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[KeSPA] Proleague R4 Test Maps - Page 19

Forum Index > SC2 General
Post a Reply
Prev 1 17 18 19 20 21 22 Next All
Gfire
Profile Joined March 2011
United States1699 Posts
March 27 2013 18:32 GMT
#361
Well, something they had a lot more in BW was resource variation from base to base. This was a big way of balancing and adjusting maps, and also making them play differently from each other. Now with high yield minerals and geysers, the possible combinations are way higher.

It will take some time to figure out the exact effects on gameplay but in time it will be much better for tournament map making overall. The ability to balance maps and the ability to make maps more interesting will be higher.
all's fair in love and melodies
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2013-03-27 18:41:41
March 27 2013 18:38 GMT
#362
Yeah, I just wish they tried something other than 8m per base. Outside of Korea, no other tournaments/organisations/Blizzard try non-standard maps/resources, so I am looking to KeSPA to work things. Oh well, time will tell/change things eventually. Hopefully, the Korean SC2 scene is not dead by then.
T P Z sagi
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2013-03-28 22:45:07
March 28 2013 18:23 GMT
#363
[Official] KeSPA Newkirk Redevelopment Precinct has been added.

It is basically a modified version of Blizzard's ladder map, Newkirk Precinct. From a quick glance, it just adds an entrance from the centre into each of the rocked expansions at 5:00 and 7:00. In doing so, it extends the ground-pathable terrain to below the lower watchtower. Some background aesthetic changes from the original, too.

http://oi49.tinypic.com/2njaejk.jpg

-----

Fighting Spirit's 2 high yield gases in the natural has been fixed to 2 regulars.
T P Z sagi
SamirDuran
Profile Joined May 2012
Philippines895 Posts
March 28 2013 18:45 GMT
#364
On March 29 2013 03:23 purakushi wrote:
[Official] KeSPA Newkirk Redevelopment has been added. (name is cut off in SC2, but I am assuming it says that)

It is basically a modified version of Blizzard's ladder map, Newkirk Precinct. From a quick glance, it just adds an entrance from the centre into each of the rocked expansions at 5:00 and 7:00. In doing so, it extends the ground-pathable terrain to below the lower watchtower. Some background aesthetic changes from the original, too.

http://oi49.tinypic.com/2njaejk.jpg

-----

Fighting Spirit's 2 high yield gases in the natural has been fixed to 2 regulars.

wow they really did good redeveloping newkirk precinct. Hopefully we'll see this map on ladder and replace the old newkirk
Don't practice until you can get it right, practice until you can't get it wrong.
( bush
Profile Joined April 2011
321 Posts
Last Edited: 2013-03-28 18:54:08
March 28 2013 18:52 GMT
#365
oh nvm -
oo
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2013-03-29 23:54:48
March 29 2013 23:22 GMT
#366
On March 29 2013 03:23 purakushi wrote:
[Official] KeSPA Newkirk Redevelopment Precinct has been added.

It is basically a modified version of Blizzard's ladder map, Newkirk Precinct. From a quick glance, it just adds an entrance from the centre into each of the rocked expansions at 5:00 and 7:00. In doing so, it extends the ground-pathable terrain to below the lower watchtower. Some background aesthetic changes from the original, too.

http://oi49.tinypic.com/2njaejk.jpg

-----

Fighting Spirit's 2 high yield gases in the natural has been fixed to 2 regulars.

Really nice stuff, it was too easy to turtle with 4 bases on Newkirk.

