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Active: 12930 users

New OSL Map: Tears of the Moon

Forum Index > BW General
150 CommentsPost a Reply
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OneOther
Profile Blog Joined August 2004
United States10774 Posts
Last Edited: 2008-12-15 02:41:20
December 15 2008 01:20 GMT
#1
[image loading]

Meet the new official Batoo OSL map.

OnGameNet decided to replace 'Plasma' with the brand new 'Tears of the Moon' for the upcoming season. Announced on the 15th, Tears of the Moon will join the map pool of existing Return of the King, and Proleague official maps Medusa and Sin Chupung Ryeong. No changes were made to those maps.

Tears of the Moon presents a new concept of the main base and natural design. Similar to Fantasy, which was used during Daum Starleague 2007, the main base has 8 mineral patches, as well as two destructible Refineries that open up a new path to the natural.

The third expansion has fewer mineral patches, but the saturation of each one is doubled. This will promote other variations of playstyles, instead of expansion-based plays that are currently dominating the scene.

Twilight
3 Player map
Main base: 8 minerals, 1 gas
Natural: 8 minerals, 1 gas
Tested with OnGameNet Sparkyz
Other expansions: 5 minerals, 1 gas / 4 minerals with double saturation / 4 minerals
The name comes from the moon that is placed in the middle of the map
Source
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Itachii
Profile Blog Joined April 2008
Poland12466 Posts
December 15 2008 01:21 GMT
#2
sick.
La parole nous a été donnée pour déguiser notre pensée
Solinren
Profile Blog Joined July 2008
United States2653 Posts
December 15 2008 01:23 GMT
#3
Seige tanks along the side of the main :o
kazokun
Profile Joined April 2008
United States163 Posts
December 15 2008 01:24 GMT
#4
Is it just me or are 6 and 10 more cramped then 2?
Who wants to be a dragon when you can be Anytime? - Fontong
GTR
Profile Blog Joined September 2004
51398 Posts
December 15 2008 01:24 GMT
#5
REMOVE ROTK WTF
Commentator
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
Last Edited: 2008-12-15 01:26:26
December 15 2008 01:25 GMT
#6
The extra minerals in the main as well as the reduced minerals at the 3rd will hurt the Zergs in ZvP.

On December 15 2008 10:24 GTR-2-Go wrote:
REMOVE ROTK WTF


I'm vouching to keep any maps in favor of zergs.
Jaedong
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
December 15 2008 01:25 GMT
#7
On December 15 2008 10:24 GTR-2-Go wrote:
REMOVE ROTK WTF

ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
Last Edited: 2008-12-15 01:29:10
December 15 2008 01:27 GMT
#8
why remove rotk? I love that map.

FE looks awkward to not possible in pvz
Never say Die! ||| Fight you? No, I want to kill you.
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
December 15 2008 01:28 GMT
#9
On December 15 2008 10:27 Dazed_Spy wrote:
why remove rotk? I love that map.


They're zerg haters, the lot of them. Off with their heads!

Jaedong
GTR
Profile Blog Joined September 2004
51398 Posts
December 15 2008 01:31 GMT
#10
Well if you are keeping ROTK atleast fix the fucking minerals at the mains.
Commentator
BanZu
Profile Blog Joined June 2008
United States3329 Posts
December 15 2008 01:33 GMT
#11
On December 15 2008 10:27 Dazed_Spy wrote:
why remove rotk? I love that map.

FE looks awkward to not possible in pvz

First thing I noticed

Looks pretty sick though, I love when new maps come out
Sun Tzu once said, "Defiler becomes useless at the presences of a vessel."
disciple
Profile Blog Joined January 2008
9070 Posts
Last Edited: 2008-12-15 01:35:31
December 15 2008 01:34 GMT
#12
looks like a terran map to me , will give it a try ofc... and yeah bisu wont be happy with this one
Administrator"I'm a big deal." - ixmike88
blabber
Profile Blog Joined June 2007
United States4448 Posts
December 15 2008 01:35 GMT
#13
YAY ANOTHER TWILIGHT MAP!!
+ Show Spoiler +
not
blabberrrrr
PH
Profile Blog Joined June 2008
United States6173 Posts
December 15 2008 01:39 GMT
#14
I think FE is still possible if your objective is to protect the ramp...though covering the min line as well will be harder. You'd probably HAVE to add a third cannon and place core there to accomplish that, though.

Getting anything past a third base looks nigh impossible, imo...which will be trouble for zergs...
Hello
Empyrean
Profile Blog Joined September 2004
16957 Posts
December 15 2008 01:53 GMT
#15
Does double saturation mean they're stacked like FMP or have 10000 minerals in them?

Also:

Floating Barracks + Tanks + Bunker/Turret = probably lol.
Moderator
blabber
Profile Blog Joined June 2007
United States4448 Posts
December 15 2008 01:54 GMT
#16
I'm guessing 3000 minerals, blood bath style
blabberrrrr
ilistis
Profile Blog Joined October 2008
United States828 Posts
December 15 2008 01:56 GMT
#17
Looks great.
"The man who removes a mountain begins by carrying away small stones."-William Faulkner *_*_*_Kolll FAN_*_*_*
beefhamburger
Profile Joined December 2007
United States3962 Posts
December 15 2008 02:05 GMT
#18
Anyone else think the bottom base looks a little small compared to the other two? I mean, building placement will be kinda awkward with your main splitting the base into two sides. But I guess it worked fine for Medusa.

