+ Show Spoiler +
![[image loading]](http://i.imgur.com/mbSAC.jpg)
![[image loading]](http://i.imgur.com/iQIFx.jpg)
In GSL July
Created by LSPrime
www.SC2Prime.com
cafe.naver.com/xlalc
Bases - 10 ( 2 gold bases / 5HM 1HG )
Size: 120x128 playable
Published - KR,NA,SEA,EU
Forum Index > SC2 Maps & Custom Games |
LS
Korea (South)145 Posts
+ Show Spoiler + ![]() ![]() In GSL July Created by LSPrime www.SC2Prime.com cafe.naver.com/xlalc Bases - 10 ( 2 gold bases / 5HM 1HG ) Size: 120x128 playable Published - KR,NA,SEA,EU | ||
dezi
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Germany1536 Posts
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LS
Korea (South)145 Posts
On April 16 2011 22:10 dezi wrote: Can one build in the flooded areas? yes | ||
Superouman
France2195 Posts
I feel that the central XelNaga Tower controls too much the space leading to you own expands. Counter attacks Could be quite hard to pull off once you control this tower. | ||
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The_Templar
your Country52797 Posts
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Bobster
Germany3075 Posts
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Tonttu
Finland606 Posts
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LS
Korea (South)145 Posts
On April 16 2011 22:18 Superouman wrote: I prefer to use Meinhoff white sand for the beach, i feel it makes a better effect. Check my map The Starparty V. I feel that the central XelNaga Tower controls too much the space leading to you own expands. Counter attacks Could be quite hard to pull off once you control this tower. I used xil sand, xil dirt, meinhoff sand. Starparty V is looks great. | ||
AemJaY
Switzerland24 Posts
looks a bit like one of my command and conquer maps. i think i will do a remake of my caribian maps ![]() go on! | ||
Serashin
235 Posts
Want to play some PvZ there. Looks realy interesting and refreshing, great work. | ||
monitor
United States2404 Posts
I'm concerned that there are only 4 bases per player. Its going to make it very difficult for Zerg because they can't out-expand the opponent. The 4th expansion looks very hard to hold too, since it is very open and close to the opponent. I would prefer if you added an expansion in the bottom left and top right corners, but only put one entrance to it from the middle. That way it will be easier to get a macro game and expand in ZvP or ZvT. I realize that it is supposed to be a more aggressive style map, with a short rush distance and few bases. I think the balance would be improved by adding one more expo, it could be 2 gas or 1 gas. | ||
0neder
United States3733 Posts
I love the aesthetics though. Very nice. I'm very curious to see this in action. | ||
Kanil
United States1713 Posts
I can't comment much as a player, as I lack talent... but I do like that cliff+ramp between the main and the natural. I really like this map. Well done, and thank you for showing us it. | ||
Kinetik_Inferno
United States1431 Posts
Balance: Pretty damn good. EG: Xel'Naga Caverns quality. MY ONLY COMPLANT: ![]() It feels like there should be a really risky expansion that also offers income if it goes into ridiculously late game. | ||
prodiG
Canada2016 Posts
nice map but i think i agree with monitor, could use another expansion for each player | ||
Whiplash
United States2928 Posts
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hobbidude
Canada171 Posts
I agree that it needs another base per person. I think the best thing to do would be to have the two center most islands with bases on top (maybe golds) and a ramp from each leading to the players ( like arakan citadel or dig site). You'd just have to move the trees to around the edges of the islands(please don't remove them.. love them). | ||
Antares777
United States1971 Posts
But seriously this map is really beautiful! ![]() | ||
funcmode
Australia720 Posts
![]() I might also be tempted to make the two big areas of high ground in the middle a bit smaller, attacking through the central path beyond the early game could be a very bad idea, and players have to travel very far around these big high ground areas. Also, the texturing is quite nice but there are still areas I think can be improved, most notably the dirt -> sand blending in the mains. | ||
.Aar
2177 Posts
And although I agree that more expansions would be nice, with the way the metagame is.. Also putting in expansions in the suggested areas would make it look way cramped IMO. But I'm no mapmaker ![]() | ||
SidianTheBard
United States2474 Posts
![]() Would allow terran/toss to expand towards their enemy, but it'd also be in the middle so it'd be tough to hold. Of course you'd have to mess around with the cliffs/water to fit it in there. | ||
McCain
United States187 Posts
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monitor
United States2404 Posts
All of these show the 5th expansion much closer to the opponent. Honestly I don't think this will solve the problem. The issue to me is ZvP and ZvT, not PvT. Right now Protoss and Terran can expand very easily to a 3rd. Once they reach 3 bases, Zerg has a very hard time getting a 4th base, because its so open and is so close to the opponent. As I said earlier, I think it would be cool if you removed the tree high-ground in the bottom left and top right corners and put an expo there. It might be necessary to have it a single gas expo, just to reduce turtling. Or you could put a cliff on it. | ||
FlopTurnReaver
Switzerland1980 Posts
Just looks a bit unexciting to me. Aesthetics are pretty nice though. | ||
LS
Korea (South)145 Posts
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Faze.
