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[Old] New Maps By Rose.Of.Dream.

Forum Index > BW General
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BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51497 Posts
Last Edited: 2012-09-19 03:32:10
September 02 2012 04:55 GMT
#1
Sonic Recently hired famed OGN mapmaker Rose.Of.Dream.( the creator of maps such as Fighting Spirit, Tau Cross, etc) to make 4 new maps for his upcoming season of the SonicTV BJ starleague.

Sonic is a well known BJ(Broadcasting Jockey) on Afreeca who hosts events featuring well known ex-pro, semi-pro and amateur Brood War players.

The maps

1번 금성철벽 0.80 [Steel Wall 0.80] (this name could have translated to other names but looking at the image I found this to be most appropriate :p)

[image loading]
Steel Wall 0.80

* Type : Choke-type aerial strategy map
* Size: 112 x 128
* 2 Player (5, 11'o clock)
* Tile set: Desert

>> Concept
Strategical map where giant wall crosses the center horizontally, splitting the land in South and North. '금성철벽(金城鐵壁)' literally means 'Iron Castle, Steel Wall' and is used to describe steadfast castle difficult to invade due to its excellent defenses. Definition of the word fit with concept of the map thus the reason for the name.

- Convenient for drop attack due to the main's large size and the fact it is not located on the corner.
- Large wall on the center, with two gas expansion located on either side of the wall. Only one small entrance at the middle thus difficult to breach using ground units.
- Expected to encourage aerial engagement, with small entrances on middle of the wall and two gas expansions actively utilized by guerilla ground units.
- Because there is gas expansion at 6, 12'o clock, followed by fourth gas at 1, 7'o clock, acquiring expansion is pretty straightforward with sequential development of military.
- Amount of gas at 6, 12'o clock expansion is 2500. Amount of gas at two gas expansion is 3000.

Rush time: 38 seconds between main entrance (workers)


2번 살수대첩 0.93 [Battle of Salsu]:

[image loading]
  • Type : 2+2 shaped semi-island map
  • Size : 128 x 128
  • 4 Players (4, 6, 10, 12'o clock)
  • Tile set : Badlands

▶ Concept
The map is divided into two continents by great river flowing diagonally, which represents Salsu River where the Battle of Salsu - battle occuring in AD 612 where Eulji Mundeok of Goguryeo kingdom won decisive victory against the Chinese Sui Dynasty - took place.

- Two main at 1'o clock continent, two main at 7'o clock continent; there are 2/3 chance of the game being island engagement and 1/3 chance of the game being ground engagement.
- For ground engagement: Wide land route to allow active use of ground force, two gas expansions for each.
- For island engagement: Active aerial combat between the continents, short air distance between main on 10/11'o clock and main on 4/5'o clock encourage early drop play.
- Gas expansion at middle of the continent is placed such that it is more easier to acquire even on ground engagement, and expansion at 1, 7'o clock can serve as strategical point where one can hide from the opponent's view.

Rush time: 30 seconds between main entrance (worker, ground)

3번 풍운 0.80 [Wind and Cloud]:

[image loading]
  • Type : Center-focused melee map
  • Size : 128 x 128
  • 4 Players (1, 5, 7, 11'o clock)
  • Tile set : Jungle World

▶ Concept
Paths to the center are wide ravine on this map, intending to significantly reduce importance of the center and instead switch focus of the battle into hills and gorges surrounding it. "풍운(風雲)" means 'Wind and Cloud', reflecting the harmony between high and low ground. Low ground signifies wind (風) and high ground signifies cloud (雲).

▶ Features
- Hills located on both sides of the path from natural to the center. Contain therefore can occur in multiple directions with diverse path of attack.
- Player moving horizontally and vertically toward the opponent's main must cross 'ravine-hill-ravine-gill-ravine', and for diagonal movement 'ravine-basin(center)-ravine'. Therefore location of the player spawn can become a variable allowing variety of tactics to be used.
- Further gas expansions are located on 3, 6, 9, 12'o clock giving advantage to the player with broad map control. Expansions are easy to take due to narrow entrance, but losing control of the nearby hill will allow the opponent to put it in check, therefore strategical engagement on the hill and ravine becomes important during expansion.
- Map balance accomplished by giving it features that favour each race: Ten mineral patches on the main, abundance of the resource favouring Protoss. Natural surrounded by thin walls allowing better mutalisk harass. Many hills around middle of the map favouring Terran in battle.

Rush time: 34 seconds between main entrance (worker) for horizontal, 28 seconds for vertical, 40 seconds for diagonal.

4번 파미르 고원 0.80 [Pamir Plateau] :

[image loading]
  • Type : Center-focused power map
  • Size : 128 x 128
  • 4 Players (1, 5, 7, 11'o clock)
  • Tile set : Jungle World

▶ Concept
Out of all similar center-focused official maps, Pamir Plateau has the largest center. Since this map emphasizes middle area the most out of all others, Pamir Plateau which is referred to as "the roof of the world" was selected for its name.

▶ Features
- Main and natural are respectively placed on hill and plain. While the path leading to the center can be blocked with two barracks, there are huge ramp immediately thereafter, which holds great tactical value as it is only land route to the middle.
- Main on the high ground, natural and other expansions at the low ground, with center being huge plateau. Design intended to emphasize paradoxial element where the expansions are difficult to defend while the center, albeit having no nearby resources, becomes critical strongpoint.
- Expansions are spread out on 3, 6, 9, 12'o clock with two ramps leading down to it from the center. This means that there are gas expansion on both sides of the natural, therefore one can choose which expansion to take depending on location of the enemy main.
- Natural minerals are attached directly to the wall with water tiles behind it, benefiting Zerg with easier mutalisk utilization. Main and natural have abundant resources in order to benefit Protoss. The map type being center-focused power map is expected to benefit Terran.