Terran seems to be able to get 4 base/3 gas just by holding one elongated ramp.
anch
Profile Blog Joined June 2006
United States5457 Posts
December 15 2008 02:06 GMT
#19
siege tank imba on this map.
all nat can be sieged from the wall behind (i think)
bottom base has irregular main design. it seems smaller and the building space is away from the ramp.
zobz
Profile Joined November 2005
Canada2175 Posts
December 15 2008 02:07 GMT
#20
Looks weird. And only one map, makes me not fully satisfied. (for osl)
"That's not gonna be good for business." "That's not gonna be good for anybody."
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 States1865 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
Braavos36374 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
Venezuela9374 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)17726 Posts
December 15 2008 02:31 GMT
#30
Is the ground behind the nat unbuildable? If it is muta abuse
"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 States8552 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?
arb
Profile Blog Joined April 2008
Noobville17920 Posts
December 15 2008 02:59 GMT
#41
think this is gonna be a Terran favored map imo.
Artillery spawned from the forges of Hell
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
December 15 2008 03:00 GMT
#42
awesome map
Treatin' fools since '87
sprawlers
Profile Joined June 2007
Norway439 Posts
December 15 2008 03:01 GMT
#43
The map begs for 2hatch ZvT I agree, just wondering if we will see more 1baseplay from terran or if they will go mech. I guess this will be a Z>P map is that nat needs cannonwhoring or they have to 2gate with fairly good distance between positions.
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17726 Posts
Last Edited: 2008-12-15 03:03:55
December 15 2008 03:03 GMT
#44
On December 15 2008 11:50 ZidaneTribal wrote:
early ZvT is gonna be tough.....probably gonna have to 2 hatch

I think tvz looks pretty hard against 2 hatch muta on the map. The cliffs at the nat.

I bet terrans will make a factory in the ground next to the wall and lift it into zergs main.
Or maybe proxies behind the nat. I can already feel the potential proxy 2 gates in terran main when this map gets released.
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
December 15 2008 03:11 GMT
#45
Not sure what to think with that mineral lay out
I have ass for brains so,
even when I shit I'm droping knowledge.
eX-Corgh
Profile Joined October 2007
Russian Federation386 Posts
December 15 2008 03:32 GMT
#46
Looks like a zerg map. Finally.
Never give cheese to the Gorilla ^^
jodogohoo
Profile Blog Joined March 2008
Canada2533 Posts
December 15 2008 03:45 GMT
#47
muta statue in the middle o_O
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
December 15 2008 03:46 GMT
#48
FEing should work decenly, like you get a cannon below and to the right of the nexus if you spawn at bottom. But creating that door and blocking it... will be difficult vs some Zerg all-in. Less minerals = Zerg map in general, so I think Zergs should do fine here.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Lebesgue
Profile Joined October 2008
4542 Posts
December 15 2008 03:48 GMT
#49
On December 15 2008 12:03 Ilikestarcraft wrote:
Show nested quote +
On December 15 2008 11:50 ZidaneTribal wrote:
early ZvT is gonna be tough.....probably gonna have to 2 hatch

I think tvz looks pretty hard against 2 hatch muta on the map. The cliffs at the nat.

I bet terrans will make a factory in the ground next to the wall and lift it into zergs main.
Or maybe proxies behind the nat. I can already feel the potential proxy 2 gates in terran main when this map gets released.


Indeed the nat seems to be hard to protect from the muta harass. Especially that it seems one wont be able to build turrets behind the minerals. I don't think Terrans will have such an easy map as many people above implied.

I totally agree with Hot_Bid that each time the map is released people are screaming "tanks are imba on this map"
pewpew
Profile Joined February 2008
United States132 Posts
December 15 2008 03:54 GMT
#50
Need more snow maps plx
R3condite
Profile Joined August 2008
Korea (South)1541 Posts
December 15 2008 04:36 GMT
#51
interesting map...

i already noe my fav spot... 3o clock and then 6 lols
ggyo...
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
December 15 2008 04:48 GMT
#52
On December 15 2008 12:45 jodogohoo wrote:
muta statue in the middle o_O

I assumed it was a traditional templar statue. How can you tell?
Jaedong
QuietIdiot
Profile Blog Joined October 2005
7004 Posts
December 15 2008 04:57 GMT
#53
The long distances in between should still make PvZ FE viable, although the classic zergling run-by's might be an added worry though. Added the fact that there's a lot of space for worker scouting, I think Protoss should adapt just fine in the mu.

