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Proleague R2 Maps SK Planet 2012-2013

Forum Index > SC2 General
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1 2 3 Next All
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37071 Posts
Last Edited: 2013-01-04 04:08:39
January 03 2013 20:23 GMT
#1
[image loading]

Source: This Is Game

SK Planet Proleague 2012-2013 Round 2 Maps:

(2)WCS Cloud Kingdom LE
(2)WCS Ohana LE
(4)WCS Antiga Shipyard
(4)WCS Entombed Valley

(2)KeSPA Neo Bifrost
(2)KeSPA Neo Caldeum
(2)KeSPA Neo Planet S
(4)KeSPA Neo Arkanoid

Balance Change Notes:
  • Entombed Valley - As you can see, Tal'Darim Altar has been removed. Proleague noticed far too many ZvZs going on on that map so they replaced it with Entombed Valley.
  • Neo Bifrost - Base entrance has been widened. It is now possible to create buildings on the 6'o clock and 12'o clock cliff positions. Bushes in front of third bases have been removed.
  • Neo Arkanoid: The scouting path for reapers have changed so that it takes longer for them to exit from the 3rd area to scout other areas. 18 min instead of 20 min before rocks go down.
  • Neo Caldeum: Main has been altered so you can't blink in from behind the rocks, and Natural mineral/rock/mineral/assimilator has been altered slightly.
  • Neo Planet S: Takes 5 FF instead of 4 around the map, plus the rush distance and the paths have been slightly altered.


On January 04 2013 06:47 supernovamaniac wrote:
Ok, I'm back. Here are all the notes on the new maps:

Neo Bifrost: Player can now defend their gas from air-units in their natural (Watch JangBi vs skyHigh for reference, there was an instance where skyHigh was able to hit the assimilator with his banshee, and JangBi had no way to kill the banshee except with an air unit)

Neo Caldeum: The rock's defense (err... forgot the actual term) behind the natural reduced to 0 from 3, and minerals are 20 instead of 30. The neutral assimilator's defense from 5 to 3.

Neo Planet S: The location of the gold bases have been changed from 1~7 to 5~11 o'clock positions. In addition, the routes at 12 and 6 have been altered so that siege tanks from other side (from semi-lower/higher path I guess) cannot defend against the units on the other side.


Sorry that these notes aren't formal enough to be just copy pasted into the OP =/. All notes taken from fomos, have been summarized. If mods have problem with this, feel free to remove this post.

On January 04 2013 12:34 supernovamaniac wrote:
OK, so they made it so that Colossi cannot walk outside of their main without destroying the rocks. Instead, they have small 'pits' so that reapers can still get out of the main, but only through the center.

i.e.

&#91;image loading&#93;

This means that its going to be harder for reapers to scout if the opponent took the third, because they will be headbutting into opponent's main, instead of the 3rd area.
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
kochanfe
Profile Joined July 2011
Micronesia1338 Posts
January 03 2013 20:26 GMT
#2
sick man! no more Tal'Darim
"The flame that burns twice as bright burns half as long." - Lao Tzu
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-01-03 20:31:36
January 03 2013 20:29 GMT
#3
Hmmm, replaced with Entombed? The new ladder maps probably haven't had enough testing. Maybe we'll see one of them next round, but it's doubtful that they'd switch any without major imbalances.

I think they're saying for build diversity for Terran they're increasing the reaper rush distance on Arkenoid, or something.

Edit: I think it says they're making the rocks get destroyed at 18 minutes instead of 20.
all's fair in love and melodies
supernovamaniac
Profile Blog Joined December 2009
United States3047 Posts
January 03 2013 20:31 GMT
#4
Neo Arkanoid: The scouting path for reapers have changed so that it takes longer for them to exit from the 3rd area to scout other areas. 18 min instead of 20 min before rocks go down.
Neo Caldeum: Main has been altered so you can't blink in from behind the rocks, and Natural mineral/rock/mineral/assimilator has been altered slightly.
Neo Planet S: Takes 5 FF instead of 4 around the map, plus the rush distance and the paths have been slightly altered.


(quick translations, as I have to head out right now. I'll post more info when I can)
ppp
Gfire
Profile Joined March 2011
United States1699 Posts
January 03 2013 20:33 GMT
#5
On January 04 2013 05:31 supernovamaniac wrote:
Neo Planet S: Takes 5 FF instead of 4 around the map, plus the rush distance and the paths have been slightly altered.

