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Shinhan Proleague R2 Maps - Page 3

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zer0das
Profile Blog Joined May 2007
United States8519 Posts
September 03 2007 18:58 GMT
#41
The 2v2 maps look interesting... the 1v1 ones make me wonder what the heck they were thinking for the most part. I wish they would axe Monty Hall too.
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
September 03 2007 19:01 GMT
#42
YES, more teamplay maps!!!!!111!!!!!11ONEONEUNOUNO. Rushz0rz we must devise more stupid and strange 2v2 strats!!
estebannam
Profile Blog Joined May 2007
United States187 Posts
Last Edited: 2007-09-03 19:04:40
September 03 2007 19:02 GMT
#43
uhhhhhhhhh the 1st andlast map that shows sunkens do they go away or u have to kill them to go expo?
SlayerS_'BoxeR' Forever
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
September 03 2007 19:06 GMT
#44
pretty sure you'd have to kill them, I'd be really surprised if you didn't.
born-to-porn
Profile Joined January 2004
Denmark400 Posts
September 03 2007 19:06 GMT
#45
Is this a joke? I've never seen so many ugly, confusing and overdone maps wrapped into one mappool. Seriously, did they just decide to make the weirdest maps they could possibly get away with?
Nobody beats the Beater
Excalibur_Z
Profile Joined October 2002
United States12281 Posts
September 03 2007 19:10 GMT
#46
On September 04 2007 03:43 Tadzio00 wrote:
Show nested quote +
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.


Ohhhhh yeah, the Red/Green/Yellow/Blue Crystal Power Pylons! I remember those now. hahahaha. That's a nice subtle touch.
Moderator
Last Romantic
Profile Blog Joined June 2006
United States20667 Posts
September 03 2007 19:15 GMT
#47
Baekmagoji Insane resources in main, not an impossible 3rd gas acquisition early on.. I'm not sure how this will play, actually. Zerg with five gasses would be really freaky Oo

I expect some problems for Protoss, what with the narrow-ish corridors along the side and the big plateau in the center. I expect a tornado push to be hard to stop. However, it seems very suitable for cheese. Really looking forward to rA on this map.

Ungoro Crater Seems to be going for the standard four player map with fairly easy to acquire nat style. Which is fine. The narrow ramp and close third base might make it somewhat different than, say, Python. I'm worrying that Terran might have advantage TvP because of ability to build in center and relative inviability of carriers in open combat [though base harass seems easy enough]

I guess it's open, so flanks wouldn't be too hard to set up even with turrets. Zerg gets his third gas easily, but his fourth is difficult. Not THAT hard though. I can see a lot of ZvT being lurkfirst to try and secure four gasses. Overall, I expect fairly standard games here.

Blue Storm Nats cliffable? hm. Center path looks interesting. Looks hard for Z to get third gas. Predicting some low econ stunts - bases seem really open and spread out. I hesitate to compare it to hitchhiker due to the min only's placement and the differences between the center canyons.

silver's hydralisks look strong here.. /random.

Katrina Storm of Zerg that never stops blowing! I'd laugh if YellOw won OSL through this map. Oh wait, not possible. -.-;;

I see rushes being really quite viable against P and T because of the giant ramp. Zerg usually doesn't care as much about ramp size. Nice change-up of the center dynamic though, with the ramps in and out and the multis there. No idea what Zerg will want to do with lair tech though - so little space behind the min lines to screw with workers. Eh. The nat, maybe.

Lurkers can't be used as easily to secure third gas, though. Unfortunate. I think this map shows good promise. Looking forward to interesting builds on it.

Seongangil Vampire remix? OK, that's fine. Nice to see a change from center-based teamplay map, though. The placement of the mains should make for interesting strategies.

Hwangsanbul Looks like they're revisiting the dual-ramp dweb style of DMZ. Hope this one works out better [longer rush distances.. it should. hopefully.] Besides that, looks like a fairly standard map.



ㅋㄲㅈㅁ
Last Romantic
Profile Blog Joined June 2006
United States20667 Posts
September 03 2007 19:17 GMT
#48
oh yeah, bringing back Monty? the hell. I wanted a neo Fantasy and a slightly updatd Python. T_T
ㅋㄲㅈㅁ
flothefreak
Profile Joined March 2006
Germany77 Posts
September 03 2007 19:17 GMT
#49
those maps have SO hard positional and racial imbalances, how can they become promaps?
besides, on baekmagijo or what it is called, workers will go crazy trying to mine minerals they cannot reach.

