2. Ice Crystal
3. Autumn to Winter
4. Quandary
5. Lamenation
6: Valley of Ulaan
Forum Index > Brood War Tournaments |
mechzdeus
88 Posts
2. Ice Crystal 3. Autumn to Winter 4. Quandary 5. Lamenation 6: Valley of Ulaan | ||
fearthequeen
United States786 Posts
#2 - Paranoid Android (Testbug) #3 - Nyxeos (Hyojin) #4 - Rita (Freakling) #5 - Neo Luna (Suricatta) #6 - Arcane Entropy (TNWZombie) #7 - Champion (mAziciAn) #8 - Platoon (DQ_MAN) #9 - Valley of Ulaan (TNWZombie) #10 - Speechless (Lucifer_Kor) #11 - Rhombus (TNWZombie) #12 - Paradiso (Suricatta) #13 - The Lost Temples (Minerals) #14 - The Downfall of Moon (DQ_MAN & mAziciAn) #15 - Abyss (R4TCHET) #16 - Neverland (Hozzi) #17 - Jungle Book (j0j0) #18 - Ride of Valkyries II (Minerals) Thank you for extending the voting period. With this many maps it takes a long time for voters to look at every map. | ||
carloselmagno
1 Post
2. Champion by mAziciAn 3. Rita by Freakling 4. Lamentation by Hyojin 5. Aiur City (Incubus Remake) | ||
bovienchien
Vietnam1152 Posts
TvZ in Windshaper, Paranoid_II, Platoon, Woman Story https://www.twitch.tv/videos/1720653007 | ||
Islandsnake
United States679 Posts
2. Rita by ππ―π’ππ¨π©π¦π«π€ 3. Lost in Paradise DQ_man 4. Pascal by Gosomi 5. Paranoid Android by Testbug 6. Speechless by Lucifer_kor | ||
bovienchien
Vietnam1152 Posts
https://www.facebook.com/StarcraftRemasteredVN/videos/5997906263594343/ | ||
whiskeydingo
Canada3 Posts
2. Rush Hour 4 3. Jungle Book 4. Huntress 5. PasCal 6. Champion 7. The Lost Temples 8. Lamentation | ||
ESC.BlAckSuN
Germany49 Posts
2. Paranoid Android 3. Rita 4. Jungle Book 5. Lost in Paradise 6. Neo Luna | ||
bovienchien
Vietnam1152 Posts
https://www.facebook.com/StarcraftRemasteredVN/videos/854723525603393 | ||
bovienchien
Vietnam1152 Posts
https://www.facebook.com/StarcraftRemasteredVN/videos/2081023468755739 TvP, TvZ in SandStorm, The_Lost_TempleS https://www.mediafire.com/file/mad4tt70i3h3v4d/SandStormandTemple.rar/file | ||
mAziciAn
Korea (South)29 Posts
On January 20 2023 08:15 TT1 wrote: Bonus 1) Rudeltaktik + Show Spoiler + I'm pretty sure that this map is extremely Z favored tho. Z doesn't need the extra main base gas (because you're not restricting players from exping) and because Z has space efficient macro/production they'll have a big advantage by having easy map control (all the expos are lowground). Beautiful map/design but i think you need to extend the mains/remove the backdoor ramp and make the 3rd base an inbase expo (or maybe even the nat as the inbase instead of 3rd), that way you lessen the impact of having ground map control, games won't snowball as hard. Yes I know that. This map contain lots of problem. I will modify this map if this map passed first round. Also, another my map, Champion, It will be modified if it passed first round. I mistaked about unattackable creep spawner. I will remove it and give a mineral to min only nat. BTW, I'm so glad to players who played my map. Very very appreciated it. | ||
TNWZombie
Korea (South)70 Posts
On January 26 2023 07:48 Cronkonium wrote: For my choices of maps I'll pick #s 1-6 then give some suggestions in point form. From Worst of the Best to Best of the Best (My Favourite Map Comes Last): #1) *Light's Out* Suggestions: I think having the 3rd base minerals slightly organised more towards the mains is maybe a good idea, then reduce the main's size on that front slightly (so there is still a gap between them). Also the central North & South Bases should maybe be reduced & have the gas geyser either towards the middle of the map (or if it's bad mining pathing for one of the bases over the other), then remove some minerals and set it on either the East or West. I just see little harass potential other than frontal attacks against the North & South bases as opposed to the East & West ones which are on high grounds (easy Zerg defences I think here for a big gain). #2) *Paranoiid Androiid* Suggestions: Reduce the size of the bridge between the Top-Right corner bases & maybe increase the size of the middle 1 slightly. I think also the 3rd base location is too easy to take & it maybe requires having a bit of risk with it when it comes to Terrans taking it quickly & Zergs taking & holding all 3 bases in 1 chokepoint. Maybe point the ramps into the centre of the map rather than having them look back towards the natural so much. It might also be a good idea to get a bit of gap between the minerals and the edge of the map as with most of these maps they're very very very hard to hit with non-frontal attacks (e.g. reavers or high templars, with mutas, lurker drops... or even vultures would have a hard time in those bases). #3) *Ride of Valkyries II* Suggestions: I think the 3rd bases (along the vertical borders of the map) ought to be pushed further Northwards away from the natural. With just a single mineral patch in the way between them, once it is gone it will too easy for two bases to be defended. Either that or have the minerals rotated a bit to face over the bridge somewhat (move the terrain around as needed too), because right now it looks like Frontal Pushes are easy & will work - giving Terrans and many Zergs a boost. But Arbitres & High Templars or