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Byzantium will be used for the winners/losers games in the next MSL Survivor tournament.
OP will be updated once download link is posted.
[mod edit: changed the picture to one hosted on tl - resolution is not as good as the mapdori picture, but once the mapdori pic comes back I'll rehost it on TL]
Edit: I reuploaded the hi-res image to imageshack, which should work. Feel free to replace that with a TL hosted version once it's up.
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United States5262 Posts
Terrans are going to abuse cliffing. Zergs are going to mutaharass the natural. Protoss will just suffer.
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Whoa, trippy~
I like these new maps.
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I don't see how PvT can be played on this map :<
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My first thought was "vertigo"
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Darn, protoss players need to get creative =(
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well at least its better than the OSL maps
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Kinda reminds me of reverse lost temple. Super easy to wall off nat and main, seems very easy for terran to get to 3 base and have an easy time defending. Min only on the ledge allows for tanking and storming miners. With all the narrow chokes and cliffs / highround overlooking expansions this looks like its going to be terran heaven.
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i am sooo tired of Twilight maps
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Old rehashed concepts in every new map, boring (not to mention they're also BAD )
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+ Show Spoiler +
Parts in red = big concern for players. A lot of Terran players will abuse that with drop harass going back and forth along with pushing.
Should change the ramp location a bit.
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Hong Kong20321 Posts
i tihnk the osl maps are better lol this map looks so...old school -_-;;???
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I want to see some terrans slowpush with drop into the toss main like Brat-ok did on bluestorm
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This will be hell for pvt.
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reminds me of rLT... hm..
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be cheerful guys. Remember what came from the hell that was Katrina? Flash build!
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i just like this map looks. its something about those curves of the cliffs inside the main
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Hong Kong20321 Posts
i wonder whats the point of having that random wall and khaydarin crystal formation crap near the nat lol - _-a
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On August 04 2008 17:37 alffla wrote: i wonder whats the point of having that random wall and khaydarin crystal formation crap near the nat lol - _-a
Maybe something for mutas to use to stack on quickly before harass?
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Hong Kong20321 Posts
On August 04 2008 17:39 .kaz wrote:Show nested quote +On August 04 2008 17:37 alffla wrote: i wonder whats the point of having that random wall and khaydarin crystal formation crap near the nat lol - _-a Maybe something for mutas to use to stack on quickly before harass?
but but those crystals are like so far away from the nat.
and if they relaly wnated to stack they could use the nat's mineral patches.
and im sure nowadays every progamer knows how to use overlord/larva/zergling stacking tricks -__-;; (i dont believe that guy in idra's courage group didnt know how to stack. maybe he used larva and built sth and lost the larva in the ctrlgruop. w/e.)
maybe khaydarin formations can be destroyeD?
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damn, there should be more open and straight forward maps.
These days its all about easy to defend maps.
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map fucking sucks 
hopefully i'll be proven wrong
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oh come ON! Terran will be at 4-5 bases before you can say cat and a half. Add a dropship to that and he can easily crawl onto the next main area.
I hope I'm a poor analysist and someone proves me dead wrong. The only comfort I can find is that the center at least isn't buildable and pushing across opens up to some flanking.
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There've been way too many twilight maps in the past year or so, with Monty Hall, Blue Storm, Othello, Wuthering, RotK and now this. They should make an ice map. Haven't seen one of those since Hitchhiker, and it would be breath of fresh air instead of seeing blue all the time.
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Valhalla18444 Posts
woooo a terran map
its been a while!
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Kentor
United States5784 Posts
On August 04 2008 18:22 tracer wrote: There've been way too many twilight maps in the past year or so, with Monty Hall, Blue Storm, Othello, Wuthering, RotK and now this. They should make an ice map. Haven't seen one of those since Hitchhiker, and it would be breath of fresh air instead of seeing blue all the time. they really need jungle maps also. all we got is athena and hwarangdo and we only occasionally see it being played. as for snow maps, im not a big fan of grass mixed with white stuff
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Valhalla18444 Posts
until lategame anyway
good luck vs carriers
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51451 Posts
purposeful conspiracy by both ogn and mbc to break the legend of the fall and turning it into legend of the terran.
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I'm sick of Twilight tileset... it's starting to look so stale
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I don't see any imbalances on this map. I like it.
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On August 04 2008 18:52 FakeSteve[TPR] wrote: until lategame anyway
good luck vs carriers lategame? 14 nex into 2 base carrier 't map'
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The map looks very bad for pvt, but remember reverse temple? PvT: 8-3 (72.7%)
The reverse ramps are very very bad for terran against protoss, they will have most of the time a disadvantage until midgame, ther push wont be that strong like on other maps.
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Hmmm I kind of like the look of it at first impression.
