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Created by Lunatic Sounds
Playable :: 168 X 168
Center Gold Bases are have Doubled Resources
![[image loading]](http://i.imgur.com/30eRprA.jpg)
![[image loading]](http://i.imgur.com/c2WU970.jpg)
Forum Index > SC2 Maps & Custom Games |
LS
Korea (South)145 Posts
![]() + Show Spoiler + Created by Lunatic Sounds Playable :: 168 X 168 Center Gold Bases are have Doubled Resources ![]() ![]() | ||
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Plexa
Aotearoa39261 Posts
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The_Templar
your Country52797 Posts
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. >.> | ||
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Plexa
Aotearoa39261 Posts
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SidianTheBard
United States2474 Posts
Also, why do I have a feeling this is going to be a SPL map next round..... ![]() | ||
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The_Templar
your Country52797 Posts
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. | ||
FrostedMiniWheats
United States30730 Posts
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. | ||
IeZaeL
Italy991 Posts
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Yonnua
United Kingdom2331 Posts
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? | ||
Clonester
Germany2808 Posts
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. | ||
opisska
Poland8852 Posts
In short, I think island maps could play out interestingly, if only someone really took the time to polish strategies on them. | ||
Clonester
Germany2808 Posts
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) | ||
ArgusDreamer
Canada63 Posts
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. | ||
ilovegroov
357 Posts
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opisska
Poland8852 Posts
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[PkF] Wire
France24194 Posts
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Antares777
United States1971 Posts
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
Austria16289 Posts
Though that it is 4p is really a problem I think! | ||
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The_Templar
your Country52797 Posts
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. ![]() | ||
Big J
Austria16289 Posts
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
United States1049 Posts
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TheoMikkelsen
Denmark196 Posts
So basicaly the islands and middle must be connected, so each spawn point has 2 entraces taht are sealed off initially. | ||
imre
France9263 Posts
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And G
Germany491 Posts
On February 19 2015 07:44 Antares777 wrote: EVERYONE GO MAKE ISLAND MAPS! So where are all your island maps, guys? | ||
OtherWorld
France17333 Posts
On March 02 2015 21:28 And G wrote: So where are all your island maps, guys? Not in SPL at least )': | ||
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