Canada285 Posts
I'm on NA server and I can't seem to find it, I'm sad with sadness. I supposed it's not on NA servers yet... oh well. Me wants. | ||
monitor
United States2404 Posts
On April 17 2011 13:07 LSPrime wrote: Map Updated. Not sure I agree with the placement of the base, but I guess it could work. The split paths will make it easier to hold, and the natural ramp is positioned nicely to lead into the HY. Still would prefer a 1gas in the corner ![]() | ||
NastyMarine
United States1252 Posts
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Archivian
United Kingdom362 Posts
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timwac
Scotland93 Posts
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Kaitokid
Germany1327 Posts
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Handfoot
United States62 Posts
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CBWeyland
United States13 Posts
Could you provide a download link or scream at somebody to upload it to NA for you? Pretty please? :D | ||
IronManSC
United States2119 Posts
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MagmaRam
United States395 Posts
It looks like a beautiful map, and it's one that I actually want to play, a lot. | ||
NiTroSc2
United States144 Posts
On April 18 2011 16:56 MagmaRam wrote: Upload it to a filesharing site and have others upload to other servers please? It looks like a beautiful map, and it's one that I actually want to play, a lot. This. I really want to play this map! Looks awesome :D | ||
WniO
United States2706 Posts
-Brown dirt texture (Looks out of place, especially when it mixes with the sand.) -Center watchtower, (remove it.) -The main choke, (without the ramp. errr i mean remove it) Other than that it looks pretty darn delicious. | ||
Corak
Germany187 Posts
The map looks beautiful. Natural seems a bit hard to hold, for such short distances. But only play test will show ![]() | ||
Trakz
Canada178 Posts
I would like either the center watchtower or the 2 side watchtowers to be removed. Seems kind of like overkill. Seems kind of cramped too although I would need to see play the map to truly determine this. | ||
DisaFear
Australia4074 Posts
I like maps like theses, hate playing on dreary maps like Typhon peaks or Xelnaga caverns ![]() | ||
Crais
Canada2136 Posts
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robin19999
Netherlands246 Posts
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lifecanwait
96 Posts
On April 19 2011 02:35 robin19999 wrote: Looks amazing when will we see it in GSL? that would actually be some great diversity, different setting different style.. | ||
-_-
United States7081 Posts
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Ownos
United States2147 Posts
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eakzor
Sweden35 Posts
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BushidoSnipr
United States910 Posts
Plus it would bring a little better scenery if used in something like gsl, cuz all teh maps are dark. | ||
Yoshi Kirishima
United States10317 Posts
And yeah, this looks like something that could be from WC3!!! This is like the new Metal :D (Cross positions only!) | ||
leviathan400
United Kingdom393 Posts
Looks great! | ||
dimfish
United States663 Posts
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FlaShFTW
United States10097 Posts
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Maximumraver
Netherlands123 Posts
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FliedLice
Germany7494 Posts
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Mafe
Germany5966 Posts
On April 21 2011 05:30 FliedLice wrote: beautiful, reminds me of some wc3 maps i forgot the names of ![]() I may help you you: It is called Deserted Isles: http://www.wc3cl.de/index.php?topic=57387.60 Here is a mirrored overview of this map. ![]() | ||
Mithriel
Netherlands2969 Posts
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MildCocoA
Korea (South)129 Posts
Let's play ~! ![]() | ||
Dubsys
Australia122 Posts
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blackone
Germany1314 Posts
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Stryk
United States22 Posts
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Bensio
United Kingdom621 Posts
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Megakenny
Canada829 Posts
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Maximumraver
Netherlands123 Posts
On April 24 2011 04:48 Bensio wrote: Please someone get this on EU ![]() This! ![]() | ||
peeeky
Canada631 Posts
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snorsorbet
6 Posts
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JL_GG
Canada249 Posts
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Bensio
United Kingdom621 Posts
![]() Really wanna try TvZ and ZvP on this map | ||
pyaar
United States423 Posts
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Snausages
United States529 Posts
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Siphyo
Netherlands121 Posts
On April 25 2011 12:23 Snausages wrote: images are broken, or is it just me? Just you that's broken ![]() The map looks beautiful, would almost feel bad for creeping it up. | ||
dc302
Australia576 Posts
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JL_GG
Canada249 Posts
when u r rallying units from ur base to the other guy's base/natural through barracks ur units will get stuck at the watchtower when activated since it raise up when activated so yeah but awesome map bro keep up the good work | ||
MildCocoA
Korea (South)129 Posts
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blackone
Germany1314 Posts
On April 25 2011 21:07 Siphyo wrote: Just you that's broken ![]() The map looks beautiful, would almost feel bad for creeping it up. That leads me to the question, how does creep look on the flooded areas? | ||
ihasaKAROT
Netherlands4730 Posts
On April 26 2011 23:32 blackone wrote: Show nested quote + On April 25 2011 21:07 Siphyo wrote: On April 25 2011 12:23 Snausages wrote: images are broken, or is it just me? Just you that's broken ![]() The map looks beautiful, would almost feel bad for creeping it up. That leads me to the question, how does creep look on the flooded areas? Forget creep, zerglings will drown! Not to mention anything that burrows... 'Oh theres some loose soil here under our marinefeet... yuggggg looks like someone burrowed a roach here... roaches dont swim well do they? no. ' | ||
The Final Boss
United States1839 Posts
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epikAnglory
United States1120 Posts
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Zorgaz
Sweden2951 Posts
![]() On April 24 2011 06:16 Maximumraver wrote: This! ![]() Yes need on EU!! :O | ||
BushidoSnipr
United States910 Posts
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LS
Korea (South)145 Posts
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NcK
Germany51 Posts
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StateSC2
Korea (South)621 Posts
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pampelmus
Switzerland215 Posts
On May 10 2011 03:36 NcK wrote: Can I somehow help you to get this on the EU Servers? Please!! | ||
Yoshi Kirishima
United States10317 Posts
Edit: OMG lol so it was based on a WC3 map xD | ||
Endymion
United States3701 Posts
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Bensio
United Kingdom621 Posts
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Yoshi Kirishima
United States10317 Posts
Haha xD | ||
Meta
United States6225 Posts
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Oboeman
Canada3980 Posts
I was hoping the creep would turn the water black or murky or something vile. | ||
Vewin
Sweden15 Posts
Looks really great and I hope it comes up on EU soon. | ||
Maximumraver
Netherlands123 Posts
On May 10 2011 18:53 Vewin wrote: Looks really great and I hope it comes up on EU soon. A lot of people (me too) are hoping that :D! | ||
Icyrow
United Kingdom50 Posts
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mlm
Austria164 Posts
(now Tasteless and Artosis will have even more reason to wish that SC2 have water units ![]() | ||
kyarisan
United States347 Posts
On May 10 2011 20:28 Icyrow wrote: It looks like a mario kart map. Not that i'm complaining. + Show Spoiler + This is the song they should play on the GSL every time this map is used. Or maybe this + Show Spoiler + Or this + Show Spoiler + | ||
.Enigma.
