• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:19
CEST 05:19
KST 12:19
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5 - Finalists & Open Tournaments1[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
StarCraft II 5.0.15 PTR Patch Notes134BSL 2025 Warsaw LAN + Legends Showmatch2Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8
StarCraft 2
General
StarCraft II 5.0.15 PTR Patch Notes #1: Maru - Greatest Players of All Time Team TLMC #5 - Finalists & Open Tournaments Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues
Tourneys
Stellar Fest KSL Week 80 StarCraft Evolution League (SC Evo Biweekly) RSL: Revival, a new crowdfunded tournament series SC2's Safe House 2 - October 18 & 19
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
ASL20 General Discussion BW General Discussion Diplomacy, Cosmonarchy Edition Soulkey on ASL S20 ASL TICKET LIVE help! :D
Tourneys
[ASL20] Ro16 Group D BSL 2025 Warsaw LAN + Legends Showmatch [ASL20] Ro16 Group C Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Borderlands 3 Path of Exile Nintendo Switch Thread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Big Programming Thread UK Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Too Many LANs? Tournament Ov…
TrAiDoS
i'm really bored guys
Peanutsc
I <=> 9
KrillinFromwales
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1206 users

New OSL Maps

Forum Index > News
Post a Reply
Normal
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 States11552 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 States11552 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
Canada5509 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
Australia13113 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 States11552 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
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
January 11 2008 04:33 GMT
#21
On January 11 2008 13:26 rushz0rz wrote:
WHEN CAN WE DL???
Peaked at C- on ICCUP and proud of it! @Sunyveil
Bazse
Profile Joined August 2007
Hungary582 Posts
January 11 2008 04:34 GMT
#22
How about if you build back the gas on troy? Will the choke become wide again? This could lead into some interesting tactics, i am curious about that map, but i really hate island maps. And Maybe the Demon's forest will do something different with the opening nowadays (who can invent the better FE build).
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
Last Edited: 2008-01-11 04:35:47
January 11 2008 04:34 GMT
#23
On January 11 2008 13:15 Live2Win wrote:
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.
Open the mapeditor and pick the desert tileset - what you see there is "high crags" (also available as not elevated terrain "crags" (none on this map though) and it's buildable, doesn't block off anything. It's nothing more than a different colour basically.. (like @ djungle tileset where you have jungle/mud/dirt, which are all buildable).
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
January 11 2008 04:35 GMT
#24
On January 11 2008 13:29 datscilly wrote:
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.

Oh, I thought about that. But I thought geyser and gas had the same sizes.... but as a newb campaign editor I have no real clue. I think that makes more sense though.
SAY YES TO STIM KIDS!!! XD
LumberJack
Profile Blog Joined October 2002
United States3355 Posts
January 11 2008 04:35 GMT
#25
im not really a fan of these maps, they seem TOO extreme...
Man fears the darkness, and so he scrapes away at the edges of it with fire.
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
January 11 2008 04:37 GMT
#26
On January 11 2008 13:34 Carnac wrote:
Show nested quote +
On January 11 2008 13:15 Live2Win wrote:
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.
Open the mapeditor and pick the desert tileset - what you see there is "high crags" (also available as not elevated terrain "crags" (none on this map though) and it's buildable, doesn't block off anything. It's nothing more than a different colour basically.. (like @ djungle tileset where you have jungle/mud/dirt, which are all buildable).

yea that was my guess when I saw the expos at 9 and 3. But at first glance, the way "crags" are surrounding the bases you'd think they're blocking it off.
SAY YES TO STIM KIDS!!! XD
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
January 11 2008 04:38 GMT
#27
oh and i think that forrest thing is a terrible idea..., they should stop trying so hard to find the weirdest thing possible
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
Myxomatosis
Profile Blog Joined July 2006
United States2392 Posts
January 11 2008 04:39 GMT
#28
these maps bring about some very interesting strategies.
perhaps a zealot rush would be very viable pvt on troy in order to kill the assmiliators.
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
January 11 2008 04:39 GMT
#29
On January 11 2008 13:35 Live2Win wrote:
Show nested quote +
On January 11 2008 13:29 datscilly wrote:
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.

Oh, I thought about that. But I thought geyser and gas had the same sizes.... but as a newb campaign editor I have no real clue. I think that makes more sense though.


I think the Assimilators are more '3d ish' and units can overlap a bit with them, but geysers are just flat 2D. Sort of like how units can overlap with the missile turret.
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
January 11 2008 04:40 GMT
#30
Aesthetics :/

And noobienoob, those trees probably aren't all doodads (i.e. restrict movement, sight, and block fire), but more like 1/5 doodads and 4/5 sprites (which look the same, but don't have any gameplay effects besides blocking visuals), though I'm unsure of the ratio, obviously. Large units better be able to fit through.
Trust in Bayes.
ray1234
Profile Joined October 2007
Canada679 Posts
January 11 2008 04:41 GMT
#31
omg... demon forest + mass zerglings = $$$$
go OVERSKY MODE!
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
January 11 2008 04:41 GMT
#32
On January 11 2008 13:39 Myxomatosis wrote:
these maps bring about some very interesting strategies.
perhaps a zealot rush would be very viable pvt on troy in order to kill the assmiliators.


Once the assimilators are gone, perhaps the terran player can just start refineries at both geysers to open a path
Peaked at C- on ICCUP and proud of it! @Sunyveil
Phantom
Profile Joined September 2004
Canada2151 Posts
January 11 2008 04:42 GMT
#33
On January 11 2008 13:39 FragKrag wrote:
Show nested quote +
On January 11 2008 13:35 Live2Win wrote:
On January 11 2008 13:29 datscilly wrote:
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.

Oh, I thought about that. But I thought geyser and gas had the same sizes.... but as a newb campaign editor I have no real clue. I think that makes more sense though.


I think the Assimilators are more '3d ish' and units can overlap a bit with them, but geysers are just flat 2D. Sort of like how units can overlap with the missile turret.


i think you have the right idea, it's because assimilators are smaller, if you watch games, units can hug the sides of assimilators fairly tightly almost overlapping it.
http://www.gosugamers.net/starcraft2/members/Phantom
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
Last Edited: 2008-01-11 04:42:33
January 11 2008 04:42 GMT
#34
On January 11 2008 13:41 Sunyveil wrote:
Show nested quote +
On January 11 2008 13:39 Myxomatosis wrote:
these maps bring about some very interesting strategies.
perhaps a zealot rush would be very viable pvt on troy in order to kill the assmiliators.


Once the assimilators are gone, perhaps the terran player can just start refineries at both geysers to open a path


Good point. Makes sense, too.
Trust in Bayes.
LibertyTerran
Profile Joined July 2004
Vietnam711 Posts
January 11 2008 04:42 GMT
#35
I want lost temple. Anyone?
if it aint broke, dont fix it
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
January 11 2008 04:42 GMT
#36
Basically to clear up my above post;

If you stack two missile turrets above each other, I think small units etc can pass through because they can overlap with the top part of the turret.

However, if you try the same with Supply depots, it won't work because supply depots overlap with themselves.

*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
Phantom
Profile Joined September 2004
Canada2151 Posts
January 11 2008 04:42 GMT
#37
On January 11 2008 13:41 Sunyveil wrote:
Show nested quote +
On January 11 2008 13:39 Myxomatosis wrote:
these maps bring about some very interesting strategies.
perhaps a zealot rush would be very viable pvt on troy in order to kill the assmiliators.


Once the assimilators are gone, perhaps the terran player can just start refineries at both geysers to open a path


same with protoss, mass archons maybe? :D
http://www.gosugamers.net/starcraft2/members/Phantom
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
Last Edited: 2008-01-11 04:43:16
January 11 2008 04:42 GMT
#38
On January 11 2008 13:34 Bazse wrote:
How about if you build back the gas on troy? Will the choke become wide again? This could lead into some interesting tactics, i am curious about that map, but i really hate island maps. And Maybe the Demon's forest will do something different with the opening nowadays (who can invent the better FE build).

that's an interesting point. If the geyser is under the assimilators (which seem more likely now) and they're rebuilt with extractors or refineries, do the sizes change from the assimilator size?

And I'm guessing the gases would have 0, since 4 gas is just imba. Although if I was z I would take those gasses still, since depleted geysers still give you gas, and that gas will accumulate over time... (then again that's like 8 extra drones... hmm)
SAY YES TO STIM KIDS!!! XD
Polemarch
Profile Joined August 2005
Canada1564 Posts
Last Edited: 2008-01-11 04:46:54
January 11 2008 04:45 GMT
#39
so could players rebuild their assimilators on Troy to let units pass through again? would this work for all three races?

edit: wow how did i miss all those other posts asking the same thing
I BELIEVE IN CAPITAL LETTER PUNISHMENT!!!!!
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
January 11 2008 04:46 GMT
#40
There might be different qualities for Extractors, Assimilators, & Refineries. Though it should work for Protoss.
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
fookyou
Profile Joined March 2007
Canada351 Posts
January 11 2008 04:50 GMT
#41
These maps are pretty messed up. The map makers don't even seem to care about balance or whatnot anymore. They just like to see pretty colors.

Demon's forest looks like some kind of map that's been roughly sandpapered.

And just wondering, on Troy, are those islands next to each main? Cuz like...4...island...expos...and they're huge too. I think these maps have the potential to be either extremely fun or extremely stupid and lame.
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
January 11 2008 04:51 GMT
#42
On January 11 2008 13:42 Live2Win wrote:
Show nested quote +
On January 11 2008 13:34 Bazse wrote:
How about if you build back the gas on troy? Will the choke become wide again? This could lead into some interesting tactics, i am curious about that map, but i really hate island maps. And Maybe the Demon's forest will do something different with the opening nowadays (who can invent the better FE build).

that's an interesting point. If the geyser is under the assimilators (which seem more likely now) and they're rebuilt with extractors or refineries, do the sizes change from the assimilator size?

And I'm guessing the gases would have 0, since 4 gas is just imba. Although if I was z I would take those gasses still, since depleted geysers still give you gas, and that gas will accumulate over time... (then again that's like 8 extra drones... hmm)


Hmm this is pretty weird I was just playing around with the editor and it looks as if assimilators and geysers have exactly the same shape. In the orientation that the two assimilators are, there's a pretty wide gap between the two buildings, but there would be a pretty wide gap for geysers, too, so I dunno.
Peaked at C- on ICCUP and proud of it! @Sunyveil
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
January 11 2008 04:51 GMT
#43
Interesting map designs, but Demon's Forest looks ugly, and confusing to spectate.
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
January 11 2008 04:52 GMT
#44
In any case I'm sure we will see some awesome cheese builds on Troy
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
January 11 2008 04:54 GMT
#45
Hmmm, if the players could rebuild their gases, then those can work like gates. You can open them and let your guys out/in or destroy them to prevent enemy from coming in (Or escaping! If you trap them in one of the mains.)
KTFKentatsu
Profile Joined November 2007
Philippines178 Posts
January 11 2008 04:55 GMT
#46
On January 11 2008 13:26 Sunyveil wrote:
cooler than persona, but maybe more imba than persona?


