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The maps for the new PL season have arrived!
Update: All the maps are now available for download. Thanks to Taiche for the map pack:
Download Map Pack
Map descriptions translated by FoBBish.
1v1
백마고지 (Baekmagoji) 2p (1, 7) 128x96, Jungle
The map name is derived from the one of the fiercet battle faught in Northern ChulWon highland(BaekMaGoJi) in Korean War. The battle field is famous for back and forth battle, which changed ocuppied forces 24th times in 9 days periold. The name White Horse Highland (literal trans.) is given because of the fierce numerous shell drops ripped the mountain back into turn white, which resembled white horse.
concept & characteristic: Map introduces new economic style to cut the time spend on expanding and introduce new build orders and timings. The games are expected to play out in the middle horse shaped highlands, players fighting for the center resource, which fits with the theme of the map.
운고로 분화구 (Un'goro Crater) 4p (3, 6, 9, 12) 128x128, Jungle
As tl people expected, this map is derived from WOW. Ungoro crater is place where intermediate player go through in WOW. Map is created to resemble one in WOW.
concept & characteristic: expect zerg to shine. open center. easy to take gases on extremities
블루 스톰 (Blue Storm) 2p (1, 7) 128x96, Twilight
Two blue high land are represented as storm to show battle style..
concept & characteristic: wide highground. several levels. straight up scout but only for small unit, as game progress, need to use high ground. game can be ended through using rush route.
카트리나 (Katrina) 4p (3, 6, 9, 12) 128x128, Jungle
The central pressure 904hPa, the central wind velocity 135kt (70m/s), loss and damage $ 122 bil., casulties 1339, name derived from a hurricane that caused more damage than any other hurricane.
concept & characteristic: strategy oriented, 3cm drop can be deadly, connected central resources, numerous rush routes
Team Play
성안길 (Seongangil) 4p (1, 5, 7, 11) 128x128, Jungle
concept & characteristic: transportation play. early tech play, two gas at main, one being 2000.
황산벌 (Hwangsanbul) 5p (1, 3, 5, 7, 11) 128x128, Jungle
concept & characteristic: discruption web prevents early melee units getting into base.
Returning maps
몬티홀 (Second Edition) (Monty Hall Second Edition)
for zerg balance
① 9 minerals to 8 ② The three block minerals is reduced from 64 to 48
Python
no balancing, fixed some bugs and regional fix.
① 2시,8시 Mineral position fix ② fixed 12 expansions buidling placement being disadvantageous than other one ③ fixed 1 position worker gathering from behind ④ fixed 3시ㆍ9시 expansion and gas being attacked by siege tank over the wall ⑤ fixed siege tank able to fire upon 5 gas from 6 highland ⑥ trimmed mineral only expansion wall to weaken the t vs p using wall play.
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Katrina sounds a bit tasteless.
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Taiche
France1963 Posts
If they could just use non-Korean characters to name their maps... -_-;
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I could give you a rough pronunciation, but it'd be pretty much meaningless.
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Thanks a lot!! Wow I am excited for some new maps ^^
Will there be any download link available soon?
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51136 Posts
Un'goro Crater is an area in WoW t.t
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On September 03 2007 21:32 GTR-2-Go wrote: Un'goro Crater is an area in WoW t.t
LOL!
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51136 Posts
So many Jungle and Twilight maps T_T
Are those like the only likeable tilesets?
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no space maps this season?
and what's the point of the neutral sunkens? are they going to attack you?
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51136 Posts
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so cool~ I'm excited already hehehe. Me want them Maps!!! lol
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Isn't that the pic for the original Monty Hall though?
On September 03 2007 21:32 GTR-2-Go wrote: Un'goro Crater is an area in WoW t.t I swear to god, if those are creeps I see...
