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"The night is darkest right before the dawn and I promiss you, the dawn is comming." ~ Harvey Dent
Format
Random sorting will provide a 32 player bracket which will be played in MSL style format on saturday, July 16th at 19CET. The round of 16 onward will be best of 3 matches.
Time: July 16th 19CET Location: Fish Server Channel: Op Eywa-
+ Show Spoiler [List of players] +Group A Cutie[pain] < Destination > OpenSlot LRM)OyA < Destination > gNs.I-LML Cutie[pain] < Beltway > LRM)OyA Freeslot < Beltway > gNs.I-LMLLRM)OyA < Alternative > gNs.I-LML Cutie[pain] advances 2-0 LRM)OyA advances 2-1Group B Playa < Destination > Target-X17LRM)Bakuryu < Destination > [FR]Dewalt Target-X17 < Beltway > LRM)BakuryuPlaya < Beltway > [FR]Dewalt W.O Target-X17 < Alternative > [FR]Dewalt double W.O LRM)Bakuryu advances 2-0Group C Michael(OD) < Destination > Freeslot iFU.SneazeL < Destination > gNs.I-TrutaCzMichael(OD) < Alternative > gNs.I-TrutaCz Freeslot < Alternative > iFU.SneazeLgNs.I-TrutaCz < Destination > iFU.Sneazel Michael(OD) advances 2-0 gNs.I-TrutaCz advances 2-1Group D LRM)Kolll < Destination > dredredreRamms <Destination > iFU.Zaraki dredredre < Alternative > Ramms LRM)Kolll < Alternative > iFU.ZaRaki Ramms < Beltway > LRM)Kollldredredre advances 2-0 LRM)Kolll advances 2-1dredredre advances 2-0+ Show Spoiler [Round of 8] +Cutie[pain] < > Freeslot Cutie[pain] < > Freeslot Cutie[pain] < > Freeslot Cutie[pain] advances 2-0LRM)Bakuryu < Neo Medusa > LRM)OyA LRM)Bakuryu < Eye of the Storm > LRM)OyA LRM)Bakuryu < Not needed > LRM)OyA LRM)Bakuryu advances 2-0Michael(OD) < Fighting Spirit > LRM)KolllMichael(OD) < Alternative > LRM)KolllMichael(OD) < Not needed > LRM)Kolll LRM)Kolll advances 2-0dredredre < Heartbreak Ridge > gNs.I-trutaCzdredredre < Lost Temple > gNs.I-trutaCzdredredre < Not needed > gNs.I-trutaCz gNs.I-TrutaCz advances 2-0 + Show Spoiler [Semi-Finals] +Cutie[pain] < Destination > LRM)BakuryuCutie[pain] < Heart Break Ridge > LRM)Bakuryu Cutie[pain] < Dante's Peak SE > LRM)BakuryuLRM)Bakuryu advances 2-1LRM)Kolll < Empire of the Sun > gNs.I-TrutaCzLRM)Kolll < HeartBreak Ridge > gNs.I-TrutaCz LRM)Kolll < Neo Aztec > gNs.I-TrutaCz LRM)Kolll advances 2-1 + Show Spoiler [Finals] +LRM)Bakuryu < Battle Royale > LRM)KolllLRM)Bakuryu < Alternative > LRM)KolllLRM)Bakuryu < New Empire of the Sun > LRM)KolllLRM)Bakuryu < Heartbreak Ridge > LRM)Kolll LRM)Bakuryu < Tau Cross > LRM)Kolll Kolll wins 3-0
Maps Semi-finals:
Dante's Peak SE, HeartBreak Ridge, Neo Aztec, Tau Cross
Finals:
Desert Outpost 1.0
Alternative, Beltway, Dante's Peak SE, Fighting Spirit, HeartBreak Ridge, Neo Aztec, New Empire of the sun, Tau Cross
Prize pool 1st - $50 2nd - Bragging rights
Organization: rD.Eywa- Caster: Sayle Sponsor: Eywa-
"Message from the sponsor: "This tournament is to keep the life in foreign bw as well as test out the balance in a new map that I myself have created. ^^ I wish all the players good luck and thank you for playing. Also, I'll be keeping track of these games for ELO count purposes. GLHF." ~ Eywa-
If you wish to play, check your inbox and if you feel that you should have received an invite but didn't, you can send me a message since I'm not uber gosu at knowing all the players >_< I think I got everyone though.
Rules+ Show Spoiler + 1) All players are subject to administrative discretion 2) Every game must be played with Mini launcher 9.63 3) All games must be played on Fish server 4) All games must be played on maps from the pool 5) All games must be saved and submitted to Eywa- on Teamliquid 6) There will be no bracket altering unless there is a severe lag issue 7) Walk overs will be awarded for excess of 10 minute tardiness for the first match, 5 minutes for every subsequent round. 8) There will be no BM whatsoever in the pregame lobby (1 warning per player) 9) There will be no chat in game and players are required to type out with a "gg" before leaving any game (1 warning per player) 10) Any decision making will be at the discretion of Eywa-. 11) Each player in the semi-finals may decline one map from the pool, map order will then be shuffled.(Players may not decline initial map) 12) Each player in the Finals may decline two maps from the pool, map order will then be shuffled.(Players may not decline initial map)
how to watch?
Map: Desert Outpost
VODs: http://www.justin.tv/saylesc/b/290331178
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Australia7069 Posts
2 entrances to main and within spitting distance if spawning in horizontal positions? did you even play test it at all?...
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On July 02 2011 09:04 Kiante wrote: 2 entrances to main and within spitting distance if spawning in horizontal positions? did you even play test it at all?...
^^ I will before it starts obviously
Edit: Also, closer ramp is blocked.
