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Forum Index > SC2 Maps & Custom Games
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LS
Profile Joined March 2011
Korea (South)145 Posts
Last Edited: 2015-02-18 03:08:30
February 18 2015 03:05 GMT
#1
[image loading]

+ Show Spoiler +
- Map Overview-
[image loading]

[image loading]

Created by Lunatic Sounds
Playable :: 168 X 168

Center Gold Bases are have Doubled Resources

[image loading]

[image loading]
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 18 2015 03:25 GMT
#2
First concern; what if terran float to center?
Administrator~ Spirit will set you free ~
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2015-02-18 03:32:06
February 18 2015 03:31 GMT
#3
On February 18 2015 12:25 Plexa wrote:
First concern; what if terran float to center?

According to my calculations, it will take more than 90 seconds for a CC to get over there. So it might actually be fine? You still get two bases with less room and your mineral lines are more vulnerable (can't fit turrets etc).

Edit: Didn't see the double value golds. That could be a problem then. >.>
Moderatorshe/her
TL+ Member
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 18 2015 03:46 GMT
#4
Well even though its a 30 sec float time, no other race is able to punish it. Generally that's one of the main responses to a gold base rush. Two lines of minerals, double value patches... seems like a recipe for disaster.
Administrator~ Spirit will set you free ~
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2015-02-18 03:53:50
February 18 2015 03:53 GMT
#5
I feel like early stargate rush would be able to punish it easily enough. Tempests or even Oracle? It's not like you can turret/bunker/marine up behind the mineral line either.

Also, why do I have a feeling this is going to be a SPL map next round.....
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 18 2015 04:21 GMT
#6
On February 18 2015 12:53 SidianTheBard wrote:
I feel like early stargate rush would be able to punish it easily enough. Tempests or even Oracle? It's not like you can turret/bunker/marine up behind the mineral line either.

Also, why do I have a feeling this is going to be a SPL map next round.....

If this is in SPL I will cry tears of joy, just because it's an island map.
Moderatorshe/her
TL+ Member
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
February 18 2015 05:18 GMT
#7
On February 18 2015 13:21 The_Templar wrote:
Show nested quote +
On February 18 2015 12:53 SidianTheBard wrote:
I feel like early stargate rush would be able to punish it easily enough. Tempests or even Oracle? It's not like you can turret/bunker/marine up behind the mineral line either.

Also, why do I have a feeling this is going to be a SPL map next round.....

If this is in SPL I will cry tears of joy, just because it's an island map.


Same here. Another crazy map or two like Maze would be nice in a format like that.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 18 2015 06:04 GMT
#8
Nice :D
Author of Coda and Eastwatch.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
February 18 2015 07:08 GMT
#9
On February 18 2015 12:31 The_Templar wrote:
Show nested quote +
On February 18 2015 12:25 Plexa wrote:
First concern; what if terran float to center?

According to my calculations, it will take more than 90 seconds for a CC to get over there. So it might actually be fine? You still get two bases with less room and your mineral lines are more vulnerable (can't fit turrets etc).

Edit: Didn't see the double value golds. That could be a problem then. >.>


TvT, both players float to the golds! WHO WINS?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Clonester
Profile Joined August 2014
Germany2808 Posts
Last Edited: 2015-02-18 12:30:19
February 18 2015 10:14 GMT
#10
When this becomes a map prof. players play on, no Zerg will ever play it or be fielded there.

Terran can fly over their command center to take a third and have medivacs very early usually, so they can expand and be aggressive.
Protoss has the stronges air tech which can be used from one base, but they also have the robo tech usually at 2 bases or maybe 3, if they go early nexus. So they will go earlier robo, get the prism and then take a third.
Other then cheese, zerg will take a thrid before lair. Here Zerg cant at all. They will have to go 2 base lair into something bullshit: Oberlorddrop/Nydus or 2base spire. All of these things are not viable, taking a third against a droping terran or a double prism + stargate toss? no way.

But as other think: Gangnam Terran is very risky on this map. Against Zerg, Overlords gonna scout it assap, so terran has to flip the coin: Nydus roach/ling or 2 base spire? Getting marauders and maybe bunkers or turrets and more marines?
Against Brotoss, you can hope he will scout late. But because skytoss or at least phoenix/oracle openings are very viable, you have to take actions against oracle. And then the brotoss can just go 7 gate prism and take you out.
Against terran? No way, every starport style (so 75% of the used tvt openings) will crush gangnam terran so hard.