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Hong Kong20321 Posts
my thoughts:
1v1
백마고지 (Baekmagoji)
WTF neutral (or not?!?) sunkens? hahah wtf. it would be crazy if the sunkens attacked the players. anyhow, the mains look like they have a fuckload of minerals and dual gas. i guess this is a bit of a peaks of baekdu vs desperado vs loki map. and how come the centre raised cliff bit is different on the left and right sides? left side has a water bit while the right side has a raised jungle bit. weird.
also has 2 attack routes..hmmm
운고로 분화구 UnGoro Crater
WTF this map has liek a neutral pylon near the choke bit before the natural...
i also really hope those red things spread all over the map are kakarus and not land based critters haha.
buildable terrain in middle with lots of trees seems kinda scary (terrans ahem) close positions seems pretty cool for muta harass though :D
seems like a pretty macro map to me, expos are close to mains and everything is at the corners. hope it gives zerg an advantage cuz getting to all the expos will take longer? Lolol.
Blue Storm
kind of reminds me of blitz vs hitchhiker. , with the raised bits of blitz split up and the middle narrow path from hitchhiker. the expos are also at all the corners and along the sides, sorta blitzy. and also how the narrow path only lets small units through.
i think while getting the natural wont be a problem the players will have to establish control at the ramp bit just outside of the natural otherwise fighting uphill from such a choked point will be hard :O
imagine all those lurker contains and siege tanks or massive toss army rushing down the hill at you -_-;; scary.
should be plenty of fights on each of the basilica raised bits.. hm
Katrina
whats with the ion generator next to the main? does killing it reveal another gas or sometihng? lol
this remnds me of that ungoro crater map...this seasons seems to feature edge-centric mains and naturals ~_~
this map seems kinda scary VS Terrans though..cliffs everywhere and narrow paths >_> i fear having close mains to terran and the terran camping tanks all over the edges of the cliff that is next to the ramp that leads out from the main. TvT frenzy all over again like geometry possibly?
the naturals seem pretty far from the main though...
2v2
성안길 (Seongangil)
reminds me of USAN nation and chariots of fire. seems like this is a good PZ map cuz terrans wont be able to move out till late and wont be able to defend their ally in time >_> also the paths leading around are really really long so..yeah. interesting
hwang san bul
weird sunkens again. actually im kinda tired and dont wanna type anymore. lololol bye.
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Catrina and Ungoro Crater are too similar, they should have stuck a 3-player map in there. other than that, things are looking cool
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those sunkens are clearly there to prevent FE to that spot?
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Hong Kong20321 Posts
On September 03 2007 22:39 Navane wrote: those sunkens are clearly there to prevent FE to that spot?
"that" spot on 백마고지 (Baekmagoji) if you're referring to that map only has 3 mineral patches though. who would want to FE to a shitty spot thats so far away from the main if the main already has 2 gases and 2 billion minerals already? hm
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Am I the only person who really hates neutral buildings and shit all over the maps? It makes it so ugly imo =[
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theyre also there to let zerg sunk their choke without having to devote a hatchery to it
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On September 03 2007 22:58 SoMuchBetter wrote: theyre also there to let zerg sunk their choke without having to devote a hatchery to it
Sadly, that's the best thing about that map.
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I can imagine some Zergs proxying sunkens offensively. That teamplay map looks interesting.
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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 ).
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16927 Posts
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?
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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.
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OMG i love the maps! mix it up!
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Can we download these maps yet?
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Some of those maps are REALLY cool. Cant wait to see em played by pro gamers.
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I haven't been this confused about a new map since Arkanoid. Hopefully it'll make for some interesting and fair games.
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Un'goro crater.. great. That was the last thing I wanted to be reminded of.
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ok I like these maps so much more than last season
i like blue storm the most
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Interesting maps cant wait to see what kind of strategys the pros will use becuase the maps are confusing me.
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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
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South Africa4316 Posts
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.
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United States12180 Posts
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 +
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is there any official word on this? like presentation from the map makers or explanations about the sunkens/pylon etc?
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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
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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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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.
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YES, more teamplay maps!!!!!111!!!!!11ONEONEUNOUNO. Rushz0rz we must devise more stupid and strange 2v2 strats!!
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uhhhhhhhhh the 1st andlast map that shows sunkens do they go away or u have to kill them to go expo?
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pretty sure you'd have to kill them, I'd be really surprised if you didn't.
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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?
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United States12180 Posts
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.
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United States20661 Posts
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.