Sweden1461 Posts
Great job as always LSPrime! | ||
SirElton
Korea (South)90 Posts
Great work!! | ||
Maximumraver
Netherlands123 Posts
On May 10 2011 21:17 kyarisan wrote: Show nested quote + On May 10 2011 20:28 Icyrow wrote: Or this + Show Spoiler + http://www.youtube.com/watch?v=H4qxUCo-lsc Fuck yeah Super Mario RPG ![]() | ||
ShLiM
Bulgaria178 Posts
![]() so much space behind the minerals | ||
LS
Korea (South)145 Posts
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Deadlyfish
Denmark1980 Posts
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blackone
Germany1314 Posts
On May 10 2011 22:01 LSPrime wrote: Available EU Soon Hooray! I can't wait to both play the map and see it in GSTL! | ||
drooL
United Kingdom2108 Posts
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Hamre
Denmark8 Posts
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aDd3z
Germany885 Posts
![]() now im excited for the team league | ||
Clearout
Norway1060 Posts
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zende
Sweden234 Posts
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Whalecore
Norway1110 Posts
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KinosJourney2
Sweden1811 Posts
![]() Though the watchtowers in the middle might be covering a bit too much, | ||
PartyBiscuit
Canada4525 Posts
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Chewits
Northern Ireland1200 Posts
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wakagashira
Norway2 Posts
Why does everything else have to be desert like and hostile? If I were a Space Marine, I'd much rather fight for something worth fighting over. No way I'd surrender this beautiful piece of land to the Swarm. Hope it works out gameplay wise. Good suggestions in this thread. I love it. Just love it. | ||
DeLoAdEr
Japan527 Posts
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VirtuallyJesse
United States398 Posts
On May 11 2011 00:02 PartyBiscuit wrote: So happy for a brighter tile set ![]() I know we should be commenting on how the map plays.. but yes! Map looks great, tired of dark boring tilesets. | ||
shell
Portugal2722 Posts
since i'm silver i will wait to see games on in before talking crap about it 8) nice work dude! | ||
TheWoodLeagueAllstar
United Kingdom617 Posts
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LS
Korea (South)145 Posts
On May 11 2011 00:29 Frack wrote: whats the map name on kr? | ||
TheWoodLeagueAllstar
United Kingdom617 Posts
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garlicface
Canada4196 Posts
Can you drop tanks on the low ground behind the natural mineral lines? + Added a pic for reference: + Show Spoiler + ![]() | ||
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Beyonder
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Netherlands15103 Posts
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MadJack
Peru357 Posts
Seriously xD | ||
infinity2k9
United Kingdom2397 Posts
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Goibon
New Zealand8185 Posts
On May 11 2011 00:39 Beyonder wrote: To those that said it has a wc3 feel to it: omg, so true ![]() Yes! I couldn't put my finger on it. It also felt like Besaid Island. Although i haven't played that since it came out so i may be thinking of something out. Really gorgeous, can't wait to see some top level games played on it. | ||
TheBJ
Bulgaria906 Posts
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mikyaJ
1834 Posts
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GertHeart
United States631 Posts
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gnutz
Germany666 Posts
On May 11 2011 00:59 mikyaJ wrote: This is so cool, reminds me of that WC3 map that was just like this (actually most were lol) Turtle Rock ! (or Echo Isles?) Very nice, finally water in sc2 maps. | ||
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Beyonder
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Netherlands15103 Posts
On May 11 2011 00:43 infinity2k9 wrote: It looks identical to a Total Annihilation tileset. Doesn't feel very Starcrafty but it looks nice. Professionals usually complain about bright maps though.. Haha that is actually also true ![]() | ||
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Beyonder
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Netherlands15103 Posts
On May 11 2011 01:02 gnutz wrote: Show nested quote + On May 11 2011 00:59 mikyaJ wrote: This is so cool, reminds me of that WC3 map that was just like this (actually most were lol) Turtle Rock ! (or Echo Isles?) Very nice, finally water in sc2 maps. Echo Isles! Thats it ^^ reminds me of it a lot :D Imba orc map | ||
mikyaJ
1834 Posts
On May 11 2011 00:55 TheBJ wrote: The first thing i thought of when i saw this map is terrans lifting off to gold base meta style but it seems much fast here , could see some cool marine pressure builds :D Well... it only has 5 patches and 1 gas. So you would be at a disadvantage until the Gold minerals caught up to the income of the blue from the time you lose from floating.... and then from the lack of patches and gas you would go back to a disadvantage after the enemy has like 16 workers lol. So doing that would give you an advantage in income for like 30 seconds.. | ||
j3i
United States357 Posts
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DirtYLOu
575 Posts
Great job :D | ||
War Horse
United States247 Posts
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awwnuts07
United States621 Posts
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djdoodoo
United Kingdom192 Posts
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dderoma
United States11 Posts
The Overall map reminds me of Dual Sight. The main to natural choke reminds me of Tal'Darim. This is an amazing design! | ||
Ubes
Ireland111 Posts
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On_Slaught
United States12190 Posts
On May 11 2011 01:31 Ubes wrote: Three entrances to the natural seems crazy on this small of a map. I agree with this. The map seems very cramped. Any info on the rush distance timings? Just looking at it, it feels like it would shorter than pretty much any map/position in the pool outside of a close spawn meta. | ||
Al Bundy
7257 Posts
But wow I have a huge issue with this map. The tileset seems very BRIGHT o.O I thought bright tilesets were not used in competition because it hurts the eyes of gamers who train 8 hours / day on these maps.Can someone please enlighten me? | ||
Ciubhran
Sweden98 Posts
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Apoo
413 Posts
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Pants536
Canada16 Posts
On May 11 2011 01:41 Ciubhran wrote: Looks similar to that WC3 map... Forgot the name... Turtle something? Scroll 3/4 of the page up. | ||
clownzim
Brazil267 Posts
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Loranga
Sweden83 Posts
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Canadium
Canada171 Posts
(This message brought to you by a concerned Protoss player) | ||
AEsgaims
United States237 Posts
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JustPassingBy
10776 Posts
Though shouldn't maps be that bright since it strains the eyes too much? (of progamers playing around 8 hours a day, I mean) | ||
All Bogs
Netherlands104 Posts
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xou
