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Active: 4638 users

New OSL Map: Tears of the Moon - Page 2

Forum Index > BW General
150 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 Next All
thunk
Profile Blog Joined March 2008
United States6233 Posts
December 15 2008 02:08 GMT
#21
It'll make people stop once they secure their third because their third will last them a long time.

I think they'll be clockwise-counterclockwise issues with this map. Because if you're clockwise from your opponent, you have two routs to their nat if you you're counter clockwise, you really only have one.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Atrioc
Profile Blog Joined December 2007
United States1866 Posts
December 15 2008 02:11 GMT
#22
i think it looks like it could be really favored towards Terran in TvP, but amazing for the other matchups.

I really appreciate that they are finally trying to encourage different playstyles with the maps
Writerman what
Hot_Bid
Profile Blog Joined October 2003
Braavos36401 Posts
December 15 2008 02:13 GMT
#23
every time a map is released there will inevitably be people yelling "omfg siege tanks will be so imba on this map!!!" lol

On December 15 2008 11:08 thunk wrote:
It'll make people stop once they secure their third because their third will last them a long time.

I think they'll be clockwise-counterclockwise issues with this map. Because if you're clockwise from your opponent, you have two routs to their nat if you you're counter clockwise, you really only have one.

you still have two... its a slightly longer distance but is it really that big a deal
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
DownMaxX
Profile Joined August 2008
Canada1311 Posts
December 15 2008 02:15 GMT
#24
I like it. It's different. It should yield some interesting games.
parasite
funkie
Profile Blog Joined November 2005
Venezuela9377 Posts
December 15 2008 02:16 GMT
#25
I wonder how testing went for this map.

Mapdori should have that info...somewhere ;O~
CJ Entusman #6! · Strength is the basis of athletic ability. -Rippetoe /* http://j.mp/TL-App <- TL iPhone App 2.0! */
YPang
Profile Blog Joined April 2007
United States4024 Posts
December 15 2008 02:16 GMT
#26
fuck i hate twilight maps... it hurts my eyes... i prefer space badland or jungle.
sMi.Gladstone | BW: B high| SC2: gold T_T
trumanlover
Profile Joined August 2008
Japan14 Posts
December 15 2008 02:21 GMT
#27
is map dl aviliable now ?
olo ^^
Not_Computer
Profile Blog Joined January 2007
Canada2277 Posts
December 15 2008 02:24 GMT
#28
looks alright i guess

on closer inspection a lot of areas seem a bit awkward, but i can't really say for sure this far zoomed out

is there a bigger picture available? and when will it be released to the public for dl?
(tried googling it but all i got was WoW)
"Jaedong hyung better be ready. I'm going to order the most expensive dinner in Korea."
thunk
Profile Blog Joined March 2008
United States6233 Posts
December 15 2008 02:28 GMT
#29
On December 15 2008 11:13 Hot_Bid wrote:
every time a map is released there will inevitably be people yelling "omfg siege tanks will be so imba on this map!!!" lol

Show nested quote +
On December 15 2008 11:08 thunk wrote:
It'll make people stop once they secure their third because their third will last them a long time.

I think they'll be clockwise-counterclockwise issues with this map. Because if you're clockwise from your opponent, you have two routs to their nat if you you're counter clockwise, you really only have one.

you still have two... its a slightly longer distance but is it really that big a deal


I think that it's perhaps not as big of a deal as I made it out to be but consider a Protoss at 6 and a Zerg at 10. If the Protoss FE's and the Zerg does some sort of ling or hydra all in, it'd be more advantageous for the Zerg to be at 10 than it would for him to be at 3.

The same is true of in PvP a 2 gate + reaver against a 3 gate goon + obs, if you're at 10 (the 2 gate/reaver) you (who spawned at 10) have two routes and set up a really nice flank. You're limited to fighting from one side if you had spawned at 3.