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United States20661 Posts
oh yeah, bringing back Monty? the hell. I wanted a neo Fantasy and a slightly updatd Python. T_T
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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
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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...
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Are these maps for the OSL and MSL too?, or are they just proleague?
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Ungoro crater looks pretty standard, like Tau Cross kinda.
Katrina is a cool idea, it will probably play alot like Peaks of Baekdu.
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United States37500 Posts
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.
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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.
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The center of Baekmagoji looks like a horse!
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Un'goro Crater looks fun to play, and Catrina looks like it'll give out the best games
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South Africa4316 Posts
I'm still worried that Catrina will be zergling rush heaven. If that doesn't happen it should be awesome.
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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
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In Asia there are swatstikas everywhere. It's like a star or a jing/jang symbol.
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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.
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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? Everyone says this every fucking year. Then it turns out all the maps are fucking amazing
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No natural for the first map except for the first 3 mineral thing (real one is heck of hard to defend and far away) But creep is awesome!
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not last season. monty, nemesis and geometry suck
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Nemesis had a lot of GGs, Monty Hall had a lot of GGs, though it was a long time before Zerg figured out how they needed to play it, and Geometry was only boring because like every single game was a TvT.
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Baekmagoji - nice Seongangil - funny
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Monty hall looks the same, 2vs 2 maps are sorta weird
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I like creeps adds some extra rushing versatility to the z, more all in strategies : D
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51136 Posts
Ben, you forgot to mention
Python - 2 and 8 main's minerals are majorly fixed to rebalancing.
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Blue Storm looks like an epic map
the star one too was cool
other than those, the others were so-so
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yay 2's minerals are fixed didnt know 8 was :/
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GrandInquisitor
New York City13113 Posts
OMG YES PYTHON MINERALS FIXED
man 8 was the worst for me
python is officially my favorite map ever now. (though if only the 6 base was a little bigger...)
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Catrina looks like a fun map and I'm glad they fixed Python, which is fairly balanced now. But they should really just take out Monty Hall, even with the changes, it'll remain an unbalanced map.
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Braavos36362 Posts
is there a translation of the map names?
like monghwan was "fantasy" ?
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South Africa4316 Posts
What effects are those changes supposed to have on Monty Hall's balancing?
What I can see is that: Firstly, cheeses will be much harder to pull off (at least in-base-gateway-builds) as there is only one place to scout for them now.
Secondly, and obviously, the gasses will now be equally safe for both sides.
So the biggest (and only) real effect I can see is that zerg will be able to mine out all three sides from one hatchery, and probably defend as well from one hatchery (albeit on two/three sides). I don't know if this is enough to balance the map in my eyes, but it seems to be a subtle nudge to help zerg. Other than that I can't really see the effect of these changes.
If the changes do manage to balance the map I'd be overjoyed. Monty Hall is a really nice map, and it's produced really nice games, just not many where zerg won. It's a map that manages to promote macro based play and cheese simultaneously, yet a power build can also win. Anything goes on Monty Hall, and it allows the players to be very creative.
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Ungoro and Blue Storm seems like maps that'll produce some good games. Baekmagoji looks ugly like hell, Catrina seems decent, perhaps in favor of terran with its tight spaces and cliffs. 2v2 maps looks so-so, like they always do.
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Katrina seems interesting with the whole backyard nat that's actually hard to defend mid-game on.
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1vs1
▶ BaekMaGoJi The map name is derived from the one of the fiercet battle faught in Northern ChulWon highland(BaekMaGoJi) in Korean War. The battle field is famous for back and forth battle, which changed ocuppied forces 24th times in 9 days periold. The name White Horse Highland (literal trans.) is given because of the fierce numerous shell drops ripped the mountain back into turn white, which resembled white horse.
concept & characteristic: Map introduces new economic style to cut the time spend on expanding and introduce new build orders and timings. The games are expected to play out in the middle horse shaped highlands, players fighting for the center resource, which fits with the theme of the map.
