terms of map design. Death Valley was really the only non-standard map. On the other hand, it’s understandable why pro gamers don't want to adapt to a single map that requires re-learning the game, especially when it’s likely to be rotated out after just one season.
When it comes to making maps unique and creative, there are two things I’d like to see in the future:
1)Placement of non-standard elements If creative, non-standard elements like neutral buildings blocking paths, eggs or minerals blocking routes, assimilator entrances, hoppable islands or semi-island expansions, static spells, etc, etc, are introduced, they should not be used in the main base or natural expansions, or anywhere that impacts the early game. + Show Spoiler +Arguably, not at the third base either...
It’s fine to have these elements elsewhere on the map to add spiciness, but applying them to starting locations changes too much of the game and often leads to frustration for players. A little gimmick here and there can make a map more exciting, but the entire design shouldn’t revolve solely around that gimmick.
2)Reduce the number of 4-player maps The design space for 4-player maps in todays meta is quite constrained. Eight expansions are already "locked in" due to the layout, and the single advantage of 4-player maps, i.e. spawn variance and the occasional cross-spawn, IMO doesn’t outweigh the limitations.
In contrast 2-player (or 3-player) maps allow for much greater design flexibility. Think of recent 2-player maps like Invader, Blitz-Y, Butter, or even Eclipse. Each of these maps feels distinct and fresh compared to the more rigid design of 4-player maps.
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To. [sc1f]eonzerg You made a great point. It is crucial to design gimmick maps that do not create an unpleasant experience for players.
However, I believe that the maps you mentioned lean more towards casual maps. Just by looking at their layouts, it is quite predictable how the game will play out.
"How will the game unfold?" This element of curiosity is, in my opinion, the most important aspect when designing a gimmick map.
That is why I consider Gold Rush, Block Chain, and Nemesis to be successful gimmick maps.
Of course, there have been many failed maps. However, if a map, once used in a tournament, produces even a single memorable match due to its unique features, I believe it has fulfilled its purpose. On the other hand, if no such game emerges, then it is a failed gimmick map.
(Personally, I think Third World failed in terms of balance, but it still produced some entertaining games. The ASL5 3rd-4th place match (Mini vs. HerO) is one that I still remember.)
Regarding the improvements you suggested, they have already been discussed by many viewers, players, and gamers. However, I do not believe that Earthattack, the map creator, intends to implement those changes. His goal is to create battles in the 1 o’clock area in the early game and in the 7 o’clock area in the late game. He wants to see a split-map scenario with island-style engagements, as traditional island maps tend to have dull early-game phases. You can think of it as an extended version of the Troy concept.
To. TT1 & GTR I believe there is some misunderstanding. I have also been creating major and casual maps consistently. However, since the tournament organizers have not selected them, they were never publicly revealed.
Tournament organizers aim for a diverse map pool, which is why even less popular map types are frequently included.
When SOOP (AfreecaTV) selects maps, their focus is not only on the players but also on the viewers. Since they are a broadcasting company, they need to consider what would make an interesting spectator experience as well.
While many players see maps as balance patches, SOOP perceives them as a script for the tournament.
I believe ladder maps, which are meant to be fair and competitive, should be selected by Blizzard, not SOOP(AfreecaTV). Following ASL’s map pool is not a necessity, and in my opinion, taking an independent approach would be better. Of course, opinions on this may vary.
I would love to see more map selection flexibility with additional ban options. That way, players who want to play ASL maps can choose them, while those who prefer casual maps can opt for those instead.
Creating an iconic map while breaking away from the traditional framework is an extremely challenging task. There have been many attempts: Allegro, Vermeer, Retro, Raedon, Citadel, Pantheon, Deja Vu, and even Pole Star from this season.
As you mentioned, there have been seasons where the map pool contained too many non-standard maps. I also agree that having only one gimmick map per season is the ideal approach. Looking back, the SSL1 map pool was probably too ambitious.
However, take a look at this season's map pool (SSL2). I believe it meets the conditions you mentioned quite well. Except for 'Death Valley,' I consider all the other maps to be sufficiently standard.