It looks well suited for a Zerg comeback to the OSL, looks absolutely great for ZvT imo.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 15 2008 05:07 GMT
#54
Namja Iyagi meets The Eye imo
Administrator~ Spirit will set you free ~
R3condite
Profile Joined August 2008
Korea (South)1541 Posts
December 15 2008 05:09 GMT
#55
i think 3rd gas would be ezier to take than the mineral expo next to nat... friggin cliff over looking that mineral expo is threatening...
ggyo...
Typho0n
Profile Blog Joined November 2008
Canada276 Posts
December 15 2008 06:20 GMT
#56
On December 15 2008 10:24 kazokun wrote:
Is it just me or are 6 and 10 more cramped then 2?


it does look like that, it might be because there is no dark patches in 2 though...
.risingdragoon
Profile Joined January 2008
United States3021 Posts
December 15 2008 06:30 GMT
#57
tons of positional differences

2 o'clock main's HUGE, 6 o'clock natural ramp's tiny, 2 and 10 can be proxyed inside the base

that said, they should give the gameplay some interesting bit of twists. P's gonna reap it on this map

......::::........::::........::::........::::........::::.......::::.......::::... Up☆MaGiC ...::::.......::::.......::::........::::........::::........::::........
TheTyranid
Profile Blog Joined April 2007
Russian Federation4333 Posts
December 15 2008 06:31 GMT
#58
I knew they would make 8 mineral mains to Z>P the maps up. <3
NahLGaE
Profile Joined February 2008
Korea (South)523 Posts
December 15 2008 06:33 GMT
#59
this looks like a crazy map :o

i think its gonna end up imba for at least one race/mu tho. cant say for sure which yet but at least one lol >>
마재윤.
berler
Profile Joined November 2007
United States18 Posts
December 15 2008 08:37 GMT
#60
is there a place we can download the map now?
meegrean
Profile Joined May 2008
Thailand7699 Posts
December 15 2008 08:48 GMT
#61
Looks better than Plasma.
Brood War loyalist
anotak
Profile Blog Joined March 2008
United States1537 Posts
December 15 2008 09:13 GMT
#62
I bet this map is completely balanced
SilverskY
Profile Joined September 2008
Korea (South)3086 Posts
December 15 2008 09:20 GMT
#63
I think a new tileset would add a little more novelty to maps. I love the map design but it seems like I'm looking at something similar since the last year.
Graphics
gusbear
Profile Blog Joined September 2004
333 Posts
December 15 2008 09:24 GMT
#64
first thing that hit me was the likeness to the crescent of islam http://images.google.com/images?um=1&hl=en&rlz=1C1GGLS_en-USSG296SG304&q=islam crescent&btnG=Search Images
No_eL
Profile Joined July 2007
Chile1438 Posts
December 15 2008 13:06 GMT
#65
another attempt for make a terran favored map... and destroy protoss empire, maybe bisu or stork find a way to change it to favor them XD
Beat after beat i will become stronger.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 15 2008 13:06 GMT
#66
This will end up being Zerg favored vs P imo sooo many routes to the natural
Administrator~ Spirit will set you free ~
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
December 15 2008 13:09 GMT
#67
Yeah, some hydra all-ins seem really deadly on this map. Also, lurker slowdrops seem pretty viable since the slow overlords have to travel for so little time.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
December 15 2008 13:10 GMT
#68
noooo plasma

i wish they tried to make Plasma II
No_eL
Profile Joined July 2007
Chile1438 Posts
December 15 2008 13:10 GMT
#69
hehe maybe plexa its right. i think that protoss will be forced to proxy and frontal builds... like always just the time will tell the truth
Beat after beat i will become stronger.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2008-12-15 14:27:48
December 15 2008 14:26 GMT
#70
forgive me for being noob, but what is the use of the two destructible Refineries?

Is the choke wider after the refinery is destroyed?
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
BBS
Profile Joined September 2008
Germany204 Posts
December 15 2008 15:09 GMT
#71
moon in the center > rest of the map :D
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
December 15 2008 15:22 GMT
#72
On December 15 2008 23:26 JieXian wrote:
forgive me for being noob, but what is the use of the two destructible Refineries?

Is the choke wider after the refinery is destroyed?


They Power Generators actually (i.e. geyser won't appear after they're destroyed. I guess destroying them would open up a new path to the natural which may effectively be used for harass or reinforcement.
Also, dl plskthx
Moderator@TLPholon // "I need a third hand to facepalm right now"
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
December 15 2008 15:25 GMT
#73
Terran can siege the main from the middle, right? :/
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Crunchums
Profile Blog Joined December 2008
United States11143 Posts
Last Edited: 2008-12-15 18:03:46
December 15 2008 18:03 GMT
#74
God damnit rotk needs to diagf
brood war for life, brood war forever
Infundibulum
Profile Blog Joined May 2003
United States2552 Posts
December 15 2008 18:52 GMT
#75
On December 16 2008 03:03 Crunchums wrote:
God damnit rotk needs to diagf


die in a gay fire?
LoL NA: MothLite == Steam: p0nd
Patrio
Profile Joined September 2007
Norway706 Posts
December 15 2008 18:54 GMT
#76
so if you destroy the Power Generators u will have 3 routs to the natural?

die in a grease fire = diagf (dont know if u were ironic or not)
Zerg Bunker
Shauni
Profile Blog Joined July 2004
4077 Posts
December 15 2008 19:03 GMT
#77
On December 16 2008 03:52 iNfuNdiBuLuM wrote:
Show nested quote +
On December 16 2008 03:03 Crunchums wrote:
God damnit rotk needs to diagf


die in a gay fire?


