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Shinhan Proleague R2 Maps - Page 2

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rushz0rz
Profile Blog Joined February 2006
Canada5300 Posts
September 03 2007 14:31 GMT
#21
I can imagine some Zergs proxying sunkens offensively. That teamplay map looks interesting.
IntoTheRainBOw fan~
Scorpion
Profile Blog Joined April 2006
United States1974 Posts
September 03 2007 14:36 GMT
#22
I don't like the maps. They don't seem to be ultra-polished like Longinus or Peaks. Python + all these maps just feel really "lacking"(but Python is actually a somewhat good map, though ).
Mango @ U.S.East!
Empyrean
Profile Blog Joined September 2004
16997 Posts
September 03 2007 14:40 GMT
#23
I don't like these maps because they're getting gimmickier and gimmikier.

Although I do like Catrina and the first team play map.

And anyone notice how Catrina (Katrina)'s center looks like a hurricane?
Moderator
Tadzio
Profile Blog Joined October 2006
3340 Posts
Last Edited: 2007-09-03 15:13:16
September 03 2007 14:48 GMT
#24
My feeble impressions and predictions:

Baekmagoji-- Finally a map where zerg can cheese without destroying his economy to 5 pool! How much you wanna bet we see sunk rush strats at least attempted on this map? Neat-o! I can't quite see the utility of the neutral buildings in the middle, but maybe they're there for a good reason.

Ungoro Crater-- I'll reserve final judgement, but this looks like a map I won't enjoy. Wide ramps on the nats... Big wide open center with highground in the center that doesn't look like its good for anything but cliffing with tanks... or maybe proxying in an obvious place. I don't get the bridges. The chokes in the center aren't quite balanced... 12 and 3 can fight eachother in a big wide open area, while all other locations have at least one choke to pass through in the middle to reach their opponent. I kinda like the corner gas expos, looks like there's plenty of room to build, and they wouldn't be bad places to hide proxies.

Blue Storm-- I like the look of this map, but I'm not sure how it'll play. Unlike hitchiker, the center corridor is formed by ramps, which should grant ample opportunity for some really sexy flanks. I can easily see tvts on this map consisting of massive tank walls to the north and south of the center corridor, with many interesting micro strategies to break the tank stand-off. There's more than a few places close to the mains that look like they'd take time to scout, even if you suspect proxy. I think this'll make this map ideal for proxy strats. Should be fun to watch the minimap while obsing games on this map. I see a lot of swirly pathing patterns.

Catrina-- It's aesthetically pleasing with it's nice ninja-star, hurricane pattern. This is a map, like Blue Storm, that'll be interesting to watch the minimap on. Pathing looks twisty-turning. I'm not sure I like the center gas expos which have 3 ramps each. VERY high risk. But I guess progamers can handle it. Doesn't look like a map that I can handle, though.

Seongangil-- Looks like the center design is wide enough for tanks to cliff from. Dual gas mains... air superiority and tank drops will probably be popular. Should make for some tense air games.

Hwangsanbul-- Another map that makes sunk rush a plausible strat. Weee! At first look I thought this was an island map, but it's actually covering the ramps with disruptionweb. Don't see many 5 player maps. Will add an interesting component to 2v2s if progamers see the the free main as the key to victory. And there's 2 nats and two ramps to each main. That combined with fairly long rush distances... looks like a 2v2 map that's trying to promote macro? Could produce some 2v2 games we're not used to seeing... maybe even some 400/400 vs 400/400 battles. Not likely, but a boy can dream.

As for returning maps: I love python, and though I can't play on Monty Hall, I like watching what the progamers do on it. Looking forward to seeing what changes they implemented.

Overall thoughts: Too much jungle tileset! Not a big deal, but if they want casual channel surfers to instantly recognize their maps as they flip through the channels, you'd think they'd try to vary the tilesets more each season.
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
September 03 2007 15:11 GMT
#25
OMG i love the maps!
mix it up!
jambonkingcool
Profile Blog Joined August 2007
Canada186 Posts
September 03 2007 15:46 GMT
#26
Can we download these maps yet?
Famehunter
Profile Joined August 2007
Canada586 Posts
September 03 2007 15:47 GMT
#27
Some of those maps are REALLY cool.
Cant wait to see em played by pro gamers.
Velox Versutus vigilans
Pressure
Profile Blog Joined October 2006
7326 Posts
September 03 2007 15:58 GMT
#28
rip katrina victims
Asakura
Profile Blog Joined May 2006
Germany471 Posts
September 03 2007 15:58 GMT
#29
On September 03 2007 23:40 Empyrean wrote:
[...] And anyone notice how Catrina (Katrina)'s center looks like a hurricane?