France58 Posts
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Joe_Z
Switzerland22 Posts
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Roggay
Switzerland6320 Posts
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Gustaf
Sweden20 Posts
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NeonFox
2373 Posts
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AGIANTSMURF
United States1232 Posts
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Scribble
2077 Posts
Looking forward to seeing it in action. New maps are my favorite part of GSTL. | ||
Phonics
114 Posts
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andrewnguyener
United States548 Posts
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W2
United States1177 Posts
Also the main being so small along with the cliff, it reminds me of jungle basin where we see a lot of cannon rushes from the low ground | ||
Mithriel
Netherlands2969 Posts
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Sporadic44
United States533 Posts
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JiYan
United States3668 Posts
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seodoth
Netherlands315 Posts
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Mali__Slon
Senegal163 Posts
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Chaosvuistje
Netherlands2581 Posts
And I'd still smile due to the looks of it. | ||
iYiYi
United States489 Posts
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Archvil3
Denmark989 Posts
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BlazingSonic
Germany51 Posts
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udgnim
United States8024 Posts
hope it plays well | ||
FenneK
France1231 Posts
Want to see some games on this to work out balance, but looks pretty good. Put this on EU now! :D | ||
anthraxalfa
Sweden26 Posts
Any download link so we can get it up on EU? ![]() | ||
I)etox
1240 Posts
![]() Am I correct to say that the central XN tower has been removed? Also, that the entire middle "island" is not ground pathable? | ||
Hexxed
United States202 Posts
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Nagisama
Canada4481 Posts
On May 11 2011 02:42 Mali__Slon wrote: It reminds me of WC3 map - i think its name was tortoase, or turtle island. turtle rock? PS. map looks ridiculously beautiful | ||
Bosu
United States3247 Posts
I really like that none of the expansions other then the natural are very safe. Can't camp a ball of units anywhere and be safe. Looks like it encourages a mobile playstyle. Who knows though ;x Gold expansions are only thing that I don't like. Not a fan of them. | ||
WightyCity
Canada887 Posts
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njtwkr
Sweden73 Posts
![]() Also, this map looks amazing. Just the look of the map, how beautiful it is, makes me want to play it. I love this kind of terrain. Shattered Temple is kind of my favorite map in the ladder, just because I like the terrain. Most of the other maps are too dark, lol. | ||
ffz
United States490 Posts
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Sinensis
United States2513 Posts
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Shalaiyn
Netherlands2735 Posts
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Zaffy
United Kingdom128 Posts
On May 11 2011 04:12 Shalaiyn wrote: Has anyone uploaded this on EU yet? no but i wish they would ![]() | ||
MinimalMagic
Denmark21 Posts
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0c3LoT
Canada162 Posts
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dislike
Germany54 Posts
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Railgan
Switzerland1507 Posts
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Mulletarian
Norway101 Posts
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clownzim
Brazil267 Posts
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0neder
United States3733 Posts
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B.I.G.
3251 Posts
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Charger
United States2405 Posts
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snorlax
United States755 Posts
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JoeAWESOME
Sweden1080 Posts
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Mr.marine
Canada49 Posts
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NexOs
Austria24 Posts
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Durn
Canada360 Posts
![]() It's on the server. | ||
TheDeli
France110 Posts
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AmiPolizeiFunk
Germany804 Posts
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HardCorey
United States709 Posts
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Yoshi Kirishima
United States10317 Posts
Oh also, yes I hope Blizzard puts this into the map pool! After all this map seems to be based on that one WC3 map mentioned here earlier xD (same layout except bases are added ofc). | ||
Shucks!
United States118 Posts
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Rasun
United States787 Posts
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Panzer91
United States7 Posts
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Duoma
United States396 Posts
Either way, looks great. Props to the mapmaker and cannot wait to see it in action! | ||
namste
Finland2292 Posts
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PhiliBiRD
United States2643 Posts
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Shucks!
United States118 Posts
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Ruyguy
Canada988 Posts
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Toads
Canada1795 Posts
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Kinky
United States4126 Posts
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obnoxkid
United States23 Posts
On April 16 2011 22:12 LSPrime wrote: yes Does Zerg creep spread on the flooded area? | ||
Durn
Canada360 Posts
On May 11 2011 06:00 obnoxkid wrote: Show nested quote + On April 16 2011 22:12 LSPrime wrote: On April 16 2011 22:10 dezi wrote: Can one build in the flooded areas? yes Does Zerg creep spread on the flooded area? repost ![]() | ||
Kamate
Romania580 Posts
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S.O.L.I.D.
United States792 Posts
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Spacekyod
United States818 Posts
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Vaelom
Korea (South)154 Posts
Loving that the map is big enough Zerg pov: easy to spot expo behind the minerals lines :D | ||
froGGifyre
United States213 Posts
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blahz0r
3030 Posts
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theqat
United States2856 Posts
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shin ken
Germany612 Posts
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overshard
United States45 Posts
That being said, there are so many openings everywhere that it allows for a really good Terran or Zerg to split up their armies and surround much easier. Overall, I think the chokes need to be expanded a tad and the map balance will be fine. | ||
skyR
Canada13817 Posts
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cYaN
Norway3322 Posts
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Eppa!