I can think of quite a few cool narrow timings where players to do all-in rushes because you're directly clockwise from your opponent that you couldn't do if you were counter-clockwise from your opponent that you would also have to consider in your build choice.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17743 Posts
December 15 2008 02:31 GMT
#30
Is the ground behind the nat unbuildable? If it is muta abuse
ils
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
traced
Profile Joined October 2007
1739 Posts
December 15 2008 02:31 GMT
#31
vulture harass too

cool looking map though, hope the different mains don't really affect play
Play
Profile Blog Joined November 2007
Australia608 Posts
Last Edited: 2008-12-15 02:32:53
December 15 2008 02:32 GMT
#32
would 1 storm be able to kill all the workers at the 3rd? :S

edit: the mineral only third.... which one is the third..?
jmascis
SixSongs
Profile Blog Joined March 2006
Poland1455 Posts
December 15 2008 02:32 GMT
#33
It looks really cool. I like it.
The Prince of DroneS
Ra.Xor.2
Profile Blog Joined May 2008
United States1784 Posts
Last Edited: 2008-12-15 02:37:41
December 15 2008 02:36 GMT
#34
Nice... No island expands though.

edit: i don't think anybody's gonna try to take the mid expansions lol.
#1 Flash Fan
Descent
Profile Joined January 2008
1244 Posts
December 15 2008 02:37 GMT
#35
On December 15 2008 11:28 thunk wrote:
Show nested quote +
On December 15 2008 11:13 Hot_Bid wrote:
every time a map is released there will inevitably be people yelling "omfg siege tanks will be so imba on this map!!!" lol

On December 15 2008 11:08 thunk wrote:
It'll make people stop once they secure their third because their third will last them a long time.

I think they'll be clockwise-counterclockwise issues with this map. Because if you're clockwise from your opponent, you have two routs to their nat if you you're counter clockwise, you really only have one.

you still have two... its a slightly longer distance but is it really that big a deal


I think that it's perhaps not as big of a deal as I made it out to be but consider a Protoss at 6 and a Zerg at 10. If the Protoss FE's and the Zerg does some sort of ling or hydra all in, it'd be more advantageous for the Zerg to be at 10 than it would for him to be at 3.

The same is true of in PvP a 2 gate + reaver against a 3 gate goon + obs, if you're at 10 (the 2 gate/reaver) you (who spawned at 10) have two routes and set up a really nice flank. You're limited to fighting from one side if you had spawned at 3.

I can think of quite a few cool narrow timings where players to do all-in rushes because you're directly clockwise from your opponent that you couldn't do if you were counter-clockwise from your opponent that you would also have to consider in your build choice.

I don't dislike the map, but I don't think I can say that I like the looks of it either. I think your points are very valid, and I fear that at the pro-level the map may turn out to be far more positionally imbalanced that expected. I think players will have to prepare twice the number of builds on this map for any particular match, based on their starting location and the opponent's starting location relative to their own.

Of course, I hope it turns out to be a great map, too~
「 Dream & Future 」 ※ 「 STX SouL 」
traced
Profile Joined October 2007
1739 Posts
December 15 2008 02:38 GMT
#36
8 mineral patches at the main should definitely help out zerg, too
Avidkeystamper
Profile Blog Joined June 2008
United States8556 Posts
Last Edited: 2008-12-15 02:42:53
December 15 2008 02:41 GMT
#37
On December 15 2008 11:38 traced wrote:
8 mineral patches at the main should definitely help out zerg, too


Edit: Nvm, I'm an idiot.
Jaedong
Signet
Profile Joined March 2007
United States1718 Posts
December 15 2008 02:43 GMT
#38
Is 6's natural cliffable but not the other starting spots' nats?
ZidaneTribal
Profile Joined September 2007
United States2800 Posts
December 15 2008 02:50 GMT
#39
early ZvT is gonna be tough.....probably gonna have to 2 hatch
fuck lag
Aurious
Profile Blog Joined April 2006
Canada1772 Posts
December 15 2008 02:57 GMT
#40
Wasn't something like this supposed to have been used about a year ago?

That or something like it maybe for 2v2?
Prev 1 2 3 4 5 6 7 8 Next All
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