What are you talking about, Persona sucks ass man.
I can still remember the smell of fried zerglings and hatcheries zapped by Nal_ra's Archons...
Blind
Profile Blog Joined December 2002
United States2528 Posts
January 11 2008 04:56 GMT
#47
From niteReloaded's blog post on walls:
[image loading]


Similar situation here. The question is whether the different gas buildings of each race, despite being the same size, have different walling properties.
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
January 11 2008 04:56 GMT
#48
On January 11 2008 13:55 KTFKentatsu wrote:
Show nested quote +
On January 11 2008 13:26 Sunyveil wrote:
cooler than persona, but maybe more imba than persona?


What are you talking about, Persona sucks ass man.


I dunno, I think mirror matchups were pretty cool on it, as well as most of the new maps (TvT on Katrina is absolutely amazing), but the non-mirrors were pretty lame
Peaked at C- on ICCUP and proud of it! @Sunyveil
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
January 11 2008 04:57 GMT
#49
On January 11 2008 13:56 Blind wrote:
Similar situation here. The question is whether the different gas buildings of each race, despite being the same size, have different walling properties.

oO; That explains it.
SAY YES TO STIM KIDS!!! XD
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
January 11 2008 04:58 GMT
#50
On January 11 2008 13:54 crazie-penguin wrote:
Hmmm, if the players could rebuild their gases, then those can work like gates. You can open them and let your guys out/in or destroy them to prevent enemy from coming in (Or escaping! If you trap them in one of the mains.)

That's the concept they had in mind. I didn't do the concept translation like I did for Demon's Forest (I didn't want to dig up the history -.-, but that's basically what they said.
SAY YES TO STIM KIDS!!! XD
Saracen
Profile Blog Joined December 2007
United States5139 Posts
January 11 2008 04:59 GMT
#51
demon's forest looks fun
troy has such a weird concept
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
January 11 2008 04:59 GMT
#52
On January 11 2008 13:56 Blind wrote:
From niteReloaded's blog post on walls:
[image loading]


Similar situation here. The question is whether the different gas buildings of each race, despite being the same size, have different walling properties.


That is fucking amazing.
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
January 11 2008 05:03 GMT
#53
PvZ will be strange on forest. 2gate will be pretty strong, but FE for protoss isn't even a possibility anymore. Cannons can't defend both nat and main...

ZvT? With everything of T being range.... doesnt zerg have a nice advantage?

PvT... clumps of goons dont look like they would do well. clumps of tanks either, but who knows

kinda awesome

other map... i really have no idea how it'll play out.
posting on liquid sites in current year
IdrA
Profile Blog Joined July 2004
United States11541 Posts
January 11 2008 05:05 GMT
#54
troy will be interesting at least
demon's forest just looks bad, the map itself. its like they just took a bad 3 player map and stuck alot of trees in the middle.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
pyrogenetix
Profile Blog Joined March 2006
China5098 Posts
January 11 2008 05:07 GMT
#55
woa shit nice really looking forward to what the koreans are gona do now
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
January 11 2008 05:09 GMT
#56
On January 11 2008 14:03 SpiritoftheTuna wrote:
PvZ will be strange on forest. 2gate will be pretty strong, but FE for protoss isn't even a possibility anymore. Cannons can't defend both nat and main...

ZvT? With everything of T being range.... doesnt zerg have a nice advantage?

PvT... clumps of goons dont look like they would do well. clumps of tanks either, but who knows

kinda awesome

other map... i really have no idea how it'll play out.


The expo is in the back of the base. Sort of like the expos in Zodiac, so I assume that Protoss FE will work just as well :p
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
January 11 2008 05:13 GMT
#57
Very innovative concepts. I cannot wait to see some games unleashed on these.

Especially looking forward to Troy.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
January 11 2008 05:16 GMT
#58
FE on Troy would be so lol if they cheesed and took out the assimilators

In fact any cheese -> assimilator destroying rush would be massive lol
What fun is it being cool if you can’t wear a sombrero?
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 11 2008 05:17 GMT
#59
On January 11 2008 13:26 MidnightGladius wrote:
Thanks for getting this out, Live2Win
And regarding Troy and the Assimilators - very interesting concept; you see, I think the Assims will leave behind Geysers when destroyed

GENIUS!!
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 11 2008 05:21 GMT
#60
On January 11 2008 14:03 SpiritoftheTuna wrote:
PvZ will be strange on forest. 2gate will be pretty strong, but FE for protoss isn't even a possibility anymore. Cannons can't defend both nat and main...

ZvT? With everything of T being range.... doesnt zerg have a nice advantage?


No not at all. It is very hard to flank due to the extra collisions on the forest.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Scorpion
Profile Blog Joined April 2006
United States1974 Posts
January 11 2008 05:22 GMT
#61
MUST DOWNLOAD AND HOST MANY PLAY/OBS WITH THESE MAPS NOW!!
Mango @ U.S.East!
Waxangel
Profile Blog Joined September 2002
United States33432 Posts
January 11 2008 05:22 GMT
#62
personally I think "wraith's forest" or "haunted forest" is a better translation, but just a nitpick :D
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Manifesto7
Profile Blog Joined November 2002
Osaka27152 Posts
January 11 2008 05:22 GMT
#63
Does anyone else think that by starting on the bottom of troy you have a decent advantage, because the ramps to both 3 and 9 point south?
ModeratorGodfather
azndsh
Profile Blog Joined August 2006
United States4447 Posts
January 11 2008 05:25 GMT
#64
"demonic forest"

these should either make for some interesting or very cheesy games
Sosha
Profile Joined August 2004
United States749 Posts
January 11 2008 05:30 GMT
#65
yes, very weird maps.
some may not like it, but its guaranteed to give some interesting games w/ new play styles and new cheeses of course ^ ^

The Demonic Forest map, looks the craziest..
and Troy.. well, the Assimilators make things crazy for that one, other than that, it looks almost similar to katrina or Un'Goro crator etc.. (cept for the wide-open middle =b)

and ya, im sure once the assim's are destroyed, it's prolly a depleted vespene geyser under it.

gL
Tranquility through fluid Motion. GlowBabyGlow.
xmShake
Profile Blog Joined February 2007
United States1100 Posts
January 11 2008 05:34 GMT
#66
Time to bring out my patented firebat/tank strat in TvP for that crazy forest shit.
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
January 11 2008 05:36 GMT
#67
What interesting maps! hahaha
ㅋㄲㅈㅁ
KTFKentatsu
Profile Joined November 2007
Philippines178 Posts
January 11 2008 05:42 GMT
#68
On January 11 2008 13:56 Sunyveil wrote:
Show nested quote +
On January 11 2008 13:55 KTFKentatsu wrote:
On January 11 2008 13:26 Sunyveil wrote:
cooler than persona, but maybe more imba than persona?


What are you talking about, Persona sucks ass man.


I dunno, I think mirror matchups were pretty cool on it, as well as most of the new maps (TvT on Katrina is absolutely amazing), but the non-mirrors were pretty lame



Hehe =) oh yeah right. I remeber Hwasin and another Terran using mainly vults on this map. Still, I hope the two new maps will be much better than Persona has to offer.

Let's hope we won't see permanent psi-storms and D webs on new maps! hehehehe
I can still remember the smell of fried zerglings and hatcheries zapped by Nal_ra's Archons...
Dr.Dragoon
Profile Joined November 2007
United States1241 Posts
January 11 2008 05:46 GMT
#69
I so want to play on Demonic Forest. Troy looks pretty interesting with the assims too.
~o~ I have returned
Waxangel
Profile Blog Joined September 2002
United States33432 Posts
January 11 2008 05:49 GMT
#70
and christ, what the hell were they thinking

obscuring vision is cool and all, but it also obscures clarity for the viewers, which is an absolute no-no
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
zoLo
Profile Blog Joined June 2007
United States5896 Posts
January 11 2008 05:51 GMT
#71
The forest map looks very cool.
eXcss
Profile Joined April 2007
Sweden39 Posts
January 11 2008 05:55 GMT
#72
nice maps...especially demon forest...since it is a diadvantage to T!!!!
troy looks intresting 2 which will lead to an air battle i think!
Random
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
January 11 2008 05:58 GMT
#73
On January 11 2008 14:49 Waxangel wrote:
and christ, what the hell were they thinking

obscuring vision is cool and all, but it also obscures clarity for the viewers, which is an absolute no-no

I think they mean unit vision. If you stand behind a tree, then that unit's vision will be cut off right behind the tree. Although in larg numbers I don't think it'll be that different.

And for the name, I was trying to look for a more natural name and came up with a few others.... my personal favorite is "Forbidden Forest".

:p
SAY YES TO STIM KIDS!!! XD
XIII
Profile Joined September 2005
483 Posts
January 11 2008 06:00 GMT
#74
On January 11 2008 13:15 Live2Win wrote:

...

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.

...


he_he iam living in osnabrück, its very close to the teutoburg forest
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
January 11 2008 06:01 GMT
#75
That 2nd natural... wow imagine how difficult it would be to protect that from siege tanks in trees. Oh the headaches. Hopefully this pushes the players to more low eco-high micro strategies!

See more 1 base triple rax or 2 factory builds.
Do your best, God will do the rest.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
January 11 2008 06:02 GMT
#76
On January 11 2008 14:09 FragKrag wrote:
Show nested quote +
On January 11 2008 14:03 SpiritoftheTuna wrote:
PvZ will be strange on forest. 2gate will be pretty strong, but FE for protoss isn't even a possibility anymore. Cannons can't defend both nat and main...

ZvT? With everything of T being range.... doesnt zerg have a nice advantage?

PvT... clumps of goons dont look like they would do well. clumps of tanks either, but who knows

kinda awesome

other map... i really have no idea how it'll play out.


The expo is in the back of the base. Sort of like the expos in Zodiac, so I assume that Protoss FE will work just as well :p


ohhh i didn't see the backyard

hmmm
posting on liquid sites in current year
kidd
Profile Blog Joined November 2002
United States2848 Posts
January 11 2008 06:07 GMT
#77
I really just hope that a new map can come in to replace "Python" cause I hate that map so much.

