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51574 Posts
All I can say is Holy shit!
![[image loading]](http://www.fomos.kr/board/issue/1241416419_1.jpg)
On May 04 2009 15:43 konadora wrote: โถ New Map: HolyWorld Description ใType : Reverse-High Ground Macro-orientated map ใNumber of players : 4 (1, 5, 7, 11 o clock) ใSize : 128 ร 128 ใTileset : Twilight ใConcept : Holy World is designed to be a reverse-high ground macro-orientated map, with the main shaped like a donut and its surrounding high ground having the expansions. The name 'Holy World' is because of the diagram in the center.
ใSpecial features - The main's entrance is from lower ground to higher ground, hence early pressure is the key to winning on this map. - The second expo is blocked by a mineral wall, and if you get past this wall, you can get into your opponent's back cliff, so we can expect many uses of this mineral wall for scouting, as well as other strategic plays. - The nat's distances are close, and the center is wide, so expect to see many big battles happening in the center of the map. The main is also designed like a valley, so expect a lot of dropship plays or guerrilla attacks to occur. ใMisc. details - The second expo's minerals are 1000 each, and the gas behind it is spaced 3 squares away from the center so that it wouldn't be siegable. - Only the reaver's scarab can pass through the second expo's mineral wall. - The main can be walled with 1 barracks and 1 supply depot. - There are no minerals that can be caught within the line of sight of workers, hence scouting using mineral-click is impossible. - Only the mineral line can be attacked by sieged tanks from the surrounding cliffs. - The disruption webs works as normal, and the command center in the center of the map can be infested by the Queen after dealing damage to it. ใRush distance : Base entrance to base entrance (worker speed): vertical/horizontal distance 32 seconds, diagonal distance 40 seconds. ใResources - Main : 9M+1G(4x) - Natural : 7M+1G(4x) - Backyard : 5M - Expo : 7M+1G(4๊ฐ,1000)
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JIJIyO
Canada1957 Posts
Woah sick map. Weird 3rd gases though.......attackable mineral line O_O What is this being used for?
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United States13143 Posts
Is that a neutral CC and neutral DWebs in the middle?
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why don't korean maps take more notice of potentially imbalanced gas placement? if one gas is significantly closer to a ramp than all the others then that is something that should be fixed!
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Kentor
United States5784 Posts
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Nice find~ And very interesting...
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I see Zerg getting queens to infest the CC.
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17053 Posts
Reminds me a bit of Vertigo, that old map from way back when.
Bottom left looks like it's going to get gas stolen so many times :/
Also I'm guessing the neutral CC is for infest.
loal.
EDIT: The Korean description says that the map is reminiscent of Vertigo.
Win! :D
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lol sometimes I really do wonder just how much KeSPA grooms the maps to favor a particular race for better publicity/marketing, or attempts to anyway. I could be wrong but almost all the latest maps are zerg-biased, and as far as I can tell this one is no exception.
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On May 04 2009 15:28 integral wrote: lol sometimes I really do wonder just how much KeSPA grooms the maps to favor a particular race for better publicity/marketing, or attempts to anyway. I could be wrong but almost all the latest maps are zerg-biased, and as far as I can tell this one is no exception. Care to explain why you think this map is Z>T? Because i don't see a single thing makes me think that.
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17053 Posts
I can already see so many cheeses with skipping Pylons through the minerals and proxies and stuff haha...PvT seems difficult to me, and PvZ seems difficult as well.
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could someone translate the description? thanks!
and lol @ prospect of infested terrans in a zvz or zvp
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konadora
Singapore66358 Posts
Holy shit indeed.
TRANSLATING THE DESCRIPTION BRB
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I love that CC. Zerg min line bombing runs anyone???
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United States12607 Posts
lol, what the hell is that CC in the middle of the map?
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It seems very similar to Neo Requiem.
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BTW, everyone...
This is gonna be used in Bacchus OSL.
Looks...interesting...
All the new maps coming out are all such macro maps...I mean...they're better than last year's, as they allow for creative play, but still. I guess the mapmakers are over getting bitched at for making imbalanced "creative" maps.
Which is really too bad. As much as the likes of Tears and Plasma sucked total balls for whatever race, it was fun to see crazy shit get used.
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konadora
Singapore66358 Posts
โถ New Map: HolyWorld Description ใType : Reverse-High Ground Macro-orientated map ใNumber of players : 4 (1, 5, 7, 11 o clock) ใSize : 128 ร 128 ใTileset : Twilight ใConcept : Holy World is designed to be a reverse-high ground macro-orientated map, with the main shaped like a donut and its surrounding high ground having the expansions. The name 'Holy World' is because of the diagram in the center.