Eclipse, Dominator, Deja Vu, Radeon, Pole Star, and Metropolis (initially somewhat inconvenient, but significantly improved) This is one of the most standard map pools in recent times, in my opinion. With this level of balance, I don’t think it should be a burden for pro gamers competing in tournaments. Yet, despite these conditions, they are still rejecting the maps.
In a game like StarCraft, the focus should not only be on the players but also on the viewers. Everything cannot be tailored to fit only the gamers' preferences. However, they refuse to compromise in any way.
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[Challenges of Designing a 3-Player Map] 3-player maps are one of the most difficult map types to design in Brood War.
Ensuring symmetry is very tricky. Air unit pathing must also be carefully considered. If the starting positions are even slightly off, like in Dominator, it can cause issues with building placement in the main base. With limited map size and all these constraints, creating a unique, iconic map becomes even harder. However, I am still making efforts in this area.
Tau Cross is a great map. I recently analyzed it and found that, despite its slightly asymmetric layout, it had a golden balance during the Kespa era. It’s fascinating.
(Although, after the Remastered version, it has been evaluated as favoring Zerg more.)
To. Kraekkling 'Death Valley' will still be used in SSL. It just won’t be included in PL. I think you have a valid point. Adapting to a map that will only be used for a few months can feel frustrating.
However, as I mentioned to eonzerg, a map needs to evoke the question: "How will the game unfold?" If the outcome is too predictable, it becomes boring, which is why such maps usually do not last beyond two seasons.
Your statement that "excessive gimmicks are just greed" is absolutely right. For example, after 'Waldstein' created 'Anonymous,' even among map designers, there were discussions about whether the design was too extreme. Adjustments were made, but unfortunately, the map was never publicly released to players. I also expressed concerns about blocking pathways with minerals in 'Minstrel', but my concerns were not reflected in the final design. This is because I was not the one who created the map.
[Thoughts on the Map Pool]
Regarding the map pool, typically: 1. Protoss favors 2-player maps the most. 2. Zerg&Terran dislikes 2-player maps because Probes can harass more effectively, and expansion options are limited. 3. 3-player maps are difficult to include frequently because ZvZ (Zerg vs. Zerg) matchups become too dependent on spawn luck.
Due to these factors, I believe the current map pool format will likely remain unchanged. (In contrast, in SC2, 2-player maps are the standard.)
Both the tournament organizers(SOOP) and map makers are not fundamentally different from what you think. We are all people who have been with Broodwar for at least over 20 years.
What I want to emphasize is that if a non-cooperative attitude persists, it will inevitably lead to low-quality maps, whether they are casual maps or gimmick maps. Unlike in the past, players no longer actively test new maps in Spon-games. Instead, most of them experience these maps for the first time in PL. And when balance issues arise, the map maker is always the one who gets blamed. This has always been the case. Expressing these feelings may make other players uncomfortable, and I might regret it later. However, I hope that by honestly expressing my thoughts, we can clear up misunderstandings.
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Nemec, thanks for your replies.
1. Protoss favors 2-player maps the most.
This is not supported by stats. If we don't count maps which are obviously broken for different reasons other than being 2-player maps, such as HBR and Minstrel, there is no advantage for Protoss.
![[image loading]](https://i.ibb.co/bz9wpkD/2pmaps.png)
+ Show Spoiler +Even if we kept the most imbalanced 2-player maps which are in favour of Protoss, and only kept making 2-players maps, the advantage for Protoss would still be less than the overall advantage Terran has on the four maps that were played the most. ![[image loading]](https://i.ibb.co/dp32jYL/Screenshot-from-2025-01-19-13-58-31.png)
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Apocalypse was an amazing 3 player map. Invader was a standard 2 player map but because of its layout produced a lot of unique games. Minstrel would have been awesome if it wasn't for how the mineral patches and small opening created massive pathing problem. If minstrel hadn't used eggs to create super narrow paths to move through but instead larger structures to create broader spaces it would have been fine. Or if the third base option had a protected backside.
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On January 19 2025 14:30 POPsNemec wrote: To. [sc1f]eonzerg You made a great point. It is crucial to design gimmick maps that do not create an unpleasant experience for players.