Not to forget, that gangnam terran will only have 5 workers at the gold and will use the left over scv to build depos. With only 5 workers starting at gold, you are over 100 secounds delayed to your enemy. With chrono and larva build style, protoss and zerg will have much earlier 16 workers on the blues then you have 12 on the golds. And 12 on the golds compared to the 16 on the blues make up only 5% more income of minerals.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 18 2015 10:38 GMT
#11
I would like to see some pros really take the Zerg issue on. Becuase 2 base muta is not a total nonsense and good look to any terran trying to take a third to which he has to ferry everything in medivacs accross large expanses of void against that. With protoss and phoenixes, that's a different story though - on the other hand they have very limited army transfer potential.

In short, I think island maps could play out interestingly, if only someone really took the time to polish strategies on them.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Clonester
Profile Joined August 2014
Germany2808 Posts
February 18 2015 12:29 GMT
#12
On February 18 2015 19:38 opisska wrote:
I would like to see some pros really take the Zerg issue on. Becuase 2 base muta is not a total nonsense and good look to any terran trying to take a third to which he has to ferry everything in medivacs accross large expanses of void against that. With protoss and phoenixes, that's a different story though - on the other hand they have very limited army transfer potential.

In short, I think island maps could play out interestingly, if only someone really took the time to polish strategies on them.


A thor on the closed position to the next island, after burner and boom, 2 base muta with 10-12 mutalisks has 4 medivecs of bio in his island (considering terran goes 2 base and loses on after burner medivac to the mutalisks)
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
ArgusDreamer
Profile Joined May 2011
Canada63 Posts
February 18 2015 12:33 GMT
#13
On February 18 2015 19:38 opisska wrote:
I would like to see some pros really take the Zerg issue on. Becuase 2 base muta is not a total nonsense and good look to any terran trying to take a third to which he has to ferry everything in medivacs accross large expanses of void against that. With protoss and phoenixes, that's a different story though - on the other hand they have very limited army transfer potential.

In short, I think island maps could play out interestingly, if only someone really took the time to polish strategies on them.

I think people are being incredibly assumptive of how the map would play out. I agree with you, i'm a zerg player and personally i would welcome okeyish balanced island maps.
It's simply because i've been wanting it for years since i begun playing WOL.

Honestly make it happen, enough with the terran float reasoning... just add rocks with half the hp needed to kill them if that is programmable. Some sense of creativity/profesional approach can easily balance it.
Also the way i see it this map is more of a test rather than a this needs to be one of the best new maps.


I remember Korhal floating island, that map was the shit ! Not even an island map but the diversity made it so fun to watch or play on. It wasn't anywhere near the most balanced map in the scene... but honestly it was better than every single 3 player map ever made(balance wise not referring to aesthetics. That alone tells you in order to innovate you need to publish well thought out new things, not just old rehashes. Do we really want every map to be a mix of cloud kingdom with overgrowth ? or more mixes of 4 player maps that lead to eventual splitted map scenarios ? I for one love those long macro games but enough is enough. Than again i should be careful what i wish for seeing i was hugely against bringing back steppes of war.

Tldr; ISLAND MAPS PLZ FOR THE LOVE OF TASTELESS.
The cure for boredom is curiosity. There is no cure for curiosity.
ilovegroov
Profile Joined January 2015
357 Posts
February 18 2015 16:42 GMT
#14
I want this in a tournament.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 18 2015 16:45 GMT
#15
Someone should do an island-maps-only tournament so we finally know what is imba and what is ba in this territory!
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
[PkF] Wire
Profile Joined March 2013
France24238 Posts
February 18 2015 22:20 GMT
#16
Is there any way for Z to win on that map in any non mirror mu ?
Antares777
Profile Joined June 2010
United States1971 Posts
February 18 2015 22:44 GMT
#17
Wow the aesthetics are pretty awesome on this map!

I am not really a fan of all-island maps. I like semi-island maps and other gimmicks involving islands, but you can't go full island. Then you run into a host of problems. Terran buildings can fly, Protoss has the strongest air units but can't really scout, ground units are marginalized, etc.

I think the best thing that you could do for the map is add a third on the islands where the players spawn. This way, Zerg has a little more options, and you would have a larger surface area to cover against drops, Nydus, warp-ins, etc.

Maybe some small pathable little islands with watchtowers would be a cool idea, because then ground units become important again and it improves scouting ability.

