I long for the days when we had more tileset variety, btw.
Anyway - can't wait to see some high level games on these. My favourite part of any new ASL season

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M3t4PhYzX
Poland4197 Posts
I long for the days when we had more tileset variety, btw. Anyway - can't wait to see some high level games on these. My favourite part of any new ASL season ![]() | ||
[sc1f]eonzerg
Belgium6600 Posts
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FlaShFTW
United States10170 Posts
On June 15 2025 23:34 M3t4PhYzX wrote: Knockout looks very interesting, love narrow that low ground idea. "Screaming Sea" will be hated. Litmus should provide for some interesting games. Attitude is thoroughly boring (maybe there's an intended irony in the name?). I long for the days when we had more tileset variety, btw. Anyway - can't wait to see some high level games on these. My favourite part of any new ASL season ![]() Tileset variety is hard, they can’t use snow tileset because it blinds the players. Ashen is also rarely used too. Desert not as utilized. I do think Ashen and Desert can be used a bit more but I think the ramps aren’t as great to use as the Twilight, Jungle, and Platform | ||
Psyonic_Reaver
United States4336 Posts
As for snow... I thought they could use the no snow ground a la tau cross to get around the blinding factor. | ||
Kraekkling
441 Posts
ash world has only two elevation levels and overall lacks visual variety, so it's hard to make maps diverse and appealing snow world is underused imo. the problems with snow being too bright date back to CRT monitors era and aren't as relevant today. it's also possible to completely skip it (eg tau cross) desert is very nice and could see more use imo. we only had death valley, apocalypse and butter recently. there were some very pretty desert maps submitted by foreign map makers this season + Show Spoiler + ![]() ![]() ![]() badlands is really versatile and has seen a lot of use recently: metropolis, eclipse, retro, kick back | ||
Kraekkling
441 Posts
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ScoutWBF
Germany605 Posts
On June 15 2025 12:43 FlaShFTW wrote: Show nested quote + On June 15 2025 05:34 Kraekkling wrote: i really like (4) Knockout so far the thingy in front of the naturals is a small area of low ground this will affect stuff like hydra busts in pvz and sunken busts in tvz + Show Spoiler + ![]() oh shit is this the way to fix TvZ and ZvP??? this is really interesting to solve these early game issues for both matchups. Perhaps this pushes Terran to going harder into fast ebay builds. Does TvZ need a buffed natural sunken line? It feels like the Terran only has a very small window to even bust the Zerg and struggles winning before Defilers are out and it's a huge disadvantage from there. | ||
oshibori_probe
United States2933 Posts
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Psyonic_Reaver
United States4336 Posts
On June 16 2025 05:33 oshibori_probe wrote: Sad to see the 2nd path to the main concept back with Litmus. Protoss just autoloses to zerg. ORRRRRRR (Recalls Destination memories) Easy DT Sneak into Zerg Main WIN ??? =p (works vs terran too!) | ||
smilevideo
5 Posts
i always found it weird that zerg sucks on island maps considering devourers beat everything in pure air-to-air battles and it's not even close | ||
Psyonic_Reaver
United States4336 Posts
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tankgirl
Canada421 Posts
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namkraft
471 Posts
Btw the original link seems dead. new one: https://910map.tistory.com/225 | ||
Rovant1c
China72 Posts
"Battle of Myeongnyang"is a part of "Imjin War" (임진왜란/壬辰倭亂/万历朝鲜战争 1592-1598). That was the Japan invasion of Korea, and China helped Korea win the war. https://ko.wikipedia.org/wiki/명량해협 https://room4data.tistory.com/864 Here are some maps and pictures: https://baike.baidu.com/item/鸣梁海战/3191002 | ||
[sc1f]eonzerg
Belgium6600 Posts
(2)울돌목 0.72 + Show Spoiler + ![]() (2)Litmus 0.72 + Show Spoiler + ![]() (4)KnockOut0.70 + Show Spoiler + ![]() *기존 맵 수정* (4)Pole Star 1.1 + Show Spoiler + ![]() (4)Radeon 1.1 + Show Spoiler + ![]() (4)Metropolis 1.0 ==> 1.1 수정 예정 Some changes are coming to Metropòlis but no details yet. + Show Spoiler + ![]() *기존 맵* (3)Dominator SE 2.0 + Show Spoiler + ![]() | ||
RJBTVYOUTUBE
Netherlands909 Posts
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Toshinou-Kyouko
Philippines218 Posts
On June 16 2025 19:19 RJBTVYOUTUBE wrote: Hope the Island map does not get includes into the map pool. Naw we gotta stop soulkey somehow | ||
Freakling
Germany1529 Posts