Around the map? Does mean all paths are less wide?
all's fair in love and melodies
nmetasch
Profile Joined April 2012
United States600 Posts
January 03 2013 20:35 GMT
#6
On January 04 2013 05:33 Gfire wrote:
Show nested quote +
On January 04 2013 05:31 supernovamaniac wrote:
Neo Planet S: Takes 5 FF instead of 4 around the map, plus the rush distance and the paths have been slightly altered.

Around the map? Does mean all paths are less wide?


More wide,* apparently protoss were doing too well..
NotRandoMNamE
Profile Joined August 2012
80 Posts
January 03 2013 20:36 GMT
#7
On January 04 2013 05:33 Gfire wrote:
Show nested quote +
On January 04 2013 05:31 supernovamaniac wrote:
Neo Planet S: Takes 5 FF instead of 4 around the map, plus the rush distance and the paths have been slightly altered.

Around the map? Does mean all paths are less wide?


I think the paths are actually larger.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-01-03 20:39:01
January 03 2013 20:38 GMT
#8
On January 04 2013 05:35 nmetasch wrote:
Show nested quote +
On January 04 2013 05:33 Gfire wrote:
On January 04 2013 05:31 supernovamaniac wrote:
Neo Planet S: Takes 5 FF instead of 4 around the map, plus the rush distance and the paths have been slightly altered.

Around the map? Does mean all paths are less wide?


More wide,* apparently protoss were doing too well..

Yeah, that's what I meant. The emphasis was supposed to be on "all paths" though... "Around the Map" is a bit vague. Are all the paths the same exact size across the whole map? Or maybe it's specifically the ramps which are changed from 4x to 5x?

Would be nice to get pics, I guess.
all's fair in love and melodies
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37071 Posts
January 03 2013 21:40 GMT
#9
Thank you SNM. Edited.
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
supernovamaniac
Profile Blog Joined December 2009
United States3047 Posts
Last Edited: 2013-01-03 21:47:54
January 03 2013 21:47 GMT
#10
Ok, I'm back. Here are all the notes on the new maps:

Neo Bifrost: Player can now defend their gas from air-units in their natural (Watch JangBi vs skyHigh for reference, there was an instance where skyHigh was able to hit the assimilator with his banshee, and JangBi had no way to kill the banshee except with an air unit)

Neo Caldeum: The rock's defense (err... forgot the actual term) behind the natural reduced to 0 from 3, and minerals are 20 instead of 30. The neutral assimilator's defense from 5 to 3.

Neo Planet S: The location of the gold bases have been changed from 1~7 to 5~11 o'clock positions. In addition, the routes at 12 and 6 have been altered so that siege tanks from other side (from semi-lower/higher path I guess) cannot defend against the units on the other side.


Sorry that these notes aren't formal enough to be just copy pasted into the OP =/. All notes taken from fomos, have been summarized. If mods have problem with this, feel free to remove this post.
ppp
tiMelEfT
Profile Joined December 2012
United States228 Posts
January 03 2013 21:47 GMT
#11
On January 04 2013 06:47 supernovamaniac wrote:
Ok, I'm back. Here are all the notes on the new maps:

Neo Bifrost: Player can now defend their gas from air-units in their natural (Watch JangBi vs skyHigh for reference, there was an instance where skyHigh was able to hit the assimilator with his banshee, and JangBi had no way to kill the banshee except with an air unit)

Neo Caldeum: The rock's defense (err... forgot the actual term) behind the natural reduced to 0 from 3, and minerals are 20 instead of 30. The neutral assimilator's defense from 5 to 3.

Neo Planet S: The location of the gold bases have been changed from 1~7 to 5~11 o'clock positions. In addition, the routes at 12 and 6 have been altered so that siege tanks from other side (from semi-lower/higher path I guess) cannot defend against the units on the other side.


Sorry that these notes aren't formal enough to be just copy pasted into the OP =/. All notes taken from fomos, then summarized. If mods have problem with this, feel free to remove this post.


Thanks for the good work, SNM.
Gfire
Profile Joined March 2011
United States1699 Posts
January 03 2013 21:53 GMT
#12
Oh yeah, I was bugged by the lack of space around the geysers on Bifrost. Having space around the geysers is always something I do for every base on maps, and I think it aught to be standard. I'm glad they fixed that.

Seems like the backdoor stuff on Caldeum was really underused so reducing the armor of the rocks and assimilator and reducing the mineral count seems like a good thing. I didn't know the assimilator had 5 armor, though.