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It has already been said a lot, but I too think this map sucks for Protoss. Turtle Terrans will have a ball there. Most bases are too easy to defend, and there is no room to flank your opponent. Not to mention the long cliffs for siege tanks. I hope the players prove me wrong.
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I like the way defending expansions can eventually give map control and vice versa. The eventual 4th bases are attackable only on one side which is easy to defend. Any turtle terran wouldn't get a game off this map.
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to the people saying gg toss.. i'd like to see terran defend their nat and 3rd vs carrier
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The nat looks very vulberable to carriers (and mutas) for sure. But imo, before carriers arrive in sufficient amounts, Terrans can have 2 and probably 3 bases with gas that are easy to defend with a few sieged tanks. From there, any turtle Terran can upgrade like mad and have a sizeable force to defend, even against carriers.
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On August 04 2008 17:53 alffla wrote:Show nested quote +On August 04 2008 17:39 .kaz wrote:On August 04 2008 17:37 alffla wrote: i wonder whats the point of having that random wall and khaydarin crystal formation crap near the nat lol - _-a Maybe something for mutas to use to stack on quickly before harass? but but those crystals are like so far away from the nat. and if they relaly wnated to stack they could use the nat's mineral patches. and im sure nowadays every progamer knows how to use overlord/larva/zergling stacking tricks -__-;; (i dont believe that guy in idra's courage group didnt know how to stack. maybe he used larva and built sth and lost the larva in the ctrlgruop. w/e.) maybe khaydarin formations can be destroyeD? It's an adaptation to editor difficulties. High basillica (and like terrains, e.g. high temple, high compound) cannot touch the edge of a high dirt cliff. A low dirt hole obviously can, but it wouldn't hide vision like the high basillica does, and thus make the ovy spot far less or not at all effective. You can approach this problem in two ways: 1. is to fill it in with neutrals. To avoid pathing issues, you use an indestructible neutral (the crystal) and place impassable doodads under the neutral which you can't see. It sticks out like a sore thumb, but not too badly, especially on twilight (blue and blue look ok together). 2. Is to use MASSIVE tile editing similar to what's done in + Show Spoiler + and ![[image loading]](http://www.panschk.de/mappage/metapod.JPG) and . It takes a LOT of work, and a LOT of time, and with enough work will look "normal", and won't stick out at all, but any laziness will result in ugly tile placement shit, which looks terrible (e.g. the tiles in longinus near the ramp in the middle, which the ramp writes over because the author is a fucking dumbass/lazy asshole, or the tiles which fill in tank holes in zodiac which don't look normal at all). 1. Is far easier and takes almost no time at all, but 2. is the optimum decision, in an ideal world.
On August 04 2008 18:26 FakeSteve[TPR] wrote: woooo a terran map
its been a while! Colosseum, Othello?
I like how it looks like you can tank the 3rd gas from the nat at 12/6 but not at 3/9. Also, the differences in the main gas position will result in slight differences in mining time. Korean mapping at its finest. I dunno why the 3rd gas is placed where it is, leaving the wasted space beside it closer to the edge of the map.
Overall though, the map is ok I think. I think the expo layout being as spread as it is helps protoss a lot more than you guys are crediting. Terran doesn't just get free 4 bases. They kind of get a free 3rd, othello-esque-ish, where it's easily harassable, but this one has no gas. The multiple paths I think will also help protoss a lot here. In my opinion, there's a lot to potentially warrant a p>t map here :O
For zvt, the 3rd gas imo is kind of hardish, a second main seems farther than usual, with the 3rd gas expo being kind of far too. However the main/nat setup I feel gives zerg a lot of flexibility with muta harass, and the many paths help with flanking a lot. I can see crazy zerg being popular here.
I think the map is flat-out z>p though, despite some things being protoss friendly. I think the expo layout being so spread will be hard on p in pvz, while it gives zerg a lot of freedom and flexibility in choosing where to expo. The many paths help zerg a lot, even if the map is not terribly open. But I also feel that zvp is the biggest mu where player-balance is more important than map-balance, which should help counter what looks to me to be z>p imbalance.
The map reminds me of an inverted Faoi in places, without islands, with a 3rd gas expo, and with an extra ramp going to the middle. I was considering making an inverted Faoi, thinking it would help make the middle less dominating, but I think if I did so now people'd tell me I made a Byzantine clone :O
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Calgary25980 Posts
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Belgium9947 Posts
lol looks like mapdori is out of bandwith
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Picture just went down.
Anyway I liked it, looks fun to watch and as far as I could see pretty balanced.
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Might be just me, but i can see tvt being more boring than usual here T_T. Each player could just tank line their own high ground and then we'll have an hour long stalemate.
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On August 04 2008 16:15 jkillashark wrote: Terrans are going to abuse cliffing. Zergs are going to mutaharass the natural. Protoss will just suffer.