Oh yeah, that must be a coincidence, you know... ;;
http://en.wikipedia.org/wiki/Hurricane_Katrina
Man is disturbed not by things, but by the views he takes of them. (Epictetus)
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
September 03 2007 17:25 GMT
#30
I haven't been this confused about a new map since Arkanoid.
Hopefully it'll make for some interesting and fair games.
H
Profile Blog Joined July 2007
New Zealand6138 Posts
September 03 2007 17:26 GMT
#31
Un'goro crater.. great. That was the last thing I wanted to be reminded of.
[iHs]HCO | のヮの | pachi & plexa ownz | RIP _
knyttym
Profile Blog Joined December 2006
United States5797 Posts
Last Edited: 2007-09-03 18:02:24
September 03 2007 18:00 GMT
#32
ok I like these maps so much more than last season

i like blue storm the most
scyfir
Profile Joined February 2007
United States40 Posts
September 03 2007 18:04 GMT
#33
Interesting maps cant wait to see what kind of strategys the pros will use becuase the maps are confusing me.
Meta
Profile Blog Joined June 2003
United States6225 Posts
September 03 2007 18:07 GMT
#34
On September 03 2007 21:32 GTR-2-Go wrote:
Un'goro Crater is an area in WoW t.t


yeah and the maker did a suprisingly good job replicating it as a sc map lol
good vibes only
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
September 03 2007 18:14 GMT
#35
I haven't been this confused about a new map since Arkanoid.


Neither have I. That first map... surely the sunken colonies can't attack the player, if they did, then the 1/2'o' clock position would be completely blocked in by the sunk.even if this isn't the case, why's the 7 position's sunk not right in front of the choke like the 2 position's... And why do neutral buildings, AND minerals on the choke, block off the one route... And why does the right side of the middle higher ground look so strange: Grass green cliffs on a desert plateau. It doesn't make sense at all.

The second map... neutral pylon? Is that perhaps to prevent a wall?

Blue storm looks awesome. It should be very interesting. Hopefully it's balanced.

Katrina looks very interesting... no choke. I think this is pretty much a first. The main choke looks to be about the size of the geometry natural choke. Wouldn't zerglings be overpowering early game in zvp? Also, what the hell are the neutral buildings doing in the mains? I love the middle expansions!

First teamplay map looks wonderful, I'm just not sure if tanks can be dropped on the ledge. Tanks behind the ledge should still hit the mineral line though. The neutral buildings (behind the natural mineral lines) are also interesting. If they do get destroyed, it would definitely have an impact, but would anyone spend the time destroying those buildings early game when they'd make an impact? Probably not.

And the five player map. Once again the sunks confuse me. Also, the double choke... hopefully the disruption web actually work on it. The map's design with the double expo makes me think of Halls of Valhalla slightly. Only the double expo though. Still, should be interesting having a five player 2v2 map.

That said, I don't think the maps are really gimmicky, except for the sunken-colony-maps perhaps. That still leaves us with four relatively ungimmicky maps. I'm just worried about the balancing on these maps. Just from looking at them it's impossible to say whether they will be balanced or unbalanced. What I can say though is that these maps are very different, and balancing is not an easy job on maps that don't follow the set formula.

I can't wait to see them played, but I'd really hate to have these maps withdrawn like DMZ last season, or become single MU maps like Geometry. Katrina runs a big risk of becoming a ZvZ only map, which would give me nightmares for years (or at least put me to sleep).

As a side note, only the first 2v2 map has an island expansion.
Moderator
Excalibur_Z
Profile Joined October 2002
United States12237 Posts
September 03 2007 18:18 GMT
#36
Baekmagoji: I always wondered why mapmakers never placed Creep so that only Zerg would be capable of fast expanding. Looks like they've taken it one step further and made it so that Zerg will also get some faster defensive capabilities. This may be a gimmick but if it gives Zerg a fighting chance on maps where they ordinarily wouldn't have one, I'm willing to give that a shot. Imagine if they had this sort of thing on Paradoxxx, for example.

Un'goro Crater: Funny how they made it look so similar to the Un'goro Crater in WoW, balance seems to almost be a secondary concern for this map. Am I imagining things, or are there neutral Pylons on the map? Neutral Sunkens I could understand because Creep is universal and all Zerg players can take advantage, but Pylon power fields are player-specific, so I'm not sure why those are there. Furthermore, what are those red things surrounding the Pylons? They look almost like flying Critters but they're not Kakarus.

WoW's Un'goro Crater, for comparison:
+ Show Spoiler +
[image loading]
Moderator
Aepplet
Profile Joined December 2003
Sweden2908 Posts
September 03 2007 18:26 GMT
#37
is there any official word on this? like presentation from the map makers or explanations about the sunkens/pylon etc?
SonuvBob
Profile Blog Joined October 2006
Aiur21549 Posts
September 03 2007 18:29 GMT
#38
Oops, I axed the link. http://www.fighterforum.com/news/news_read.asp?cat=ISS&idx=20602 has notes in Korean, maybe someone can translate the useful stuff.
Administrator
azndsh
Profile Blog Joined August 2006
United States4447 Posts
September 03 2007 18:40 GMT
#39
Baekmagoji - way too much stuff going on at once

Ungoro Crater - looks like there's potential there

Blue Storm - also promising

Catrina - gonna get messy with the expo locations

Seongangil - hmm, rush by ground or tech air? I have a feeling all the strategies will devolve rather quickly into just one, like on DMZ

Hwangsanbul - this probably does a much better job of delaying the action until midgame

Monty Hall - changes seem to be pretty positive
Tadzio
Profile Blog Joined October 2006
3340 Posts
September 03 2007 18:43 GMT
#40
On September 04 2007 03:18 Excalibur_Z wrote:
but Pylon power fields are player-specific, so I'm not sure why those are there.


I imagine they're purely decorative. I played WoW for a few months and the crater has crystal-nodes throughout that players can collect. If I remember correctly there are also large crystal/bolder things around the edges that serve some purpose that I never figured out. The pylons are probably meant to represent that.
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