First it was LT
Then Luna
Then Tau Cross (love this map)
Now Python

Yuck~
Hi
Bazse
Profile Joined August 2007
Hungary582 Posts
January 11 2008 06:07 GMT
#78
What do you think of this gas rebuilding balance? I think terrans will have a huge advantage on it, since they can suspend a building's construction (clicking cancel while the constructor scv is selected), while other races can not. This would mean that terrans can comfortably build the refineries and walk in and out with tanks, and if they are in danger, 2 clicks, and the half-build refineries are gone in a second, and the only enemy unit that can come through are marines, ghosts and lings. Meanwhile, if the other races are in danger, they have to kill their gas buildings (imo damaging them to several hp won't work very well, hence both p and z has some regeneration on buildings. I think this could lead to serious balance issues.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
January 11 2008 06:09 GMT
#79
that haunted forest map (using waxangel's preferred translation because he's mega cool).. it's probably really fun and innovative to play on, but the fact that the trees will hide all the units and action makes me wonder why on earth they chose it for TV play

and i can't wait to 8rax and kill those assimilators in tvp. suck on that, goons!
Moderatormy tatsu loops r fuckin nice
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
January 11 2008 06:11 GMT
#80
also I agree with mani in that positional balance on Troy will be affected by the ramps at 3 and 9. those bases should either have two ramps or a ramp that stretches vertically, which of course we know is possible now.
Moderatormy tatsu loops r fuckin nice
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
January 11 2008 06:12 GMT
#81
Aw man what if a player gets the green coloured units? O_O
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
p4fn2w
Profile Blog Joined September 2007
383 Posts
January 11 2008 06:13 GMT
#82
Should the Troy map be imba? Protoss can rewiden their gap by building assims on top of the geysers (if they were destroyed), so their choke will always be open.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
January 11 2008 06:14 GMT
#83
On January 11 2008 15:13 p4fn2w wrote:
Should the Troy map be imba? Protoss can rewiden their gap by building assims on top of the geysers (if they were destroyed), so their choke will always be open.


you can get the same effect by building any race's vespene collection building
Moderatormy tatsu loops r fuckin nice
noobienoob
Profile Joined July 2007
United States1173 Posts
Last Edited: 2008-01-11 06:26:22
January 11 2008 06:21 GMT
#84
On January 11 2008 15:09 FakeSteve[TPR] wrote:
and i can't wait to 8rax and kill those assimilators in tvp. suck on that, goons!
lol then you'll get contained into your base with goons camping your gate til you get siege mode up, meanwhile the toss will double expand into carriers hahahaha carriers look hella nasty on this map too ;(

edit: nvm im dumb lol
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
January 11 2008 06:24 GMT
#85
offensive 8rax, kill THEIRS. notice how theres like no room for gateways outside them?

not kill my own why would i do that
Moderatormy tatsu loops r fuckin nice
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17727 Posts
January 11 2008 06:47 GMT
#86
These maps look interesting especially the forest thing ;;
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
Darkmole
Profile Blog Joined September 2007
United States900 Posts
January 11 2008 06:54 GMT
#87
the Troy map looks for Terran to me cuz it looks like geometry and demon's forest looks for Protoss becuz it kinda looks like Loki to me :D but who knows i could be wrong
LxRogue
Profile Blog Joined March 2007
United States1415 Posts
January 11 2008 06:56 GMT
#88
So if you destroy the assimilators and build your own, you can mine from dual depleted geysers? Seems like it could be worth it, especially for zerg.
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
January 11 2008 06:56 GMT
#89
On January 11 2008 15:07 Bazse wrote:
What do you think of this gas rebuilding balance? I think terrans will have a huge advantage on it, since they can suspend a building's construction (clicking cancel while the constructor scv is selected), while other races can not. This would mean that terrans can comfortably build the refineries and walk in and out with tanks, and if they are in danger, 2 clicks, and the half-build refineries are gone in a second, and the only enemy unit that can come through are marines, ghosts and lings. Meanwhile, if the other races are in danger, they have to kill their gas buildings (imo damaging them to several hp won't work very well, hence both p and z has some regeneration on buildings. I think this could lead to serious balance issues.


Woah, cant wait to see a progamer use that technique
Well, from what I learnt about map, the more unique the map is, the more imbalanced it is
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
NovaTheFeared
Profile Blog Joined October 2004
United States7224 Posts
January 11 2008 07:04 GMT
#90
The technique will work ok for early game aggression but unless terran wants to play 1 base all game they're going to have to leave the assim wall. I think protoss will benefit nicely from this new map feature by unlocking the gate quickly with a probe
日本語が分かりますか
semioldguy
Profile Blog Joined January 2007
United States7488 Posts
January 11 2008 07:14 GMT
#91
On January 11 2008 15:12 mikeymoo wrote:
Aw man what if a player gets the green coloured units? O_O


You can always view opponent's units as red colored.
Moderator
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
Last Edited: 2008-01-11 07:36:23
January 11 2008 07:32 GMT
#92
of course you can destroy the assims, but the terran can still put tow new refineries onto it.


edit

luckily they put assims there instead of refineries. because then terran players would be able to repair them T_T
http://twitter.com/jhNz
anch
Profile Blog Joined June 2006
United States5457 Posts
January 11 2008 07:43 GMT
#93
are these maps out for testing?? sounds imba and confusing.
I not into melee maps but in UMS custom tiles are everywhere.
If the geysers are NOT on the grids, you CAN'T build on to them. (if i am not mistaken)

in a TvP, i think offensive bunker would win this, then tech to sieged tanks.
JoxxOr
Profile Blog Joined September 2007
Sweden1502 Posts
January 11 2008 08:27 GMT
#94
Demon's Forest... TvP will be hard on that map -.-
Gör om, gör rätt
KingFool
Profile Joined January 2008
Canada428 Posts
Last Edited: 2008-01-11 08:31:44
January 11 2008 08:29 GMT
#95
On January 11 2008 15:14 FakeSteve[TPR] wrote:
Show nested quote +
On January 11 2008 15:13 p4fn2w wrote:
Should the Troy map be imba? Protoss can rewiden their gap by building assims on top of the geysers (if they were destroyed), so their choke will always be open.


you can get the same effect by building any race's vespene collection building


On January 11 2008 15:24 FakeSteve[TPR] wrote:
offensive 8rax, kill THEIRS. notice how theres like no room for gateways outside them?

not kill my own why would i do that


cant he spend 100 minerals and make another assimilator? I think you'd actually be behind if you went 8 rax.

If you cant build new assim tho, that would be a pretty nasty strat.
Reaver would be 1 of the few things you'd have to prep for.
Stimin myself on a daily basis
BrutalMenace
Profile Blog Joined July 2005
United States1237 Posts
January 11 2008 08:53 GMT
#96
thank you for the update l2w... I like the fresh concept of the maps but dunno if their gonna be fun to play on. Lets see some games
EpiK
Profile Blog Joined January 2007
Korea (South)5757 Posts
January 11 2008 08:54 GMT
#97
balance > creativity
LonelyMargarita
Profile Blog Joined August 2007
1845 Posts
January 11 2008 09:00 GMT
#98
If the information in the first post is correct, it must be custom tiles, so either not a geyser when you destroy it, or an unbuildable one. I made a map to test that assimilator layout, and only small units and hydras fit through with the assimilators, only ghosts fit with refineries, and nothing fits with geysers or extractors.
I <3 서지훈
knyttym
Profile Blog Joined December 2006
United States5797 Posts
January 11 2008 09:09 GMT
#99
I dont really like the troy map except for the assimilator thing. The other one looks really cool but TvP looks sorta annoying cuz it will be hard to setup in that tree field
drop
Profile Blog Joined August 2007
Romania306 Posts
January 11 2008 09:22 GMT
#100
I think the players wont be able to build anything after the assimilators are destroyed, but if they will, they could always destroy ONE of them in order to get more gas.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
Last Edited: 2008-01-11 09:33:42
January 11 2008 09:32 GMT
#101
On January 11 2008 17:29 KingFool wrote:
Show nested quote +
On January 11 2008 15:14 FakeSteve[TPR] wrote:
On January 11 2008 15:13 p4fn2w wrote:
Should the Troy map be imba? Protoss can rewiden their gap by building assims on top of the geysers (if they were destroyed), so their choke will always be open.


you can get the same effect by building any race's vespene collection building


Show nested quote +
On January 11 2008 15:24 FakeSteve[TPR] wrote:
offensive 8rax, kill THEIRS. notice how theres like no room for gateways outside them?

not kill my own why would i do that


cant he spend 100 minerals and make another assimilator? I think you'd actually be behind if you went 8 rax.

If you cant build new assim tho, that would be a pretty nasty strat.
Reaver would be 1 of the few things you'd have to prep for.


how's he gonna rebuild assimilators if i have bunkers he can't kill? range goons cant hit a bunker from behind an obstacle, and bunkered marines will be able to hit that obstacle

i mean hes basically waiting for reaver at that point, which means reaver drop or dt drop are the most likely options assuming i successfully bunker those assimilators... if i make preparing for those options a priority i'm sure it can be an effective build haha

who knows? my execution sucks anyway
Moderatormy tatsu loops r fuckin nice
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
January 11 2008 09:53 GMT
#102
i dont think the assims will leave behind geysers >_>
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
drug_vict1m
Profile Blog Joined May 2007
844 Posts
January 11 2008 09:54 GMT
#103
they threw away persona and fantasy because of balace issues..
what about katrina?

14 - 5 p v t

22 - 11 p v z

lol...
One must feel chaos within, to give birth to a dancing star.
Aesop
Profile Joined October 2007
Hungary11300 Posts
Last Edited: 2008-01-11 09:59:19
January 11 2008 09:58 GMT
#104
Is anyone else wondering how annoying lurkers will be in those woods? Your army is trailing through the trees, seeing barely anything, suddenly spikes from left, spikes from right with a paranoid feeling to it. Maybe even trouble with targetting due to nearby trees, who knows.
ModeratorNon veritas sed auctoritas facit legem. | Liquipedia: Don't ask me, I'm retired.
InfeSteD
Profile Blog Joined December 2006
United States4658 Posts
January 11 2008 10:26 GMT
#105
Maps keep getting weirder and weirder. Can't wait to see gosus play on it
w/e
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
January 11 2008 10:27 GMT
#106
I was never a fan of Neo Arkanoid so I'm feeling pretty sceptical about Troy. Please prove me wrong.
The Demon's Forest-map really has my attention though. It sounds as if it could be a zerg-heaven indeed, but I think protoss could do really well here also. I always figured protoss like many skirmishes with lower unit counts, where their fewer and stronger units can shine, not to mention the possibility to rescharge shields between said skirmishes.