it is ridiculous that map admins of leagues call BWMN maps "imba" and then going on picking these
Infundibulum
Profile Blog Joined May 2003
United States2552 Posts
September 03 2007 19:18 GMT
#50
These look like fun maps, albeit somewhat confusing. Un'goro and Blue Storm are the 2 strongest imo. Why so much jungle tileset though? I'd love to see more space platform and desert. Hell, even some badlands...
LoL NA: MothLite == Steam: p0nd
oshibori_probe
Profile Blog Joined July 2006
United States2937 Posts
September 03 2007 19:22 GMT
#51
Are these maps for the OSL and MSL too?, or are they just proleague?
Fuck KeSPA.
LxRogue
Profile Blog Joined March 2007
United States1415 Posts
September 03 2007 19:41 GMT
#52
Ungoro crater looks pretty standard, like Tau Cross kinda.

Katrina is a cool idea, it will probably play alot like Peaks of Baekdu.
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
September 03 2007 19:44 GMT
#53
On September 04 2007 04:22 oshibori_probe wrote:
Are these maps for the OSL and MSL too?, or are they just proleague?


There's always some map overlap between the leagues. Except 1-2 of these maps to show up in this upcoming OSL and MSL.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
panschk[FP]
Profile Joined May 2005
Germany148 Posts
September 03 2007 19:49 GMT
#54
Well I won't judge race imbalances yet, we'll see. I`m pretty sure that pretty much all of them are really hard to play because of all those pathing issues. So it's good progamers get paid to play, because really, you'd have to pay me to play maps like these.
Rebelgecko
Profile Joined April 2007
United States1 Post
September 03 2007 19:51 GMT
#55
The center of Baekmagoji looks like a horse!
CustomXSpunjah
Profile Blog Joined June 2007
United States1093 Posts
September 03 2007 20:12 GMT
#56
Un'goro Crater looks fun to play, and Catrina looks like it'll give out the best games
beware, the rise of the Protoss is upon us!
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
September 03 2007 20:17 GMT
#57
I'm still worried that Catrina will be zergling rush heaven. If that doesn't happen it should be awesome.
Moderator
oshibori_probe
Profile Blog Joined July 2006
United States2937 Posts
September 03 2007 20:19 GMT
#58
On September 04 2007 04:51 Rebelgecko wrote:
The center of Baekmagoji looks like a horse!


and have you noticed that the center of azalea looks like a swatstika
Fuck KeSPA.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
September 03 2007 20:21 GMT
#59
In Asia there are swatstikas everywhere. It's like a star or a jing/jang symbol.
Polemarch
Profile Joined August 2005
Canada1564 Posts
Last Edited: 2007-09-03 20:38:04
September 03 2007 20:36 GMT
#60
Baekmagoji. This looks awesome. I have no idea how it'll play out, but there are so many possibilities. I think the mains are designed so that the mining slows down a bit once you mine out the closest patches. (I assume terran can't easily lift to correct this). The mapmakers seemed to have been aware of zerg's tendency to have fewer but better distributed drones than T/P; so gave the mini-nat-expansion just for that. The other expansions look harder to take, so I think we'll see some nice one-base play. I expect to see tons of pimp moves showing up on this map.

Ungoro Crater. This looks like a fairly standard macro map. I think it'll be pretty good for zvt. pvt might be hard - the center hill looks like a terran fortress. I think we'll see a lot of arbiters.

Blue Storm. I expect pvt games will be epic on this map. It's going to be hard for both sides to advance down the sides through center. zvt will probably hard, due to difficulty in getting a third gas, so I think we'll see a lot of pvts too.

Katrina. It looks like protoss will get the short end of the pvt stick on this one, due to difficulty in getting flanks and lots of high ground obstacles. I think counters and carriers will be the name of the game here. zvt should be interesting. Zergs will probably take another main and get 4 gas relatively easily, and terrans will take the middle bases as their thirds. Drops will play a huge role for both sides.

Seongangil. This looks good. The race for air superiority while trying to hold off drops. I expect to see micro-intensive low-econ games.

Hwangsanbul. I like the 5 player star concept -- it adds just a little bit of uncertainty to the starting positions so that one scouting overlord isn't enough to determine races/positions. It looks like on one of the ramps there's a mineral block -- but on the other one... there's something else? Maybe a hydra or chrysalis positioned so that it can't be attacked by melee units coming up the ramp, but can be attacked from above -- kind of like a gate that can only be opened from the inside early game?!? If so, that concept is mind-blowingly awesome and I can't wait to see how it turns out, but I expect to see larger scale games. The 10 mineral patches in the mains hint to this too.
I BELIEVE IN CAPITAL LETTER PUNISHMENT!!!!!
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