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ASL20 Preliminary Maps - Page 3

Forum Index > BW General
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Kraekkling
Profile Blog Joined June 2007
441 Posts
June 16 2025 13:57 GMT
#41
I like the map pool overall. The island map will probably turn out broken in some way but it would be interesting to see in what way exactly, so I hope it will pass play testing.

Litmus is somewhat of a wildcard to me. It looks like army movement could become rather restrained after like ~10 minutes and there's a lot of gas on the map. So either games could become somewhat stale after a while (think Neo Dark Origin) or we might see the best games ever with long and methodical battles where players compete for the central expansions.
(*^^)(^*)
tankgirl
Profile Blog Joined May 2016
Canada421 Posts
June 16 2025 15:50 GMT
#42
scarlett if you're reading this please make sure blizzard removes eclipse

please just no more eclipse

i will be personally undertaking a Terminator 2: Judgement Day-style crusade to see that every single surviving copy of Eclipse is incinerated in a volcano
https://tl.net/forum/brood-war/627255-progamer-settings
TL+ Member
M3t4PhYzX
Profile Joined March 2019
Poland4197 Posts
Last Edited: 2025-06-16 17:18:01
June 16 2025 17:17 GMT
#43
On June 16 2025 21:36 Freakling wrote:
Show nested quote +
On June 16 2025 01:49 FlaShFTW wrote:
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.

Well.. that is indeed, a bummer.

Thank You very much for explaining it so well.

odi profanum vulgus et arceo
M3t4PhYzX
Profile Joined March 2019
Poland4197 Posts
Last Edited: 2025-06-16 17:20:55
June 16 2025 17:19 GMT
#44
On June 16 2025 21:50 Freakling wrote:
Show nested quote +
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 +
[image loading]

[image loading]

[image loading]



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:
  • Most notably, Badlands has become one of the most-used tilesets, due to the appeal of having contrasting Dirt/Grass vs. Asphalt/Structure terrains (as exemplified by *Eclipse*, for example)
  • Space Platform has become more popular, particularly in relation to Twilight, for three-level map designs, for obvious reasons
  • Conversely, Jungle has moved from *the* goto-terrain choice, whenever in doubt, to actually be less common than either of the previously mentioned.

That's interesting. Appreciate the information.
odi profanum vulgus et arceo
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines568 Posts
June 17 2025 03:04 GMT
#45
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 +

[image loading]


i agree, circuit breaker is a classic map, and this little innovation will hopefully balance out the anticlimactic parts of tvz and zvp. but on the other hand, it might cause some other issues; lurker contains spaced so that goons have to shoot from low ground will be terrible to play against. only time will tell as pros develop strategies on the map
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
Urth
Profile Blog Joined November 2007
United States1249 Posts
June 17 2025 04:58 GMT
#46
I foresee litmus and screaming sea having big balance issues. Maybe litmus can surprise me, but I'm not optimistic.
BY.HERO FIGHTING!!!!
GTR
Profile Blog Joined September 2004
51463 Posts
June 17 2025 05:44 GMT
#47
i only just realised litmus has a second gas in the main lmao
Commentator
prosatan
Profile Joined September 2009
Romania8114 Posts
June 17 2025 10:44 GMT
#48
On June 17 2025 14:44 GTR wrote:
i only just realised litmus has a second gas in the main lmao

Yeap, one with 1500 gas and one normal one , with 5000 gas !
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Ideas
Profile Blog Joined April 2008
United States8108 Posts
June 17 2025 12:54 GMT
#49
No retro map this time? Been waiting forever for them to bring back Triathlon
Free Palestine
goody153
Profile Blog Joined April 2013
44146 Posts
June 17 2025 13:30 GMT
#50
Screaming Sea looks so fun lmao

Cant wait for pros to play games on them
this is a quote
Toshinou-Kyouko
Profile Joined November 2024
Philippines218 Posts
June 17 2025 13:36 GMT
#51
On June 17 2025 14:44 GTR wrote:
i only just realised litmus has a second gas in the main lmao


possible buff for protoss? will we see more DT/Dark Archon plays?
Yuru Yuri best anime
goody153
Profile Blog Joined April 2013
44146 Posts
Last Edited: 2025-06-17 15:35:22
June 17 2025 15:31 GMT
#52
On June 17 2025 14:44 GTR wrote:
i only just realised litmus has a second gas in the main lmao

Oh wow. The new season feels even more fun.