I think it's die in a giant fire
I'm taking whatever coverage I can get, because frankly, I'm busy working on this million dollar deal at my job. Early retirement is a good thing brotha man. - MessengerASL
ZhenMiChan
Profile Blog Joined November 2007
Netherlands1181 Posts
December 15 2008 19:07 GMT
#78
damn interesting map,

Cant wait for the pro's to play on it.
Studying Chinese~
Kong John
Profile Blog Joined March 2008
Denmark1020 Posts
December 15 2008 20:25 GMT
#79
Seems quite anti toss, which is good.
This is real life, where nerds must battle!
[DUF]MethodMan
Profile Blog Joined September 2006
Germany1716 Posts
December 15 2008 20:40 GMT
#80
wow, 10 is really really small inbase, protoss could have problems here
CDRdude
Profile Blog Joined May 2007
United States5625 Posts
December 15 2008 21:14 GMT
#81
On December 15 2008 11:57 Aurious wrote:
Wasn't something like this supposed to have been used about a year ago?

That or something like it maybe for 2v2?

Perhaps you are thinking of the map Sword in the Moon, which the community eventually decided to call Harmony. I think it had something to do with multiple translations.
Force staff is the best item in the game.
bubblegumbo
Profile Blog Joined July 2008
Taiwan1296 Posts
December 15 2008 22:27 GMT
#82
Can't wait to see ZvP on this map.
"I honestly think that whoever invented toilet paper is a genius. For man to survive, they need toilet paper!"- Nal_rA
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
December 16 2008 00:38 GMT
#83
On December 16 2008 04:03 Shauni wrote:
Show nested quote +
On December 16 2008 03:52 iNfuNdiBuLuM wrote:
On December 16 2008 03:03 Crunchums wrote:
God damnit rotk needs to diagf


die in a gay fire?


I think it's die in a giant fire

Die in a gotdamn fire?
sixghost
Profile Blog Joined November 2007
United States2096 Posts
December 16 2008 00:45 GMT
#84
On December 16 2008 05:40 [DUF]MethodMan wrote:
wow, 10 is really really small inbase, protoss could have problems here

There's a ton of space toward the top of the base though. I think that equals it out.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Signet
Profile Joined March 2007
United States1718 Posts
December 16 2008 00:48 GMT
#85
On December 16 2008 09:45 lgdDante wrote:
Show nested quote +
On December 16 2008 05:40 [DUF]MethodMan wrote:
wow, 10 is really really small inbase, protoss could have problems here

There's a ton of space toward the top of the base though. I think that equals it out.

Yeah these bases all look huge imo. Should fit all of the buildings P could need... even without taking into account that this map has less resources than many.
firedodo
Profile Joined November 2008
China116 Posts
December 16 2008 00:58 GMT
#86
Nice name & nice look. But 3 twilights in 4 maps OMFG... Am I going to see ICE in my life again?
firedodo
Profile Joined November 2008
China116 Posts
December 16 2008 01:00 GMT
#87
Also this map LACKS mineral... and calls for multiple expansions
Not bad for Zergs, ha
OmgIRok
Profile Blog Joined June 2008
Taiwan2699 Posts
December 16 2008 01:22 GMT
#88
FE is still possible... maybe you guys have forgotten about 2gate expo! with gates in the nat ^^
"Wanna join my [combo] clan?" "We play turret d competitively"
MisterKatosS
Profile Blog Joined November 2002
France352 Posts
December 16 2008 01:34 GMT
#89
http://www.deezer.com/track/6906
My web development company website : http://www.make-me-a-website.net My Youtube Channel: http://www.youtube.com/user/MrKatoss
thunk
Profile Blog Joined March 2008
United States6233 Posts
December 16 2008 02:37 GMT
#90
On December 15 2008 22:06 Plexa wrote:
This will end up being Zerg favored vs P imo sooo many routes to the natural


I was actually going to argue this too, but not for that reason. It's cause OGN zergs tested it, meaning ZvT will be impossible (OGN zergs ZvT really good -> map really hard for other teams' ZvT) while their ZvP is going to be really easy (OGN zergs ZvP really bad -> map really easy for other teams' ZvP). It was hard to write that eloquently and it's not very witty either.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Empyrean
Profile Blog Joined September 2004
16957 Posts
Last Edited: 2008-12-16 02:43:10
December 16 2008 02:41 GMT
#91
To be fair, I think this'll be a reversion to the old 1 base Protoss vs. 2 base Zerg style. Keep in mind that a nat that's hard to defend with static defense also disadvantages Zerg, especially in ZvT. Remember that cute attack on RoV that someone did a while back (sorry I forget...he basically mined the minerals and sent in MM)? That's entirely possible now, except you won't have to wait to mine the minerals either. Setting up a Sunken Line will also be difficult.

EDIT: Also, it looks like in TvP, if Terran controls the third (the one on the high ground), with mech, then he also easily defends the fourth (the low ground one separated from the nat).

