2. Static
3. Sanctuary
4. Tundra
Forum Index > Brood War Tournaments |
ToastedBagel
Canada90 Posts
2. Static 3. Sanctuary 4. Tundra | ||
TeamThinkQuick
200 Posts
"1. tundra 2. sanctuary 3. wavelet 4. terraform" Comments from him: "Maps are extremely important, map makers are the ones who keep sc alive, they are the ones who also influence the meta. I really hate ashworld themed maps like ground zero, i cant even see my own lurkers. I also don't like in base expo maps at all." | ||
Freakling
Germany1529 Posts
On May 15 2021 04:11 TeamThinkQuick wrote:I really hate ashworld themed maps like ground zero, i cant even see my own lurkers." Sad to see people not even giving Bridging a chance for this reason when the map uses a completely new approach to decoration that explicitely avoids the super dark terrain types and stark contrasts that could cause visibility issues. | ||
TeamThinkQuick
200 Posts
1. static 0.16 2.vertebrae 3. sanctuary 4.wavelet | ||
TeamThinkQuick
200 Posts
1. Static 2. bridging the gap 3. mayday 4. terraform | ||
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Liquid`Drone
Norway28665 Posts
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figq
12519 Posts
2. (4)Bridging the Gap 0.90 3. (2)Clock Strikes 1.03 4. (4)GOOD NIGHT 1.2 Some really really good looking maps, I love it. Gotta say, I also saw the current SC2 ladder maps and they look yummy too. The tingling sensation in the finger tips to go back to playing some Starcraft is palpable. | ||
WGT-Baal
France3361 Posts
2) vertebrae then idk tbh... Tundra has a neat layout but the coulour (esp right below the nat) is really painful to look at in game.Hard to know where you can walk or not, and overall just weird... Most 4 player maps are CB/FS with weird quirks so... 3) turbine (interesting idea with in base mining) 4) Augustgrad - this map is nice, it has ramps but they are very open/wide so you dont get funneled too much. GJ ![]() | ||
M3t4PhYzX
Poland4193 Posts
On May 15 2021 04:20 Freakling wrote: Show nested quote + On May 15 2021 04:11 TeamThinkQuick wrote:I really hate ashworld themed maps like ground zero, i cant even see my own lurkers." Sad to see people not even giving Bridging a chance for this reason when the map uses a completely new approach to decoration that explicitely avoids the super dark terrain types and stark contrasts that could cause visibility issues. Agreed.. | ||
johnnybenz
United States3 Posts
Glad to be a part of this poll, cool to know my vote impacts where the greats will be battling. 1. (4)Bridging the Gap 0.90 this map deserves way more votes in my opinion, it looks beautiful, difficult to use tile set, offers uniquely placed expansions and the natural third without a gas which leads to interesting gameplay. 2. (4)Terraform 0.79 3. (2)Vertebrae 1.3 4. (3)Tundra 0.99 amazing decoration | ||
sTYleZerG-eX
Mexico473 Posts
On May 15 2021 06:24 WGT-Baal wrote: 1) static 2) vertebrae then idk tbh... Tundra has a neat layout but the coulour (esp right below the nat) is really painful to look at in game.Hard to know where you can walk or not, and overall just weird... Most 4 player maps are CB/FS with weird quirks so... 3) turbine (interesting idea with in base mining) 4) Augustgrad - this map is nice, it has ramps but they are very open/wide so you dont get funneled too much. GJ ![]() You should open Tundra in game before judging ![]() If you leave pure snow in large patches.. yes it can be hard on the eyes.. but I added something called monguls ontop of it that helps out quite a bit, open it up on remastered and you will see | ||
youvegotbrail
1 Post
2. Tundra 3. Static 4. Augustgrad | ||
MineraIs
United States846 Posts
On May 15 2021 04:20 Freakling wrote: Show nested quote + On May 15 2021 04:11 TeamThinkQuick wrote:I really hate ashworld themed maps like ground zero, i cant even see my own lurkers." Sad to see people not even giving Bridging a chance for this reason when the map uses a completely new approach to decoration that explicitely avoids the super dark terrain types and stark contrasts that could cause visibility issues. I agree. I haven't played Bridging the Gap yet but it does seem to fix the visibility issue the best that is possible. | ||
cRoSsy
66 Posts
2. tundra 3. mayday 4. sanctuary | ||
Just_a_Moth
Canada1950 Posts
2. Clock Strike 3.Tundra 4. Wavelet | ||
oxKnu
1179 Posts
My problem with it is large army control in macro games. It's very difficult to control a max army push, unless you're Terran in here. Which might propel some more diverse strategies like multiple location recalls, drops (from both Z and P). Usually in this type of scenarios the latter doesn't happen though and the map becomes a bit too difficult to handle and mostly vetoed in tournaments. Very much hope I'm wrong of course. | ||
StRyKeR
United States1739 Posts
* early mech open in zvt is hard for zerg to defend against vulture -- the first vulture can either go behind nat minerals or just straight into main * third is a bit far, zvp might be hard for P Static * looks pretty good as a macro map, lots of chokes to consider, I'd play this * the tiny distance between the high third and the main is a bit concerning for the defender; basically if you lose control of that area you're pretty much dead * also I hope that tanks can't hit, for example, the 7 oclock high ramp third base from the ledge north of it? Vertebrae * interesting layout, lots of bases and ramps separating left / right could lead to split map scenarios Tundra * interesting macro style map, I generally don't like ice tilesets because it's too bright Turbine * I generally don't think these maps are balanced, where the nat is free, choke is small, but third is hard to take (like Dies Irae) -- basically zerg is at a big disadvantage because P/T can greed like crazy and push out before zerg can reasonably control the map to secure third / fourth Augustgrad * interesting map, the number of pathways are a bit overwhelming, but probably gets better with practice * the opening to nat is too far from the nat hatchery, so vulture runby behind nat minerals or main is too strong; remember that zerg's first sunk usually can be at most one space away from nat hatch Bridging the Gap * interesting concept, standard-ish looking macro map but the existence of many bridges makes army placement important, I'd play this map Good Night * interesting map, the center left / right bases seem very close, you basically get two of them if you get any one of them Mayday * looks interesting, standardish macro map, gives a Ride of Valkyries feel Sanctuary * very beautiful, the overall look is just detailed and doodads fit in well * I like this map quite a bit, there's a lot of chokes and pathways so army positioning very important * the bases have good spacing between them -- close enough to tempt expo continuation but far enough for opponents to threaten, especially from the upper terrain leading down into them Terraform * terrain layout and pathways look interesting Wavelet * this looks very interesting, there are a lot of paths from center, so it's quite open, but there are definitely some walls, so some frictions my top 4: (top 1 first) Sanctuary Static Wavelet Bridging the Gap | ||
Ley[tQ]
11 Posts
My votes are: wavelet sanctuary tundra terraform | ||
IceAxe
United States4 Posts
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Eidolonic
29 Posts
On May 16 2021 02:08 IceAxe wrote: 1. Mayday 2. Tundra 3. Sanctuary 4. Augustgrad I see you've voted earlier in the thread. Are you changing your vote? | ||
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