I dont remember proscene getting 2 gas
this is a quote
prosatan
Profile Joined September 2009
Romania8114 Posts
June 17 2025 19:09 GMT
#53
ARTOSHISUUU analyzes the maps

Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Kraekkling
Profile Blog Joined June 2007
441 Posts
June 17 2025 19:37 GMT
#54
I just randomly found out that Radeon 12/6 expos have 3500 gas?! and its been like this forever...

what the heck, I feel deceived

did everyone else know?
(*^^)(^*)
FlaShFTW
Profile Blog Joined February 2010
United States10170 Posts
Last Edited: 2025-06-18 00:54:21
June 18 2025 00:52 GMT
#55
On June 16 2025 05:15 ScoutWBF wrote:
Show nested quote +
On June 15 2025 12:43 FlaShFTW wrote:
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 +

[image loading]

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.

Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.

Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ThunderJunk
Profile Joined December 2015
United States681 Posts
June 18 2025 01:41 GMT
#56
Screaming Sea and Litmus look amazing. I like the tweaks to Radeon and such also.

About time we got some anti-zerg bias in the map pool
I am free because I know that I alone am morally responsible for everything I do.
A.Alm
Profile Joined September 2012
Sweden522 Posts
June 18 2025 09:43 GMT
#57
On June 18 2025 09:52 FlaShFTW wrote:
Show nested quote +
On June 16 2025 05:15 ScoutWBF wrote:
On June 15 2025 12:43 FlaShFTW wrote:
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 +

[image loading]

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.

Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.

Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?


"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK). These maps are worse for zerg, not better bro.

I think these maps look really cool, can't wait to try them out.

FlaShFTW
Profile Blog Joined February 2010
United States10170 Posts
Last Edited: 2025-06-18 14:58:15
June 18 2025 14:53 GMT
#58
On June 18 2025 18:43 A.Alm wrote:
Show nested quote +
On June 18 2025 09:52 FlaShFTW wrote:
On June 16 2025 05:15 ScoutWBF wrote:
On June 15 2025 12:43 FlaShFTW wrote:
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 +

[image loading]

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.

Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.

Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?


"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK). These maps are worse for zerg, not better bro.

I think these maps look really cool, can't wait to try them out.


Using ASL stats which are low sample size compared to the hundreds of games the pros play on for daily proleague and sponmatches is a very dumb argument. Eloboard clearly lays out that by and large, Zergs struggle against Terran. There are some maps where Zerg will have better times against Terran like 2p maps or Metropolis, Radeon, but they get wrecked on maps like Citadel, Retro, Vermeer, Pole Star.

TvZ winrates by ASL:
ASL19: 14-16. Without Soulkey: 12-9
SSL: 14-15. Without Soulkey: 11-4
ASL17: 11-15. Without Soulkey: 11-14
ASL16: 18-18. Without Soulkey: 13-11
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Lazyer
Profile Joined August 2011
United States348 Posts
June 18 2025 20:11 GMT
#59
I really want to see more pro level island maps, I think the big air battles look so cool in Starcraft.
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6600 Posts
June 18 2025 22:04 GMT
#60
Has any game happen on the new maps ? The usual pros i follow they are runing proleagues and Bo3 sponsored games in the last season maps still. Im fairly curious about the new Circuit Breaker. I just watched Artosis review about the map. And he said how hard it was to hold top bottom and mid bottom and im confident that wasnt the case at all for terran. In fact CB was one of the first maps to allow terran to do a 4 bases setup. Idk i feel like Terran is going to have it harder in this new version but we will see. And obviously the island map will be interesting too but i have my little idea how zerg will aproach this matchup with the amount of ground bases that there is still without the need of drops.
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