Could be some dropship-play inc. from terrans on this one? Just a thought.

Anywho, it's always refreshing with new maps. To my SC-interest a new spark it ignites every time, it does.

Ps. As a huge fan of ancient history, the whole Teutoburg Forest inspiration totally has me hooked. "Varus give me back my zealo... uh I mean legions!"
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
January 11 2008 10:30 GMT
#107
On January 11 2008 18:54 drug_vict1m wrote:
they threw away persona and fantasy because of balace issues..
what about katrina?

14 - 5 p v t

22 - 11 p v z

lol...

Katrina is clearly fine!

No, really, I agree. Katrina, if any map, should be removed due to balance issues.
It's too carrier-friendly and generally too open to protoss maneuvering and various drops.
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
January 11 2008 10:47 GMT
#108
i think lurkers will rape m+m forces so badly on demons forest....
True_Spike
Profile Joined July 2004
Poland3425 Posts
January 11 2008 10:57 GMT
#109
Yeah, imagine all the marine vs lurker micro in the forest!
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
January 11 2008 11:45 GMT
#110
Mass Wraiths then , also with the forest I think it would be to easy to hold 3 expos at once, I haven't gone as far in my thought process of how thats going to affect different races and the game but I know it will be interesting!
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
o3.power91
Profile Blog Joined November 2007
Bahrain5288 Posts
January 11 2008 12:03 GMT
#111
They DO look really imba....
In Demon/Wraith/Haunted Forest, i hav some worries against T....
The backyard expo seems vulnerable to tanks if they can be placed on the cliffs but im not sure.
Also, 3 o'clocks backyard expo seems like its in the range of tanks from what seems to be the 3o'clock nat or the min only. Can someone clarify this for me? Thanks in advance.
Musli
Profile Blog Joined February 2004
Poland5130 Posts
January 11 2008 12:23 GMT
#112
I'm counting on you Emperor !
Our greatest glory is not in never falling, but in rising every time we fall || mail/msn: muslii@gmail.com
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2008-01-11 13:18:02
January 11 2008 12:49 GMT
#113

About the ASSIMILATOR thing:
It's a blizzard slip up, that they didn't bother to fix since 1.00

It's just that both the assimilator and refinery have a smaller size then the vespene geyser, with the assimilator being the smaller of the two and only the zerg extractor has the same size as the vespene geyser.

Since I dunno how exactly are they spaced and if the 4 positions are even balanced regarding to the different race gas buildings, I dunno how much it screws the different races if they rebuild them.

I'll call Nada.
wifebeater
Profile Joined January 2008
178 Posts
January 11 2008 12:50 GMT
#114
On January 11 2008 13:28 noobienoob wrote:
Show nested quote +
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


Warp in new assimilators?
Villain Terran~~~~~~~~~~
Resonate
Profile Joined October 2002
United Kingdom8402 Posts
January 11 2008 13:10 GMT
#115
On January 11 2008 19:47 Pulimuli wrote:
i think lurkers will rape m+m forces so badly on demons forest....

yep, but gollies will rape mutas too so terrans will have a big incentice to go metal vs zerg. Zerg going crqax/swarm tho will be hard to handle
Memory lane in nice
Desade
Profile Joined April 2007
Germany50 Posts
January 11 2008 13:11 GMT
#116
I very much like this new mechanic with the assimilators, but the gas/expo amount on that map is ridiculous.
The forest map is just cool.
I love 1 base bos
mrdx
Profile Blog Joined October 2004
Vietnam1555 Posts
January 11 2008 13:12 GMT
#117
On January 11 2008 14:22 Manifesto7 wrote:
Does anyone else think that by starting on the bottom of troy you have a decent advantage, because the ramps to both 3 and 9 point south?

Yes it looks quite positionally imbalanced to me too. It's easier to get to that point from the South, and in Terran's MUs that's a good position for siege tanks to look over the big entrance ramp. Meele units will have a harder time.
BoxerForever.com - the one and only international Boxer fansite since 2006 :)
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
January 11 2008 13:23 GMT
#118
WOO I LOVE WEIRD MAPS <3
^-^
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
January 11 2008 13:26 GMT
#119
Hmm, in the Demon Forest map it seems as though you can't see ANY units underneath the trees ... does this mean you have to rely completely on sound and the minimap or something?

Is so then that is AWESOME
^-^
pachi
Profile Joined October 2006
Melbourne5338 Posts
January 11 2008 13:35 GMT
#120
On January 11 2008 22:26 Equinox_kr wrote:
Hmm, in the Demon Forest map it seems as though you can't see ANY units underneath the trees ... does this mean you have to rely completely on sound and the minimap or something?

Is so then that is AWESOME


Wouldn't that be bad for watching on TV?
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
tKd_
Profile Joined February 2005
United States2916 Posts
January 11 2008 13:44 GMT
#121
wat happens if only 1 assimilator is destroyed
Jayson X
Profile Blog Joined November 2006
Switzerland2431 Posts
January 11 2008 13:52 GMT
#122
Woah fucking love these new maps! Can't wait to see them in action! Love the gas and the tree thing. Now i'm hyped fo OSL!!!
fOrTT
Profile Blog Joined October 2007
United States123 Posts
January 11 2008 13:54 GMT
#123
mass ghosts on troy imo
NovaTheFeared
Profile Blog Joined October 2004
United States7224 Posts
January 11 2008 13:55 GMT
#124
The longer I look at Troy the worse it looks for zerg.
日本語が分かりますか
Guybrush
Profile Blog Joined December 2002
Spain4744 Posts
January 11 2008 13:59 GMT
#125
Nice news, thanks L2W
Live2Win is awesome. Happy new year scarabi!
paavst
Profile Joined December 2007
171 Posts
January 11 2008 14:19 GMT
#126
Drops seem to be an option...
homeless_guy
Profile Joined June 2005
United States321 Posts
January 11 2008 14:40 GMT
#127
plz excuse newb question. when and where can we dl? the only way to answer questions and generally check these maps out is to a. play them and b. see the pros. play them.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 11 2008 14:49 GMT
#128
lol i lovet his time of the year...
mapdori goes down every hour with people wanting to get their hands on the map
Administrator~ Spirit will set you free ~
ReiKo
Profile Blog Joined September 2007
Croatia1023 Posts
January 11 2008 15:03 GMT
#129
Demon Forest looks nice but i hate this shit with neutral buildings on troy.
zatic
Profile Blog Joined September 2007
Zurich15348 Posts
January 11 2008 16:05 GMT
#130
I predict a 82% win ratio for Flash on Troy. The map stinks of cheese.

I hope the forest won't make watching the game too much of an annoyance. Other than that, I think we're going to see some pretty cool games on both maps.
ModeratorI know Teamliquid is known as a massive building
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
January 11 2008 16:07 GMT
#131
I think this is the worst bunch of maps I've seen lately. A good map should be open to all play styles. I guess they are trying to drive new play styles with these maps, but I don't appreciate it. Typically these new maps are forcing people to play a certain way with their gimmicks introducing a completely dominant strategy.

Troy is not bad, considering it looks like a fairly standard map with this geyser trick put in. I'd expect to see Reaver/Sair in every PvZ, considering there's 4 islands and the chokes to the mains are basically useless. PvT looks pretty easy on it as well; Again 4 islands and Vulture harass is basically negligable. Not to mention when Carriers start harassing mains and closing the chokes continually. TvZ will probably be fine because it's usually unaffected by gimmicks like this, and the terrain looks fairly standard. I expect to see A LOT of facepalm moments where you get super annoying because the guy dropped you and closed your choke.

Forest map... ugh. Taking away naturals didn't work in Nemesis, and it's not going to work on this piece of shit. Seems like Zerg are going to have a field day (again) on this map in both matchups, considering melee-based Zerg is viable in all matchups. I'm not looking forward to PvT either. Dragoons missing Mines, Zealots roaming free, ugh. If anything, this map will have good mirror matchups, but I think every other matchup is going to suck ass to watch on this (if they play standard).

I'm looking forward to a lot of shitty games with stupid builds and ridiculous tactics. Hooray!

(I hope I'm wrong)
Moderator
Chef
Profile Blog Joined August 2005
10810 Posts
January 11 2008 16:28 GMT
#132
Map creator of Troy's name is "Kim-Eung-Seo" not "Kim Eun-suh."

Chill, I'm pretty sure you and 50 other people say that every fucking year lol. "If they play standard," Well hopefully they're not retarded enough to play standard on a non-standard map. One of the most frustrating things about being a mapper is that people are unwilling to try new things. If people like you had your way, we'd all still be playing Lost Temple and Hunters.

On Demon's Forest, I fully expect heavy Firebat ratios to become a standard part of Terran player's unit mixes Maybe with mines to screw up lurkers. That or Terran will bunker up in their main and do drop kind of strategies.

PS: The definition of standard changes with maps anyway. Remember a time when FE with Terran or Toss seemed ridiculous?
LEGEND!! LEGEND!!
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
Last Edited: 2008-01-11 16:38:48
January 11 2008 16:36 GMT
#133
On January 12 2008 01:28 PsycHOTemplar wrote:
Map creator of Troy's name is "Kim-Eung-Seo" not "Kim Eun-suh."

Chill, I'm pretty sure you and 50 other people say that every fucking year lol. "If they play standard," Well hopefully they're not retarded enough to play standard on a non-standard map. One of the most frustrating things about being a mapper is that people are unwilling to try new things. If people like you had your way, we'd all still be playing Lost Temple and Hunters.


Yes we do, and look at Nemesis, Loki, Persona. Who was right?

Edit: Forgot BGH (Baekmagoji)
Edit 2: The point is that an ideal map allows every strategy to be viable. Perhaps it pushs you in one direction because of terrain or whatnot, but they should all be viable. Having a completely dominant "winning" strategy because of people "trying new things" is beyond stupid and is the definition of a terrible map. You don't force gameplay decisions with maps, that's not the job of a mapper.
Moderator
amatoer
Profile Joined January 2008
Germany212 Posts
January 11 2008 16:42 GMT
#134
Teutoburg Forest yeah ;D
the maps look very weird.. cant wait to play them
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2008-01-11 16:51:29
January 11 2008 16:47 GMT
#135
So? I remember a lot of GGs on those maps. If you're talking about stats being imbalanced on those maps, the sample is way to small to make any judgments, even Katrina (a fan favourite), has really imbalanced stats. Honestly, statistics are stupid. It's up to good players to overcome maps (which maybe sounds brutal, but it's happened in the past).