Sweden4641 Posts
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eviltomahawk
United States11133 Posts
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hachoo
Australia28 Posts
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drinking
Philippines281 Posts
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m3rciless
United States1476 Posts
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Sermokala
United States13817 Posts
Terran favored again tt | ||
hmunkey
United Kingdom1973 Posts
On April 17 2011 01:13 Kinetik_Inferno wrote: It feels like there should be a really risky expansion that also offers income if it goes into ridiculously late game. The problem with risky expansions like that is they favor Terrans disproportionately to the other races because of planetary fortresses. The game doesn't necessarily have to be that late-game for Terran to take it whereas a Zerg (and to a lesser extent Protoss) absolutely cannot. | ||
Lori_ftw
Germany286 Posts
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MangoTango
United States3670 Posts
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MeteorRise
Canada611 Posts
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zeru
8156 Posts
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Pugsly
United States50 Posts
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HueHang
73 Posts
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Black0ut
United States75 Posts
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MyNameIsAlex
Greece827 Posts
On May 11 2011 07:55 zeru wrote: did anyone else see this initially before looking closer: ![]() eh I dont think it looks anythhing like good old Turtle Rock :x | ||
Phaint
Canada211 Posts
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Randomaccount#77123
United States5003 Posts
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Barbiero
Brazil5259 Posts
So, T-up for visual, T-down for architeture. I doubt anyone at GSL will like this map either. | ||
Existential
Australia2107 Posts
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TedJustice
Canada1324 Posts
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tabbott26
United Kingdom379 Posts
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shineq
United Kingdom1453 Posts
"Whenever I see a world untouched by war, a world of innocence, a world of lush forests and clear rivers... I really just wanna nuke the crap out of it!" I can't wait to see this map in action, i love it! | ||
Hokay
United States738 Posts
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skullhoof
Korea (North)835 Posts
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Sanguinarius
United States3427 Posts
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JMuRda5
United States17 Posts
* ![]() The spoilers show 5 screenshots in succession that show the glitch playing out. These 5 shots were over about 3-4 secs game time. It changed as my army got closer to, and into the vortex. + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() Its not a huge deal, but figured id point it out. I have a very capable computer, and have almost all ultra settings, it shouldnt be my computer causing it. First time posting pics and spoilers here.....hope i didnt screw it up :/ Ill try to edit asap if its messed up.... | ||
RobCorso
United States111 Posts
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epikAnglory
United States1120 Posts
You are a very talented mapmaker!. | ||
carebear91
Singapore236 Posts
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Yoshi Kirishima
United States10317 Posts
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kellymilkies
Singapore1393 Posts
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sureshot_
United States257 Posts
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FuRong
New Zealand3089 Posts
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iPBioOrMech
Turkey297 Posts
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esp
Australia109 Posts
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VoiceOfDecember
Australia206 Posts
Incoming severe ZvP smashing. I really hope it just feels good to play on like xelnaga, I want to want to play on this map ![]() | ||
Dromar
United States2145 Posts
I really like how there are no Xel'Naga Watchtowers. I think it's about time we see more maps without them. | ||
epikAnglory
United States1120 Posts
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Tobberoth
Sweden6375 Posts
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DisaFear
Australia4074 Posts
ITS SO BEAUTIFULLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL I love it, well done, buy yourself a cookie lolly | ||
gn1k
United States441 Posts
I have tried to make maps with tons of water before and noticed similar issues. Maybe it is just my computer. | ||
RaiKageRyu
Canada4773 Posts
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ThatGuyDoMo
Australia516 Posts
I hope we end up with some snow maps | ||
sVnteen
Germany2238 Posts
that map looks so friggin beautyful LOL | ||
SkyMouz
Hungary11 Posts
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F1rstAssau1t
1341 Posts
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grobo
Japan6199 Posts
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sCnDiamond
Germany340 Posts
On May 10 2011 22:01 LSPrime wrote: Available EU Soon Thank you so much ![]() | ||
DannyJ
United States5110 Posts
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Linoge
Hungary115 Posts
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Ruscour
5233 Posts
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adso
718 Posts
awe some texturing/general eye candy sucks you don't answer all interesting questions.. YES players need to read the whole thread (whatcha gonna do, people are boringly lazy.. don't be like them.. share.. we'll love ya back ![]() lighting? + Show Spoiler + your view on the matter, not what you hear or something.. we would like to know what you prefer playing on ![]() SEA/LA realms? map(s) it might replace? why no motmt ![]() why so timidly awesome? edit:etc thank you for your time/maps | ||
MeLo
Australia192 Posts
Search for GSL Bel'Shir beach. | ||
Maximumraver
Netherlands123 Posts
On May 10 2011 22:01 LSPrime wrote: Available EU Soon Nice! ![]() | ||
LS
Korea (South)145 Posts
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LiOn
Austria239 Posts
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Railin
Canada96 Posts
I don't quite like the amount of cliffs on the map, but I guess we shall see how it plays out. Pure beauty of the map and light texture colors will make the matches spectacular to watch. | ||
Argus92
Netherlands93 Posts
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adso
718 Posts
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mikyaJ
1834 Posts
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croQue
Germany7 Posts
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Udyr
Austria16 Posts
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nanoscorp
United States1237 Posts
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Qikz
United Kingdom12022 Posts
It's nice to get some games on maps which are not just dark and dingy for a change since the xel'naga tilesets have been used for a lot recently and even tal'darim seems pretty dark sometimes. | ||
leviathan400
United Kingdom393 Posts
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ODKStevez
Ireland1225 Posts
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Xavy
Canada55 Posts
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Eufouria
United Kingdom4425 Posts
I haven't had a chance to play it yet but doing some theory crafting of the map I like how wide the centre is, and how much open space there is while still being a good amount of cover. I also like the wide ramp on the 3rd, hopefully that gets rid of the boring games you see where players turtle up on 3 bases for the whole game. I also like how one of the ramps to the natural leads straight away into a fairly long choke. That should lead to some interesting manoeuvring throughout the game where players can choose to hold at the choke and fire down unanswered on their opponents at the risk of being quite vulnerable if the player at the bottom of the ramp does get sight and has siege tanks, collosi or infestors, or by holding further back at the entrance to the choke where the player can get a better concave, but the enemy can also definitely have sight of them. My worries about the map are that there are 3 ramps leading into the natural. I think there needs to be at least rocks blocking 1 ramp, possibly both the front ones so at the start of the game the ramp leading to the 3rd is the only entrance. There probably are rocks at some of the ramps, I just haven't been able to check, can somebody confirm the locations of rocks on the map please? | ||