Well it makes it good for carriers later on ...
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I agree that the blue tileset is getting stale. We should have more badlands or jungle tilesets.
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I like the map. Might be imba, but its pretty, and may give some good games. Will it just be used in survivor or regular games as well in the msl?
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United States17042 Posts
The map looks pretty cool. Protoss has a chance with obviously carriers, but cliffs help reaver/ht drops as well. Those close cliffs on that nat are worrying for muta harass though. The map reminds me of reverse LT though.
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I'm upset that more 1v1 maps aren't used. I really think that there are a lot of avenues unexplored in 2 player mapping, but every 4 player map is starting to look way too standard, even this inversion which will be interesting for a time.
Blue Storm gave some very interesting and unique games, hopefully this will be able to do the same.
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On August 04 2008 16:34 blabber wrote: i am sooo tired of Twilight maps
we need more char-like maps
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On August 06 2008 06:20 sqwert wrote:we need more char-like maps no, we don't. Ash is like the worst tileset ever next to installation. Hard to see ramps, inflexible, not a lot of options for the mapmakers, etc.
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is awesome32274 Posts
Seems good for muta harrass.
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min only expo is easily flanked :/
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On August 06 2008 09:12 anotak wrote:Show nested quote +On August 06 2008 06:20 sqwert wrote:On August 04 2008 16:34 blabber wrote: i am sooo tired of Twilight maps we need more char-like maps no, we don't. Ash is like the worst tileset ever next to installation. Hard to see ramps, inflexible, not a lot of options for the mapmakers, etc.
Requiem, Xeno Sky, Chariots of fire...
plus korean mapmakers can do so much crazy stuff.
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am i the only one who thinks it looks like reverse lt?
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I hate twilight maps, makes the game seem so depressing...
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On August 04 2008 17:37 alffla wrote: i wonder whats the point of having that random wall and khaydarin crystal formation crap near the nat lol - _-a I'm thinking it can't be extremely important but it looks like it could be destroyed and have vults/HT/lurk run through the smaller side to harass nat workers. Although it looks like the space for units to fit though is bigger at 2 o clock and 8 o clock crystals then 11 o clock and 5 o clock EDIT: and no DamageControl, other people have mentioned the reverse LT thing already
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i liked too.. the new osl maps just sucks
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Like the look of it I guess. Will be interesting to see how things actually turn out.
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On August 06 2008 09:12 anotak wrote:Show nested quote +On August 06 2008 06:20 sqwert wrote:On August 04 2008 16:34 blabber wrote: i am sooo tired of Twilight maps we need more char-like maps no, we don't. Ash is like the worst tileset ever next to installation. Hard to see ramps, inflexible, not a lot of options for the mapmakers, etc. Uhh variation> flexibility. No more twilight, or jungle please. Badlands is a great tileset, installation is fairly decent, desert is pretty poor but still acceptable.
On August 06 2008 10:00 DamageControL wrote: am i the only one who thinks it looks like reverse lt? The first map I thought of actually, was reverse lt. 
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I don't see how PvT can be played on this map :< Balls out, Mantoss style.
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On August 04 2008 17:08 Naib wrote:Old rehashed concepts in every new map, boring  (not to mention they're also BAD  )
Yea, but then look at the Bacchus OSL, the worst OSL to ever grace SC. Personal and Sherwood Forest, when a brand new macro map produces OSLs like the most recent one, which was very exciting.
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This is when a player like Justin would own Jaedong or Kal..
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Man do i wanna play this map, i was hoping it would be out today, cause the OSL maps were released the first day they would be in a pro match and the MST starts tonight sooo...
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On August 06 2008 09:50 oshibori_probe wrote:Show nested quote +On August 06 2008 09:12 anotak wrote:On August 06 2008 06:20 sqwert wrote:On August 04 2008 16:34 blabber wrote: i am sooo tired of Twilight maps we need more char-like maps no, we don't. Ash is like the worst tileset ever next to installation. Hard to see ramps, inflexible, not a lot of options for the mapmakers, etc. Requiem, Xeno Sky, Chariots of fire... plus korean mapmakers can do so much crazy stuff. Notice how none of those maps have any reverse ramps on them
On August 06 2008 10:43 Grobyc wrote:Show nested quote +On August 04 2008 17:37 alffla wrote: i wonder whats the point of having that random wall and khaydarin crystal formation crap near the nat lol - _-a I'm thinking it can't be extremely important but it looks like it could be destroyed and have vults/HT/lurk run through the smaller side to harass nat workers. Although it looks like the space for units to fit though is bigger at 2 o clock and 8 o clock crystals then 11 o clock and 5 o clock EDIT: and no DamageControl, other people have mentioned the reverse LT thing already it's not destroyable. it's to fix the gap that's caused by the higher terrain on the high terrain, the higher terrain being there for an overlord spot for zerg players
On August 06 2008 11:03 Dazed_Spy wrote:Show nested quote +On August 06 2008 09:12 anotak wrote:On August 06 2008 06:20 sqwert wrote:On August 04 2008 16:34 blabber wrote: i am sooo tired of Twilight maps we need more char-like maps no, we don't. Ash is like the worst tileset ever next to installation. Hard to see ramps, inflexible, not a lot of options for the mapmakers, etc. Uhh variation> flexibility. No more twilight, or jungle please. Badlands is a great tileset, installation is fairly decent, desert is pretty poor but still acceptable. installation isn't even buildable. Desert is good, badlands isn't bad at all, i agree that those two are underused. I personally prefer Space and Jungle by far. But ash is incredibly bad.