ใSpecial features - The main's entrance is from lower ground to higher ground, hence early pressure is the key to winning on this map. - The second expo is blocked by a mineral wall, and if you get past this wall, you can get into your opponent's back cliff, so we can expect many uses of this mineral wall for scouting, as well as other strategic plays. - The nat's distances are close, and the center is wide, so expect to see many big battles happening in the center of the map. The main is also designed like a valley, so expect a lot of dropship plays or guerrilla attacks to occur. ใMisc. details - The second expo's minerals are 1000 each, and the gas behind it is spaced 3 squares away from the center so that it wouldn't be siegable. - Only the reaver's scarab can pass through the second expo's mineral wall. - The main can be walled with 1 barracks and 1 supply depot. - There are no minerals that can be caught within the line of sight of workers, hence scouting using mineral-click is impossible. - Only the mineral line can be attacked by sieged tanks from the surrounding cliffs. - The disruption webs works as normal, and the command center in the center of the map can be infested by the Queen after dealing damage to it. ใRush distance : Base entrance to base entrance (worker speed): vertical/horizontal distance 32 seconds, diagonal distance 40 seconds. ใResources - Main : 9M+1G(4x) - Natural : 7M+1G(4x) - Backyard : 5M - Expo : 7M+1G(4๊ฐ,1000)
+ Show Spoiler +โถ ์ ๊ท๋งต HolyWorld (ํ๋ฆฌ์๋) ๊ฐ์ ใํ ์
: ์ญ์ธ๋ํ ํ์ธ์๋งต ใ์ธ์์ : 4์ธ์ฉ (1, 5, 7, 11์) ใ์ฌ์ด์ฆ : 128 ร 128 ใํ์ผ์
: Twilight ใ์ปจ์
: ํ๋ฆฌ์๋๋ ์ญ ์ธ๋ํ ํ์ธ์๋งต์ผ๋ก ๋๋ํํ์ ๋ณธ์งํํ๋ฅผ ๋๊ณ ์๊ณ ๋ณธ์ง ์ฃผ๋ณ์ ์ธ๋์ ๋ฉํฐ๋ค์ด ๋์ฌ์๋ ๋งต์ด๋ค. ์ผํฐ์ ๊ทธ๋ ค์ง ๋ง๋ฒ์ง์ ๋ชจ์ ๋๋ฌธ์ ํ๋ฆฌ์๋๋ผ๋ ์ด๋ฆ์ด ๋ถ์ฌ์ก๋ค. ใํน์ง - ๋ณธ์ง ์
๊ตฌ๊ฐ ์ญ์ธ๋์ผ๋ก ์ด๋ฃจ์ด์ ธ ์๊ธฐ ๋๋ฌธ์ ์ด๋ฐ ์๋ฐ ํ๋ ์ด๊ฐ ์ค์ํ ๋งต์ด๋ค. - ์ 2๋ฉํฐ๋ ๋ฏธ๋ค๋ ๋ฒฝ์ผ๋ก ๋งํ ์์ผ๋ฉฐ ์ด ๋ฏธ๋ค๋ ๋ฒฝ์ ๋์ด๊ฐ๋ฉด ์๋ ๋ณธ์ง์ ๋ท๊ธธ ์ธ๋ ์ชฝ์ผ๋ก ๋ค์ด๊ฐ ์ ์๊ธฐ ๋๋ฌธ์ ์ ์ฐฐ๊ฒฝ๋ก ์ด์ฉ ๋ฐ ๋ค์ํ ์ ๋ต์ ์ธ ํ๋ ์ด๋ฅผ ๊ธฐ๋ํด๋ณผ ์ ์๋ค. - ์๋ง๋น๊ฐ์ ๊ฑฐ๋ฆฌ๊ฐ ๊ฐ๊น๊ณ ์ผํฐ๊ฐ ๋๊ธฐ ๋๋ฌธ์ ์ผํฐ์์์ ํ ์ธ์๋ ๋ง์ด ๋ณผ ์ ์์ผ๋ฉฐ ๋ณธ์ง์ด ๋ถ์ง๋ก ๋์ด์๊ธฐ ๋๋ฌธ์ ๋ณธ์ง์ผ๋ก์ ๋๋๊ณต๊ฒฉ์ด๋ ๊ฒ๋ฆด๋ผ ํ๋ ์ด๋ ๋ง์ด ๋์ฌ ๊ฒ์ผ๋ก ์์๋๋ค. ใ๊ธฐํ์ฌํญ - ์ 2๋ฉํฐ์ ๋ฏธ๋ค๋์์ 1000์ด๋ฉฐ ๋ค์ชฝ ๊ฐ์ค๋ ์ผํฐ์์ ํฑํฌํฌ๊ฒฉ์ ๋ฐ์ง ์๊ฒ 3์นธ์ฉ ๋ ๋จ์ด์ ธ ์๋ค. - ์ 2๋ฉํฐ์ ๋ฏธ๋ค๋๋ฒฝ์ ๋ฆฌ๋ฒ์ ์ค์บ๋ฝ๋ง ํต๊ณผํ๋ค. - ๋ณธ์ง์ ์๋ฐฐ๋ญ ์์ํ๋ก ๋ง์ ์ ์๋ค. - ๋ณธ์ง ์ฃผ๋ณ ์ธ๋์์ ์ผ๊พผ์์ผ๋ก๋ ๋ฏธ๋ค๋์ด ๋ฟ์ง ์์ ๋ฏธ๋ค๋์ ์ฐ๊ณ ์ ์ฐฐ์ ํ๋ ํ๋ ์ด๋ฅผ ํ ์ ์๋ค. - ๋ณธ์ง ์ฃผ๋ณ ์ธ๋์์ ๋ณธ์ง ๋ฏธ๋ค๋์ ์์ฆ ํฌ๊ฒฉ๋ง ๋ฟ๋๋ค. - ์ผํฐ์ ์๋ ์น์ ์ ์์ ์ผ๋ก ์๋ํ๋ฉฐ ์ค๋ฆฝ์ปค๋งจ๋์ผํฐ๋ ์ฒด๋ ฅ์ ๊น์ ๋ค ์ ๊ทธ๊ฐ ํธ์ผ๋ก ๊ฐ์ผ์ํฌ ์ ์๋ค. ใ๋ฌ์ฌ๊ฑฐ๋ฆฌ : ๋ณธ์ง์
๊ตฌ๊ฐ ๊ธฐ์ค(์ผ๊พผ) ์ธ์ ์คํํ
32์ด, ๋๊ฐ์ 40์ด ใ์์๋ - ๋ณธ์ง : 9M+1G(4๊ฐ) - ์๋ง๋น : 7M+1G(4๊ฐ) - ๋ท๋ง๋น : 5M - ํ์ฅ : 7M+1G(4๊ฐ,1000)
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