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New OSL Maps

Forum Index > News
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1 2 3 4 5 10 11 12 Next All
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
Last Edited: 2008-01-11 05:36:09
January 11 2008 04:15 GMT
#1
Wooooooh~~~ new maps!!!!

As reported before, OSL decided to ditch Persona (for it's atrocious balance issues) and Fantasy II (for it's slight balance issues, and used for 2 season). Instead, they will be using the shared PL maps Katrina and Blue Storm, along with the new maps Troy and "악령의숲" (which directly translates to "Demon's Forest").

Here are the new maps.

▶Name: Troy
-Type: Reversed Isle/Land
-Capacity: 4 Players (1, 5, 7, 11 o'clock positions)
-Size: 128 × 128
-Tileset: Desert
-Created by: Earthattack (Kim Eun-suh)

[image loading]


Description: A regular isle/land map is a map that starts off as an island, then becomes land by destroying neutral buildings (Arkanoid). This reversed isle/land map does the opposite. The entrance from your main to your island is semi-blocked by two assimilators. The assimilators, however, are far enough from each other that even ultralisks can pass through. However, if you break the assimilators, the path becomes more narrow and only ghosts can pass through.


My comments: This map has a very confusing and interesting concept. First of all I'm not sure if the that's a cliff or a wall that's blocking the main bases to their nats... it looks very similar to the "ditches" used in Martian Cross (old map) but when you look at the expansions at 3 and 9, they're overlapped by minerals. The description leads me to believe the bases aren't blocked off to their nat, but the design is mis-leading.

The assimilators are also confusing. Apparently if you break them, somehow your path becomes almost completely blocked off. My best guess is that there is a tileset below the assimilators that prevents units from walking through. (are ghosts smaller than zerglings?)


▶Name: '악령의숲' (Demon's Forest)
-Type: Demands for minor battles (길목형 난전맵)
-Capacity: 3 Players (3, 7, 11 o'clock positions)
-Size: 128 × 128
-Tileset: Badlands
-Created by: Str18-02 (Woo Sang-hui)

[image loading]


Description: The map was inspired from the Battle of the Teutoburg Forest, a battle when the Roman army is crushed by German tribesmen led by Arminius, who used the harsh terrain to set traps.

The map has large areas of "forests", designed to hinder the player's vision and provide a much higher miss rate, demanding alternate strategies and multiple mini battles rather than large-scale battles.


My comments: At first I thought the tress would make it impossble for units to move... but I guess you can. The miss rate increases from all the tress, so I imagine ranged units have a disadvantage (which leads to a terran disadvantage). There's also a back expo to each base with a cliff. I imagine zergs will have a field day here.
SAY YES TO STIM KIDS!!! XD
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
January 11 2008 04:18 GMT
#2
That Troy concept of having the dead assimilators decrease the path size is weird.
The Forest map looks fucked up too.
Should see some interesting games though :p Thanks L2W
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
triangle
Profile Blog Joined October 2007
United States3803 Posts
January 11 2008 04:21 GMT
#3
That Assimilator thing is bizarre. Should lead to some interesting strategies though.
Also known as waterfall / w4terfall
waavves
Profile Joined October 2007
United States188 Posts
January 11 2008 04:22 GMT
#4
I think I'll enjoy watching games on the Troy, should be interesting to see how the assimilators are used. I don't like the look of Demon's Forest, but could prove for different strats with the trees. A lot of unbuildable terrain, but also cliffs above the back expansions and tight bridges could be nice for terran.
Aurious
Profile Blog Joined April 2006
Canada1772 Posts
January 11 2008 04:23 GMT
#5
I love Demons Forest. Almost brings back the more "Micro Oriented" play.
FragKrag
Profile Blog Joined September 2007
United States11567 Posts
January 11 2008 04:23 GMT
#6
These maps are fucking kickass. I can't wait for them to be thrown out so I can play them. I especially like Troy & the assimilators. PvT kill the assimilators & the T is so fucked lol
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
OneOther
Profile Blog Joined August 2004
United States10774 Posts
January 11 2008 04:25 GMT
#7
woahhhhhh crazy
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
January 11 2008 04:26 GMT
#8
cooler than persona, but maybe more imba than persona?
Peaked at C- on ICCUP and proud of it! @Sunyveil
rushz0rz
Profile Blog Joined February 2006
Canada5300 Posts
January 11 2008 04:26 GMT
#9
WHEN CAN WE DL???
IntoTheRainBOw fan~
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
January 11 2008 04:26 GMT
#10
Thanks for getting this out, Live2Win

I'm interested to see how they did Forest - from the image, it looks like doodads interspersed with tree sprites. Hopefully, there won't be too much of the former, or navigating this will really hurt. I have faith, though - this will either produce some great new strategies... or be cast out as a total failure. A good change from pure macro-based maps, though.

