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Alterzim Stronghold TE

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
meatpudding
Profile Joined March 2011
Australia520 Posts
Last Edited: 2013-10-25 02:28:40
October 24 2013 05:44 GMT
#1
Mods - I'm not sure what the policy is for posting maps made by others, note sure to use [M] or [D] tags?

Alterzim Stronghold was released by Blizzard recently as a new balance test map.

"Alterzim Stronghold (we’re pronouncing it ‘ahl-ter-zeem’) is a four-player map, designed with the specific goal in mind that all combinations of 1v1 spawn locations are viable and don’t offer an advantage to any one player. Please make sure to test this component of the map and let us know what you think. We also worked with our eSports partners to incorporate their knowledge and feedback into the creation of this map. However, we need to be extra sure that it’s tournament viable, because we’d really love to have this sort of macro map in the WCS pool next year. Therefore, we’ll be looking to make necessary tweaks not only before the release of the map, but potentially throughout the remainder of this year as we prepare for the WCS in 2014." - battle.net

So I downloaded it from Battle.net and ran it through the analyser. Here are some pics of the results.

Playable 192x192.

Main-to-main pathing is 216 units (cross) or 173 units (close).

Angled
+ Show Spoiler +
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Overview
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Analyser
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Size comparison with other maps
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Photon Overcharge
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Bases
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Pathing Close nat-nat
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Pathing Cross nat-nat
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Pathing Close main-main
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Pathing Cross main-main
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Blink Range
+ Show Spoiler +
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Siege Range
+ Show Spoiler +
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Be excellent to each other.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2013-10-24 06:14:56
October 24 2013 06:12 GMT
#2
nr20 much? Based on their recent map releases it seems like Blizzard has no clue that variations in strategy make for an interesting game and assumes that everyone wants macro macro macro 200 food deathballs omg so many explosions.

At least a map this damn enormous might avoid the whole snowballing victory problem, since if you lose a fight on their side of the map you can pretty much build an entire new 200 food army by the time they get to your base lol.
vibeo gane,
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 24 2013 06:23 GMT
#3
On October 24 2013 15:12 -NegativeZero- wrote:
nr20 much? Based on their recent map releases it seems like Blizzard has no clue that variations in strategy make for an interesting game and assumes that everyone wants macro macro macro 200 food deathballs omg so many explosions.

At least a map this damn enormous might avoid the whole snowballing victory problem, since if you lose a fight on their side of the map you can pretty much build an entire new 200 food army by the time they get to your base lol.

right? like, in the hands of koreans this could be fun to watch as long as you don't mind a 10 minute loading phase.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
October 24 2013 08:44 GMT
#4
Turtlefest4ever
Mapmaker of Frost, Fruitland and Bridgehead
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
October 24 2013 09:53 GMT
#5
On October 24 2013 15:12 -NegativeZero- wrote:
nr20 much? Based on their recent map releases it seems like Blizzard has no clue that variations in strategy make for an interesting game and assumes that everyone wants macro macro macro 200 food deathballs omg so many explosions.

At least a map this damn enormous might avoid the whole snowballing victory problem, since if you lose a fight on their side of the map you can pretty much build an entire new 200 food army by the time they get to your base lol.


Actually if anything this promotes more interesting games.

It means you can actually have a game where you don't insta lose to a base race purely because they got to your bases quicker than you got to theirs and there's no point turning around since they'll be able to kill all your bases by the time you get back.

It also means styles like mech are better purely because the enemy once again can't just insta counter attack you and there's nothing you can do about it since you have no mobility. It means even if you lose a bunch of units too you can actually rebuild and claw what little defenders advantage you can get to defend your production rather than just insta lose.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Antares777
Profile Joined June 2010
United States1971 Posts
October 24 2013 10:43 GMT
#6
Eh, I don't know about this map. I'm excited to have another map with an in-base natural, but 192x192 is absolutely huge. This beast is larger than Tal'Darim Altar was back when it was in the map pool.

I do think it's important to have a large macro map in the pool though, so let's see how it does.
moskonia
Profile Joined January 2011
Israel1448 Posts
October 24 2013 11:03 GMT
#7
As a player who likes to all in: fuck. But in all seriousness this looks very interesting, we have never seen such a huge map that has so easy bases, I wonder how it will turn out. I predict lower level games might suck, many silver players will have 2 hour long games here, but pro games should be pretty good.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 24 2013 13:15 GMT
#8
Well at least its not as bad as condemned ridge...
~ ~ <°)))><~ ~ ~
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 24 2013 13:23 GMT
#9
On October 24 2013 20:03 moskonia wrote:
As a player who likes to all in: fuck. But in all seriousness this looks very interesting, we have never seen such a huge map that has so easy bases, I wonder how it will turn out. I predict lower level games might suck, many silver players will have 2 hour long games here, but pro games should be pretty good.