And diagf means die in a grease fire.
Moderator
blabber
Profile Blog Joined June 2007
United States4448 Posts
December 16 2008 02:53 GMT
#92
nah I'm sure the pros will come up with some insane forge/gateway/cannon placement that effectively blocks both entrances to the natural
blabberrrrr
ilistis
Profile Blog Joined October 2008
United States828 Posts
December 16 2008 02:56 GMT
#93
On December 16 2008 11:53 blabber wrote:
nah I'm sure the pros will come up with some insane forge/gateway/cannon placement that effectively blocks both entrances to the natural


I'm thinking the plyon is going to be in the middle. Then again, it looks like a long path for lings but those little buggers are pretty fast.

Ugh, I guess I'll have to watch the pros.
"The man who removes a mountain begins by carrying away small stones."-William Faulkner *_*_*_Kolll FAN_*_*_*
Vasoline73
Profile Blog Joined February 2008
United States7760 Posts
December 16 2008 02:57 GMT
#94
On December 15 2008 22:10 thedeadhaji wrote:
noooo plasma

i wish they tried to make Plasma II


Agreed! I liked Plasma alot even though it was imba .
Dgtl
Profile Blog Joined December 2008
Canada889 Posts
December 16 2008 03:07 GMT
#95
I could see carriers on this map. Those narrow passages seems good for carrier micro. Though the open middle doesn't look too good for carriers.
^______________^
barth
Profile Joined March 2008
Ireland1272 Posts
December 16 2008 11:19 GMT
#96
I think its possible for Protoss to FE getting 3 cannons and 2 probes on the ramp...
"Somebody you are talking to disappears mid sentence, and the universe shoots you because you talked to someone that wasn`t there." - MasterOfChaos
TheTyranid
Profile Blog Joined April 2007
Russian Federation4333 Posts
Last Edited: 2008-12-16 11:25:25
December 16 2008 11:25 GMT
#97
wrong thread
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
December 16 2008 11:51 GMT
#98
wow, uhh, big mains *looks for places to proxy*

-I like how the natural can be "flanked", which is practically impossible in most maps.
-The 6 main looks kinda small
-Nat is siegeable.
-Looks kinda hard to Forge Expand here, since lings can get in two angles.
-I like how the 3rd can "secure" a fourth min only. Ok nevermind, 4 patches only, but at least the 3rd has a gas, 3 gas = happy Protoss.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
December 16 2008 12:18 GMT
#99
On December 16 2008 11:56 ilistis wrote:
Show nested quote +
On December 16 2008 11:53 blabber wrote:
nah I'm sure the pros will come up with some insane forge/gateway/cannon placement that effectively blocks both entrances to the natural


I'm thinking the plyon is going to be in the middle. Then again, it looks like a long path for lings but those little buggers are pretty fast.

Ugh, I guess I'll have to watch the pros.

hmm, yeah I forgot to consider the distances between mains..oh wait, they're not that far actually.

A 9-pool may force the Toss to go 2 cannons before gateway, therefore, forcing the Protoss to delay the gateway.

Oh wait, I think I found an area where a pylon forge double cannon can be placed even if the lings come from one side. I'm still visualizing though on the scenario if speedlings come in from 2 sides, maybe blocking the ramp with 3-5 probes will do...

I think 12 hatch will be easy, cuz if a gateway is placed in a way that it will delay the lings even if they flank, it will make the lings run a greater distance. By that time, the group of lings that came from one side might be dead already and the cannon is sitting pretty to kill the ones who took a detour....

Not sure though
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
Revolutionary
Profile Joined July 2008
Canada38 Posts
December 16 2008 17:27 GMT
#100
Sick map.
arew
Profile Blog Joined September 2006
Lithuania1861 Posts
December 16 2008 17:37 GMT
#101
I like this map...









... NOT
750/750 emotions fully stacked
stambe
Profile Joined May 2005
Bulgaria492 Posts
December 16 2008 19:02 GMT
#102
The map is already out.
http://www.mapdori.com/map_info.php?number=10236
Version 1.1
Valks rulzz
sixghost
Profile Blog Joined November 2007
United States2096 Posts
December 16 2008 19:08 GMT
#103

Twilight
3 Player map
Main base: 8 minerals, 1 gas
Natural: 8 minerals, 1 gas
Tested with OnGameNet Sparkyz
Other expansions: 5 minerals, 1 gas / 4 minerals with double saturation / 4 minerals
The name comes from the moon that is placed in the middle of the map

Does this mean 2 min patches are stacked on top of each other at those 4patch min onlys?
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
Last Edited: 2008-12-16 19:13:05
December 16 2008 19:10 GMT
#104
Seems like a haven for siege tanks and mutalisks.
Though probably not too good for zerg overall duo to the tiny openings.

Also I've noticed an unbalance immidiately: The 6 O'clock natural expansion is walled in worse than other 2 main expansions!

Does this mean 2 min patches are stacked on top of each other at those 4patch min onlys?