And regarding Troy and the Assimilators - very interesting concept; you see, I think the Assims will leave behind Geysers when destroyed, and the collision box for an Assim is much smaller than that of a Geyser, even though that doesn't make much sense. Zerglings and Ghosts have a similarly-sized size in pixels, so yes, lings should definitely be able to make it through.

I'm pretty sure the terrain changes you mention in Troy are just really thin pieces of Crags tiles. As such, they're both walk-able and build-able. Hope I'm not mistaken with that; we'll have to see the games to know for sure.
Trust in Bayes.
MoNKeYSpanKeR
Profile Blog Joined May 2007
United States2869 Posts
January 11 2008 04:27 GMT
#11
wow intersting maps, i can't wait to play these. Just when you think maps can't get any more god damn original they do.

Thanks L2W
<3's Mani and Seraphim, thx for the second chance. TSL Name: TSL-mSLeGenD
FragKrag
Profile Blog Joined September 2007
United States11567 Posts
January 11 2008 04:28 GMT
#12
I think the gases are at 0, because if they aren't, 4 gas p in pvz rofl
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
noobienoob
Profile Joined July 2007
United States1173 Posts
January 11 2008 04:28 GMT
#13
On January 11 2008 13:23 FragKrag wrote:
These maps are fucking kickass. I can't wait for them to be thrown out so I can play them. I especially like Troy & the assimilators. PvT kill the assimilators & the T is so fucked lol
hmm ur right, if you kill the T's assimilators, how the fuck are they gonna do anything at all? lol

and that forest map, can large units even fit through the trees in the middle?

at least they are interesting concepts
Phantom
Profile Joined September 2004
Canada2151 Posts
January 11 2008 04:28 GMT
#14
How much gas to the assimilators have? zero or like 2500?
http://www.gosugamers.net/starcraft2/members/Phantom
datscilly
Profile Blog Joined November 2007
United States529 Posts
January 11 2008 04:29 GMT
#15
wow, very interesting new concepts for both maps!

as for the assimilators: I'm pretty certain when they are destroyed, they reveal a vespane geyser underneath, and the reason the choke becomes smaller is because vespane geysers take up more space than assimilators.
jimminy_kriket
Profile Blog Joined February 2007
Canada5539 Posts
January 11 2008 04:30 GMT
#16
On January 11 2008 13:23 HellAngel wrote:
I love Demons Forest. Almost brings back the more "Micro Oriented" play.


Yes exactly. And there are no spells/neutral buildings on the map!

Best new map ever of all time since the history of everything.
life of lively to live to life of full life thx to shield battery
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
January 11 2008 04:31 GMT
#17
so... when the assimilators are destroyed, are geysers under them or what? Cuz if there are, somebody who takes his nat could be getting 4 gas off of 2 base O_O or maybe the geysers are depleted? I dunno, but it looks like a really cool map (don't see any immediate glaring balance issues either, though gols v carriers in the middle of the map looks like it would be really hard).

I don't really understand the whole forest aspect of Demon's Forest. Do the trees limit LoS from units outside the forest? Either way, it looks like the mobility of zerg is going to rape (which means another title for Jaedong!)
Peaked at C- on ICCUP and proud of it! @Sunyveil
RowdierBob
Profile Blog Joined May 2003
Australia13473 Posts
January 11 2008 04:32 GMT
#18
How does the assimilator thing work?

Some sort of UMS script?
"Terrans are pretty much space-Australians" - H
Seraphim
Profile Blog Joined March 2006
United States4467 Posts
January 11 2008 04:33 GMT
#19
Whoa, that's trippy O_O
Hermes | Bisu[Shield] Fighting~!
FragKrag
Profile Blog Joined September 2007
United States11567 Posts
Last Edited: 2008-01-11 04:34:42
January 11 2008 04:33 GMT
#20
Well destroying the assims means that your units can't get out, so it's basically a sacrifice.

4gas PvZ, but your units can't get out or 2 gas PvZ with units that come out? Though the middle top and bottom expos would be basically impenetrable if you destroyed the assims.
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
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