Rush time: 30 seconds between main entrance (worker) for horizontal, 34 seconds for vertical, 38 seconds for diagonal.

Source: http://live.afreeca.com:8080/app/read_bbs.cgi?szBjId=sogoodtt&nStationNo=55614&nBbsNo=8979457&szSkin=&nTitleNo=53131024#

if someone could find download links, please PM me.

If someone could translate the Map Features it would be nice.- thanks Hesmyrr
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Torenhire
Profile Blog Joined April 2009
United States11681 Posts
September 02 2012 05:00 GMT
#2
his maps are always so aesthetic, I love em :D
SirJolt: Well maybe if you weren't so big and stupid, it wouldn't have hit you.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51497 Posts
Last Edited: 2012-09-02 05:02:07
September 02 2012 05:01 GMT
#3
On September 02 2012 14:00 Torenhire wrote:
his maps are always so aesthetic, I love em :D


yes and semi island map!
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TelecoM
Profile Blog Joined January 2010
United States10861 Posts
September 02 2012 05:11 GMT
#4
i love the wind and cloud map, they all look really good though, thanks for this~
AKA: TelecoM[WHITE] Protoss fighting
FlaShFTW
Profile Blog Joined February 2010
United States10565 Posts
September 02 2012 05:21 GMT
#5
Island map is KEKEKEKEKEKE :D

and the last map is tank heaven. look at those ridges next to the main. just begs for slow push across with pure tank/turret.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Game
Profile Blog Joined February 2009
3191 Posts
September 02 2012 05:27 GMT
#6
Yes! NEWS MAPSSSSS
SC is like sex. You should play often, but never too hard. And you should only try hard when it matters.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51497 Posts
September 02 2012 05:30 GMT
#7
On September 02 2012 14:21 FlaShFTW wrote:
Island map is KEKEKEKEKEKE :D

and the last map is tank heaven. look at those ridges next to the main. just begs for slow push across with pure tank/turret.


have you seen wind and cloud?

the height of tank imba,you can't get a third on that map!
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
NotJumperer
Profile Blog Joined July 2005
United States1371 Posts
September 02 2012 06:04 GMT
#8
--- Nuked ---
c3rberUs
Profile Blog Joined December 2010
Japan11776 Posts
September 02 2012 06:09 GMT
#9
Ohh new maps and an island map Yayy!!! :D

Battle of Salsu reminds me of Parallel Lines. Also isn't it a semi-island map?
WriterMovie, 진영화 : "StarCraft will never die".
don_kyuhote
Profile Blog Joined December 2009
3007 Posts
September 02 2012 06:12 GMT
#10
I really like the 3rd and kinda like 4th map.
Battle of Salsu looks interesting....
For what shall it profit a man, if he shall gain the whole world, and lose his own soul?
tarpman
Profile Joined February 2009
Canada723 Posts
September 02 2012 06:20 GMT
#11
Nice maps! Are these potentially going to be added to the ladders @ iccup etc?
Saving the world, one kilobyte at a time.
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
September 02 2012 06:24 GMT
#12
First off: hurr, Terran imba because you can place tanks here and there, durr.

Secondly; awesome. :D I do hate island maps though, so that one is a no-go in my book, but all the others look cool. Especially the third one.

I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
L_Master
Profile Blog Joined April 2009
United States8017 Posts
September 02 2012 06:24 GMT
#13
I'm really happy to see this. Always enjoyed these new map threads and everyone speculating how new maps would be played and what would be bad/strong/cool/imba. Was worried we might never see one again..thankfully this is not the case!
EffOrt and Soulkey Hwaiting!
Deleted User 173346
Profile Blog Joined April 2011
16169 Posts
September 02 2012 06:26 GMT
#14
--- Nuked ---
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51497 Posts
September 02 2012 06:28 GMT
#15
On September 02 2012 15:24 Holgerius wrote:
First off: hurr, Terran imba because you can place tanks here and there, durr.

Secondly; awesome. :D I do hate island maps though, so that one is a no-go in my book, but all the others look cool. Especially the third one.



tank imba bro, 3rd map is gonna be pure TvTs.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
sour_eraser
Profile Joined March 2011
Canada932 Posts
September 02 2012 06:30 GMT
#16
The first map looks very interesting lol. I wonder if you need to send scv at 10 just to do 14cc. The distance is super long.
And nonetheless. TANK IMBA on last map. Just park them outside the naural's cliff for 2 base starvation hehehe
"What's the f*cking point of censoring a letter if everyone and their mother knows what it stands for.... F*cking morons"
qtiehunter
Profile Joined August 2012
1088 Posts
September 02 2012 06:37 GMT
#17
These maps looks awesome lol

It's like back to 2007 once again
RIP KT.Violet
No0n
Profile Joined March 2010
United States355 Posts
September 02 2012 06:39 GMT
#18
Yes new maps! Back to 2007 with semi island heh. These look good overall.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
Warpath
Profile Joined April 2010
Canada1242 Posts
September 02 2012 06:43 GMT
#19
Except for the super large mains, i looove the layout of the first map
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
Last Edited: 2012-09-02 07:06:09
September 02 2012 07:03 GMT
#20
Those maps look awesome. How can I support SonicTV?

Is the second mapped programmed in some way to only get "cross spawns" ? :o
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