It can mean that 2 workers can mine from 1 patch at the same time since he said saturated, or it can be that when you mine out the 4 minerals there will be additional 4 minerals on their place.
stambe
Profile Joined May 2005
Bulgaria492 Posts
Last Edited: 2008-12-16 19:20:06
December 16 2008 19:19 GMT
#105
The minerals at the low ground near your nat and the minerals and gas at the neutral exp on the high ground are 3000 mins in a patch and 10000 gas in the geyser.
I'm 99% positive that you cant have 2 workers mining the same patch, just the quantity is increased making those expos very valuable in the mid/late game(especially the one with the gas).
Valks rulzz
blabber
Profile Blog Joined June 2007
United States4448 Posts
December 16 2008 20:32 GMT
#106
On December 17 2008 04:02 stambe wrote:
The map is already out.
http://www.mapdori.com/map_info.php?number=10236
Version 1.1

unfortunately the download doesn't seem to work
blabberrrrr
stambe
Profile Joined May 2005
Bulgaria492 Posts
December 16 2008 20:39 GMT
#107
It works for me. You simply open the link and click on the ???? above the JPG of the map
Valks rulzz
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
December 16 2008 20:47 GMT
#108
Yeah, and rename the files. The map seems interesting, but I'm wondering about Zerg getting a 4th gas. Possibly they should get the second gas nat of another main, but that seems pretty vulnerable...
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
December 16 2008 21:54 GMT
#109
lol, here's the T tactic:
Tanks right outside of that "wall" just outside the base, dropship, gg
AdministratorI'm dancing in the moonlight
Fontong
Profile Blog Joined December 2007
United States6454 Posts
December 16 2008 22:11 GMT
#110
On December 17 2008 05:39 stambe wrote:
It works for me. You simply open the link and click on the ???? above the JPG of the map

Could you host it somewhere please? IT also doesn't seem to work for me...

Maybe if you do the mods can add it to the TLPD.
[SECRET FONT] "Dragoon bunker"
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
December 16 2008 22:51 GMT
#111
Couldn't download with Windows. Linux worked. Some localization thing.

I only saved the regular map (no obs or jpg preview or anything else), but here it is
http://rapidshare.com/files/174049322/_3_Tears_of_the_Moon1.1.SCX.html
Biff The Understudy
Profile Blog Joined February 2008
France7857 Posts
December 16 2008 22:54 GMT
#112
On December 17 2008 07:51 MamiyaOtaru wrote:
Couldn't download with Windows. Linux worked. Some localization thing.

I only saved the regular map (no obs or jpg preview or anything else), but here it is
http://rapidshare.com/files/174049322/_3_Tears_of_the_Moon1.1.SCX.html

I do love you

thanks!
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Descent
Profile Joined January 2008
1244 Posts
December 16 2008 23:04 GMT
#113
On December 17 2008 07:51 MamiyaOtaru wrote:
Couldn't download with Windows. Linux worked. Some localization thing.

I only saved the regular map (no obs or jpg preview or anything else), but here it is
http://rapidshare.com/files/174049322/_3_Tears_of_the_Moon1.1.SCX.html

Thanks~
「 Dream & Future 」 ※ 「 STX SouL 」
Patrio
Profile Joined September 2007
Norway706 Posts
December 16 2008 23:10 GMT
#114
I will try again... What kind of an advantage do you really get from destroying the power generators? From what I can see, there are two ways in the nat, and if you destroy the power generators, you would only get another way down the same choke.. Or do I see it all wrong?
Zerg Bunker
Biff The Understudy
Profile Blog Joined February 2008
France7857 Posts
December 16 2008 23:22 GMT
#115
On December 17 2008 08:10 Patrio wrote:
I will try again... What kind of an advantage do you really get from destroying the power generators? From what I can see, there are two ways in the nat, and if you destroy the power generators, you would only get another way down the same choke.. Or do I see it all wrong?

Yep, that's a bit weird. I don't really see the point of opening them.

I played my first game on this map five minutes ago using the Fantasy build, it was quite nice.

I was sick of Python and Blue Storm.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Signet
Profile Joined March 2007
United States1718 Posts
December 16 2008 23:25 GMT
#116
On December 17 2008 08:22 Biff The Understudy wrote:
I was sick of Python and Blue Storm.

Haha, true...
Elyvilon
Profile Joined August 2008
United States13143 Posts
December 16 2008 23:25 GMT
#117
On December 17 2008 08:10 Patrio wrote:
I will try again... What kind of an advantage do you really get from destroying the power generators? From what I can see, there are two ways in the nat, and if you destroy the power generators, you would only get another way down the same choke.. Or do I see it all wrong?

To get access to your minonly, I think.
Liquipedia
MorningMusume11
Profile Blog Joined November 2007
United States3490 Posts
December 16 2008 23:40 GMT
#118
http://www.mediafire.com/download.php?myu2jhexhaj Try that for the full package...
ilovejonn
Profile Blog Joined August 2007
Canada2548 Posts
December 16 2008 23:43 GMT
#119
On December 17 2008 08:40 MorningMusume11 wrote:
http://www.mediafire.com/download.php?myu2jhexhaj Try that for the full package...