TibblesEvilCat
United Kingdom766 Posts
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Terranist
United States2496 Posts
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Masayume
Netherlands208 Posts
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Griffith`
714 Posts
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Zaffy
United Kingdom128 Posts
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Randomaccount#77123
United States5003 Posts
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Ebuzola
Belgium19 Posts
![]() Great map, keep it up | ||
Hams
Sweden5 Posts
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Retgery
Canada1229 Posts
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Snake_Doc
Australia98 Posts
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Jankem
Canada42 Posts
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BluePanther
United States2776 Posts
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Teim
Australia373 Posts
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LS
Korea (South)145 Posts
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Krimancer
Sweden150 Posts
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pR0gR4m3R
Spain1446 Posts
On May 12 2011 19:14 LSPrime wrote: Wait Plz! Available EU Soon! Looking for it. Havent found yet | ||
SoylentCreep
Korea (South)176 Posts
Hoping to find it on EU soon. | ||
Blackrobe
United States806 Posts
Looks great! | ||
don_chulio
Germany18 Posts
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Sami172
Germany4 Posts
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Gulzt
Netherlands275 Posts
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Solis_au
Australia30 Posts
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Mikhail
67 Posts
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Wren
United States745 Posts
I will say, however, it's nice to have all that space in the back to hide important buildings and tech! | ||
Tonttu
Finland606 Posts
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udgnim
United States8024 Posts
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Audio
United States60 Posts
At first glance I thought the gold bases would make the map terran favored versus zerg similar to xel'naga caverns, but since the gold for the zerg isn't the quickest attack path for the terran it's not. Basically if the terran takes the gold you can take a far gold(by ground).. If the terran takes the natural third. then you can take the far natural fourth. I also like the fact that terran can't take a very safe fourth similar to xel'naga, the fourth on xel'naga was a gimmie for the terran. This map seems to spread the terran out a little bit more instead of keeping your tanks in one siege location to gaurd the third and fourth. Probably going to see a lot of double overlord sacs on this map from the large main. The natural is also fairly large for ZvP. 2 base zerg timmings might be a bit strong, but in the current meta game they are either strong or not viable depending on the map. I't will be interesting to see if protoss players pick their fights at the choke or in the back of their natural. | ||
Isken
Korea (South)1131 Posts
On May 12 2011 20:52 Blackrobe wrote: Map Tour: http://www.gomtv.net/2011gstl3/news/65288 Looks great! Great indeed! The last picture made me giggle :p | ||
Philip2110
Scotland798 Posts
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Joe_Z
Switzerland22 Posts
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Tablespoon
Norway223 Posts
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roswellmania
27 Posts
thx | ||
zende
Sweden234 Posts
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57 Corvette
Canada5941 Posts
Great job on making the map, and great choice from the GSTL to pick it up. | ||
adso
718 Posts
![]() i wouldnt play it tho, so many other maps are more interesting "layout/features" wise so... no response to "this map is very bright ingame, no?" too bright ? | ||
Maximumraver
Netherlands123 Posts
OOOH YEAH!!! :D | ||
HypernovA
Canada556 Posts
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dislike
Germany54 Posts
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PraefektMotus
Germany129 Posts
I have two issues with it though: - On the map below, I marked all (or most) areas that have trees standing in water. It looks irritating, and it actually is because trees don't do that in real life. Also, the two large red areas next to the main bases look rather bland with just lots of trees thrown in there. I suggest replacing the large red areas with deep water, and the smaller ones with rocks or other fitting doodads. + Show Spoiler + ![]() - A tank can reach one geyser in each main base. Is that intended? | ||
Ziggy Starport
United States70 Posts
On May 14 2011 04:18 PraefektMotus wrote: - On the map below, I marked all (or most) areas that have trees standing in water. It looks irritating, and it actually is because trees don't do that in real life. Do an image search for Bayou or Mangroves. Some trees actually prefer a waterlogged habitat. | ||
HeroHenry
United States1723 Posts
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adso
718 Posts
![]() + Show Spoiler + even i posted a map on #5 ![]() edit: On May 14 2011 04:28 Ziggy Starport wrote: Show nested quote + On May 14 2011 04:18 PraefektMotus wrote: - On the map below, I marked all (or most) areas that have trees standing in water. It looks irritating, and it actually is because trees don't do that in real life. Do an image search for Bayou or Mangroves. Some trees actually prefer a waterlogged habitat. <3 | ||
PraefektMotus
Germany129 Posts
On May 14 2011 04:28 Ziggy Starport wrote: Show nested quote + On May 14 2011 04:18 PraefektMotus wrote: - On the map below, I marked all (or most) areas that have trees standing in water. It looks irritating, and it actually is because trees don't do that in real life. Do an image search for Bayou or Mangroves. Some trees actually prefer a waterlogged habitat. It's true, these kinds obviously do. However, the map is aiming for a Caribbean kind of vibe with white beaches, soft blue water and lots of palm trees (which don't grow in water). Trees covering water are more reminiscent of swampy and extremely moist jungles. I personally wouldn't put those together, even if there are some real life exceptions where some plants overlap both types of terrain. But then again, that's just my impression, maybe for others this is totally fine. | ||
KYYY
Germany1 Post
do love the water though | ||
LemonyTang
United Kingdom428 Posts
On May 14 2011 06:09 KYYY wrote: This map truly is a nightmare for terran: There is no choke to defend! Your nat is way too open and your main base choke is (i think) as big as on scrap. No way to defend your nat so your only option is rushing. Defending against zerg seems impossible(at least on a map like xel naga you have a small ramp) do love the water though I disagree, the destructible rocks, line of sight blockers as well as the space in the natural compensate for all the entrances - on the contrary, it's a lot harder for zergs to defend. Just like on Tal'Darim, the natural and 3rd both have chokes, but on this the distance between the chokes seems smaller, and leads straight into the natural. It's a cool map, a bit tough to get to grips with at the start... My only complaint is creep tumours look a bit weird, with the top just poking out the water. | ||
TheSaddestPanda
United States61 Posts
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TheGiftedApe
United States1243 Posts
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iHirO
United Kingdom1381 Posts
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Nightrain