Reavers will do nothing on this map. Considering too that it's not even a good Carrier map, I really would worry that Protoss would have to cheese most games on here without having crevices & gaps in the high ground in the middle. Vultures, Lings, Hydras/Lurkers, Siegetank/Goliath would all be a bit too strong on this map especially since Protoss doesn't really have a second base where they can have structures... so maybe altering the main to be slightly smaller and partially upgrading a top base in size might be useful to have Protoss units be capable of interacting with the high ground from multiple angles. #4) *Sand Storm* Suggestions: Holding Protoss in maybe Terrans in some circumstances, seems to be way too easy on a map like this if they ever get a position on you. A bridge right near a double tall ramp, that's also near a tall ramp that immediately connects to that other higher ground is just a circle of high ground/bridge choke-point that seems immediately scary to my eyes as there is no other way out really. I think pushing that TALLEST ridge back slightly away from the bridges and those 'CAGE looking things', even reduce the ramp near the cage just on the other side of the bridge... would maybe allow for strategic contains to work, but not just a consistent *I have overlapping waves of siege tanks on successive high grounds* for example. #5) *Cursed Land* Suggestions: This map looks really quite good, barely second for me (at the same highest position alongside Even Newer Peaks). The main problem I might see is that a meta might be figured out quickly here... Zerg base positionings - bases 1-3/4 especially. I worry for Terrans with Mutas attacking the natural, I worry for Protoss with Tanks easily smashing probe lines at the natural & I worry for Zerg (just a little) & Terran a bit that there would be Dragoons or High Templar storms hitting the natural mineral lines too. Increase the thickness of the wall JUST up the ramp to the side of the natural's mineral line to 3 or even 4. Maybe get a bit of water spots too just below into the base on the lower ground too (push the base maybe 1 or 2 hexes further to the South for the Upper Right player & to the North for the Lower Left player. This would all reduce the ramp size by maybe 2-3 hexes and give a balanced push location that isn't too large, but also isn't small either. #6) *Even Newer Peaks* (My Choice for Best Map) Suggestions: Remove 2 of the eggs on the side closest to the centre (or 1 on each) and bring the sides of the map in a bit to close the new gap. By doing this you'll leave your slightly larger than normal choke open, but it won't be THAT big. I'm thinking bringing the edges away from the centre stops strong Zerg & Terran positionings/pushes from high ground as tanks and lurkers/hydras don't have even easier access to shoot you down and Protoss can dragoon flood down the ramp as easily. Then also cut down the diamond high grounds a bit and move the triangular bit backwards slightly (a few positions maybe 5 or 6 at most). Artosis said he didn't think the map was quite there yet & I know my ideas would be different from his, but I see potential in this map. Really the only other worrisome thing for me is the ability to shell things in the enemy's main base if they try to hide buildings to the far South or North with tanks or even a few hydras on the edge. Turrets could be picked off before flying Arbitres or Shuttles in too! So widening the gap slightly might help there. Yes, sir. If the Cursed Land is pulled out, we will delete the center extension and put a tile in front of the wall that cannot walk the unit. Thank you for studying my map. | ||
letsthrive
2 Posts
2. Jungle Book 3. Vanguard 4. Rush Hour 4 5. The Downfall of Moon 6. Neverland | ||
MineraIs
United States843 Posts
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bITt.mAN
Switzerland3689 Posts
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nOm.Esk4l4de
3 Posts
2. Jungle Book 3. Rita 4. Huntress 5. Sand Storm 6. Valley of Ulaan 7. Blue Lagoon 8. Lamentation | ||
Soulja
2 Posts
1.Third Impact 2.The Downfall of Moon 3.Cyber Temple 4.Neverland 5.Winter Solstice 6.Champion | ||
Cheesemayo
1 Post
2. Lamentation 3. Nyxeos 4. Sand Storm 5. Neo Luna 6. Platoon | ||
MicroDK
4 Posts
2 Sand Storm 3 Cyber Temple 4 Quandary 5 Third Impact 6 Lights Out 7 Champion 8 Neverland 9 Ride of Valkyries II 10 Huntress 11 Neo Luna 12 McDonaldβs | ||
neocronx
United States19 Posts
2. Nyxeos 3. Neverland 4. Winter Solstice 5. Rush Hour 4 6. Paranoid Android Testing the maps and rating the games based on racial balance, dynamic play, and 12 million other totally real variables I ended up with this graded rubic: Jungle Book 8.2 nyxeos 7.9 neverland 7.2 winter soltice 7.1 Rush Hour 4 6.9 Paranoid Android 6.8 Paranoiid Androiid 6.6 Sandstorm 6.6 Rhombus 6.6 Winshaper 6.5 blue lagoon 6.5 Cheerup 6.5 The Lost Temples 6.4 Blue Violet 6.4 Even Newer Peaks 6.4 Tal'Darim Ruins 6.4 Ride of Valkyries II 6.4 Huntress 6.2 lamentation 6.0 quandry 5.9 Sidenote: McDonalds would have made it with a better name possibly as I didn't test it. Fix your damn machine. | ||
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