<3
Snowflakes in January, Heart warm like February, I wouldn't ordinarily..
Descent
Profile Joined January 2008
1244 Posts
December 16 2008 23:57 GMT
#120
On December 17 2008 04:19 stambe wrote:
The minerals at the low ground near your nat and the minerals and gas at the neutral exp on the high ground are 3000 mins in a patch and 10000 gas in the geyser.
I'm 99% positive that you cant have 2 workers mining the same patch, just the quantity is increased making those expos very valuable in the mid/late game(especially the one with the gas).

This seems to be right.

Total minerals = 3 [ (8+8+4)(1500) + (4+5)(3000) ] = 171000
Total vespene = 3 [ (1+1)(5000) + (1)(10000) ] = 60000
「 Dream & Future 」 ※ 「 STX SouL 」
Archaic
Profile Blog Joined March 2008
United States4024 Posts
December 17 2008 00:18 GMT
#121
Hard for protoss forge wallins?
ZvP winning streak gogogo.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
December 17 2008 01:45 GMT
#122
this map looks terrible
MorningMusume11
Profile Blog Joined November 2007
United States3490 Posts
December 17 2008 02:01 GMT
#123
yeah siege tanks will have a field day against P's on this map...
blabber
Profile Blog Joined June 2007
United States4448 Posts
December 17 2008 03:23 GMT
#124
just played a game on this map and realized: the power generators are stacked!
blabberrrrr
kazokun
Profile Joined April 2008
United States163 Posts
December 17 2008 04:20 GMT
#125
On December 17 2008 12:23 blabber wrote:
just played a game on this map and realized: the power generators are stacked!


How many times were they stacked?
Who wants to be a dragon when you can be Anytime? - Fontong
blabber
Profile Blog Joined June 2007
United States4448 Posts
December 17 2008 04:25 GMT
#126
at least two, haha. I haven't thoroughly checked yet, maybe someone else can.
blabberrrrr
stambe
Profile Joined May 2005
Bulgaria492 Posts
December 17 2008 13:44 GMT
#127
On December 17 2008 13:20 kazokun wrote:
Show nested quote +
On December 17 2008 12:23 blabber wrote:
just played a game on this map and realized: the power generators are stacked!


How many times were they stacked?


Exactly 2 times each.
Valks rulzz
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
December 17 2008 14:27 GMT
#128
I think this will be hard for Protoss, they're testing how good Bisu and Stork are to be able to pull wins on this map since securing a Forge Wall-in would be hard and the nat is flankable if the initiative goes to the other player.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
checo
Profile Joined November 2008
Mexico1364 Posts
December 17 2008 21:36 GMT
#129
Will force toos to make someting new for FE or go one base start and then expo after =D

Terra will play as usual, but this map would make easy to fast academy rush on zerg to take his expo since theres 2 entrys, zerg will have to make 2-3 sunkens each side to defende Expo
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
December 17 2008 21:53 GMT
#130
On December 18 2008 06:36 checo wrote:
Will force toos to make someting new for FE or go one base start and then expo after =D

Terra will play as usual, but this map would make easy to fast academy rush on zerg to take his expo since theres 2 entrys, zerg will have to make 2-3 sunkens each side to defende Expo

Having 2 entrances to your nat is just weird...but yeah, I think Terran will have an easier time because they can turtle easy, but if other races manage to abuse the turret time (the siege tanks require to rotate their trunks), then maybe, their nat will be flankable too.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
checo
Profile Joined November 2008
Mexico1364 Posts
December 17 2008 22:40 GMT
#131
On December 18 2008 06:53 Infinity.SkyLark wrote:
Show nested quote +
On December 18 2008 06:36 checo wrote:
Will force toos to make someting new for FE or go one base start and then expo after =D

Terra will play as usual, but this map would make easy to fast academy rush on zerg to take his expo since theres 2 entrys, zerg will have to make 2-3 sunkens each side to defende Expo

Having 2 entrances to your nat is just weird...but yeah, I think Terran will have an easier time because they can turtle easy, but if other races manage to abuse the turret time (the siege tanks require to rotate their trunks), then maybe, their nat will be flankable too.


Yes but terran is used to this kinda of stuf since we always got flank, how ever toos and zerg don't usually get on that position so it should be dificult for them, also all races will need to be carefull for drops on their main since theres planty of room for this especially cause one can put units just aside the wall and lift with one or 2 drop ship/shutle/ovi
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
Frits
Profile Joined March 2003
11782 Posts
December 17 2008 22:43 GMT
#132
This map is pretty gay, they really need to make it so that siege tanks can't shoot your natural that shit is rediculous.
FragKrag
Profile Blog Joined September 2007
United States11549 Posts
December 17 2008 22:46 GMT
#133
ugh tank cliffing is bullshit T_T
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
Tianx
Profile Blog Joined October 2008
United States1196 Posts
December 17 2008 23:13 GMT
#134
To those whining about PvT here, remember that Medusa with it's mighty 70%+ Protoss win ratio (with all but two of the Terran wins being from Flash and one of the remaining being Mind) is still in the pool. Also, TvT looks like it'll be a lot of fun.
Intrigue: "as i've said to many others your troubles in life may be directly correlated to your dirty protoss icon"
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2008-12-18 09:30:38
December 18 2008 09:29 GMT
#135
Medusa is probably worse than this map in terms of balance.