▶Ungoro crater
As tl people expected, this map is derived from WOW. Ungoro crater is place where intermediate player go through in WOW. Map is created to resemble one in WOW.
concept & characteristic: expect zerg to shine. open center. easy to take gases on extremities
▶Blue Storm Two blue high land are represented as storm to show battle style..
concept & characteristic: wide highground. several levels. straight up scout but only for small unit, as game progress, need to use high ground. game can be ended through using rush route.
▶Catrina
kind of funny one The central pressure 904hPa, the central wind velocity 135kt (70m/s), loss and damage $ 122 bil., casulties 1339, name derived from a hurricane that caused more damage than any other hurricane.
concept & characteristic: strategy oriented, 3cm drop can be deadly, connected central resources, numerous rush routes
▷team play
▶Seongangil concept & characteristic: transportation play. early tech play, two gas at main, one being 2000.
▶Hwangsanbul
concept & characteristic: discruption web prevents early melee units getting into base.
▶Monty Hall (Second Edition)
for zerg balance
① 9 minerals to 8 ② The three block minerals is reduced from 64 to 48
▶Python
no balancing, fixed some bugs and regional fix.
① 2시,8시 Mineral position fix ② fixed 12 expansions buidling placement being disadvantageous than other one ③ fixed 1 position worker gathering from behind ? dont get this one ④ fixed 3시ㆍ9시 expansion and gas being attacked by siege tank over the wall ⑤ fixed siege tank able to fire upon 5 gas from 6 highland ⑥ trimmed mineral only expansion wall to weaken the t vs p using wall play.
and for the monty hall picture, yeah he was suggesting. its not official or anything.
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and when the maps will be available to download?? im very anxious.
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Whoa, didn't notice until FoBBish pointed it out, the middle on Baekmagoji is shaped like a horsie. :O
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i didnt really knew myself until i read thoroughly
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Thanks FoBBish, I'll stick the info in the OP.
I think the 'worker gathering from behind' thing means workers tend to go behind a mineral patch when they shouldn't.
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On Baekmagoji, there's minerals blocking the minerals at the back, but it looks like the front patches have very few minerals in them, perhaps to prevent manner pylons. Can someone confirm this?
Can't wait to play on Catrina, I've always loved Peaks but hated that pathing trouble in the center. Ling rushes against protoss are going to be quite common but maybe the long rush distances will stop every game from becoming a ling rush.
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i love these new maps, especially the ones for 1v1...
ungoro crater ZERG FIGHTING!
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51136 Posts
Is Mapdori down because of the overflow of people wanting to download the maps?
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thanks fobbish and sonuvbob!
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Siege Tanks will pwn all -_-;
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Braavos36362 Posts
just a quick question - is there a definitive answer on whether those sunkens in the first map actually attack or are they just neutral?
also, repeating my earlier question, is there a literal translation for "Baekmagoji" or is it just the name of a battle?
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Hong Kong20321 Posts
On September 05 2007 00:32 Hot_Bid wrote: just a quick question - is there a definitive answer on whether those sunkens in the first map actually attack or are they just neutral?
actually after a bit of thinking i'm guessing that the sunkens should be neutral...if they attack the maps would have to be played in UMS mode..hm.
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South Africa4316 Posts
The maps are always played on UMS mode, since there are observers in.
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Germany / USA16648 Posts
On TV that's true, but there have always been melee versions. More recently it has even been the case that a couple of maps werent even "officially" released with obs versions at all (as in only melee was downloadable on mapdori) so that other people had to make obs versions - at least until mapdori had one.
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wow, these maps are pretty lame. i really cant stand all this creep, dweb and other crap =/
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So looks like melee mode is out of fashion, eh? Use map settings maps gogo~
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On September 05 2007 01:10 Puosu wrote: So looks like melee mode is out of fashion, eh? Use map settings maps gogo~
exactly my thought. They probly just want to make the game different so the spectators dont get bored.
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Hong Kong20321 Posts
On September 05 2007 01:03 Hawk wrote: wow, these maps are pretty lame. i really cant stand all this creep, dweb and other crap =/
well its actually only 2 maps that have creep and dweb.
1 map with creep 1 map with creep and dweb
:/
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Russian Federation4333 Posts
Why the hell are all of these maps jungle?? I'm sick of jungle
They must add ash and badlands. These tilesets haven't been used in ages (except chariots).