Ex: Think of every final in the past two years. How many of those had one player 'overcoming a map unfavourable to his race?' How many 'upsets' have happened, based on what people though about the map? ;P


Edit 2: The point is that an ideal map allows every strategy to be viable. Perhaps it pushs you in one direction because of terrain or whatnot, but they should all be viable. Having a completely dominant "winning" strategy because of people "trying new things" is beyond stupid and is the definition of a terrible map. You don't force gameplay decisions with maps, that's not the job of a mapper.

Almost all maps today FORCE you to pretty much FE every game. How the fuck is that making all strategies viable? How often do you see one base strategies? NEVER, and you wanna know why? Because the maps make them near impossible to play! You'll never see a Terran with a StarPort before he's expoed these days, but it used to happen all the time. And I'm not saying any map should have a dominant "winning" strategy. I'm saying that strategy shouldn't always be macro whore.
LEGEND!! LEGEND!!
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
January 11 2008 16:54 GMT
#136
I'm not talking about statistics, I'm talking about Zergs getting the shit kicked out of them on Baekmagoji and being unable to lose on Persona. I'm talking about shitty games, not the results and statistics. Notice how I didn't include Blue Storm, Katrina, or countless other statistically imbalanced maps? Because it's a very interesting map, with a little of flare and viability despite being imbalanced.

I don't know how you are PRO imbalanced maps? This is StarCraft, not MapQuest, and the role of the mapper is to remain have as little affect on the gameplay as possible.
Moderator
Chef
Profile Blog Joined August 2005
10810 Posts
January 11 2008 17:07 GMT
#137
If that were true, there'd be no such thing as a map without a cliff above the natural. The role of the mapper is to keep StarCraft interesting. Zerg can't lose on Persona? I believe Jaedong, the latest hot stuff lost on it

When did I say I was pro imbalance? I've never said I was pro-one-dominating strategy either. Infact, I'm pretty sure it's nearly impossible for one strategy to always dominate in StarCraft, because the reason this game is so good, is that it's a game of incomplete information. But you don't seem to agree with that. You seem to treat it like a game of chess, where the more exact counters you know, the more standard your moves, the better a player you are. Well guess what. Chess is a game of complete information. There is never a consistent best move in StarCraft (unless it's a tiny map where you know for a fact what your opponent has to be doing).

Anyway, I guess we can agree to disagree ;P I'm pretty sure Troy is gonna be an awesome map when it hits the circuit, and Demon's Forest has some potential.
LEGEND!! LEGEND!!
Texas
Profile Blog Joined March 2006
Germany2388 Posts
January 11 2008 17:15 GMT
#138
Good newspost, interesting maps. Looking forward to see some exciting games on these.
Thanks for posting live2win. Thanks a lot.
No_eL
Profile Joined July 2007
Chile1438 Posts
January 11 2008 17:42 GMT
#139
On January 12 2008 01:54 Chill wrote:
I'm not talking about statistics, I'm talking about Zergs getting the shit kicked out of them on Baekmagoji and being unable to lose on Persona. I'm talking about shitty games, not the results and statistics. Notice how I didn't include Blue Storm, Katrina, or countless other statistically imbalanced maps? Because it's a very interesting map, with a little of flare and viability despite being imbalanced.

I don't know how you are PRO imbalanced maps? This is StarCraft, not MapQuest, and the role of the mapper is to remain have as little affect on the gameplay as possible.



I don't think so, the rol of a mapper its make an entertaining map, affect the gameplay ITS THEIR JOB... are very few maps "balanced", and its too difficult to see what will happened in Pro scene... the mappers receive money, but they many times make mistakes, you, me or anyone in this forum are incapable of know the future, but sooner or later, the pro players and statistics of their games will prove the job of the mappers, and the only thing that i can be sure is that the JOB OF THE MAPPERS WILL AFFECT THE GAMEPLAY AND THE SHOW =)





Beat after beat i will become stronger.
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
Last Edited: 2008-01-11 17:51:14
January 11 2008 17:49 GMT
#140
On January 12 2008 02:07 PsycHOTemplar wrote:
If that were true, there'd be no such thing as a map without a cliff above the natural. The role of the mapper is to keep StarCraft interesting. Zerg can't lose on Persona? I believe Jaedong, the latest hot stuff lost on it

When did I say I was pro imbalance? I've never said I was pro-one-dominating strategy either. Infact, I'm pretty sure it's nearly impossible for one strategy to always dominate in StarCraft, because the reason this game is so good, is that it's a game of incomplete information. But you don't seem to agree with that. You seem to treat it like a game of chess, where the more exact counters you know, the more standard your moves, the better a player you are. Well guess what. Chess is a game of complete information. There is never a consistent best move in StarCraft (unless it's a tiny map where you know for a fact what your opponent has to be doing).

Anyway, I guess we can agree to disagree ;P I'm pretty sure Troy is gonna be an awesome map when it hits the circuit, and Demon's Forest has some potential.


Okay great, take my obvious exaggeration and apply one example and declare it defeated.

In between you talking down to me, you sputter some blatant lies. Yes there are dominant strategies, as in "If a race does this build on this map, he will win more than he will lose." This is a dominant build. Even if the other player does the counter build, he is losing more. That is a direct fault of the map maker, and takes strategy and diversity away from the game.

My entire point rests on the fact that StarCraft is a game of incomplete information. When you select your initial build you often haven't even scouted at that point, so you try to maximize your chance to win by taking into account your opponent, current trends, and the map. If the map provides such a dominant strategy, all these mind games become moot. You are forcing players to mindlessly do this build and win more than they lose, and damning the opponent to try all-ins because he has no other option.

You are obviously a mapper, and I am obviously a player, so our opinions cannot be unskewed. I think you are giving way too much freedom to impact the game.

We'll have to wait and see how these maps turn out.
Moderator
drug_vict1m
Profile Blog Joined May 2007
844 Posts
January 11 2008 18:14 GMT
#141
On January 12 2008 02:49 Chill wrote:

We'll have to wait and see how these maps turn out.


One must feel chaos within, to give birth to a dancing star.
Senix
Profile Joined October 2004
Germany149 Posts
January 11 2008 18:17 GMT
#142
I think its great to see different maps having different ways how theyre played. That lets the player experiment and apply their style to a "virgin" map first before going for the "best" build. That way many interesting games are played.

These maps truly feel new. Not standard maps with a little different layout. Cant wait to play them and especially to see the pros show off some cool stuff.

@Chill
Look at War3. Theyre playing Turtle Rock for years now. You hardly see some new interesting maps there. Just because people want to play the standard game (because its the one most balanced).
Night[Mare
Profile Blog Joined December 2004
Mexico4793 Posts
January 11 2008 18:34 GMT
#143
Im really looking forward for the forest map one.
Teamliquidian townie
Pervert
Profile Joined October 2007
Korea (South)89 Posts
January 11 2008 18:39 GMT
#144
I want to see Boxer on Troy. Too bad its only for the OSL.
BlackSphinx
Profile Joined November 2007
Canada317 Posts
January 11 2008 18:48 GMT
#145
Troy looks nice.

Demon Forest looks awful. DMZ level awful.
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
January 11 2008 18:53 GMT
#146
On January 12 2008 03:17 Senix wrote:
@Chill
Look at War3. Theyre playing Turtle Rock for years now. You hardly see some new interesting maps there. Just because people want to play the standard game (because its the one most balanced).


That has nothing to do with anything I said. You can have different maps that lend themselves to different tactics while they are using standard strategies.
Moderator
Sadist
Profile Blog Joined October 2002
United States7260 Posts
January 11 2008 19:46 GMT
#147
On January 12 2008 01:47 PsycHOTemplar wrote:
So? I remember a lot of GGs on those maps. If you're talking about stats being imbalanced on those maps, the sample is way to small to make any judgments, even Katrina (a fan favourite), has really imbalanced stats. Honestly, statistics are stupid. It's up to good players to overcome maps (which maybe sounds brutal, but it's happened in the past).

Ex: Think of every final in the past two years. How many of those had one player 'overcoming a map unfavourable to his race?' How many 'upsets' have happened, based on what people though about the map? ;P

Show nested quote +

Edit 2: The point is that an ideal map allows every strategy to be viable. Perhaps it pushs you in one direction because of terrain or whatnot, but they should all be viable. Having a completely dominant "winning" strategy because of people "trying new things" is beyond stupid and is the definition of a terrible map. You don't force gameplay decisions with maps, that's not the job of a mapper.

Almost all maps today FORCE you to pretty much FE every game. How the fuck is that making all strategies viable? How often do you see one base strategies? NEVER, and you wanna know why? Because the maps make them near impossible to play! You'll never see a Terran with a StarPort before he's expoed these days, but it used to happen all the time. And I'm not saying any map should have a dominant "winning" strategy. I'm saying that strategy shouldn't always be macro whore.



players are better nowadays too, thats why one base terran doesnt work as well, if you get down its almost impossible to comeback so its better to just expand.
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
January 11 2008 21:08 GMT
#148
i get this idea that demon forest is gonna b a terran graveyard.
...from the land of imba
CoupMan
Profile Joined August 2007
United States3 Posts
January 11 2008 21:16 GMT
#149
let us DL !!
Wad up blood
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
Last Edited: 2008-01-11 21:32:36
January 11 2008 21:28 GMT
#150
The tree map looks really cool! I don't see how protoss has a chance vs terran on it though.

edit: troy looks pretty ugly with those geysers.
Enter a Uh
2BearqLoza
Profile Joined December 2007
134 Posts
January 11 2008 21:42 GMT
#151
On January 12 2008 06:28 jtan wrote:
The tree map looks really cool! I don't see how protoss has a chance vs terran on it though.

edit: troy looks pretty ugly with those geysers.


Why?
zobz
Profile Joined November 2005
Canada2175 Posts
January 11 2008 22:05 GMT
#152
I am also not certain of the way troy looks. I mean it looks visually weird. Demon's forest seems very interesting. I've often dreamt of a map with an actual forest in the middle, and not just a couple trees here and there.
"That's not gonna be good for business." "That's not gonna be good for anybody."
oddeye
Profile Joined March 2005
Canada716 Posts
January 11 2008 22:10 GMT
#153
I don't think it is all that bad, I think progaming is in need of those maps. Can't be all macro maps? I mean at least they bring a different kind of macro if they are macro maps. Actually I'm also pretty happy they are not two players map with few expands, I find them harder for zerg because the protoss can't just take 3 exps and play defensively then smash you down.
Your soul shall suffer!
yakii *
Profile Joined June 2006
Korea (South)1448 Posts
January 11 2008 22:19 GMT
#154
If you can read Korean, I recommend to read this article by seung yeon, cho who made Persona.