It's not like warp gates cares about rush distance.
DeMoN pulls off a Miracle and Flies to the Moon
MorDka
Profile Joined October 2012
Poland543 Posts
October 24 2013 13:29 GMT
#10
In my opinion easy to take bases and large map will promote very greedy plays, so there will be still potential to allin/presure and it will turn out not to be a very campy map. Because of that we could see a lot of new builds. I can see potential to mech with "close spots" on this map, not very much with cross spots becuse the middle is so open, therefore it wil promote very mobile army composition for example: mutaling bane, zelot archon, bio mine. The distances in cross spots could weaken the death ball just becuse it takes so long to get to the other side of the map, and you could just counter attack very easily.

Those are my thoughts
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 24 2013 13:30 GMT
#11
On October 24 2013 19:43 Antares777 wrote:
I do think it's important to have a large macro map in the pool though, so let's see how it does.

We have 2 already actually though /s
DeMoN pulls off a Miracle and Flies to the Moon
Extenz
Profile Joined October 2011
Italy822 Posts
October 24 2013 14:23 GMT
#12
if this will be cross only it'll be intereseting I'd like to test greedy builds as protoss, but if it's all spawns fuck it srsly.
moskonia
Profile Joined January 2011
Israel1448 Posts
October 24 2013 14:38 GMT
#13
On October 24 2013 23:23 Extenz wrote:
if this will be cross only it'll be intereseting I'd like to test greedy builds as protoss, but if it's all spawns fuck it srsly.

Why fuck it? in close spawns or not you still have easy 3 bases. I would open phoenixes first though since mutas would be imba as shit on this map. Anyways after inspecting it a bit you can see that on close spawns you got an easy choked passage to the enemy which means immortal sentry all in would be pretty good here.
ffadicted
Profile Joined January 2011
United States3545 Posts
October 24 2013 14:44 GMT
#14
On October 24 2013 23:23 Extenz wrote:
if this will be cross only it'll be intereseting I'd like to test greedy builds as protoss, but if it's all spawns fuck it srsly.


They've stated it's all spawns.
I've love to see this map overlaid to scale with a current average sized ladder map to show ppl the true massiveness of it. I don't think most people (in the regular announcement thread) realize it.
SooYoung-Noona!
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-10-24 14:51:45
October 24 2013 14:45 GMT
#15
On October 24 2013 23:23 Extenz wrote:
if this will be cross only it'll be intereseting I'd like to test greedy builds as protoss, but if it's all spawns fuck it srsly.

Why fuck it? This map will play out as same expand-fest on any spawn. It is THAT large.
Also, mind you, it is already published, just not on ladder. Yet.
EDIT: TIL that Taldarim was 176x176 against 192x192 here. Ehem, 16 difference on each side. Not that much, is it?
DeMoN pulls off a Miracle and Flies to the Moon
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 24 2013 14:59 GMT
#16
i wonder which "esport" partner told them to make such a giant map to fit 20 bases. and with a full inbase expo.

literally the safest 4 base expo ive ever seen in a map.
starleague forever
Yello
Profile Blog Joined July 2010
Germany7411 Posts
October 24 2013 15:06 GMT
#17
wow, this map looks really awful. I thought we would go away from this bullshit and back to interesting stuff like Yeonsu and Frost where you can't just take a free 3rd base but instead have to first of all correctly choose which base to take and then have to be in a game position where you can actually take it. Like having an army advantage or having harassing options so your opponent can't just push out.
Instead we get this: free 3 bases, easy 4th and 5th. And they didn't design the middle of the map at all. There's just nothing there. No cliffs, ramps, watch towers, rocks, just nothing. No reason to ever walk out and take map control. No possibilities of ever having an interesting positional battle anywhere.

I just don't get it. Why would you design a map like this? Blizzard map developers have to be really lazy.
Just ahead of time, know your addiction's not a crime. It's just a smaller part of who you want to become in the end.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
Last Edited: 2013-10-24 15:12:30
October 24 2013 15:11 GMT
#18
On October 24 2013 17:44 Semmo wrote:
Turtlefest4ever


It is very turtly, however the air distance between third mineral line and inbase natural mineral line is extremely short, in stark contrast to the ground distance, so it definitely better for harrass than akilon.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 24 2013 15:18 GMT
#19
On October 25 2013 00:11 JustPassingBy wrote:
Show nested quote +
On October 24 2013 17:44 Semmo wrote:
Turtlefest4ever


It is very turtly, however the air distance between third mineral line and inbase natural mineral line is extremely short, in stark contrast to the ground distance, so it definitely better for harrass than akilon.

This map is like the best muta map ever actually. Muta turtle FTW.
DeMoN pulls off a Miracle and Flies to the Moon
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-10-24 15:54:53
October 24 2013 15:28 GMT
#20
btw, I think this map will be very strong for Protoss against Zerg in the midgame, since there is no speedling allin possible to punish stupidly greedy gateway expands. And gateway expands with 3Nexus of 1gate should be incredibly safe. So you should easily get up a brutal 2 or 3base timing. Should be interesting.
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