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[KeSPA] Proleague R4 Test Maps - Page 12

Forum Index > SC2 General
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Prev 1 10 11 12 13 14 22 Next All
Louuster
Profile Joined November 2010
Canada2869 Posts
March 18 2013 17:32 GMT
#221
Kespa also has a track record of making crazy maps work for 10 years, unlike Blizzard. Forcing people to adapt their game based on maps is how they have always done things, and it doesnt look like theyre about to change that. Sure, Kespa is not perfect and have indeed released terrible maps (cough pathfinder cough) but those are generally the exception, not the rule.

As an aside, this is really where the practice house environment shines because you can have b-teamers grind the same builds over and over with the starters in order to figure out timings that work. This is also part of proleague strategy, where you have players who are not only better in some matchups but also better on certain maps, which adds another layer.

Kim Taek Yong fighting~
Snoodles
Profile Joined March 2012
401 Posts
March 18 2013 17:33 GMT
#222
Are these maps available on the EU server?
Jazzman88
Profile Joined January 2012
Canada2228 Posts
March 18 2013 17:33 GMT
#223
I like that KESPA is trying radical things.

I think that this SC2 FS is going to be bonkers and impossible to use in competition because BROKEN OMGZ NERF BLIZZ... just kidding, it will just be hyper-weird and probably frustrating for pros due to the craziness of timings there.

Also, Face Off and Sanctuary look AWESOME. Can't wait.
Beakyboo
Profile Joined May 2010
United States485 Posts
March 18 2013 17:39 GMT
#224
I really like that they're trying out some funky maps, but there's some irony in that people would be far less positive about them if they were coming from anywhere but Kespa. Everyone's been bashing Blizzard for all the gimmicky things they've done to maps, then Kespa does it and suddenly we love gold minerals. You can't say it was just Blizzard's poor map making, people were just straight up negative about the concepts themselves and raging at them for even trying to include things like destructible rocks and gold minerals.
IcookTacos
Profile Joined December 2011
Sweden295 Posts
March 18 2013 17:44 GMT
#225
Man Kespa knows how to create the best maps, I personally love Neo PLanet S, and these spread out Xel Nagaless maps gives a really cool effect ingame, where position and vision is very important, gives it a really good dynamic feel.
Life | Ryung | Mvp | MarineKing | Jaedong | Bisu | HerO
Bisu-Fan
Profile Joined January 2010
Russian Federation3339 Posts
March 18 2013 17:46 GMT
#226
I'll just do the translation for the Fighting Spirit one... Finals week and I don't have much time (what am I doing here haha)

Fighting Spirit v0.1
Players: 4 (1, 5, 7, 11)
Map size: 152x152
Rush distance: Vertical/Horizontal: 32 sec; Diagonal: 39 sec
Creator: Lunatic Sounds

Concept:
This map draws upon the "National" BW map, Fighting Spirit, and encourages new concepts of worker supply and resource management.

Key Features:
1) In current SC2 maps, the worker count takes up too much of the supply and the army count takes a direct hit. Also, it is hard to play in a wide, spread out style of 5 or more bases.
2) Each base has 6 rich mineral patches and 1 high yield gas.
3) Hence the army count can increase, and players can play the map in a more spread out, expanding manner.
4) Also, since the mineral intake rate is higher, the amount of time for build orders to progress become shorter, and the play becomes much more dynamic.

Misc:
1) Every main has 6 mineral patches that return 7 minerals per trip (a total of 10,800 minerals) and 1 geyser that returns 8 gas per trip (4500 gas).
2) Compared to the normal map with 12,000 minerals and 5000 gas, there are 10% less resources. Compound that with the faster resource mining rate and the bases mine out roughly 10-15% faster.
3) Because the fewer mineral patches per base, the resource intake rate is not as affected and will not affect army sizes as much. However, the due to the shorter time it takes to mine out, this map encourages faster, more aggressive expansions rather than defensive, turtling (yes, I'm a BW fan, but the article actually says "sitting down") play.
The Revolutionist Shall Rise Again! No. 1 Kim Taek Yong Fan 어헣↗ GO JAEDONG!!!!!!! GO ACE!!! 태연 <3 윤아 <3 승연 <3
Qikz
Profile Blog Joined November 2009
United Kingdom12056 Posts
March 18 2013 17:46 GMT
#227
Went on the Korean server to try out some TvT with someone else from here and damn it's a great map. Confusing, but once you learn it it's going to be great I think. (Fighting Spirit I mean).
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2013-03-18 18:09:35
March 18 2013 18:08 GMT
#228
It looks like the race that would benefit the most from FS would be terran if it still uses mostly minerals like in WoL. TvZ should be epic too I guess. Bad map for protoss though?
purakushi
Profile Joined August 2012
United States3303 Posts
Last Edited: 2013-03-18 18:17:21
March 18 2013 18:14 GMT
#229
On March 19 2013 02:46 Bisu-Fan wrote:
I'll just do the translation for the Fighting Spirit one... Finals week and I don't have much time (what am I doing here haha)

Fighting Spirit v0.1
Players: 4 (1, 5, 7, 11)
Map size: 152x152
Rush distance: Vertical/Horizontal: 32 sec; Diagonal: 39 sec
Creator: Lunatic Sounds

Concept:
This map draws upon the "National" BW map, Fighting Spirit, and encourages new concepts of worker supply and resource management.

Key Features:
1) In current SC2 maps, the worker count takes up too much of the supply and the army count takes a direct hit. Also, it is hard to play in a wide, spread out style of 5 or more bases.
2) Each base has 6 rich mineral patches and 1 high yield gas.
3) Hence the army count can increase, and players can play the map in a more spread out, expanding manner.
4) Also, since the mineral intake rate is higher, the amount of time for build orders to progress become shorter, and the play becomes much more dynamic.