However, I believe that the maps you mentioned lean more towards casual maps. Just by looking at their layouts, it is quite predictable how the game will play out.
"How will the game unfold?" This element of curiosity is, in my opinion, the most important aspect when designing a gimmick map.
That is why I consider Gold Rush, Block Chain, and Nemesis to be successful gimmick maps.
Of course, there have been many failed maps. However, if a map, once used in a tournament, produces even a single memorable match due to its unique features, I believe it has fulfilled its purpose. On the other hand, if no such game emerges, then it is a failed gimmick map.
(Personally, I think Third World failed in terms of balance, but it still produced some entertaining games. The ASL5 3rd-4th place match (Mini vs. HerO) is one that I still remember.)
Regarding the improvements you suggested, they have already been discussed by many viewers, players, and gamers. However, I do not believe that Earthattack, the map creator, intends to implement those changes. His goal is to create battles in the 1 o’clock area in the early game and in the 7 o’clock area in the late game. He wants to see a split-map scenario with island-style engagements, as traditional island maps tend to have dull early-game phases. You can think of it as an extended version of the Troy concept.
My point is that with the new remastered resources is possible to do some innovation still without going to extremes.
What you mention about the Mapmaker wanting the map to played early in a way and late in another is very possible to do in different ways without the need to just cut the map in half and making the BW engine and the units go crazy. It only creates frustration.
Take dominator as an example. Bottom Main and top main bases are so chaotic and your units get to get stuck in the minerals. And building placement is also a challenge there. Is like we learn nothing from maps like Sylphid for example.
If map makers prioritize this kind of details im pretty sure more people will be willing to try their maps. And i think foreigner mapmapers does a good job in that aspect but since they cant communicate well with koreans their maps are never picked.
When you are making a Gimmick map i could very well use 76 mechanics. Or Fortress mechanics etc but without going to extremes. And specially not making unit movement worse or impossible.
Is funny that u mention faker being the next Boxer when he is playing a game where the map is the same for his entire life with minor changes from time to time.
Take as example Tempest. That is one of the most fun maps i have played to date. Very original and it only lasted one season. Why map makers didnt try to keep building on that and fix his problems instead of just getting that design lose in dust.
Anyway i think the biggest problem with progamers / mapmakers is communication. Maybe i dont understand korean culture enough but it sounds to me that both parties dont want to concede and make a good final product.
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On January 19 2025 22:10 RJBTVYOUTUBE wrote: Apocalypse was an amazing 3 player map. Invader was a standard 2 player map but because of its layout produced a lot of unique games. Minstrel would have been awesome if it wasn't for how the mineral patches and small opening created massive pathing problem. If minstrel hadn't used eggs to create super narrow paths to move through but instead larger structures to create broader spaces it would have been fine. Or if the third base option had a protected backside.
Yea Apocalypse was probably my fav 3player map of the modern era. Lots of fantastic games on it.
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To. Kraekkling I am aware that there are exceptions. For example, Neo Dark Origin was an exception where Zerg was the strongest race, while Protoss struggled the most on a 2-player map.
Sometimes, PL statistics differ from Eloboard statistics. (In the Korean community, PL match records are sometimes tracked separately.)
For example, Invader was not actually well-received in Korea in terms of balance. SoulKey, in particular, strongly disliked playing against Protoss on this map.
After ASL, there haven’t been many 2-player maps that were both well-balanced and widely used. This is because designing a high-quality 2-player map is incredibly difficult.
Even past maps like Blue Storm, Match Point, and Benzene, which were widely played, started having consistent balance issues among Korean gamers after 2010. This is also why Eclipse was chosen over Match Point for SSL2.
To. RJBTVYOUTUBE I believe that the future of 2-player maps will likely be dominated by diagonal symmetry maps such as: Third World, Eclipse, Invader, Death Valley
The advantage of diagonal symmetry is that it naturally encourages a dynamic engagement flow between both players. This is what made Eclipse stand out as a well-made map. Even LatiAs, the map maker, considers Eclipse to be his favorite map.
Apocalypse was removed from consideration because Terran players disliked it. I personally think LatiAs is excellent at designing 3-player maps (Sylphid, Apocalypse, Dominator).
