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[Proleague] Round 5 Maps

Forum Index > BW General
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1 2 3 4 Next All
Milkis
Profile Blog Joined January 2010
5003 Posts
Last Edited: 2010-05-27 05:32:16
May 27 2010 05:00 GMT
#1
The Fortress

[image loading]


Type: Tactical Brawl Map
Players: 4 Players (3,6,9,12 o clock)
Size: 128 x 128
Tileset: Jungle World
Concept: A four player brawl map created only by grass and castle walls. It contains special island expansions where only workers can go through.
Traits:
- The main and the natural and everything else is simply grass surrounded by castle walls, so it gives the feeling of the map's title, "Fortress"
- At the map's diagonal extremes are four island expansions with a special door where only workers can go through by clicking on a mineral.
- The Island Expo will be very safe to take early so you'll relatively able to obtain advanced tech units more quickly and have faster games.
- The rush distance is relatively close, and since the Natural is a basin, you cannot slow the tension from the beginning. We expect fast games.
- The Island expansions have 1000 minerals, 1500 gas.

Rush Distance, from Main Bases: Vertical, Horizontal, 27 seconds, Diagonal 35 seconds.
Main: 9 Mineral, 1 Gas
Natural: 7 Mineral, 1 Gas
Middle Gas Expansion, 7 Mineral, 1 Gas
Island Expansion, 7 Mineral, 1 Gas.

Grand Line SE 2.0

[image loading]


Source: http://www.fomos.kr/board/board.php?mode=read&keyno=107145&db=issue&cate=&page=1&field=&kwrd=
tree.hugger
Profile Blog Joined May 2009
Philadelphia, PA10406 Posts
May 27 2010 05:02 GMT
#2
What will they replace?

And I'm not sold on Fortress. But we'll see.
ModeratorEffOrt, Snow, GuMiho, and Team Liquid
razorsuKe
Profile Blog Joined July 2008
Canada2047 Posts
May 27 2010 05:03 GMT
#3
The Fortress
Design inspired by Google Chrome: with wings.

(or possibly a super pokeball)
EntusGalleries.com - CJ Uniform Sale
Waxangel
Profile Blog Joined September 2002
United States33699 Posts
Last Edited: 2010-05-27 05:06:02
May 27 2010 05:04 GMT
#4
fortress is like triatha-tau-longinu-guillotine
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Deleted User 30223
Profile Blog Joined August 2007
3104 Posts
May 27 2010 05:07 GMT
#5
holly crap those are gigantic mains. and huge space behind nat minerals. expecting a lot of in base/in natural proxies.

and can someone lay out the differences between grandline 1.0 and 2.0?
benjammin
Profile Blog Joined August 2008
United States2728 Posts
May 27 2010 05:07 GMT
#6
tauathalonginuillotine?
wash uffitizi, drive me to firenze
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
Last Edited: 2010-05-27 05:11:20
May 27 2010 05:10 GMT
#7
so... how are you supposed to win at TvP on Fortress?

TvZ looks like it would be easier than Python, lol
Peaked at C- on ICCUP and proud of it! @Sunyveil
genericname92
Profile Joined October 2009
United States148 Posts
May 27 2010 05:10 GMT
#8
i think fortress will favor 2 gates from toss quite a bit? it looks kinda like longinus only with a gigantic pokeball thing in the middle
Megaman703
Profile Blog Joined September 2009
Canada688 Posts
Last Edited: 2010-05-27 05:13:04
May 27 2010 05:12 GMT
#9
Say, what's that in the middle?

http://pxlbuzzard.com/blog/wp-content/uploads/2008/06/tf2_logo.png

what's the maps name, you say? Fortress?
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
May 27 2010 05:12 GMT
#10
Fortress looks really...simple. But good for protoss.
KTY
darktreb
Profile Joined May 2007
United States3019 Posts
May 27 2010 05:14 GMT
#11
Fortress has no ramps, 4 island bases that don't even require a Shuttle to get to (island bases are much much better for P in PvT), a wide open center, and a wide open natural choke. All the ingredients for a PvT haven - this should be interesting.
kOre
Profile Blog Joined April 2009
Canada3642 Posts
May 27 2010 05:20 GMT
#12
Fortress looks like a Shuriken lol
http://www.starcraftmecca.net - Founder
Katkishka
Profile Blog Joined December 2009
United States660 Posts
May 27 2010 05:26 GMT
#13
I remember when maps were visually appealing.
Ideas
Profile Blog Joined April 2008
United States8176 Posts
Last Edited: 2010-05-27 05:30:26
May 27 2010 05:29 GMT
#14
fortress looks so fucking weird to try to play on lol. main's/nats are really close air distance so 2-hatch muta might be really really good on it, but i dont know if a terran will ever be sent out on it lol

and wow 9 and 3 o clock look 5x easier to defend vs muta harass than 12 and 6
Free Palestine
Garnet
Profile Blog Joined February 2006
Vietnam9055 Posts
May 27 2010 05:31 GMT
#15
Fortress doesn't look very good for TvP.
darktreb
Profile Joined May 2007
United States3019 Posts
May 27 2010 05:33 GMT
#16
On May 27 2010 14:29 Ideas wrote:
and wow 9 and 3 o clock look 5x easier to defend vs muta harass than 12 and 6


Why the minerals don't always either all face the wall or all not the face wall for every starting position on every map is beyond me.

Like, shouldn't it be a basic prerequisite for a new map? The difference in ZvT is ENORMOUS.
skronch
Profile Blog Joined December 2008
United States2717 Posts
May 27 2010 05:54 GMT
#17
fortress looks pretty cool. those island expansions are a cool idea
prototype.
Profile Blog Joined July 2009
Canada4215 Posts
May 27 2010 06:02 GMT
#18
Why is there so much empty space behind the naturals at 3 and 9 oclock positions?
( ・´ー・`)
arb
Profile Blog Joined April 2008
Noobville17922 Posts
May 27 2010 06:03 GMT
#19
Fortress reminds me of R-Point idk why
Artillery spawned from the forges of Hell
HeadhunteR
Profile Blog Joined October 2009
Argentina1258 Posts
Last Edited: 2010-05-27 06:09:54
May 27 2010 06:08 GMT
#20
good to have alot of Ps in your fpl team then.. a the Terran advantage of the last maps is being put down in these new ones.
in The Kong line forever
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