Misc:
1) Every main has 6 mineral patches that return 7 minerals per trip (a total of 10,800 minerals) and 1 geyser that returns 8 gas per trip (4500 gas).
2) Compared to the normal map with 12,000 minerals and 5000 gas, there are 10% less resources. Compound that with the faster resource mining rate and the bases mine out roughly 10-15% faster.
3) Because the fewer mineral patches per base, the resource intake rate is not as affected and will not affect army sizes as much. However, the due to the shorter time it takes to mine out, this map encourages faster, more aggressive expansions rather than defensive, turtling (yes, I'm a BW fan, but the article actually says "sitting down") play.


Thanks for the translation! They really should look at FRB, as half of their reasoning is the same. Though, it is different from FRB in that the early game will be nearly non-existent, it should be interesting. I prefer there still to be an early game, though.

It is the worst map for Protoss, though. SC2 Protoss can not spread out like the other 2 races. The units require too much synergy from each other to be separated.
Zerg will dominate.
T P Z sagi
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2013-03-18 18:18:48
March 18 2013 18:18 GMT
#230
kespa really knows how to do things right when it comes to maps, each and every one of these maps are absolutely nuts and will have their own playstyles and builds
poor players who will have to practice and learn these maps just to see them swapped out after a few months though xD
Progamerpls no copy pasterino
VGhost
Profile Blog Joined March 2011
United States3621 Posts
March 18 2013 18:22 GMT
#231
Colosseum is potentially in the map pool. That's the important thing here.
#4427 || I am not going to scan a ferret.
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
March 18 2013 18:42 GMT
#232
i fucking loved colosseum in sc:bw. so happy!
Alryk
Profile Blog Joined November 2011
United States2718 Posts
March 18 2013 18:48 GMT
#233
I love what kespa does with the maps. They're very dubiously balanced but they make for insanely awesome games. And since you can pick what race goes out on what maps, balance can be worked around.
Team Liquid, IM, ViOlet!
Qikz
Profile Blog Joined November 2009
United Kingdom12056 Posts
March 18 2013 18:53 GMT
#234
On March 19 2013 03:48 Alryk wrote:
I love what kespa does with the maps. They're very dubiously balanced but they make for insanely awesome games. And since you can pick what race goes out on what maps, balance can be worked around.


They even work in BOX series as well as anything below a BO7 you can usually have vetos and also it's quite nice to have maps that favour certain races in the map pool to make the games closer. For example if a map favours Terran in a BOX TvZ and one map favours zerg, that's pretty much evened it out.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Tobblish
Profile Joined August 2011
Sweden6404 Posts
Last Edited: 2013-03-18 19:00:27
March 18 2013 18:58 GMT
#235
Sanctuary looks really cool if it would just have a center path.

Will be fun to see what Kespa do with their map pool, too many crazy maps thats just retarded will cost them a lot.
Both in Players not being able to really practice for other tournaments and viewers being all "lol not even worth watching".

edit: I think variation in maps is great but only first when they meta game is started to get figured out.
And if tournaments could just agree to share X-amount of maps in their pool.
The curse is real
garlicface
Profile Joined April 2010
Canada4196 Posts
March 18 2013 19:01 GMT
#236
One thing I can give KeSPA credit for is trying to diversify the map pool more than any other tournament.
#TeamBuLba
BlueBoxSC
Profile Blog Joined October 2011
United States582 Posts
March 18 2013 19:02 GMT
#237
I'm always envious of talented map makers... the maps they produce always look so incredible. I want to see some games on the gold map.
BwCBlueBox.837
LighT.
Profile Joined December 2010
Canada4501 Posts
March 18 2013 19:05 GMT
#238
for FS for toss, they're basically experimenting with strafing.
When I watch the SC2 Toss in action, they basically have rally points in front of their natural and they just sit there whereas in SC:BW, the protoss was functional such that gateway heavy units strafed and patrolled from side to side to cut off flanks and angle of attacks.
This was reduced with the reduced immobility of colosseus, although teh templars are basically at the same speed, but it can induce more warp prism play, more static defense instead of resorting to emergency warp ins and a cannon or two at max and promoting a more dynamic playstyle.

This map pool is little risk-high reward any way you look at it.
It's best not to stick with WoL maps anyway and as good as Daybreak/CK might be in terms of balance, it needs a change of scenery.
Whirlwind and Bifrost was a good starter.
I'm real interested in the map: face-off and FS.

Also..if Daybreak is basically a remodel of match point, I'm not surprised at all.
Still want the exact model in action though as well as Sniper Ridge.
If we want to help the tyrant get back into form, might as well bring back Katrina too lol.
Skytt
Profile Joined June 2011
Scotland333 Posts
March 18 2013 19:12 GMT
#239
The concept behind the mineral/gas on Fighting Spirit sounds really interesting, looking forwards to see how it turns out.

Can't wait til we have Fighting Spirit on ladder so thats all we have to play in SC2 and BW
revy
Profile Joined September 2009
United States1524 Posts
March 18 2013 19:24 GMT
#240
I think it's funny how many people are doubting the all golds on fighting spirit. Sure it's crazy, but the map has to pass some minimum bar to make it to a "release" like this. Sure there have been Kespa maps that actually made it into PL which were really bad, but it's pretty few and far between. The map makers have done their homework here, I'ld guess it's better than 50% chance that all golds Fighting Spirit will make it and be balanced enough.
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