When I have balance concerns while designing a map, I often seek his advice as he has a great understanding of map balance.
Regarding Minstrel I actually suggested the same idea you mentioned, but it was not implemented.
As you said, eggs are too small and have too much HP. Even if the minerals are removed, the pathfinding algorithm still causes movement issues. Overall, it felt like a concept that just didn’t work well with BW mechanics.
StarCraft 1 ↔ StarCraft 2 Map Conversion Issues I believe that converting maps between SC1 and SC2 requires extensive modifications. These two games have completely different mechanics and design philosophies.
If you try to keep the original layout too similar, it often results in unintended issues, where the gameplay does not unfold as expected.
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To. [sc1f]eonzerg I agree with you. That’s why I think KICK BACK is a good gimmick map. It is simple yet effective, making it enjoyable. It’s unfortunate that it will only be used for one season.
[Issues with Dominator] Interestingly, Sylphid, Apocalypse, and Dominator were all created by the same person: LatiAs.
For Dominator, LatiAs manually adjusted the mineral placement pixel by pixel to ensure efficiency across different bases. However, players complained about the mineral placement being inconvenient and requested a more familiar layout.
As a result, the current mineral setup was implemented—even though it feels slightly inconvenient, it was chosen because players preferred familiarity.
Since Dominator’s starting position layout ended up being flawed, future 3-player maps will likely stick to the Sylphid/Apocalypse style of main base design.
[Foreign Map Makers I Know] During the KSL era, I remember Freakling creating great maps. I’m not sure if he’s still active, but he was a very skilled map designer. Among his maps, Eddy stood out as one I particularly liked.
I also recall seeing Freakling on BWMN (Broodwar map community) and even asking him some questions about my own research.
Another skilled foreign map maker I know is Testbug. He has worked on BSL map design before. I’ve known Testbug for 17 years, and he has always been a fan of my maps. Since I know how talented he is, I think his maps might eventually be featured in SSL someday. We occasionally chat on Messenger, and I always enjoy talking with him.
[BoxeR vs. Faker Comparison] While it may seem like League of Legends is played on the same map, I disagree with the notion that it has minimal changes.
In reality, LoL undergoes significant changes over time: Champions are constantly rebalanced, New champions are introduced, regularly Items are modified, Map objectives are changed, Team compositions evolve
It’s a fundamental difference between a game where only the map changes and a game where everything except the map changes.
There are times when Faker had to deal with disadvantageous conditions, but he has managed to overcome them for over a decade. That is why I consider Faker to be the next BoxeR.
[Tempest] I also really liked Tempest. Its design was excellent, and there were no major balance issues. The decision-making around the third expansion was also fascinating.
I believe that Tempest will eventually return to tournaments someday. It’s unfortunate that it was only used for one season.
The reason why Tempest only lasted one season is the same reason why Death Valley was boycotted—players found it too complex and refused to play on it. I believe this kind of attitude is problematic.
The map’s creator, 4chernar, is still active today. I first saw his work 17 years ago, and even now, I consider him to be a very skilled map maker. He is still active in the Korean community and continues to create great maps.
[Communication Barriers & Why Foreign Map Makers Struggle to Enter the Scene] In reality, map makers only submit their maps, but the final selection for SSL maps is made by the broadcasting company. Even I do not know which maps have been selected until they are uploaded to the 910map blog.
There is no direct communication between map makers and gamers. The only way to leave feedback is through 910’s forum, or by contacting 910 directly. Essentially, all communication flows through 910.
Outside of special events like Radeon or Vermeer, there is almost no direct interaction between players and map makers.
[How Map Makers Gather Feedback] You might be wondering how map makers have been adjusting maps all this time. The typical process is that map makers watch hundreds of player streams to gather feedback from their comments.
This is likely one of the reasons why foreign map makers struggle to enter the scene. It is difficult to watch Korean-language streams, waiting for random moments when streamers briefly discuss the map.
Similarly, Korean map makers also faced difficulties when KSL was active, as they could not introduce their maps outside of pre-selected ASL maps.
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51434 Posts
Map pool is finalized with new maps releasing with their 1.0 iteration.