481 Posts
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MajorityofOne
Canada2506 Posts
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Griffith`
714 Posts
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monitor
United States2404 Posts
My concern is that on low graphics, the water looks really weird since its running so fast. Would you consider changing its Run Speed to 0.001? | ||
Antares777
United States1971 Posts
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TheGiftedApe
United States1243 Posts
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Cheeryohs
United States36 Posts
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mrjpark
United States276 Posts
On another note, this map would crash my computer with all that water. | ||
dabom88
United States3483 Posts
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gaizka
United States991 Posts
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mrjpark
United States276 Posts
On May 16 2011 17:57 gaizka wrote: Belshir what does it mean? It's a planet from the campaign. | ||
DrakanSilva
Chile932 Posts
Can gomTV upload their maps to the LA server also ? Or else if they let me do it i will! | ||
grobo
Japan6199 Posts
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PresenceSc2
Australia4032 Posts
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rakshasa
Japan23 Posts
Doesn't it break a bit of the immersion that every stone and tree is exactly the same on the other side of the map... At least the scenery should be possible to vary without changing the balance. | ||
lefix
Germany1082 Posts
only along the mirror axis you need to alter the visuals to hide it. | ||
rakshasa
Japan23 Posts
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aDd3z
Germany885 Posts
On May 16 2011 21:27 rakshasa wrote: Why is it that all the maps are perfectly mirrored? Doesn't it break a bit of the immersion that every stone and tree is exactly the same on the other side of the map... At least the scenery should be possible to vary without changing the balance. y like dual sight and testbug these maps a great | ||
sCnDiamond
Germany340 Posts
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captainwaffles
United States1050 Posts
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epoc
Finland1190 Posts
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OptimusYale
Korea (South)1005 Posts
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monitor
United States2404 Posts
On May 18 2011 02:48 OptimusYale wrote: played a game on this with my protoss buddy and I have to say I absolutely love it, however he hated it! He complained about a lack of ramp, too many entrances into his base blah blah but I have to say, from a real person's perspective, a great map and I hope this makes its way onto the ladder rotation because its so damn beautiful! Lol, Protoss aren't real people ![]() Haha just kidding. I think he has a point that the natural is very hard to defend, coming from a protoss and terran perspective. However, I don't think its a bad thing to experiment. | ||
KuKKi
Germany73 Posts
this seems pretty nasty on this map o.o | ||
monitor
United States2404 Posts
On May 18 2011 13:48 KuKKi wrote: Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain) this seems pretty nasty on this map o.o Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout. | ||
windsupernova
Mexico5280 Posts
Hopefully we get more and more maps like that(for the ladder plz Blizzard) | ||
crms
United States11933 Posts
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rakshasa
Japan23 Posts
However I'm sad the units do not seem to be having any effect on the water while moving through, as that kinda breaks the immersion. | ||
Hikari
1914 Posts
- Map is a little too small. The space behind mineral line should be widened for better air harassment (mutas, drops) - Elevation and cliffs: I think a few more in the center area will be nice - lack of a ramp may make early bunker pushes very powerful (similar to kulas ravine). The nearby "hill" may help but zerg takes extra effort to get a spine crawler all the way out there. - This may have to do with the small map, but lack of a xelnaga tower makes spotting a little harder. - Protoss can easily warp units below the main and have a shorter attack path. | ||
KuKKi
Germany73 Posts
On May 18 2011 13:51 monitor wrote: Show nested quote + On May 18 2011 13:48 KuKKi wrote: Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain) this seems pretty nasty on this map o.o Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout. i meant this -> ![]() its untouchable, u cant try to block any cannons to build. As P, u just need to build these 2 pylons, and the area between them are untouchable. Get a probe in there, build 2 pylons, cancel upper pylon when the bottom one finished, build cannon, build pylon. this will deny the Expansion for the Zerg for ages. | ||
LS
Korea (South)145 Posts
On May 19 2011 22:31 KuKKi wrote: Show nested quote + On May 18 2011 13:51 monitor wrote: On May 18 2011 13:48 KuKKi wrote: Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain) this seems pretty nasty on this map o.o Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout. i meant this -> ![]() its untouchable, u cant try to block any cannons to build. As P, u just need to build these 2 pylons, and the area between them are untouchable. Get a probe in there, build 2 pylons, cancel upper pylon when the bottom one finished, build cannon, build pylon. this will deny the Expansion for the Zerg for ages. | ||
L3g3nd_
New Zealand10461 Posts
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Acritter
Syria7637 Posts
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Ahelvin
France1866 Posts
It's so good looking it's ridiculous, and the clockwise/counterclockwise expansion flow is very interesting. Excellent work imo ! | ||
mage36
415 Posts
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Whole
United States6046 Posts
On May 19 2011 22:31 KuKKi wrote: Show nested quote + On May 18 2011 13:51 monitor wrote: On May 18 2011 13:48 KuKKi wrote: Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain) this seems pretty nasty on this map o.o Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout. i meant this + Show Spoiler + -> ![]() its untouchable, u cant try to block any cannons to build. As P, u just need to build these 2 pylons, and the area between them are untouchable. Get a probe in there, build 2 pylons, cancel upper pylon when the bottom one finished, build cannon, build pylon. this will deny the Expansion for the Zerg for ages. seems like adding unbuildable terrain, at least where cannons could be warped in from the low ground would solve this ezpz | ||
NB
Netherlands12045 Posts
anyone? :D | ||
InvXXVII
Canada242 Posts
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DNB
Finland995 Posts
![]() Just a very small aesthetic detail I noticed ![]() | ||
MBH
Ireland796 Posts
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Marinechan
Sweden71 Posts
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baeric
Germany649 Posts
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zolia
France12 Posts
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Superouman
France2195 Posts
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KMARTRULES
Australia474 Posts
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rakshasa
Japan23 Posts
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Superouman
France2195 Posts
On May 27 2011 19:57 rakshasa wrote: Am I the only one who ends up rooting for the guy on GSL that _doesn't_ eliminate this map? If the natural would be safer, people would less veto this map | ||
The Final Boss
United States1839 Posts
As far as PvP goes (and I'm not entirely sure if this is purposeful) the high ground near the entrance to the main serves as a great way to be able to hold off any sort of 4 Gate/Early All-in style attack. I haven't actually seen any pro level PvP's take place on this map, but I feel like the way the entrance is made would allow one to get Robo units off of one base while holding off aggression (that being said recent patch changes have helped this in PvP anyways). Aesthetically I love the way this map looks, and personally I have no problem with it; except in TvZ. The map really is a nightmare for Terran, and I feel like it almost forces them into some sort of one base play. I play Terran and I have no problem taking my natural on other maps with "hard to secure naturals" such as Xel'Naga Caverns, Slag Pits, or Metalopolis. But the few games I've played here have all resulted in me having a really difficult time securing the natural. | ||