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Haha, so we no longer play on ICCup ? fine by me! Looking forward to this tournament
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Time to get out the oblivion hacks again?
US West... Seriously come on.
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can you provide a picture?>_>'
Just open the map in SCMDraft2 and under file there is the option to export it as a picture.
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On July 02 2011 09:40 LML wrote: can you provide a picture?>_>'
Just open the map in SCMDraft2 and under file there is the option to export it as a picture.
Sure, I'll do that.
Map glitch found, going to fix. Zerglings can runby eggs on ramp --> fixing
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How could PvT ever be winnable on this map i wonder...
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On July 02 2011 10:18 funnybananaman wrote: How could PvT ever be winnable on this map i wonder...
lots of flanks.
Edit: Also, fixed bug, going to test it.
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Map looks imbalanced, but I guess we all get to practice it ahead of time.
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Croatia9359 Posts
How in the hell is Zerg supposed to win against Terran here?
Slow tank push with mass turrets... and by slow I mean Terran is in Zerg's base in approximately 1 minute and 43 seconds.
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On July 02 2011 10:46 2Pacalypse- wrote: How in the hell is Zerg supposed to win against Terran here?
Slow tank push with mass turrets... and by slow I mean Terran is in Zerg's base in approximately 1 minute and 43 seconds. Easy muta harass on main gas, terran may find tanks a difficult strat off one gas.
Not to mention lurk/ling flank.
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Way too small I think. Post it on broodwarmaps.net to get reviews from the pros. Your map will be cut into pieces eaten and spit out but you'll learn about map making ^^
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deal is like this: It's totally imba in many way. There are alot of stupid things one could do (burrow jump over eggs, any unit that kills the eggs quickly as dt/archon/siegetank/lurker, but even a goon, first goon to go through), but if you would go for a normal game it would be like this: - way too narrow, infront of the natural. that space? Tanks > everything there, after that, T can keep a tankline on the cliff in his main push around it to the opponent's base while being protected from the top (ofc terran would never take the long passage, as the short one takes him 5seconds to the opponents base, where it's WAY too narrow for a P to do anything at all, it's like being contained in your main and the T in your nat, imba) - the mineral layout in the mains is partly too far away asit seems, also only 8 mineral fields as an old school map and then follow up the mappool with only newschool maps (except taucross, which also has 9 mineral fields in its main, whatsoever) - the mains are WAY too small, how are you suppossed to fit all your supply depots and then 10factories in there? or 10gateways? - natural only has 5 mineral patches? 13 for 2bases, compared to usually 16 (9main+7nat) - i think terran can abuse the terrain together with supply depots too good in the middle area to be flanked too much, either the P comes from the left or the right, but that's about it, more of a carrier map in that case
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I'm the wrong person to listen to when it comes to giving direct map balance criticism, but I still think the general map concept/layout could work if the map was a lot larger.
I can see the top being pushed out further with more high ground plateaus in order to create attack and defense lanes in space other than the already present tight choke points. Split the 12 oclock into two expos with good terrain to separate them from being secured too easily.
The bottom could use a lot of space in between the bases as long it remains cutoff by ground to the top. If the bottom attack path time can be long by ground and tough to move along then it will encourage more movement to the top of the map. A nice low ground path blocked by a ton of eggs or stacked temples would help slow stuff beyond the initial 3 eggs at the ramp. This also would open up movement for both players equally once destroyed.
With the constriction of movement between the bottom and the top it would be wise to consider altering the construction of the main base so that muta harass and carriers aren't pure ownage.
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I am currently making some major mods, standby.
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On July 02 2011 11:03 LML wrote: deal is like this: It's totally imba in many way. There are alot of stupid things one could do (burrow jump over eggs, any unit that kills the eggs quickly as dt/archon/siegetank/lurker, but even a goon, first goon to go through), but if you would go for a normal game it would be like this: - way too narrow, infront of the natural. that space? Tanks > everything there, after that, T can keep a tankline on the cliff in his main push around it to the opponent's base while being protected from the top (ofc terran would never take the long passage, as the short one takes him 5seconds to the opponents base, where it's WAY too narrow for a P to do anything at all, it's like being contained in your main and the T in your nat, imba) - the mineral layout in the mains is partly too far away asit seems, also only 8 mineral fields as an old school map and then follow up the mappool with only newschool maps (except taucross, which also has 9 mineral fields in its main, whatsoever) - the mains are WAY too small, how are you suppossed to fit all your supply depots and then 10factories in there? or 10gateways? - natural only has 5 mineral patches? 13 for 2bases, compared to usually 16 (9main+7nat) - i think terran can abuse the terrain together with supply depots too good in the middle area to be flanked too much, either the P comes from the left or the right, but that's about it, more of a carrier map in that case
Didn't read all of this but the mains are small, the distance between the bases is too short (in most 2 player maps that are close spawns they are divided by air i.e paranoid android / korean air map) and the main raised terrain reaches around to the half point of the map (can siege from your main to set up a push from base to base even if the starting spawns were separated by air).
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Australia7069 Posts
On July 02 2011 11:47 Mid[N]ight- wrote: Lol US west mass delay the latency is exactly the same as iccup. starcraft is connected peer to peer and doesn't run through a server. the server is only for the lobby
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what the devil is this map??? zerg can fly an overlord from the beginning and be at enemy base in like 20 seconds. useless 4 minerals in middle. even more useless 2 geysers on cliffs with no ramps and no minerals???
narrow chokes to your nat guarded by cliffs from your main. narrow middle means pretty much no flanks... T could place like 4 tanks at those 3 hills in the middle and cover pretty much the whole middle. hell they could wall off parts of the map and make it even more claustrophobic.
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