Summery : 1 tile has 32X32 dots and unit path is determinded by dots and each units and ground buildings has different sizes(I.E, Assimilator is smaller than vespene gas layerm terran refinery, zerg extractor). so, if there are many dot spaces to the small biuldings, large units can path through. If not, only small units or no units can do.
사마난
lake
Profile Joined September 2007
Canada150 Posts
January 11 2008 22:29 GMT
#155
The first map I ever made with the campaign editor was just tons of trees. I didn't know that trees blocked ranged attacks I just thought it would be cool if a map was. I had no concept of expansions or anything but my map essentially looked like that. it was even the same tileset
what
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
January 11 2008 23:03 GMT
#156
On January 12 2008 06:42 2BearqLoza wrote:
Show nested quote +
On January 12 2008 06:28 jtan wrote:
The tree map looks really cool! I don't see how protoss has a chance vs terran on it though.

edit: troy looks pretty ugly with those geysers.


Why?


because the trees will screw up (probably) the pathing for zealots. dragoons will suffer from the trees more than siege tanks.

Really though, I dont see a way to play this map tvz without relying heavily on drops.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
lololol
Profile Joined February 2006
5198 Posts
January 11 2008 23:23 GMT
#157
On January 12 2008 07:19 yakii wrote:
If you can read Korean, I recommend to read this article by seung yeon, cho who made Persona.

Summery : 1 tile has 32X32 dots and unit path is determinded by dots and each units and ground buildings has different sizes(I.E, Assimilator is smaller than vespene gas layerm terran refinery, zerg extractor). so, if there are many dot spaces to the small biuldings, large units can path through. If not, only small units or no units can do.


Basicly what I said already... and "dots" = pixels.
I'll call Nada.
aeronexus
Profile Joined June 2007
United States392 Posts
Last Edited: 2008-01-12 00:22:28
January 12 2008 00:00 GMT
#158
downloads! Troy is here and Demon Forest is here but the download link is busted

edit: ARGH I am a retard... they don't have the maps there as they have not actually been released yet >.< /facepalm
10 points!
Atlantian
Profile Joined December 2007
United States302 Posts
January 12 2008 00:02 GMT
#159
Wow I cant wait to download and try both of these. But better yet will be watching some awesome games I think.
If Barbie is so popular why do we have to buy her friends?
Chef
Profile Blog Joined August 2005
10810 Posts
January 12 2008 00:20 GMT
#160
downloads! Troy is here and Demon Forest is here but the download link is busted

:X Read the first post on those pages please. The map download is filler because I wanted to upload the picture of the map to BWMN. It's actually a different map that has nothing to do with these.
LEGEND!! LEGEND!!
lastnode
Profile Joined November 2007
Sri Lanka23 Posts
January 12 2008 00:47 GMT
#161
Yes! Demon Forest definitely looks micro heavy. Don't get me wrong, I love a good old 5hatch ultraling run over, but sometimes, it's nice to see players being forced in to uber micro. If nothing else, it makes for some good pimpest plays at the end of the year.
You are young, my son, and, as the years go by, time will change and even reverse many of your present opinions. Refrain therefore awhile from setting yourself up as a judge of the highest matters.
Cambium
Profile Blog Joined June 2004
United States16368 Posts
January 12 2008 00:56 GMT
#162
I think the maps look awful.

I doubt they'd stay long.

Demon's Forest has a very lame design, it now puts emphasis on luck, which is killing the balance of the game.
When you want something, all the universe conspires in helping you to achieve it.
Deleted User 30223
Profile Blog Joined August 2007
3104 Posts
January 12 2008 01:04 GMT
#163
will this be the time when firebathero actually goes pure firebats? O.O


i predict f&m will be a new strategy for T's on demon's forest.


it looks like both maps are zerg friendly. especially demon's forest. yaay :D
Kau *
Profile Joined March 2007
Canada3500 Posts
Last Edited: 2008-01-12 02:55:53
January 12 2008 01:26 GMT
#164
Here's a map for those of you who want to test out the geysers: Assimilator Unit Fit Through Tester

Right now it seems you can't rebuild the bottom assimilator, so destroying it might be permanent.

And having one assimilator up allows some larger units (maybe up to dt size?) to get through.

Edit: New map, allows rebuilding of both geysers, but there's a hole on the left between cliff and assim: Ver 2

Edit: Weird hole where the ghost doesn't fit but meds/rines/firebat/lings fit Ver 3
Moderator
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
January 12 2008 03:44 GMT
#165
Troy will make ghosts useable again! :D
FOOL! Pain is my friend! Now let me introduce you to it!
LonelyMargarita
Profile Blog Joined August 2007
1845 Posts
January 12 2008 08:38 GMT
#166
After reading the size article yakii linked, I'm starting to think the information from fifo is wrong, and you can't fit large units through, but you can fit small and some medium, just like in the map I made to test. Unless there's something I don't know, you can't change the size attributes of buildings like the assimilator, so it has to be the same as any map with corner to corner geysers. It is possible to have the assimilators on normally un-geyserable terrain, but i'm pretty sure destroying an assimilator always results in the creation of a geyser.

If this is the case, terran would have all factory units walled, so vs toss they would always destroy the assimilators after sending their scout out (they can sneak other scvs out by starting/cancelling refineries. Otherwise, zealots can get in.

This could play similarly to an island map but with an open expo for people expanding (kinda like 815 but with gas at the expo). I think the interesting concept is you can island off any other expo besides your nat (well, 4 ARE islands already, and 4 have the ability to be islands), so it actually might play like a multi-base island map (paradoxxx anyone?), but with the ability to scout all their bases with workers.

I think it's an interesting concept. It might be better if I'm wrong and large units CAN fit through, otherwise we might see imbalances akin to paradoxxx.
I <3 서지훈
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
January 12 2008 09:43 GMT
#167
bwmn has been making the same caliber maps and with the same concepts for decades now. I swear it...
Treatin' fools since '87
weiliem
Profile Joined January 2008
2071 Posts
January 12 2008 09:52 GMT
#168
omg...the demon forest is so imbalance...protoss sure owns there versus terran as it is so immobile for the golietes to stuck in there to take down carriers...and for zergs, terran may have less advantage when using mnm vs zerg because marines were using range...then how is it suppose to fight zerglings in there if there is high posibility of missing attacks? totally imbalance for the terrans
Oppa feeding style
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
January 12 2008 15:48 GMT
#169
The assimilator thing:

Check the collision size of assimilator and vespene geyser in SCMDraft. Assims are MUCH smaller while vespene geysers have maximum collision size for their tile occupation. You can test it in SC by building something large near the geysers, checking that your units can't pass between, then taking the gas and suddenly they can pass.

The ghost issue is quite funny - their collision size is a very long rectangle. On horizontal axis they are smaller than zerglings, while on the vertical they are roughly the size of a hydralisk.
You want 20 good men, but you need a bad pussy.
SpaNiarD
Profile Blog Joined March 2007
Spain346 Posts
January 12 2008 16:10 GMT
#170
On January 12 2008 12:44 blagoonga123 wrote:
Troy will make ghosts useable again! :D
. Boxer for sure
greatmeh
Profile Blog Joined September 2005
Canada1964 Posts
January 12 2008 16:39 GMT
#171
i dont get troy
is it a island map?
the cliff blocks off units right?
Chef
Profile Blog Joined August 2005
10810 Posts
January 12 2008 17:08 GMT
#172
Greatmeh: You destroy an Assimilator, the path becomes narrower, and thus where before even Ultras could fit through, now only Ghosts (presumably the smallest unit in the game) can fit through. It doesn't matter if you don't understand how it works, just know that it does. At first it's a land map, and then it turns into an island if you destroy the Assimilators.

A note to everyone: You cannot rebuild on the geysers after they've been destroyed.
LEGEND!! LEGEND!!
Emptyness
Profile Blog Joined June 2007
Bulgaria1016 Posts
January 12 2008 18:04 GMT
#173
Those maps look nonetheless different from the maps so far (and I especially like Demon's Forest ).

I am really looking forward to the upcoming games in the OSL on Wednesday - wonder what Flash and Yarnc will come up with :p .
Fall down 9 times, Get up 10.
SliM.Er
Profile Joined December 2007
Hungary3 Posts
January 12 2008 18:06 GMT
#174
download?
..o,o..
LonelyMargarita
Profile Blog Joined August 2007
1845 Posts
January 12 2008 18:15 GMT
#175
On January 13 2008 02:08 PsycHOTemplar wrote:
A note to everyone: You cannot rebuild on the geysers after they've been destroyed.


How do you know this?
I <3 서지훈
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2008-01-12 19:04:04
January 12 2008 18:54 GMT
#176
http://www.mapdori.com/bbs/zboard.php?id=free2&no=3873

Better question: Why would I lie? Mappers talk to each other. I don't know the author of Troy, but a Korean named MapGhost who visits BWMN was one of the testers for these maps is in some form of contact with the author, and he said that's what the author said.
LEGEND!! LEGEND!!
Puosu
Profile Blog Joined April 2007
6985 Posts
January 12 2008 19:15 GMT
#177
On January 13 2008 03:15 LonelyMargarita wrote:
Show nested quote +
On January 13 2008 02:08 PsycHOTemplar wrote:
A note to everyone: You cannot rebuild on the geysers after they've been destroyed.


How do you know this?

If you could rebuild them you could also use them, so that'd mean you'd have 3 geysers in your natural.

mass gas goooooo

release the maps already ffs
Chef
Profile Blog Joined August 2005
10810 Posts
January 12 2008 19:20 GMT
#178
I would guess they'll be released on the 16th, the first day of the OSL.
LEGEND!! LEGEND!!
lololol
Profile Joined February 2006
5198 Posts
January 12 2008 19:50 GMT
#179
On January 13 2008 04:15 Puosu wrote:
Show nested quote +
On January 13 2008 03:15 LonelyMargarita wrote:
On January 13 2008 02:08 PsycHOTemplar wrote:
A note to everyone: You cannot rebuild on the geysers after they've been destroyed.


How do you know this?

If you could rebuild them you could also use them, so that'd mean you'd have 3 geysers in your natural.

mass gas goooooo

release the maps already ffs


If they were empty, it wouldn't be much, since they'll bring just 2 gas per trip and you would need around 10 workers to mine them for just 1/2 the efficiency of 3 workers on a full geyser(or you'll need an extra nexus/CC, which will also be too expensive).
I'll call Nada.
Aurious
Profile Blog Joined April 2006
Canada1772 Posts
January 12 2008 22:45 GMT
#180
On January 13 2008 04:50 lololol wrote:
Show nested quote +
On January 13 2008 04:15 Puosu wrote:
On January 13 2008 03:15 LonelyMargarita wrote:
On January 13 2008 02:08 PsycHOTemplar wrote:
A note to everyone: You cannot rebuild on the geysers after they've been destroyed.


