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On October 29 2019 02:42 Freakling wrote: The infestable CC only spawns at the free spawn that no player is at. The beacons take on player colours, so Zerg can get an almost direct scout by sending an Overlord to the centre and then to the enemy base (Terran can use a floating rax for the same purpose). All bases have fast mining geysers (full mining rate on three workers), which is good for low worker count economies such as Zerg's (though this is maybe less prominent on island maps where you can drone up more aggressively early on). Likewise generally low mineral counts, but lots of bases, should help with Zerg, who rely on gas the most, particularly in the mid game tech-up stages. All the centre bases are connected by ground, albeit only by long, relatively narrow paths, so players do not have to rely entirely on air superiority. If that's not enough, I can also add some stuff that delays Protoss (and Terran, to some degree) in taking their second base (think of Neo Arkanoid but using some more advanced/modern tricks). Very cool but remember Sparkle was T>P. Would be nice if P had some buffs vs Terran. But you surely know a lot more than me mapmaking wise. Felt like Wraith/Valks just melted Corsairs on Sparkle. And T had a higher win percentage in TvP than P.
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There is certainly still a lot left to learn when it comes to island maps. Will probably take a few iterations to get the formula just right.
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United Kingdom12010 Posts
On October 29 2019 04:53 Alpha-NP- wrote:Show nested quote +On October 29 2019 02:42 Freakling wrote: The infestable CC only spawns at the free spawn that no player is at. The beacons take on player colours, so Zerg can get an almost direct scout by sending an Overlord to the centre and then to the enemy base (Terran can use a floating rax for the same purpose). All bases have fast mining geysers (full mining rate on three workers), which is good for low worker count economies such as Zerg's (though this is maybe less prominent on island maps where you can drone up more aggressively early on). Likewise generally low mineral counts, but lots of bases, should help with Zerg, who rely on gas the most, particularly in the mid game tech-up stages. All the centre bases are connected by ground, albeit only by long, relatively narrow paths, so players do not have to rely entirely on air superiority. If that's not enough, I can also add some stuff that delays Protoss (and Terran, to some degree) in taking their second base (think of Neo Arkanoid but using some more advanced/modern tricks). Very cool but remember Sparkle was T>P. Would be nice if P had some buffs vs Terran. But you surely know a lot more than me mapmaking wise. Felt like Wraith/Valks just melted Corsairs on Sparkle. And T had a higher win percentage in TvP than P.
Scouts are the answer, they wreck terran air way more than corsairs do.
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konadora
Singapore66060 Posts
is there any way to look at a higher res photos of the maps?
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konadora
Singapore66060 Posts
anyway, voting for all the non-4 player maps
we need more "imbalance" for crazy fun creative games, screw conventional map designs
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5377 Posts
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Flight Path and Winding Road were my two choices. :D
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Voted for freakling
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Flight Path needs 3rd gas for only Zerg. It's like Sparkle.
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Hello old friends
Been really busy for the past year and I'm craving some BW. I love these new maps. Glad to see this place is still alive and there's still ASL running. See you in the LR thread if there's one.
<3 <3 <3
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On October 29 2019 11:03 konadora wrote: anyway, voting for all the non-4 player maps
we need more "imbalance" for crazy fun creative games, screw conventional map designs That's the spirit!
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That's 910 s blog who's responsible for maps. I'm not big fan of his decisions lately (especially Block Chain used twice).
By the way, saw a dream where FlaSh participated another ASL, can we hope he will play this time? Also he's directly seeded to ro16. If I was him I would surely play because it's not like he's not even touching keyboard, he still playing , just needs to take it easy.
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On October 29 2019 23:55 M3t4PhYzX wrote:Show nested quote +On October 29 2019 11:03 konadora wrote: anyway, voting for all the non-4 player maps
we need more "imbalance" for crazy fun creative games, screw conventional map designs That's the spirit!
not sure if you know what you are asking for, these crazy ''creative'' maps often give the same type of games / abuses of imbalances of the map resulting in dull gameplay
take sparkle for instance at first its quite interesting to see some unit combs and well maybe its not the best example since we did not have a island map since forever but overall looking back island maps.... it was not like we are super excited to have these on again if you have watched all the sparkle games i really doubt people are likes yess this i want to see again and again lets have more island maps next tournament general consensus is its fun for a bit but rather not have sparkle again... thus tasteless&artosis
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On October 30 2019 01:58 outscar wrote:That's 910 s blog who's responsible for maps. I'm not big fan of his decisions lately (especially Block Chain used twice). By the way, saw a dream where FlaSh participated another ASL, can we hope he will play this time? Also he's directly seeded to ro16. If I was him I would surely play because it's not like he's not even touching keyboard, he still playing , just needs to take it easy. throwing out Whiteout and going for Block Chain TWICE instead, was one of the worst decisions ever made map-wise..
If 910 is in charge, then I'm pretty afraid we won't see the best maps again..
Hope i'm wrong.
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On October 30 2019 04:11 onlystar wrote:Show nested quote +On October 29 2019 23:55 M3t4PhYzX wrote:On October 29 2019 11:03 konadora wrote: anyway, voting for all the non-4 player maps
we need more "imbalance" for crazy fun creative games, screw conventional map designs That's the spirit! not sure if you know what you are asking for, these crazy ''creative'' maps often give the same type of games / abuses of imbalances of the map resulting in dull gameplay take sparkle for instance at first its quite interesting to see some unit combs and well maybe its not the best example since we did not have a island map since forever but overall looking back island maps.... it was not like we are super excited to have these on again if you have watched all the sparkle games i really doubt people are likes yess this i want to see again and again lets have more island maps next tournament general consensus is its fun for a bit but rather not have sparkle again... thus tasteless&artosis
I think island or semi-island maps deserve more experimentation. There is lots to be discovered in terms of balance... seeing what works and what doesn't. Even if all island maps are just inherently imbalanced they have not been explored as much as typical ground-based maps. Maybe it's a side of Brood War that we just haven't seen. But as you pointed out, do we really have to do this on the biggest stage with money on the line? Well, there's not many other ways to test maps out nowadays...
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Belgium9937 Posts
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Played a bit Fatal Combat and hated pathing so much: after you destroy gases to block the path and when you A move your units to enemy base they get stuck there. On top of that getting up that catwalk ramps with tanks was nightmare, some tanks refused to move.
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^ 1. You have still an airway to attack your enemy
2. You can take all-in before gases are destroyed
3. You play Terran vs Bisu. Do you think who will win?
He admitted in interviews that he did not focus on map or player-specific builds but rather worked out of straight-up builds executed to perfection.
NaDa
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