Something to add, the main base mineral lines have been moved as well.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 29 2013 23:45 GMT
#367
On March 28 2013 01:28 purakushi wrote:
Seems like some maps have been made OFFICIAL

[Official] KeSPA Korhal Floating Island (this is Face Off, just renamed)
[Official] KeSPA Sanctuary
[Official] KeSPA Fighting Spirit

I think the first two have been left the same, but FS has changed a lot. Here is the updated version:

- Mains have 8 blue minerals and 1 high yield gas
- Naturals have 8 blue minerals and 2 high yield gases (yes, this is not a typo)
- Centre has 8 gold minerals and 2 high yield gases
- Others have 8 blue minerals and 1 high yield gas

I really wish they stuck with the 5gold1blue minerals or some variation of that. I am just WTF at the 2 hyg at the natural. There is no way that is staying... >_>

Sigh, I was hoping KeSPA could change things up a bit. This is not the direction I was thinking. T_T


omg I don't even care about the no gold but FIGHTING SPIRIT IS BACK BITCHES. This is awesome
When I think of something else, something will go here
Qikz
Profile Blog Joined November 2009
United Kingdom12040 Posts
March 29 2013 23:52 GMT
#368
So glad Fighting Spirit is back. I really hope it gets on to ladder, I love that map sooooo much.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
BoggieMan
Profile Blog Joined August 2011
520 Posts
Last Edited: 2013-03-29 23:55:05
March 29 2013 23:52 GMT
#369
lol at fs only having gold minerals ???
[edit] oh, people already answered that.
Koesader
Profile Joined April 2012
Netherlands424 Posts
March 30 2013 00:01 GMT
#370
On March 29 2013 03:23 purakushi wrote:
[Official] KeSPA Newkirk Redevelopment Precinct has been added.

It is basically a modified version of Blizzard's ladder map, Newkirk Precinct. From a quick glance, it just adds an entrance from the centre into each of the rocked expansions at 5:00 and 7:00. In doing so, it extends the ground-pathable terrain to below the lower watchtower. Some background aesthetic changes from the original, too.

http://oi49.tinypic.com/2njaejk.jpg

-----

Fighting Spirit's 2 high yield gases in the natural has been fixed to 2 regulars.

Newkirk lookin' better now, I would only get rid of the tower tho
Liquid'TaeJa - Grubby - MVPMarineKing - Liquid'Ret - AxCranK - RedBull.Bomber ~~~ Are You Ready For Bombing?
a3den
Profile Joined April 2012
704 Posts
March 30 2013 00:09 GMT
#371
Neo Newkirk is waaaaay better. KeSPA and GOM are doing a way better job than Blizz overall.
ElusoryX
Profile Blog Joined December 2010
Singapore2047 Posts
March 30 2013 00:12 GMT
#372
Fighting Spirit gonna change build orders by a lot...
xd
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
March 30 2013 00:29 GMT
#373
Is it just me or fighting spirit all gold favors toss and zerg ? I mean, the "economic feature" of terran, to keep up with chronoboost and larvae mechanisms, is just useless on this map...
LiquipediaWanderer
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
March 30 2013 00:31 GMT
#374
fighting spirit is a joke... It won't be fair at all...
You simply can't change the resource income for the main base and expect to have any balance whatsoever...

6 patches in your main leads to saturation problems incredibly quickly which protoss has the soonest by far.. Protoss produces workers the fastest in the first few minutes (even faster than zerg because chrono kicks in earlier than extra lairs/queens for zerg) plus they expand fairly late. Terran has OC that evades oversaturation and zerg gets extra bases much quicker. It's harder to tell if the gold favors terran or zerg more but it's pretty much garanteed to screw up timings and early game balance as well. For example not all timings neccesarily improve by the same amount so the early strats like 2 rax, reapers, 6 pool will get relative advantages vs other strats because those timings are a combination of build times and gathering speed.
I hope I'm somehow wrong though and protoss can manage with this setup how unlikely it is, maybe if natural and third are really easy they can expand fast enough to avoid the saturation problems other races run into far later but it's unlikely.
rysecake
Profile Joined October 2010
United States2632 Posts
March 30 2013 00:31 GMT
#375
On March 30 2013 09:29 Ragnarork wrote:
Is it just me or fighting spirit all gold favors toss and zerg ? I mean, the "economic feature" of terran, to keep up with chronoboost and larvae mechanisms, is just useless on this map...