Heck the last 1v1 badlands map was used two seaons ago.
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Hong Kong20321 Posts
On September 05 2007 01:10 Puosu wrote: So looks like melee mode is out of fashion, eh? Use map settings maps gogo~
hey maybe the sunkens dont really attack though! :o
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On September 05 2007 00:32 Hot_Bid wrote: just a quick question - is there a definitive answer on whether those sunkens in the first map actually attack or are they just neutral?
also, repeating my earlier question, is there a literal translation for "Baekmagoji" or is it just the name of a battle?
Baek ma go ji translated literally becomes White Horse Highlands.
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Braavos36362 Posts
Thanks!
Now we just need to find out if the sunkens actually attack...
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United States20661 Posts
:O nice changes to Python. Not sure if I like Monty or not..
Ah well.
As for the new maps.. did they actually mention tl.net? or did one of our people add that?
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I hope we can download these soon, I want to sunken rush some of my friends
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Do we know anything about the sunkens yet?
Are they neutral or do they attack anything that's near?
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I don't got source but I'm pretty sure the sunkens are there purely for the creep so that you can't build at the location unless you take out the sunkens first.
If they attacked that'd be weird. ;S
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Anyone else think that these new maps will allow savior to dominate once again?
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On September 05 2007 05:49 ilovejonn wrote: I don't got source but I'm pretty sure the sunkens are there purely for the creep so that you can't build at the location unless you take out the sunkens first.
If they attacked that'd be weird. ;S It'd be ANNOYING. It would be like adding creeps into starcraft.
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Baekmagoji will be imba zvt. terran can play like he has a fe without having to build second cc.
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On September 05 2007 06:23 Luddite wrote:Show nested quote +On September 05 2007 05:49 ilovejonn wrote: I don't got source but I'm pretty sure the sunkens are there purely for the creep so that you can't build at the location unless you take out the sunkens first.
If they attacked that'd be weird. ;S It'd be ANNOYING. It would be like adding creeps into starcraft. Read it again.
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On September 05 2007 06:19 Luddite wrote: Anyone else think that these new maps will allow savior to dominate once again?
if so I will love these maps even more
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sunkens dont attack wtf are you thinking T_T. unless they are giving computers units and ums or something, which i SERIOUSLY doubt. its just for zerg to sunk w/. I cant wait to do like a 9 pool 3 sunk rush :D
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Korea (South)11558 Posts
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My first impressions:
YES PYTHON IS BACK! NO MONTY HALL IS BACK!
백마고지 seems like a weird map. I'm going to have to see some games to tell how the two terrain blocks are balanced. Reminds me of Loki for some reason. Blue Storm seems like my kind of map; this map is totally awesome, like a revamped Ride of Valkyries Ungoro Crater seems like a fucking bitch to play with all that crap littered around everywhere. 황산벌 is just ... what they should've done with DMZ instead of letting it die out. NOW THEY PUT WEBS ON THE RAMPS -_-;;; Katrina seems like a nightmare. So does 성안길.
Overall rating for this Proleague's maps: 7/10.
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Russian Federation25 Posts
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What's with the randomly placed sunkens, on the first map the bottom player can leave his base without getting hit, while the other one can't. On the other map they look completely random.
Also, if they can't attack then what's the point in using sunkens, instead of creep colonies? That wouldn't change the fact they're not evenly placed thought.
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Live2Win
United States6657 Posts
HOLY FUCK I JUST REALIZED!!1
Baekmagoji has 16 minerals in the main and 2 gases.... Oo;;
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On September 06 2007 00:27 Live2Win wrote: HOLY FUCK I JUST REALIZED!!1
Baekmagoji has 16 minerals in the main and 2 gases.... Oo;;
About time, lol.