How do you know this?

If you could rebuild them you could also use them, so that'd mean you'd have 3 geysers in your natural.

mass gas goooooo

release the maps already ffs


If they were empty, it wouldn't be much, since they'll bring just 2 gas per trip and you would need around 10 workers to mine them for just 1/2 the efficiency of 3 workers on a full geyser(or you'll need an extra nexus/CC, which will also be too expensive).



Obviously you underestimate the need for gas late game.
decafchicken
Profile Blog Joined January 2005
United States20034 Posts
January 12 2008 23:02 GMT
#181
4 pool -> kill assim -> mass expo
how reasonable is it to eat off wood instead of your tummy?
Pervert
Profile Joined October 2007
Korea (South)89 Posts
January 13 2008 03:24 GMT
#182
This shows how the Assimilators on Troy work.
+ Show Spoiler +
[image loading]

[image loading]
ilovejonn
Profile Blog Joined August 2007
Canada2548 Posts
January 13 2008 05:15 GMT
#183
Hohoho, now we know what can pass and what can't. Thanks!
Snowflakes in January, Heart warm like February, I wouldn't ordinarily..
Moletrap
Profile Blog Joined July 2007
United States1297 Posts
January 13 2008 05:20 GMT
#184
Any idea where to download the new maps?
aka Moletrap
SonuvBob
Profile Blog Joined October 2006
Aiur21549 Posts
January 13 2008 05:28 GMT
#185
They'll pop up here eventually: http://www.intothemap.com/bbs/zboard.php?id=official
Administrator
IceLeY
Profile Joined September 2003
Germany121 Posts
January 13 2008 13:44 GMT
#186
do started but not finished refinerys open space to walk through
that would be an easy gate system here

p has to wait for full warp-in
2BearqLoza
Profile Joined December 2007
134 Posts
January 13 2008 15:39 GMT
#187
Wait,when both assims are destroyed, ONLY ghost can go through or some other units like zergling also can?
Puosu
Profile Blog Joined April 2007
6985 Posts
January 13 2008 15:57 GMT
#188
On January 14 2008 00:39 2BearqLoza wrote:
Wait,when both assims are destroyed, ONLY ghost can go through or some other units like zergling also can?

Ghosts are the smallest unit in the game, so I think only ghosts can go through.
On January 13 2008 22:44 IceLeY wrote:
do started but not finished refinerys open space to walk through
that would be an easy gate system here

p has to wait for full warp-in

You can't rebuild the assimilators.
2BearqLoza
Profile Joined December 2007
134 Posts
January 13 2008 16:12 GMT
#189
Which is great I think, cuz this map can be looked at as an island map, but, if played differently,can be used in some tricky ways...
Dunno about mass ghosts, but opponent can never know if u gonna try attacking by land, especially rushes, when assims still not destroyed...
Think that scouting here is the most important thing...
2BearqLoza
Profile Joined December 2007
134 Posts
January 13 2008 16:44 GMT
#190
Think Troy will be difficult for Z vs P, since they need more expos, and on this map, beside nat expo, its not to easy to defend others, or at least it seems to me. I cant wait to see couple games on this map, cuz these assims are gonna be madness.....
Fishbone
Profile Joined July 2007
Hungary53 Posts
January 14 2008 16:03 GMT
#191
On January 14 2008 00:39 2BearqLoza wrote:
Wait,when both assims are destroyed, ONLY ghost can go through or some other units like zergling also can?

At the bottom of the picture you can see a zergling, and a high templar too, but I don't know.
Pervert
Profile Joined October 2007
Korea (South)89 Posts
January 14 2008 18:19 GMT
#192
On January 15 2008 01:03 Fishbone wrote:
Show nested quote +
On January 14 2008 00:39 2BearqLoza wrote:
Wait,when both assims are destroyed, ONLY ghost can go through or some other units like zergling also can?

At the bottom of the picture you can see a zergling, and a high templar too, but I don't know.


The zergling and the high templar were just there from the previous group as you can see on the minimap there are a lot more units at the bottom. Only the ghost can go through when both assimilators are destroyed.
LonelyMargarita
Profile Blog Joined August 2007
1845 Posts
January 15 2008 03:37 GMT
#193
I can see a lot of zergs 9 pooling, making their second hatch at 12/9/6/3, and killing the assims to make it an island expo, and/or killing opponent's assims to contain them while they still can fit hydras/drones/lings out of their main. I think the availability of more, easily defendable expos should even out or overcome the disadvantage zerg usually has on islands.
I <3 서지훈
LeGeNdZs[FcG]
Profile Joined January 2008
Canada163 Posts
Last Edited: 2008-01-16 19:04:36
January 15 2008 09:16 GMT
#194
When the maps are released can someone post in broodwar section :o ?
Protoss since october 2005, no more internet since may 24th 2008, quit broodwar internet still in for another 31 days after the contract terms end. <3 get to post still :D
Resonate
Profile Joined October 2002
United Kingdom8402 Posts
Last Edited: 2008-01-16 14:11:34
January 16 2008 14:08 GMT
#195
Well, game 1 has just been played on Troy...
+ Show Spoiler [Result of rumble vs flash] +
And it didn't dissapoint for strategy. Pretty much exactly what i'd have expected for that map, but made more hilarious by Flash's shit scouting and Rumbles general shitness at defending vs M&M. I haven't given the game result away btw, you'll still need to watch to see who won
I look forward to much much more!
Memory lane in nice
ineverwin
Profile Joined January 2008
United States93 Posts
Last Edited: 2008-01-16 23:38:35
January 16 2008 23:38 GMT
#196
UGH Forest is ugly.

You can't even see the top of the trees (at least from the observers' point of view), so it looks like a large number of small penises in grid formation sticking from the ground. However, it did seem that units were missing shots under the forest, so I guess the 70%-luck factor still applies. I also don't see how this encourages micro-oriented play, especially if you can't see under the forests. If the tree-tops are for some reason visible to the players, then we'll have a HUGE issue with the sprite limit for gols.

Forest/Troy game results:
+ Show Spoiler +
Terran did manage to win on Forest thanks to zerg's shitty play. The game on Troy was entertaining, though as someone said Zerg just can't stop M&M and ended up losing.


Lastly, to someone who said the new maps prevent 1 base terran:

THAT'S BECAUSE IT DOESN'T WORK ANYMORE, PERIOD. IT'S NOT BECAUSE OF THE MAPS. Zerg players used to go one-base hive, do you blame that on maps, too? Wow.
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
January 17 2008 02:11 GMT
#197
dont guess, ask someone who knows and make a serious newspost out of it.

The design thing you could have looked up in 15sec by opening your editor and the assimilator thing is quite simple. A geyser and a refinery has different base sizes, and when you build a refinery on a geyser, the new building takes less space than the geyser did.

However it is said that you arent able to rebuild these geysers again, meaning that as soon as you destroy them the map turns to a island map permanently, and thus most players will probably aim at just taking them out asap. Someone at bwmn picked the idea up and made rebuildable geysers in a map. Way more interesting if you ask me.
The artist formerly known as Starparty
LonelyMargarita
Profile Blog Joined August 2007
1845 Posts
Last Edited: 2008-01-17 07:31:44
January 17 2008 07:29 GMT
#198
On January 17 2008 11:11 Starparty wrote:
dont guess, ask someone who knows and make a serious newspost out of it.

The design thing you could have looked up in 15sec by opening your editor and the assimilator thing is quite simple. A geyser and a refinery has different base sizes, and when you build a refinery on a geyser, the new building takes less space than the geyser did.



It's still too small for any unit to fit through, unlike the assimilators, which are big enough to let some units through.

Making them rebuildable would give an advantage to toss, since they're the only race that can make assimilators.
I <3 서지훈
RiOt-
Profile Joined January 2008
United States23 Posts
January 17 2008 07:45 GMT
#199
Very intresting maps...
yakii *
Profile Joined June 2006
Korea (South)1448 Posts
Last Edited: 2008-01-17 15:34:31
January 17 2008 15:13 GMT
#200
New maps released just now!


[image loading]


(3)demon's_forest_1.0.scx




[image loading]


(4)troy1.0.scx

* Thanks to IntoTheWow for the pics.
사마난
Aepplet
Profile Joined December 2003
Sweden2908 Posts
January 17 2008 15:38 GMT
#201
yay! will try them out!
LeGeNdZs[FcG]
Profile Joined January 2008
Canada163 Posts
Last Edited: 2008-01-18 07:29:09
January 17 2008 16:57 GMT
#202
On January 18 2008 15:12 meathook wrote:
Official mappacks (with obs and training versions) have been released:

Demon's Forest

Troy


This has been edited into a spoiler due to the quoted post.
+ Show Spoiler +
any obs versions would be much appreciated too. IM so tired and all i get are damn melees, i wants to obs if im tired :D

i will search and post here if i find.

here is a link to the obs maps created by Mango @ useast.

(3)Demon's Forest(Ob)
[url blocked]

(4)Troy(Ob)
[url blocked]

Again Ty To Mango@Useast
Protoss since october 2005, no more internet since may 24th 2008, quit broodwar internet still in for another 31 days after the contract terms end. <3 get to post still :D
Scorpion
Profile Blog Joined April 2006
United States1974 Posts
January 18 2008 00:03 GMT
#203
I made OBS versions of the maps. Anyone know where I can upload the maps?
Mango @ U.S.East!
meathook
Profile Joined December 2007
1289 Posts
January 18 2008 00:35 GMT
#204
On January 18 2008 09:03 Scorpion wrote:
I made OBS versions of the maps. Anyone know where I can upload the maps?


www.massmirror.com

By the way, usually KeSPA releases obs and training versions, no?
An ugly planet. A bug planet.
Scorpion
Profile Blog Joined April 2006
United States1974 Posts
January 18 2008 00:50 GMT
#205
On January 18 2008 09:35 meathook wrote:
Show nested quote +
On January 18 2008 09:03 Scorpion wrote:
I made OBS versions of the maps. Anyone know where I can upload the maps?


www.massmirror.com

By the way, usually KeSPA releases obs and training versions, no?


I just unprotected the maps and made an obs version. LeGeNdZs[FcG] uploaded them for me, ty Legendz

Mango @ U.S.East!
aeronexus
Profile Joined June 2007
United States392 Posts
January 18 2008 01:41 GMT
#206
woohoo! thanks yakii :D
10 points!
noobienoob
Profile Joined July 2007
United States1173 Posts
Last Edited: 2008-01-18 03:51:40
January 18 2008 03:50 GMT
#207
On January 18 2008 09:50 Scorpion wrote:
Show nested quote +
On January 18 2008 09:35 meathook wrote:
On January 18 2008 09:03 Scorpion wrote:
I made OBS versions of the maps. Anyone know where I can upload the maps?


www.massmirror.com

By the way, usually KeSPA releases obs and training versions, no?