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Serious when do we get to play this map...
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No, Ash IMO is really ugly. Same with Badlands. Desert is fine, space is eh, and Twilight looks nice but is overused.
Where's Snow/Ice? I'd like to see a new one soon.
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I can just see terrans shoving tanks up my ass now on this map...
and about tileset themes, pleaseeee start making more desert or ice maps!!
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On August 04 2008 21:43 Chill wrote: I like it.
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On August 07 2008 04:54 anotak wrote:Show nested quote +On August 06 2008 09:50 oshibori_probe wrote:On August 06 2008 09:12 anotak wrote:On August 06 2008 06:20 sqwert wrote:On August 04 2008 16:34 blabber wrote: i am sooo tired of Twilight maps we need more char-like maps no, we don't. Ash is like the worst tileset ever next to installation. Hard to see ramps, inflexible, not a lot of options for the mapmakers, etc. Requiem, Xeno Sky, Chariots of fire... plus korean mapmakers can do so much crazy stuff. Notice how none of those maps have any reverse ramps on them Show nested quote +On August 06 2008 10:43 Grobyc wrote:On August 04 2008 17:37 alffla wrote: i wonder whats the point of having that random wall and khaydarin crystal formation crap near the nat lol - _-a I'm thinking it can't be extremely important but it looks like it could be destroyed and have vults/HT/lurk run through the smaller side to harass nat workers. Although it looks like the space for units to fit though is bigger at 2 o clock and 8 o clock crystals then 11 o clock and 5 o clock EDIT: and no DamageControl, other people have mentioned the reverse LT thing already it's not destroyable. it's to fix the gap that's caused by the higher terrain on the high terrain, the higher terrain being there for an overlord spot for zerg players Show nested quote +On August 06 2008 11:03 Dazed_Spy wrote:On August 06 2008 09:12 anotak wrote:On August 06 2008 06:20 sqwert wrote:On August 04 2008 16:34 blabber wrote: i am sooo tired of Twilight maps we need more char-like maps no, we don't. Ash is like the worst tileset ever next to installation. Hard to see ramps, inflexible, not a lot of options for the mapmakers, etc. Uhh variation> flexibility. No more twilight, or jungle please. Badlands is a great tileset, installation is fairly decent, desert is pretty poor but still acceptable. installation isn't even buildable. Desert is good, badlands isn't bad at all, i agree that those two are underused. I personally prefer Space and Jungle by far. But ash is incredibly bad. Yeah my bad, meant Space not installation.
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Love this batch of names, very classy. ^^
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best opening game on a map ever!
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Melbourne5338 Posts
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IT'S JUST A BLANK PAGE FOR MEEE! T___T
Edit: nvm i just went to intothemap's homepage and located Byzanthium myself! thx tho! xD
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yeah I just joined a korean pub game on West with this map... I had to rely on my memory of seeing the OP map pic during my game haha. It's ok though, I just PvZ Forge FE and he left after his 3 hatch ling rush failed
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Just quoting what I wrote in the news article:
On August 07 2008 16:58 DrainX wrote: Byzantium reminds me of a really old map where I think GARIMTO played ElkY or something. Started out with proxy reaver behind the terrans base and then moved onto a late game where lots of archons were used. This has to be 2002 or before... does anyone remember the game or the map im talking about?
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Russian Federation4235 Posts
Khem, goon/reaver will be officially back.
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On August 08 2008 15:52 DrainX wrote:Just quoting what I wrote in the news article: Show nested quote +On August 07 2008 16:58 DrainX wrote: Byzantium reminds me of a really old map where I think GARIMTO played ElkY or something. Started out with proxy reaver behind the terrans base and then moved onto a late game where lots of archons were used. This has to be 2002 or before... does anyone remember the game or the map im talking about?
might be this map: http://www.teamliquid.net/tlpd/maps/80_Neo_Vertigo
The first games on Byzantium were quite epic though.
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download link doesn't work and I can't read the korean o the website
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