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On February 04 2025 12:29 GTR wrote: Map pool is finalized with new maps releasing with their 1.0 iteration. is deathvalley in or out?
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On February 04 2025 12:37 RJBTVYOUTUBE wrote:Show nested quote +On February 04 2025 12:29 GTR wrote: Map pool is finalized with new maps releasing with their 1.0 iteration. is deathvalley in or out? It is in. But progamers are not using it in proleagues.
So in SSL this map will be vetoed by all of them i guess.
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United States10141 Posts
Death Valley confirmed using the monty hall style mineral layout. I actually am a fan of it compared to the egg layout considering so many players were getting screwed by large units going down the ramp but then not being able to get back up.
No real changes to Pole Star, though I wish they went with the mineral main/nat ramp instead of the eggs like Metropolis (absolutely hate the eggs).
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On February 04 2025 19:39 [sc1f]eonzerg wrote:Show nested quote +On February 04 2025 12:37 RJBTVYOUTUBE wrote:On February 04 2025 12:29 GTR wrote: Map pool is finalized with new maps releasing with their 1.0 iteration. is deathvalley in or out? It is in. But progamers are not using it in proleagues. So in SSL this map will be vetoed by all of them i guess. Yeah this is exactly why I was wondering if it was still in. Not even seeing it being played in sponsor games.
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On February 05 2025 04:25 RJBTVYOUTUBE wrote:Show nested quote +On February 04 2025 19:39 [sc1f]eonzerg wrote:On February 04 2025 12:37 RJBTVYOUTUBE wrote:On February 04 2025 12:29 GTR wrote: Map pool is finalized with new maps releasing with their 1.0 iteration. is deathvalley in or out? It is in. But progamers are not using it in proleagues. So in SSL this map will be vetoed by all of them i guess. Yeah this is exactly why I was wondering if it was still in. Not even seeing it being played in sponsor games. That really stinks.
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konadora
Singapore66156 Posts
On February 05 2025 04:25 RJBTVYOUTUBE wrote:Show nested quote +On February 04 2025 19:39 [sc1f]eonzerg wrote:On February 04 2025 12:37 RJBTVYOUTUBE wrote:On February 04 2025 12:29 GTR wrote: Map pool is finalized with new maps releasing with their 1.0 iteration. is deathvalley in or out? It is in. But progamers are not using it in proleagues. So in SSL this map will be vetoed by all of them i guess. Yeah this is exactly why I was wondering if it was still in. Not even seeing it being played in sponsor games. Light was playing it vs Snow in a china sponsored game two days ago or something, he was cursing the map and was asking if he had to play lol
then the comments were like "da ge (chinese sponsors) wants to see the map"
he got proxy 2 gate and gged under 5 mins iirc, didn't even bother to try and drag the game out
i think there's a consensus everyone hates that map
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United States10141 Posts
Do they hate the map because the map is bad, or do they hate it simply because it's different?
Listen, I get the pros just want to prep and practice on standard maps, but also, we had these weird quirky maps all the time in kespa days, especially with proleague. Fuck it, let the teams in k league/proleague pick a player to send out specifically to snipe on that map, let games be interesting.
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For me, a good map that 99% people like it or hate it. A bad map that there's a race likes or hates it because it's unbalanced.
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konadora
Singapore66156 Posts
On February 07 2025 00:41 FlaShFTW wrote: Do they hate the map because the map is bad, or do they hate it simply because it's different?
Listen, I get the pros just want to prep and practice on standard maps, but also, we had these weird quirky maps all the time in kespa days, especially with proleague. Fuck it, let the teams in k league/proleague pick a player to send out specifically to snipe on that map, let games be interesting. feel its a bit of both, i hate that they just flat out hate these creative maps and refuse to play them, i believe that without maps, which is the only source of balancing in BW, BW won't evolve in terms of meta and creativity...
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On February 07 2025 00:41 FlaShFTW wrote: Do they hate the map because the map is bad, or do they hate it simply because it's different?