On June 16 2025 01:49 FlaShFTW wrote: Show nested quote + On June 15 2025 23:34 M3t4PhYzX wrote: Knockout looks very interesting, love narrow that low ground idea. "Screaming Sea" will be hated. Litmus should provide for some interesting games. Attitude is thoroughly boring (maybe there's an intended irony in the name?). I long for the days when we had more tileset variety, btw. Anyway - can't wait to see some high level games on these. My favourite part of any new ASL season ![]() Tileset variety is hard, they can’t use snow tileset because it blinds the players. Ashen is also rarely used too. Desert not as utilized. I do think Ashen and Desert can be used a bit more but I think the ramps aren’t as great to use as the Twilight, Jungle, and Platform The point about ramps used to be true, at least to a degree, before 1.22. With the new ramps released there's a lot more raw tile material to work with now – though the new ramps are consistently so badly bugged (mostly with cliff vision due to complete disregard for proper terrain level flags on the unwalkable subtiles, but many are also too narrow to allow proper unit pathing for single-width ramps) that they aren't actually the simple "plug-in-and-play" solution they were meant to be… The fact that these exact bugs aren't fixed in most of these maps speaks to a point, that's probably more important: That many map makers aren't actually that skilled on the technical level, or at least unwilling to spend the necessary time on their maps to properly design and debug their terrain – which explains perfectly well, why Ash and Ice are the most under-used terrain types: Both have very specific downsides and requirements, to design well for to avoid these issues, which makes bringing a map to a playable state, within acceptable aesthetic constraints, more work-intensive as well as requiring some very specific knowledge about certain custom terrain blends, than any other tileset. | ||
Freakling
Germany1529 Posts
On June 16 2025 03:07 Kraekkling wrote: jungle/space/twilight see a lot of use ash world has only two elevation levels and overall lacks visual variety, so it's hard to make maps diverse and appealing snow world is underused imo. the problems with snow being too bright date back to CRT monitors era and aren't as relevant today. it's also possible to completely skip it (eg tau cross) desert is very nice and could see more use imo. we only had death valley, apocalypse and butter recently. there were some very pretty desert maps submitted by foreign map makers this season + Show Spoiler + ![]() ![]() ![]() badlands is really versatile and has seen a lot of use recently: metropolis, eclipse, retro, kick back Ash maps looking like a barren wasteland can be an aesthtic choice of its own, though. It's not like most of these maps have sophisticated decorative concepts, or terrain mechanics constrictions, that would necessarily require any certain tileset to be used. It should also be noted, that tileset choices for Korean competitive maps have become a lot more varied since 1.22 came out:
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Freakling
Germany1529 Posts
On June 16 2025 08:37 smilevideo wrote: wonder if those land separation distances are long enough on screaming sea for zerg to actually win air i always found it weird that zerg sucks on island maps considering devourers beat everything in pure air-to-air battles and it's not even close It's the long, expensive tech path to the late game comp that Zerg too easily falls behind on, so games rarely reach that state without the Zerg already being in a losing position, economically. So the bare minimum is to give players initial access to at least three gas bases. But that still puts Zerg only on even base count with the other races, which is still a losing position, at least against Protoss. So some special mechanics also need to be applied to limit or at least delay Protoss' development (e.g. access-restricted Geysers, neutral units or Creep blocking expansions for Nexus, but not Hatcheries…), or to give Zerg specific race.specific mechanics to play around with (e.g. neutral Creep sources, neutral CCs to infest…). Needless to say, none of this is done on *Roaring Straight*, so I don's see how it is gonna be balanced at all. It is definitely possible to balance an island(ish) map for any specific match-up, and thus, theoretically, find a sweet spot where it actually works well for any match-up:
Again, I don't see how *Crying Sea* succeeds in achieving any of this, except for easy access to additional (ground) bases, but that only makes it a *very* linear and constricted land map that will then turn into island play in the later stages. So then the question is, will all races be on equal-enough footing after evenly splitting the four land bases between them to then exploit the island part with all necesary tech ready? Protoss can still easily get an advantage, taking early island bases by just dropping off a Probe, though. | ||
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