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Live2Win
United States6657 Posts
Wooooooh~~~ new maps!!!!
As reported before, OSL decided to ditch Persona (for it's atrocious balance issues) and Fantasy II (for it's slight balance issues, and used for 2 season). Instead, they will be using the shared PL maps Katrina and Blue Storm, along with the new maps Troy and "악령의숲" (which directly translates to "Demon's Forest").
Here are the new maps.
▶Name: Troy -Type: Reversed Isle/Land -Capacity: 4 Players (1, 5, 7, 11 o'clock positions) -Size: 128 × 128 -Tileset: Desert -Created by: Earthattack (Kim Eun-suh)
Description: A regular isle/land map is a map that starts off as an island, then becomes land by destroying neutral buildings (Arkanoid). This reversed isle/land map does the opposite. The entrance from your main to your island is semi-blocked by two assimilators. The assimilators, however, are far enough from each other that even ultralisks can pass through. However, if you break the assimilators, the path becomes more narrow and only ghosts can pass through.
My comments: This map has a very confusing and interesting concept. First of all I'm not sure if the that's a cliff or a wall that's blocking the main bases to their nats... it looks very similar to the "ditches" used in Martian Cross (old map) but when you look at the expansions at 3 and 9, they're overlapped by minerals. The description leads me to believe the bases aren't blocked off to their nat, but the design is mis-leading.
The assimilators are also confusing. Apparently if you break them, somehow your path becomes almost completely blocked off. My best guess is that there is a tileset below the assimilators that prevents units from walking through. (are ghosts smaller than zerglings?)
▶Name: '악령의숲' (Demon's Forest) -Type: Demands for minor battles (길목형 난전맵) -Capacity: 3 Players (3, 7, 11 o'clock positions) -Size: 128 × 128 -Tileset: Badlands -Created by: Str18-02 (Woo Sang-hui)
Description: The map was inspired from the Battle of the Teutoburg Forest, a battle when the Roman army is crushed by German tribesmen led by Arminius, who used the harsh terrain to set traps.
The map has large areas of "forests", designed to hinder the player's vision and provide a much higher miss rate, demanding alternate strategies and multiple mini battles rather than large-scale battles.
My comments: At first I thought the tress would make it impossble for units to move... but I guess you can. The miss rate increases from all the tress, so I imagine ranged units have a disadvantage (which leads to a terran disadvantage). There's also a back expo to each base with a cliff. I imagine zergs will have a field day here.
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That Troy concept of having the dead assimilators decrease the path size is weird. The Forest map looks fucked up too. Should see some interesting games though :p Thanks L2W
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That Assimilator thing is bizarre. Should lead to some interesting strategies though.
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I think I'll enjoy watching games on the Troy, should be interesting to see how the assimilators are used. I don't like the look of Demon's Forest, but could prove for different strats with the trees. A lot of unbuildable terrain, but also cliffs above the back expansions and tight bridges could be nice for terran.
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I love Demons Forest. Almost brings back the more "Micro Oriented" play.
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These maps are fucking kickass. I can't wait for them to be thrown out so I can play them. I especially like Troy & the assimilators. PvT kill the assimilators & the T is so fucked lol
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United States10774 Posts
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cooler than persona, but maybe more imba than persona?
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Thanks for getting this out, Live2Win
I'm interested to see how they did Forest - from the image, it looks like doodads interspersed with tree sprites. Hopefully, there won't be too much of the former, or navigating this will really hurt. I have faith, though - this will either produce some great new strategies... or be cast out as a total failure. A good change from pure macro-based maps, though.
And regarding Troy and the Assimilators - very interesting concept; you see, I think the Assims will leave behind Geysers when destroyed, and the collision box for an Assim is much smaller than that of a Geyser, even though that doesn't make much sense. Zerglings and Ghosts have a similarly-sized size in pixels, so yes, lings should definitely be able to make it through.
I'm pretty sure the terrain changes you mention in Troy are just really thin pieces of Crags tiles. As such, they're both walk-able and build-able. Hope I'm not mistaken with that; we'll have to see the games to know for sure.
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wow intersting maps, i can't wait to play these. Just when you think maps can't get any more god damn original they do.
Thanks L2W
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I think the gases are at 0, because if they aren't, 4 gas p in pvz rofl
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On January 11 2008 13:23 FragKrag wrote: These maps are fucking kickass. I can't wait for them to be thrown out so I can play them. I especially like Troy & the assimilators. PvT kill the assimilators & the T is so fucked lol hmm ur right, if you kill the T's assimilators, how the fuck are they gonna do anything at all? lol
and that forest map, can large units even fit through the trees in the middle?
at least they are interesting concepts
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How much gas to the assimilators have? zero or like 2500?
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wow, very interesting new concepts for both maps!
as for the assimilators: I'm pretty certain when they are destroyed, they reveal a vespane geyser underneath, and the reason the choke becomes smaller is because vespane geysers take up more space than assimilators.
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On January 11 2008 13:23 HellAngel wrote: I love Demons Forest. Almost brings back the more "Micro Oriented" play.
Yes exactly. And there are no spells/neutral buildings on the map!
Best new map ever of all time since the history of everything.
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so... when the assimilators are destroyed, are geysers under them or what? Cuz if there are, somebody who takes his nat could be getting 4 gas off of 2 base O_O or maybe the geysers are depleted? I dunno, but it looks like a really cool map (don't see any immediate glaring balance issues either, though gols v carriers in the middle of the map looks like it would be really hard).
I don't really understand the whole forest aspect of Demon's Forest. Do the trees limit LoS from units outside the forest? Either way, it looks like the mobility of zerg is going to rape (which means another title for Jaedong!)
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How does the assimilator thing work?
Some sort of UMS script?
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Well destroying the assims means that your units can't get out, so it's basically a sacrifice.
4gas PvZ, but your units can't get out or 2 gas PvZ with units that come out? Though the middle top and bottom expos would be basically impenetrable if you destroyed the assims.
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