Listen, I get the pros just want to prep and practice on standard maps, but also, we had these weird quirky maps all the time in kespa days, especially with proleague. Fuck it, let the teams in k league/proleague pick a player to send out specifically to snipe on that map, let games be interesting. Players have way too much say in what maps are getting made, picked and played atm but that's how it is when there's no central authority which forces them to play. I agree with you, it really is a major bummer. Practicing for 1 quirky map out of 5 or 7 and entertaining viewers doesn't seem like much to ask but I guess it is these days.
It's only gotten worse over the years, so I don't see it changing any time soon as well.
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I simply think the map wasn't complete in time for players to want to compete on it. Daily pro league players are playing for money, about $30 dollars per win, they're also expected to raise money. Imbalanced maps also reduce potential strategies, when deciding what player should play, because you will reserve a race for the imbalanced map.
If you want to force players to play on maps we could move back to the bo5 4 map structure. Early ASL forced a lot of crazy maps on players, and by time it was bracket play BO5 with 4 maps was cool. Maybe we should try to have 6 maps and bo7, so these maps are played more than 6 times, like monty hall was.
Anyway watch nation wars. ZZZero is forcing players to play it. So far it's a 2 PvPs and 1 PvZ
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I am a little bit glad they dont want to play it because I generally do not like these kinds of maps. Players cant actually do much on these maps because the imbalance shoehorns them into very specific builds and strategies. There is not as much room for creativity and brainstorming. The imbalance severely limits play, and playing outside of those limits is pure gambling. For example on Troy and Monty we had 1 good game for every 19 bad games. those 19 were generally onesided bs.
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Bisutopia19229 Posts
I don't see a Protoss winning PvZ on deathvalley (without cheese) if the map doesn't get veto-ed.
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It's not even about Death Valley in particular but about total unwillingness to play even mildly semi-standard maps overall.
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On February 07 2025 22:54 M3t4PhYzX wrote: It's not even about Death Valley in particular but about total unwillingness to play even mildly semi-standard maps overall. Because at their level maps are so important for balance. breaking the balance feels bad to play.
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On February 07 2025 22:54 M3t4PhYzX wrote: It's not even about Death Valley in particular but about total unwillingness to play even mildly semi-standard maps overall.
That's not true though, they've played on Nemesis, La Campanella, Blitz Y, Monty Hall, Kick Back, Minstrel, and probably more.
They also have played on ASL candidate maps like Citadel.
There's two reasons why it wouldn't be played in my opinion: That it has undergone multiple drastic patches, and it might have serious balance issues such as a map like 76
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On February 08 2025 01:10 Mutaller wrote:Show nested quote +On February 07 2025 22:54 M3t4PhYzX wrote: It's not even about Death Valley in particular but about total unwillingness to play even mildly semi-standard maps overall. That's not true though, they've played on Nemesis, La Campanella, Blitz Y, Monty Hall, Kick Back, Minstrel, and probably more. They also have played on ASL candidate maps like Citadel. There's two reasons why it wouldn't be played in my opinion: That it has undergone multiple drastic patches, and it might have serious balance issues such as a map like 76 i think they are tired of such maps. I think Monty was the final straw. Minstrel is acceptable.
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On February 08 2025 01:46 RJBTVYOUTUBE wrote:Show nested quote +On February 08 2025 01:10 Mutaller wrote:On February 07 2025 22:54 M3t4PhYzX wrote: It's not even about Death Valley in particular but about total unwillingness to play even mildly semi-standard maps overall. That's not true though, they've played on Nemesis, La Campanella, Blitz Y, Monty Hall, Kick Back, Minstrel, and probably more. They also have played on ASL candidate maps like Citadel. There's two reasons why it wouldn't be played in my opinion: That it has undergone multiple drastic patches, and it might have serious balance issues such as a map like 76 i think they are tired of such maps. I think Monty was the final straw. Minstrel is acceptable.
Is them being tired of the maps? Or is it daily pro league resembles SSL/ASL, but has a 6 map pool. They cut a map from the SSL pool, to create their pool. It just happens that this upcoming season is very standard, and they cut the only non-standard map.
Again, Death Valley was incomplete when these maps were introduced
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United States10141 Posts
On February 07 2025 21:27 BisuDagger wrote: I don't see a Protoss winning PvZ on deathvalley (without cheese) if the map doesn't get veto-ed. Feels like one of the rare maps where Sair/Reaver might work on actually, and in general gives Protoss a cleaner 3rd to take compared to other maps where they need to step outside to try to secure a fast third.
