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.
[KeSPA] Proleague R4 Test Maps - Page 12
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Louuster
Canada2869 Posts
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. | ||
Snoodles
401 Posts
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Jazzman88
Canada2228 Posts
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
United States485 Posts
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IcookTacos
Sweden295 Posts
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Bisu-Fan
Russian Federation3329 Posts
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. | ||
Qikz
United Kingdom12022 Posts
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Shield
Bulgaria4824 Posts
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purakushi
United States3300 Posts
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. | ||
MorroW
Sweden3522 Posts
poor players who will have to practice and learn these maps just to see them swapped out after a few months though xD | ||
VGhost
United States3608 Posts
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dAPhREAk
Nauru12397 Posts
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Alryk
United States2718 Posts
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Qikz
United Kingdom12022 Posts
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. | ||
Tobblish
Sweden6404 Posts
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. | ||
garlicface
Canada4196 Posts
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BlueBoxSC
United States582 Posts
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LighT.
Canada4501 Posts
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
Scotland333 Posts
Can't wait til we have Fighting Spirit on ladder so thats all we have to play in SC2 and BW ![]() | ||
revy
United States1524 Posts
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