I don't know much about progamer level balance. But it puzzles me why they decided terran shouldn't be able to build turrets on Medusa but they can on this map.

But it really annoys me that they still can't make maps that are all balanced. Look at all the mirrors coming up in proleague.
RisingTide
Profile Joined December 2008
Australia769 Posts
December 18 2008 10:44 GMT
#136
Some slight imbalances with 6'o'clock:
- The gas at the natural is able to be hit by siege tanks from behind, but is safe at the other 2 spawns.
- It's possible to move a unit between the gas geyser and the cliff to get behind the minerals, making wall-ins a little trickier.

The bases are big enough that tanks really shouldn't hit anything from the centre over those thin walls. 3'o'clock is the most susceptible, but as long as you build mostly to the north and south of your nexus, you should be fine.
Moletrap
Profile Blog Joined July 2007
United States1297 Posts
Last Edited: 2008-12-20 05:51:21
December 20 2008 05:00 GMT
#137
Just tested and looked around in game.

Mineral only nat is 3k minerals per patch. You can NOT mine with more than one worker.

6 o'clock seems like plenty of space for a base.. might be an issue late game when you have a ton of gateways or what have you. If you are cautious you can still have plenty of room to build without having your buildings be in tank range, although yes, it's much harder than the other spawns.

P forge expand doesn't seem as bad in game as it does just looking at that flank. As someone mentioned, with good building placement you can still do a nice job of it. There isn't very much room between the gas and the ledge. You might even be able to block it off completely with a gateway if you're worried about lings. And with the nexus down, the gap in the front is pretty small, too. Forge + zealot should do the trick.

Although yes, even with creative building placement, flanks still = win, heh.

Edit: Also, it does look like a mutalisk, or some other kind of bird thing, in the middle (the statue).
aka Moletrap
ProberoO
Profile Joined November 2008
United States88 Posts
December 20 2008 05:14 GMT
#138
This map definitely looks like it'll bring out some new play styles. Looking forward to it.
The pandabearguy should be in every map.
MuR)Ernu
Profile Joined September 2008
Finland768 Posts
December 20 2008 11:42 GMT
#139
This map is nice, except mutalisks rape the natural expansion. You need to build manner turrets to survive :>

Only thing bothering me, is that it seems like terran might get to make too effective pushes against protoss.

But i love this map, it seems kinda awesome
Bosu
Profile Blog Joined June 2008
United States3247 Posts
December 20 2008 11:48 GMT
#140
I love 3 player maps.
#1 Kwanro Fan
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17726 Posts
December 20 2008 12:04 GMT
#141
rofl i thought it was a 2 player map never noticed the color at 6
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
finkelboy
Profile Joined December 2008
Italy372 Posts
December 21 2008 11:55 GMT
#142
Is there a way to download it?
Ma jae yoon, what else? By.hero next bonjwa
L0thar
Profile Blog Joined September 2007
987 Posts
December 21 2008 12:29 GMT
#143
C'mon people! This "zomg Terran will be imba asdfasff" bullshit appears every time a new map is introduced. Even when Medusa was new, a lot of people were screaming about that...

Anyway, I like this map aesthetically. Hoping it will be balanced and produce interesting games.
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
December 21 2008 12:41 GMT
#144
as well as two destructible Refineries that open up a new path to the natural.


what? where?
The artist formerly known as Starparty
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
December 21 2008 12:41 GMT
#145
On December 21 2008 20:55 finkelboy wrote:
Is there a way to download it?


broodwarmaps.net
The artist formerly known as Starparty
writer22816
Profile Blog Joined September 2008
United States5775 Posts
December 21 2008 12:54 GMT
#146
On December 21 2008 20:55 finkelboy wrote:
Is there a way to download it?


iCCup has a version 1.1 of it already
8/4/12 never forget, never forgive.
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
December 21 2008 13:08 GMT
#147
woah that was quick
checo
Profile Joined November 2008
Mexico1364 Posts
December 23 2008 20:16 GMT
#148
I had play some games in this map and is good =D has nice places for chesse builds and also the fact than the nat has 2 entrys rlz many new thinks been done for that, how ever like just D i can't take much advantage XD
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
XDawn
Profile Blog Joined February 2004
Canada4040 Posts
December 23 2008 20:18 GMT
#149
Whoever gets the ramp wins..
Use it or lose it
ShmotZ
Profile Blog Joined December 2007
United States581 Posts
December 23 2008 20:28 GMT
#150
On December 15 2008 10:35 blabber wrote:
YAY ANOTHER TWILIGHT MAP!!
+ Show Spoiler +
not


i really wish they could make another snow map D:
Ah, computer dating. It's like pimping, but you rarely have to use the phrase "upside your head." - Bender
PH
Profile Blog Joined June 2008
United States6173 Posts
Last Edited: 2008-12-24 10:34:31
December 24 2008 10:15 GMT
#151
EDIT
wrong thread.
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