In general, I'm very disappointed that pros don't want to play/practice the more quirky maps. I understand the map has undergone a ton of changes, but now with the 1.0 version finally being confirmed, I feel like now would be a good time to introduce it again and play it. It honestly isn't THAT unique of a map, compared to say Monty Hall or 76 which are way more unique than this one. Plus, while they're playing this for money, they're also playing for viewer entertainment, and what could be more entertaining than seeing some super quirky and cool games on non-standard maps?
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Bisutopia19229 Posts
On February 08 2025 05:12 FlaShFTW wrote:Show nested quote +On February 07 2025 21:27 BisuDagger wrote: I don't see a Protoss winning PvZ on deathvalley (without cheese) if the map doesn't get veto-ed. Feels like one of the rare maps where Sair/Reaver might work on actually, and in general gives Protoss a cleaner 3rd to take compared to other maps where they need to step outside to try to secure a fast third. In general, I'm very disappointed that pros don't want to play/practice the more quirky maps. I understand the map has undergone a ton of changes, but now with the 1.0 version finally being confirmed, I feel like now would be a good time to introduce it again and play it. It honestly isn't THAT unique of a map, compared to say Monty Hall or 76 which are way more unique than this one. Plus, while they're playing this for money, they're also playing for viewer entertainment, and what could be more entertaining than seeing some super quirky and cool games on non-standard maps? It’s the natural that is unusable though. Bisu will get ling runby every game.
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Weird maps demand more effort in attention and mechanics. Most top players are now in their mid-30s. I think it's just time they can't try hard anymore. Maybe in 5 years they'll all hang up their keyboards.
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On February 08 2025 10:33 TMNT wrote: Weird maps demand more effort in attention and mechanics. Most top players are now in their mid-30s. I think it's just time they can't try hard anymore. Maybe in 5 years they'll all hang up their keyboards. Them being older and having more obligations is exactly why quirky maps become a bigger problem. On top of having to maintain and improve their skills, they also have to make money playing proleagues, sponsors, and events. With a quirky map they have to dedicate more of their time to develop a meta unique to just that one map that also has a high variance in outcome precisely because it is so quirky and odd. But some dont have that time or dont want to allocate more time for it. most of them are now married and have kids. While they have enough time to maintain their skill, they dont have enough time to learn quirky maps. Skills and builds developed on standard maps transfer over to the next map pool. builds for quirky maps dont.
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I wonder if they're more open to at least bringing back older non-traditional maps from earlier ASLs? That way they are already familiar with them at least. Aka Whiteout, Tripod, Inner Coven...
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When is SSL2 scheduled to start?
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On February 09 2025 00:19 Ideas wrote: I wonder if they're more open to at least bringing back older non-traditional maps from earlier ASLs? That way they are already familiar with them at least. Aka Whiteout, Tripod, Inner Coven... Pressing "X" to doubt really hard now.
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On February 09 2025 10:18 gravity wrote: When is SSL2 scheduled to start? Sometime in march, apparently (thanks to some Bli$$ard licensing fuckery).
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On February 09 2025 17:30 M3t4PhYzX wrote:Sometime in march, apparently (thanks to some Bli$$ard licensing fuckery). Thanks
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Good that Death Valley is not being played. That map seems appealing at first but a third gas accessible directly from the main, fuck this, this set up always triggers the most boring games ever. However, to not be too negative, I believe that if they remove this feature, it would be an entire different story. I usually dislike any map which encourages turtling as it is ugly to play and ugly to watch.
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On February 09 2025 18:52 iFU.pauline wrote: Good that Death Valley is not being played. That map seems appealing at first but a third gas accessible directly from the main, fuck this, this set up always triggers the most boring games ever. However, to not be too negative, I believe that if they remove this feature, it would be an entire different story. I usually dislike any map which encourages turtling as it is ugly to play and ugly to watch. Kickback was generally a boring map to watch because of the three bas three gas concept. it rarely had goood games.
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