SHOUTcraft Clan Wars - Season 2 - Official thread - Page 13
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In Season 1 of Clan Wars we proved that good games can be created by unusual maps. We had some failures like New Pompeii, where it became clear there was only one optimal strategy, but outside of that, we saw experimentation, adaptation and unusual games with our mix of standard and radically different community made maps. This time around we are doing exactly the same thing, with an all new refreshed map pool with even more interesting ideas. Our map-makers were told the sky was the limit and that's exactly what they took to heart. Crazy Clash Author - SidianTheBard Overview - As the name would suggest, the map is as far from standard as it can get. Hostile Missile Turrets, Bridges, Gold Bases, A line of sight blocking "Forest" and Healing Shrines are some of the features this map has. The players spawn close by air to each other, however all early air aggression is stifled by the existence of hostile turrets in the flying zone between mains. The natural is fairly defensible due to the long rush distance and the abundance of chokes. The choice of 3rd bases is very interesting, there is a gold that is relatively far and vulnerable to high ground sieges, a much more defensible 3rd that is initially blocked by destructible rocks or by breaking down the bridge control, and a regular yield base that is also far from the nat and also more open. As the games progress two locations in particular grow in importance, the first is the middle high ground platform, as it directs the flow of attacks by ground as well as overseeing a healing shrine and a gold base just south-east of it. The other key location is a high yield island base amidst the turrets. The base also has a Xel'Naga tower, guaranteeing control of the skies to whomever can claim it. By destroying the bridge control in your base you are able to move to this gold base extremely fast, yet now your main could be vulnerable to the enemy. After 15 ingame minutes, all bridges will automatically open up, allowing the crazy to begin. Screenshots -------------------------------------------------------- Peninsula Author - Kantu Overview - A extremely exotic two spawn map with several unique features. The first and most obvious feature is the hybrid mineral fields, basically half are normal yield and half are high yield for all bases. This will probably lead to an explosive early game economy and an emphasis on continual aggressive expansion in order to offset the quicker rate of mining out. The second feature is a wall of nearly depleted mineral patches, constricting movement along most paths and with the inclusion of several eggs in the walls that can be mineral walked. The eggs allow scouts (or cannon rushes) to get through, but not units. The map is relatively open in the center, but more choked towards the edges. Overall the features should promote very hectic and aggressive games on all fronts. Screenshots -------------------------------------------------------- Kylskada Author - eTcetRa Overview - A two spawn map that draws inspiration from King Sejong Station. While Kylskada has eliminated the air vulnerability of its counterpart it has added newer vulnerabilities. The mains are slightly more prone to blink and both natural gases are vulnerable to sieges. The two possible 3rds, while relatively far from the natural are fairly defensible. Later on the map features several valleys dominated by a huge winding high ground plateau. The narrow chokes and corridors are idea for zone control units to dominate, however the multitude of paths creates a clear tension between control and mobility that the players will need to juggle. Screenshots -------------------------------------------------------- Engines of War Author - IeZaeL and triggers by Scorp Overview - At first appearance a fairly standard two spawn map with relatively close and defendable 3rd options. The architecture of the center is reminiscent to Neo Planet S, presenting a low ground area surrounded by a high ground platform with more outlying bases. But don't be fooled, the map has one unique feature, 3 controlable extremely powerful cannons with extremely long range in the center, the north-west and the south east portions of the map. While not immediately consequential two of the cannons overlook the key outling bases and thus become vital as the game progresses. The center cannon proves strong control of that area and thus encourages use of the lateral paths. Screenshots -------------------------------------------------------- Orichalcum Author - IeZaeL Overview - A small two spawn map with a fairly linear architecture. The players have a choice between two 3rds, a relatively close but awkwardly placed regular yield base and a farther but slightly more tucked back gold base. Attackers should focus on trying to interpose their army on the ramp between the natural of the defender and the 3rd or, alternatively, breaking down the rocks to siege the 3rd from the back or strike at the gold. If the games stabilize in the mid game then the high ground platforms that the bases are situated on become far more important and it is possible to split the map by gaining firm control of the high grounds. Screenshots -------------------------------------------------------- Sun Cross Author - Lefix Overview - "A unique map where the players spawn on one of 3 possible far spawn locations and have access to what seems to be a fairly defensible natural and 3rd. However while the architecture of the main bases makes them safe against ground based attacks they are vulnerable to, blink and elevator plays and backdoor attacks. Later bases are harder to take due to players spreading out thin. The center bases are relatively close but vulnerable due to the orientation of the mineral patches. The center of the map is dominated by many narrow bridges, ideal for aoe units. Credits: Lefix - Main map idea and creation. Destruction - Map description help." Screenshots -------------------------------------------------------- Neo Emerald Plaza Author - IeZeaL Overview - This is a two spawn position map that promotes multi-tasking and searching for new different avenues of attack. Initially only one fairly easy to defend attack path is open, but as the game progresses more attack paths can be opened up by eliminating the destructible rocks.The high ground platforms overlooking the central attack path both feature a base and dictate movement flow, guaranteeing that they will increase in importance as the games progress. Screenshots -------------------------------------------------------- Thus concludes our preview of our exciting 1v1 map pool. These maps will be rotated and played in a variety of positions throughout the tournament, accompanied by a 2v2 map and a Legacy of the Void beta map in each Clan War. The season launches on April 8th so if you are looking for some innovative SC2 play with some of the best teams from around the world, look no further than http://www.mlg.tv on April 8th beginning at 20:00 Eastern. | ||
Meavis
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