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Live2Win
United States6657 Posts
On September 06 2007 01:00 lololol wrote:Show nested quote +On September 06 2007 00:27 Live2Win wrote: HOLY FUCK I JUST REALIZED!!1
Baekmagoji has 16 minerals in the main and 2 gases.... Oo;; About time, lol. I almost fell out of my chair
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On September 06 2007 01:02 Live2Win wrote:Show nested quote +On September 06 2007 01:00 lololol wrote:On September 06 2007 00:27 Live2Win wrote: HOLY FUCK I JUST REALIZED!!1
Baekmagoji has 16 minerals in the main and 2 gases.... Oo;; About time, lol. I almost fell out of my chair
Wait till they add BGH and Fastest next season, they will introduce new economic style to cut the time spend on expanding and introduce new build orders and timings, too ^_^ Then you'll definitely fall from your chair.
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On September 06 2007 00:27 Live2Win wrote: HOLY FUCK I JUST REALIZED!!1
Baekmagoji has 16 minerals in the main and 2 gases.... Oo;; LOL I'd have never noticed that if you hadn't mentioned it, seriously TT;
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Canada7170 Posts
On September 05 2007 06:38 baelrog wrote: Baekmagoji will be imba zvt. terran can play like he has a fe without having to build second cc.
It doesn't look to me like you can initially mine those minerals in the back... fe looks like a very strong build if this is the case. i think it's for midgame where both players can eneter a micro phase instead of macro-whoring.
Hwangsanbul also looks interesting, purely for the 5 starting points.
A couple wtf maps, but w/e.
Not sure if I like Monty's makeover. Is that 'zerg balance' to screw over Silver's build, or to help zergs out with "conventional" playstyle?
EDIT: Katrina looks like a gongshow.
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Best maps IMO
Blue Storm, Katrina (fix all the main gas issues though), Hwangsanbul (first 5 player map??, awesome),Seongangil (looks good but clifs above mains T_T. Reminds me of that 3 player desert map Sanctuary).
I don't think those sunkens can attack. If they are neutral they won't attack. I think it has to do with the fact that sunkens have 300 hp and creeps have 400 hp.
All the maps have so many gimmicks nowadays, Pretty soon they are gonna have maps with triggers Like; Random crystals or gas deposit pickups etc.
Kinda war3ish but not too crazy. Or if those sunkens are computer controlled (they would be exactly like creeps and give you minerals/gas when you kill them) The only difference is no hero or exp.
But then you could never play the map on melee. only obs/ums version.
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Osaka26954 Posts
All pro games are played on UMS though, because they are all obs maps.
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On September 06 2007 09:53 Manifesto7 wrote: All pro games are played on UMS though, because they are all obs maps.
all the same though i think they have always created maps that can be used in melee setting (no triggers or w/e) and then later add obs spots (necessitating it to be on UMS)
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Osaka26954 Posts
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Valhalla18444 Posts
i don't like baekmagoji
maybe a bunch of progamers can show us some cool stuff on it but it reminds me of BGH way too much
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Looking forward to some good games :DDDD
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No word on when they'll be available for download? It must be soon though.
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It's been a few days, any news on when these maps will be available?
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United States20661 Posts
On September 06 2007 05:28 CharlieMurphy wrote: Best maps IMO
Blue Storm, Katrina (fix all the main gas issues though), Hwangsanbul (first 5 player map??, awesome),Seongangil (looks good but clifs above mains T_T. Reminds me of that 3 player desert map Sanctuary).
I don't think those sunkens can attack. If they are neutral they won't attack. I think it has to do with the fact that sunkens have 300 hp and creeps have 400 hp.
All the maps have so many gimmicks nowadays, Pretty soon they are gonna have maps with triggers Like; Random crystals or gas deposit pickups etc.
Kinda war3ish but not too crazy. Or if those sunkens are computer controlled (they would be exactly like creeps and give you minerals/gas when you kill them) The only difference is no hero or exp.
But then you could never play the map on melee. only obs/ums version.
300hp 2 armor actually takes longer for basic units to break through than 400 hp.
so they wanted to make them slower to kill..?
how curious.
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Some of these maps are so blend-looking that they almost don't look like competition-level maps.
Shinhan NEEDS to commission for different tilesets other than jungle. Ice has a lot of potential.
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Belgium9937 Posts
On September 12 2007 11:48 .dragoon wrote: Some of these maps are so blend-looking that they almost don't look like competition-level maps.