Still confused about the Planet S notes, though. Weren't the golds already at 5/11? And I'm not sure what that means about the 12/6 locations.

I'll ask Jacky for a pic.
all's fair in love and melodies
supernovamaniac
Profile Blog Joined December 2009
United States3047 Posts
January 03 2013 21:56 GMT
#13
On January 04 2013 06:53 Gfire wrote:
Oh yeah, I was bugged by the lack of space around the geysers on Bifrost. Having space around the geysers is always something I do for every base on maps, and I think it aught to be standard. I'm glad they fixed that.

Seems like the backdoor stuff on Caldeum was really underused so reducing the armor of the rocks and assimilator and reducing the mineral count seems like a good thing. I didn't know the assimilator had 5 armor, though.

Still confused about the Planet S notes, though. Weren't the golds already at 5/11? And I'm not sure what that means about the 12/6 locations.

I'll ask Jacky for a pic.

I'm also not sure about the 12/6 locations so I'm going to test it out myself. I think its just that the paths are wider so that its harder for siege tanks to hit the other side's units when they pass by. The golds were at 1/7 actually, instead of 5/11. Though, golds being at 5/11 means that its easier to defend against high-ground harassment on workers if you take the gold on your side. Still need to go down the ramp to defend against main army that's killing your Command/Nexus/Hatchery, but better than before. Also, the rush distance has been changed from 32 seconds to 34 seconds due to the changes to the map.

BTW, the 5 FF thing has been applied to all "major battle" locations, which is still ambiguous imo. Pictures are up on fomos, and I did not post them here because there have been problems with translating/posting fomos stuff on here in the past.
ppp
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
January 03 2013 21:59 GMT
#14
I love how current Proleague is keeping the map pool. Little adjustments like these show a great deal of care and attention to detail. Say what you will about KeSPA, as a fan and consumer I love that they are this active. At least in this regard other leagues could take some notes.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
January 03 2013 22:06 GMT
#15
On January 04 2013 06:59 ThomasjServo wrote:
I love how current Proleague is keeping the map pool. Little adjustments like these show a great deal of care and attention to detail. Say what you will about KeSPA, as a fan and consumer I love that they are this active. At least in this regard other leagues could take some notes.


Was coming here to say this exactly. Sure Entombed Valley is still a map that's been around for awhile, but it's still better to watch then TDA. Also the fact that they are changing up their 4 new maps a little bit to help with overall balance is great. Just goes to show that tweaking maps and bringing new ones in isn't as hard as it should be. Hopefully other tournaments start doing the same.
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.
EliteSK
Profile Joined April 2010
Korea (South)251 Posts
January 03 2013 22:09 GMT
#16
Nice to see slight map changes between rounds for their new maps and the change to the Non-Kespa maps.
Spray
Profile Blog Joined July 2011
United States402 Posts
January 03 2013 22:11 GMT
#17
Wait they have Entomed listed as "Ladder Maps" does this mean that the super imba close spawns are still gonna be around or will it likely be cross spawn only?
HuK Fighting~~!
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
January 03 2013 22:12 GMT
#18
Ah, map pools being kept up to date regularly. If only all tournaments would do the same.. Thanks for the hard work rekees and SNM.
Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
January 03 2013 22:14 GMT
#19
On January 04 2013 07:11 Spray wrote:
Wait they have Entomed listed as "Ladder Maps" does this mean that the super imba close spawns are still gonna be around or will it likely be cross spawn only?

Antiga is also under ladder maps, and they've enforced cross spawn on that.
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
January 03 2013 22:17 GMT
#20
On January 04 2013 07:06 SidianTheBard wrote:
Show nested quote +
On January 04 2013 06:59 ThomasjServo wrote:
I love how current Proleague is keeping the map pool. Little adjustments like these show a great deal of care and attention to detail. Say what you will about KeSPA, as a fan and consumer I love that they are this active. At least in this regard other leagues could take some notes.


Was coming here to say this exactly. Sure Entombed Valley is still a map that's been around for awhile, but it's still better to watch then TDA. Also the fact that they are changing up their 4 new maps a little bit to help with overall balance is great. Just goes to show that tweaking maps and bringing new ones in isn't as hard as it should be. Hopefully other tournaments start doing the same.

At the very least, every tournament version of Daybreak needs to alter those wonky map features that Colossus AI bug out on all the time. As funny as it is to see three Colossi derp out, it has happened a bit too much in my opinion.


You all know what I am talking about.
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