I just unprotected the maps and made an obs version. LeGeNdZs[FcG] uploaded them for me, ty Legendz

Yay now I can do Shadow Rush!!
joking ^^;;

Thanks for the maps!
LeGeNdZs[FcG]
Profile Joined January 2008
Canada163 Posts
January 18 2008 04:14 GMT
#208
yo the trees were re added to the obs version of demon forest and i noticed in the vod that there werent any !!
Protoss since october 2005, no more internet since may 24th 2008, quit broodwar internet still in for another 31 days after the contract terms end. <3 get to post still :D
meathook
Profile Joined December 2007
1289 Posts
January 18 2008 06:12 GMT
#209
Official mappacks (with obs and training versions) have been released:

Demon's Forest

Troy
An ugly planet. A bug planet.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
January 18 2008 06:41 GMT
#210
aha sweet thanks
LeGeNdZs[FcG]
Profile Joined January 2008
Canada163 Posts
Last Edited: 2008-01-18 07:38:13
January 18 2008 07:25 GMT
#211
On January 18 2008 15:12 meathook wrote:
Official mappacks (with obs and training versions) have been released:

Demon's Forest

Troy


only Troy worked for me, think u could upload to megaupload? Its free and u dont need to register.

edit: only troy worked for the download, but i tried alzip and winrar, i cant get the (TR) version out of it, and as for demon's forest i still cant download, can someone upload it to megaupload plz and thanks if the download has worked for you.
Protoss since october 2005, no more internet since may 24th 2008, quit broodwar internet still in for another 31 days after the contract terms end. <3 get to post still :D
Saracen
Profile Blog Joined December 2007
United States5139 Posts
January 18 2008 07:36 GMT
#212
On January 13 2008 08:02 decafchicken wrote:
4 pool -> kill assim -> mass expo

that's exactly what i was thinking ;(
Schnake
Profile Joined September 2003
Germany2819 Posts
Last Edited: 2008-01-18 12:47:08
January 18 2008 12:39 GMT
#213
On January 18 2008 16:25 LeGeNdZs[FcG] wrote:
Show nested quote +
On January 18 2008 15:12 meathook wrote:
Official mappacks (with obs and training versions) have been released:

Demon's Forest

Troy


only Troy worked for me, think u could upload to megaupload? Its free and u dont need to register.

edit: only troy worked for the download, but i tried alzip and winrar, i cant get the (TR) version out of it, and as for demon's forest i still cant download, can someone upload it to megaupload plz and thanks if the download has worked for you.


It worked for me using Flashget. Try that.

edit: i.e. downloading Demon's forest - I also can't extract Troy's obs version... -_-

edit2: After repairing the archive, I can get the obs version from the file but not the TR version.

edit3: and here is the Megaupload link for the obs versions: [url blocked]
"Alán Shore" and "August Terran" @ LoL EUW - liquidparty
Mindcrime
Profile Joined July 2004
United States6899 Posts
January 19 2008 04:40 GMT
#214
I've played 6 or so games on Troy so far. I <3 it.
That wasn't any act of God. That was an act of pure human fuckery.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 19 2008 14:04 GMT
#215
O i get how troy works now...

the terrain around the geysers is set as the same as the edge of cliffs - ie its unbuildable. Thus there is a section of unbuildable terrain - thus you cannot rebuild the geysers

ahh
Administrator~ Spirit will set you free ~
Saracen
Profile Blog Joined December 2007
United States5139 Posts
January 19 2008 20:37 GMT
#216
On January 19 2008 23:04 Plexa wrote:
O i get how troy works now...

the terrain around the geysers is set as the same as the edge of cliffs - ie its unbuildable. Thus there is a section of unbuildable terrain - thus you cannot rebuild the geysers

ahh

i was under the impression that they just used geysers that weren't snapped to the grid
opening it up in a map editor, though, it appears that the assimilators are sprites, not units/buildings
Dyllyn
Profile Blog Joined August 2007
Singapore670 Posts
January 20 2008 02:37 GMT
#217
hey look droppable cliffs next to the back nats weee

siege tanks drop here i come
scv rush ftw
LeGeNdZs[FcG]
Profile Joined January 2008
Canada163 Posts
January 20 2008 03:55 GMT
#218
the thing on troy is that when u break an assim it creates a wall, complete wall. Thus when you expos u can wall ur expo in if u want or be walled in by some ranged tanks erly game O.o etc.

This one thing i thought of, u can ttriple expo(or just 2 expo) into carriers, by breaking ur assim into wall, then duble expoing into the 5 mineral line, and the most comforting middle expansion(break these asims too), U gotta be quick and good for this one ahah wud be unsuspectingly funny too.

but yeah i checked once offline, but i forgot if just 1 assim dies can ssmall zergling sized units still fit thru. 2=full wall. but 1=?
Protoss since october 2005, no more internet since may 24th 2008, quit broodwar internet still in for another 31 days after the contract terms end. <3 get to post still :D
Mindcrime
Profile Joined July 2004
United States6899 Posts
Last Edited: 2008-01-20 04:14:24
January 20 2008 04:05 GMT
#219
On January 20 2008 12:55 LeGeNdZs[FcG] wrote:
but yeah i checked once offline, but i forgot if just 1 assim dies can ssmall zergling sized units still fit thru. 2=full wall. but 1=?


1=hilariously annoying if you're using graphically large units.
That wasn't any act of God. That was an act of pure human fuckery.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
January 20 2008 04:40 GMT
#220
On January 20 2008 13:05 Mindcrime wrote:
Show nested quote +
On January 20 2008 12:55 LeGeNdZs[FcG] wrote:
but yeah i checked once offline, but i forgot if just 1 assim dies can ssmall zergling sized units still fit thru. 2=full wall. but 1=?


1=hilariously annoying if you're using graphically large units.

according to page 10...
1=drone, zergling, hydralisk, defiler, infested terran
scv, marine, firebat, medic, ghost
probe, zealot, high templar, dark templar

when playing this map on b.net today, i made people leave by 4-pool->kill their assims
Mindcrime
Profile Joined July 2004
United States6899 Posts
January 20 2008 05:52 GMT
#221
On January 20 2008 13:40 Saracen wrote:
Show nested quote +
On January 20 2008 13:05 Mindcrime wrote:
On January 20 2008 12:55 LeGeNdZs[FcG] wrote:
but yeah i checked once offline, but i forgot if just 1 assim dies can ssmall zergling sized units still fit thru. 2=full wall. but 1=?


1=hilariously annoying if you're using graphically large units.

according to page 10...
1=drone, zergling, hydralisk, defiler, infested terran
scv, marine, firebat, medic, ghost
probe, zealot, high templar, dark templar

when playing this map on b.net today, i made people leave by 4-pool->kill their assims


I played some guy who killed his own assims and accused me of having rigged the map.

Troy + public games = hilarity
That wasn't any act of God. That was an act of pure human fuckery.
2dd
Profile Joined September 2005
Belgium421 Posts
January 20 2008 14:10 GMT
#222
maps look cool imo. But the first one doesn't seem to have a lot of resources Can be interesting when pro's play this map!
meathook
Profile Joined December 2007
1289 Posts
January 21 2008 04:34 GMT
#223
On January 20 2008 14:52 Mindcrime wrote:
Show nested quote +
On January 20 2008 13:40 Saracen wrote:
On January 20 2008 13:05 Mindcrime wrote:
On January 20 2008 12:55 LeGeNdZs[FcG] wrote:
but yeah i checked once offline, but i forgot if just 1 assim dies can ssmall zergling sized units still fit thru. 2=full wall. but 1=?


1=hilariously annoying if you're using graphically large units.

according to page 10...
1=drone, zergling, hydralisk, defiler, infested terran
scv, marine, firebat, medic, ghost
probe, zealot, high templar, dark templar

when playing this map on b.net today, i made people leave by 4-pool->kill their assims


I played some guy who killed his own assims and accused me of having rigged the map.


Troy + public games = hilarity


Ha ha ha. This happened to me once when Blue Storm was new, oppo could not exit with his tank army, and was too dumb to scout the big ramp. So, he called me a cheater and that it was a stupid, homemade map and disconnected.

An ugly planet. A bug planet.
LeGeNdZs[FcG]
Profile Joined January 2008
Canada163 Posts
Last Edited: 2008-01-21 14:23:59
January 21 2008 12:49 GMT
#224
OK i found the damn working links frmo mapdori.com

http://www.mapdori.com/league_info.php?number=10085

after u download them, u have to change the filename of the korean named demon's forest, bcus bnet dontregocnize all the characters.
Protoss since october 2005, no more internet since may 24th 2008, quit broodwar internet still in for another 31 days after the contract terms end. <3 get to post still :D
Bub
Profile Blog Joined June 2006
United States3518 Posts
January 22 2008 00:51 GMT
#225
damn interesting, can't wait to see them being used.
XK ßubonic
aokces
Profile Joined October 2006
United States309 Posts
Last Edited: 2008-01-22 02:10:15
January 22 2008 02:06 GMT
#226
I went to mapdori but can't read the korean... anyone know where to click for download?

Edit: Found it. Was the words above the enlarged picture.
Normal
Please log in or register to reply.
Live Events Refresh
Korean StarCraft League
03:00
Week 80
davetesta39
CranKy Ducklings27
HKG_Chickenman13
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft467
NeuroSwarm 191
RuFF_SC2 172
Nina 79
PiLiPiLi 20
StarCraft: Brood War
Noble 54
Bale 16
Icarus 12
Dota 2
LuMiX1
League of Legends
JimRising 488
Trikslyr66
Cuddl3bear1
Counter-Strike
Coldzera 696
Stewie2K109
Other Games
summit1g8680
C9.Mang0328
Maynarde201
ViBE196
XaKoH 142
Organizations
Other Games
gamesdonequick944
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH170
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 42
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt375
Other Games
• Scarra1346
Upcoming Events
BSL Open LAN 2025 - War…
4h 41m
RSL Revival
6h 41m
Reynor vs Cure
TBD vs Zoun
OSC
17h 41m
BSL Open LAN 2025 - War…
1d 4h
RSL Revival
1d 6h
Classic vs TBD
WardiTV Invitational
1d 7h
Online Event
1d 12h
Wardi Open
2 days
Monday Night Weeklies
2 days
Sparkling Tuna Cup
3 days
[ Show More ]
LiuLi Cup
4 days
The PondCast
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
RSL Revival: Season 2
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.