Shinhan NEEDS to commission for different tilesets other than jungle. Ice has a lot of potential.
if you wanna become a blind man, yeah
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they should get more desert maps
they should also do a space map where it's basically all catwalk
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can someone tell me where can i dl this maps pls? thx
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Taiche
France1963 Posts
On September 12 2007 21:25 cSf.Loser wrote: can someone tell me where can i dl this maps pls? thx Maybe you could JUST read the second line of the first post ?
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New maps look really difficult to play on. And their names are also really hard to pronounce.
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toss is so fucked on hurricane. speedlings/vults for the winnnnn
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thedeadhaji
39472 Posts
On September 12 2007 21:38 Taiche wrote:Show nested quote +On September 12 2007 21:25 cSf.Loser wrote: can someone tell me where can i dl this maps pls? thx Maybe you could JUST read the second line of the first post ?
Wishful thinking Taiche!
(but it seems that 2/4 of the MSL maps havebeen released, so hopefully we can get our hands on these in 3-4 days <3)
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are these maps actually out for download already?
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Only Zodiac and Loki II so far, no new proleague maps out yet
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Baekmagoji, Blue Storm, Katrina, Python 1.3, and Un'Goro Crater are now available for download.
Mass Mirror
Monty Hall SE should be available soon, not sure about the 2v2 maps.
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51136 Posts
Python 1.3 has the 1 and 7 mineral naturals down to 1000 minerals, yes?
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On September 14 2007 02:45 SonuvBob wrote:Baekmagoji, Blue Storm, Katrina, Python 1.3, and Un'Goro Crater are now available for download. Mass MirrorMonty Hall SE should be available soon, not sure about the 2v2 maps.
Thanks a bunch Bob.
Played a few games on Zodiac, that map is fuuuuuun.
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thanks
what does the TR in parentheses mean? eg, (4)Python1.3(TR).scx
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TRAIN
Thanks for Blue Storm, Python 1.3 and Monty SE.
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Ungoro Crater has a shitload of critters...and random pylons that don't seem to have any purpose.
But that map and Katrina are very cool to play on
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Thank you for the downloads
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I think the new maps are not suitabla for toss.
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are there any interview of bisu after MSL group A?
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On September 14 2007 15:13 .dragoon wrote: TRAIN
Thanks for Blue Storm, Python 1.3 and Monty SE. what is different about TRAIN
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On September 15 2007 03:29 tiffany wrote:Show nested quote +On September 14 2007 15:13 .dragoon wrote: TRAIN
Thanks for Blue Storm, Python 1.3 and Monty SE. what is different about TRAIN (TR)=TRAIN is obviously for training issues where you can choose your starting location (on UMS of course!) so that you can always train your gameplay on particular positions.
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United States37500 Posts
On September 15 2007 03:29 tiffany wrote:Show nested quote +On September 14 2007 15:13 .dragoon wrote: TRAIN
Thanks for Blue Storm, Python 1.3 and Monty SE. what is different about TRAIN
(TR) is training. It's a UMS version of the map where you can choose what spawning position you and your practice partner start off at. As the name implies, it's for progamers to practice a certain MU, at certain starting locations.
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Taiche
France1963 Posts
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Thanks Taiche, added the link to the OP.
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the comp just walked his zealots through the middle walkway in blue storm, while my vults had to go around
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Yay, TL'er white horses finally get featured on a map.
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Taiche
France1963 Posts
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nice job taiche, thanks a bunch.
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My first impression of these maps is, "Damn, I really want to see pros play Sunken Defense in proleague".
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Taiche
France1963 Posts
On September 17 2007 00:00 GMer[TOp] wrote: nice job taiche, thanks a bunch. I've just collected maps linked by other people but thanks anyway ^^;
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I just realized something: the power generators in Katrina probably represent the levis
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On September 03 2007 22:22 alffla wrote: whats with the ion generator next to the main? does killing it reveal another gas or sometihng? lol
Wahts with that dumb temple in the middle of Reverse Lost Temple (RLT)?
If i'm not mistaken the they this just to fuck with us and it has no true purpose.
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Just realzied i bumped a 2 week old thread, oh well the maps are interesting anyway.
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