Gas only expansions would probably work on island maps since air units are seriously gas heavy and there is a strong emphasis on tech.

Jeez, I'm thinking a lot about island maps now.

On February 19 2015 01:45 opisska wrote:
Someone should do an island-maps-only tournament so we finally know what is imba and what is ba in this territory!


This is an excellent idea! EVERYONE GO MAKE ISLAND MAPS!
Big J
Profile Joined March 2011
Austria16289 Posts
February 18 2015 23:39 GMT
#18
It's very interesting to theorycraft about it and everything points towards it not being fair. But the map looks great and all the theorycrafts why it is broken are non-standard plays which in its own would be awesome to watch a few times.

Though that it is 4p is really a problem I think!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 18 2015 23:42 GMT
#19
On February 19 2015 07:44 Antares777 wrote:
Wow the aesthetics are pretty awesome on this map!

I am not really a fan of all-island maps. I like semi-island maps and other gimmicks involving islands, but you can't go full island. Then you run into a host of problems. Terran buildings can fly, Protoss has the strongest air units but can't really scout, ground units are marginalized, etc.

I think the best thing that you could do for the map is add a third on the islands where the players spawn. This way, Zerg has a little more options, and you would have a larger surface area to cover against drops, Nydus, warp-ins, etc.

Maybe some small pathable little islands with watchtowers would be a cool idea, because then ground units become important again and it improves scouting ability.

Gas only expansions would probably work on island maps since air units are seriously gas heavy and there is a strong emphasis on tech.

Jeez, I'm thinking a lot about island maps now.

Show nested quote +
On February 19 2015 01:45 opisska wrote:
Someone should do an island-maps-only tournament so we finally know what is imba and what is ba in this territory!


This is an excellent idea! EVERYONE GO MAKE ISLAND MAPS!

On it.
Moderatorshe/her
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
February 18 2015 23:45 GMT
#20
On February 19 2015 08:42 The_Templar wrote:
Show nested quote +
On February 19 2015 07:44 Antares777 wrote:
Wow the aesthetics are pretty awesome on this map!

I am not really a fan of all-island maps. I like semi-island maps and other gimmicks involving islands, but you can't go full island. Then you run into a host of problems. Terran buildings can fly, Protoss has the strongest air units but can't really scout, ground units are marginalized, etc.

I think the best thing that you could do for the map is add a third on the islands where the players spawn. This way, Zerg has a little more options, and you would have a larger surface area to cover against drops, Nydus, warp-ins, etc.

Maybe some small pathable little islands with watchtowers would be a cool idea, because then ground units become important again and it improves scouting ability.

Gas only expansions would probably work on island maps since air units are seriously gas heavy and there is a strong emphasis on tech.

Jeez, I'm thinking a lot about island maps now.

On February 19 2015 01:45 opisska wrote:
Someone should do an island-maps-only tournament so we finally know what is imba and what is ba in this territory!


This is an excellent idea! EVERYONE GO MAKE ISLAND MAPS!

On it.

Can we really make that happen please? :D
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 19 2015 01:50 GMT
#21
I get the idea of trying an island map, and I won't criticize it for balance as such. Having said that, I feel this is a very poor attempt.
SC2 Mapmaker
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
February 19 2015 04:51 GMT
#22
Maybe connect each bases and the middle but block with destructible rocks or call them "sealed airlocks" that players hat o break? could make it a "legitimate map" like the proleague "maze map" kinda.

So basicaly the islands and middle must be connected, so each spawn point has 2 entraces taht are sealed off initially.
Any sufficiently cheesy build is indistinguishable in skill
imre
Profile Blog Joined November 2011
France9263 Posts
March 02 2015 12:23 GMT
#23
I'd like to see games on it just to stop the "islands maps are so bad" without one seeing competitive play ever.
Zest fanboy.
And G
Profile Joined May 2012
Germany491 Posts
March 02 2015 12:28 GMT
#24
On February 19 2015 07:44 Antares777 wrote:
EVERYONE GO MAKE ISLAND MAPS!

So where are all your island maps, guys?
not a community mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 02 2015 12:35 GMT
#25
On March 02 2015 21:28 And G wrote:
Show nested quote +
On February 19 2015 07:44 Antares777 wrote:
EVERYONE GO MAKE ISLAND MAPS!

So where are all your island maps, guys?

Not in SPL at least )':
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