they would make mules work. if you think about it, it's just giving everyone more minerals than the regular ones
The Notorious Winkles
sM.Zik
Profile Joined June 2011
Canada2553 Posts
March 30 2013 00:47 GMT
#376
Fighting Spirit will haunt me until I die.
Jaedong Fighting! | youtube.com/ZikGaming
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
March 30 2013 00:50 GMT
#377
On March 30 2013 09:31 Markwerf wrote:
fighting spirit is a joke... It won't be fair at all...
You simply can't change the resource income for the main base and expect to have any balance whatsoever...

6 patches in your main leads to saturation problems incredibly quickly which protoss has the soonest by far.. Protoss produces workers the fastest in the first few minutes (even faster than zerg because chrono kicks in earlier than extra lairs/queens for zerg) plus they expand fairly late. Terran has OC that evades oversaturation and zerg gets extra bases much quicker. It's harder to tell if the gold favors terran or zerg more but it's pretty much garanteed to screw up timings and early game balance as well. For example not all timings neccesarily improve by the same amount so the early strats like 2 rax, reapers, 6 pool will get relative advantages vs other strats because those timings are a combination of build times and gathering speed.
I hope I'm somehow wrong though and protoss can manage with this setup how unlikely it is, maybe if natural and third are really easy they can expand fast enough to avoid the saturation problems other races run into far later but it's unlikely.


there is this thing called adaptation

and when you live in a teamhouse it's fairly easy to do since you play with a bunch of other pros all the time

so why don't we wait for actual games to be played on the map by professionals mk?
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
March 30 2013 00:59 GMT
#378
On March 30 2013 09:50 GTPGlitch wrote:
Show nested quote +
On March 30 2013 09:31 Markwerf wrote:
fighting spirit is a joke... It won't be fair at all...
You simply can't change the resource income for the main base and expect to have any balance whatsoever...

6 patches in your main leads to saturation problems incredibly quickly which protoss has the soonest by far.. Protoss produces workers the fastest in the first few minutes (even faster than zerg because chrono kicks in earlier than extra lairs/queens for zerg) plus they expand fairly late. Terran has OC that evades oversaturation and zerg gets extra bases much quicker. It's harder to tell if the gold favors terran or zerg more but it's pretty much garanteed to screw up timings and early game balance as well. For example not all timings neccesarily improve by the same amount so the early strats like 2 rax, reapers, 6 pool will get relative advantages vs other strats because those timings are a combination of build times and gathering speed.
I hope I'm somehow wrong though and protoss can manage with this setup how unlikely it is, maybe if natural and third are really easy they can expand fast enough to avoid the saturation problems other races run into far later but it's unlikely.


there is this thing called adaptation

and when you live in a teamhouse it's fairly easy to do since you play with a bunch of other pros all the time

so why don't we wait for actual games to be played on the map by professionals mk?


lol what a nonsense argument. Just because they can't be played yet, it's impossible to reach some sensible conclusions?
Fewer mineral patches has been tried to some extent already, the way the macro works for each races it just hurts protoss the most. It's quite unlikely other things can make up for this how much they try to adapt or not.
Saturation rates just vastly differ for the races in sc2, the game that's tweaked for 8 patches at the main is very unlikely to support 6 patches main reasonably as well..
Lysergic
Profile Joined December 2010
United States355 Posts
March 30 2013 02:48 GMT
#379
Updated OP.

They got rid of gold bases on Fighting Spirit, it obviously wouldn't of worked.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 30 2013 02:57 GMT
#380
Other than the resource changes, the terrain changes are kinda interesting as well. They adjusted the main base ramps a bit and slightly tweaked some of the dead space holes in the middle. However, they mainly changed up the third bases, moving the big ramp back a bit and making the entire expansion be a bit tighter on space. The old version's third bases actually felt a bit spacious compared to the BW map.
ㅇㅅㅌㅅ
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