Mithriel
Netherlands2969 Posts
Though yeh it has some.imperfections, the map is beautiful! | ||
Warzilla
Czech Republic311 Posts
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IcculusLizard
265 Posts
Currently available only on NA, but working on getting it published in other regions. http://www.teamliquid.net/forum/viewmessage.php?topic_id=226035 | ||
Trozz
Canada3454 Posts
Overlords can hide from rines. The trees are too dense... | ||
monitor
United States2404 Posts
On June 05 2011 01:33 Trozz wrote: In this map's middle, Overlords can hide from rines. The trees are too dense... Don't think the density of the trees should affect anything, what do you mean? Are you sure its not just that the trees are on high ground, which means marines don't have vision? | ||
furymonkey
New Zealand1587 Posts
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iGrok
United States5142 Posts
On June 09 2011 19:09 furymonkey wrote: I really dont like the choice of water on this map, especially the colour, it really looked too bright for me. I prefer the fully clear water over this anyday, and that actually what it looks like at the beach. Beach water looks different at beaches all over the world. I really like the water on this map, and color-wise it goes great with the rest of the map | ||
furymonkey
New Zealand1587 Posts
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Archvil3
Denmark989 Posts
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LS
Korea (South)145 Posts
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chocopaw
2072 Posts
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Miragee
8477 Posts
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LennX
4537 Posts
Or do Terrans have to place their buildings a little better? ![]() | ||
WeedRa
Germany815 Posts
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1Lamb1Rice
United States435 Posts
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Medrea
10003 Posts
On June 27 2011 21:46 Miragee wrote: Nooooooo, Xel'Naga Towers will destroy this map. ![]() It was earning itself the name of basetrade beach. New map looks great. | ||
MildCocoA
Korea (South)129 Posts
Serach Bel'shir beach (Uploader : MildCocoA) | ||
SidianTheBard
United States2474 Posts
Any chance you could get Hanging Gardens up? :D | ||
WeedRa
Germany815 Posts
On June 30 2011 16:54 MildCocoA wrote: Published New Bel'shir beach Map (NA server) Serach Bel'shir beach (Uploader : MildCocoA) still nothing on EU :/ The actual version is only available in peepmode ![]() | ||
MildCocoA
Korea (South)129 Posts
On June 30 2011 19:12 WeedRa wrote: Show nested quote + On June 30 2011 16:54 MildCocoA wrote: Published New Bel'shir beach Map (NA server) Serach Bel'shir beach (Uploader : MildCocoA) still nothing on EU :/ The actual version is only available in peepmode ![]() Published on EU Check!! Serach GSL Bel'shir beach (Uploader : GomTV) | ||
Ruscour
5233 Posts
On June 30 2011 01:30 Medrea wrote: Show nested quote + On June 27 2011 21:46 Miragee wrote: Nooooooo, Xel'Naga Towers will destroy this map. ![]() It was earning itself the name of basetrade beach. New map looks great. Agreed. The towers aren't a sexy addition but it's the best way around basetrade beach. | ||
Miragee
8477 Posts
On June 30 2011 20:30 Ruscour wrote: Show nested quote + On June 30 2011 01:30 Medrea wrote: On June 27 2011 21:46 Miragee wrote: Nooooooo, Xel'Naga Towers will destroy this map. ![]() It was earning itself the name of basetrade beach. New map looks great. Agreed. The towers aren't a sexy addition but it's the best way around basetrade beach. Basetrade Beach because the players are to dumb to scout correctly? Remember: There were not Watchtowers in BW. But ok, I will try to watch how it works out. | ||
Scrambles
United Kingdom3 Posts
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Usagi
Spain1647 Posts
But there were Dark templars involved and stuff. | ||
Medrea
10003 Posts
On July 01 2011 06:34 Miragee wrote: Show nested quote + On June 30 2011 20:30 Ruscour wrote: On June 30 2011 01:30 Medrea wrote: On June 27 2011 21:46 Miragee wrote: Nooooooo, Xel'Naga Towers will destroy this map. ![]() It was earning itself the name of basetrade beach. New map looks great. Agreed. The towers aren't a sexy addition but it's the best way around basetrade beach. Basetrade Beach because the players are to dumb to scout correctly? Remember: There were not Watchtowers in BW. But ok, I will try to watch how it works out. Not so much scouting as it was that counterattacks were amazing on that map. I really really like the new 4th placement. After getting the third the old map seemed to be a bit like "well fuck it guess I go attack now." | ||
hmc
495 Posts
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Jayjay54
Germany2296 Posts
![]() besides: basetrades are fine. goody has more chances then ![]() | ||
Amui
Canada10567 Posts
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Ragoo
Germany2773 Posts
On July 11 2011 17:12 Jayjay54 wrote: i really don't get why no one uses this map. stats seem fine. it's freakin beautiful. and GSL uses it. makes me sad, that I never saw a game outside GSL of this awesome map ![]() besides: basetrades are fine. goody has more chances then ![]() Since I didn't watch GSL for some time, can someone enlighten me what the problem with this map is (or was) ? | ||
AmericanUmlaut
Germany2576 Posts
On July 11 2011 18:32 Ragoo wrote: Show nested quote + On July 11 2011 17:12 Jayjay54 wrote: i really don't get why no one uses this map. stats seem fine. it's freakin beautiful. and GSL uses it. makes me sad, that I never saw a game outside GSL of this awesome map ![]() besides: basetrades are fine. goody has more chances then ![]() Since I didn't watch GSL for some time, can someone enlighten me what the problem with this map is (or was) ? I think it's just that the structure makes it very easy for the armies to move out simultaneously, walk past each other on either side of the large island in the middle and end up in each others bases, which leads to a base-race. | ||
Diamond
United States10796 Posts
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Diamond
United States10796 Posts
On July 13 2011 10:14 iCCup.Diamond wrote: This map causes -Orb- game to freeze up sometimes (for about 30 seconds then resumes as normally) when playing replays. Wonder what's unique to this map to cause that. LS, any ideas about this issue? We are dropping this map from the Korean Weekly and I really don't want to, it's a good map but this freezing bug is weird and unique to the map. | ||
trias_e
United States520 Posts
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-Switch-
Canada506 Posts
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FPSKeNz
91 Posts
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TigerKarl
1757 Posts
edit: justification for rage: I would have played against ClouD afterwards. | ||
Grebliv
Iceland800 Posts
On July 01 2011 06:34 Miragee wrote: Show nested quote + On June 30 2011 20:30 Ruscour wrote: On June 30 2011 01:30 Medrea wrote: On June 27 2011 21:46 Miragee wrote: Nooooooo, Xel'Naga Towers will destroy this map. ![]() It was earning itself the name of basetrade beach. New map looks great. Agreed. The towers aren't a sexy addition but it's the best way around basetrade beach. Basetrade Beach because the players are to dumb to scout correctly? Remember: There were not Watchtowers in BW. But ok, I will try to watch how it works out. It's not about scouting, it'a about the two very distant but equal main paths making armies never really meet if they go for attacks at the same time or if one decides a counter attack is better than defending. Makes the layout very prone to counters and basetrades. | ||
Ekaliptus
France2 Posts
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Ekaliptus
France2 Posts
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