http://www.fighterforum.com/news/news_photo_read.asp?cat=PHO&idx=1334
The Eye
Sting
Arcadia
Felix
Rush Hour 3
Thoughts?
Forum Index > BW General |
Carnac
Germany / USA16648 Posts
http://www.fighterforum.com/news/news_photo_read.asp?cat=PHO&idx=1334 The Eye Sting Arcadia Felix Rush Hour 3 Thoughts? | ||
IdrA
United States11541 Posts
| ||
to miss the mark
Bosnia-Herzegovina1381 Posts
Yeah Z is fucked. | ||
gulii
Sweden2791 Posts
Cool with a snowmap now. | ||
thedeadhaji
39473 Posts
ow my eyes hurt >< | ||
FireBlast!
United Kingdom5251 Posts
These maps are only potential nominees, I guess we will see probably 2 of them at most actually being used next season. | ||
NeoIllusions
United States37500 Posts
How many maps are there in each MSL season, 4? | ||
bsj9
United States927 Posts
| ||
Eatme
Switzerland3919 Posts
| ||
Carnac
Germany / USA16648 Posts
On March 13 2006 12:23 FireBlast! wrote: The final map is in fact Rush Hour 3, they fixed a few resource imbalances as well shuffling a little the positioning of the 11 o clock natural. These maps are only potential nominees, I guess we will see probably 2 of them at most actually being used next season. Uh, yeah, I didn't really look that closely at the Rush Hour picture, gonna edit my first post. You got any infos on potential OGN maps? | ||
skindzer
Chile5113 Posts
| ||
Live2Win
United States6657 Posts
Like FireBlast said, they're just potential nominees for the new map this MSL. Here's a detailed explanation. The Eye Explanation: Once again they are experimenting with ramps. With specially designed ramps they can now have ramps point in different directions instead of the few they had. If you remember ramps were generally North-South. This was because of StarCraft's 2D Design. Now they have eliminated that and can make it go South-North. Also, ramps use to only go diagnal, now they can make it horizonal and vertical. The natural is made so that in order to take it, you must play offesive-rather than defensive. The many expos is suppose to make it a macro-base map. My opinion: Interesting map. No islands, and plenty of gas expos. Rush distances are fairly far, and as long as you protect one ramp from below, you can take ur nat and min-only without problem. The other expos are below ramps, and they're are plenty of gas expos. It will be interesting to see the balance on this map. Sting Explanation: Based on the design of Raid-Assault. Made for strategic play. There are little roads early game rushes, but the roads are narrow. Once it goes into mid-game there are other places to take, and in late-game there are many roads to choose from. The main base has two entrances, but 1 entrance is too narrow so that only basic-units may enter (lings, zlots, mnm) My Opinion: I generally don't like these type of maps. They tend to create the most balance issues. However, it takes much studying and practice to find strats and sometimes they create alot of exciting games. It reminds me alot of Ride Of Valks and BiFrost. Arcadia Explanation: A map designed to replace R-Point-like maps, created in basic design to make it safe (I'm assuming they mean balance issues). It re-introduces island expos and is expected to show some nice games. My Opinion: I do not like the roads in the middle. And the nat can be easily targetted from the opposite side. In gereral I don't think it will be toss-friendly. There are not so many gas expos that can be accessed easily, and it will be difficult to battle in the middle for zerg. So in general, I think it is slightly terran-friendly, and bring much stress to toss users. But that's just theory, we'll have to see. Felix Explanation: A map connected by bridges in a circular motion. There are not too much resources at your expos and the map in general is not economically rich. The natural does not have that much money compared to other maps and is slightly difficult to defend, thus an offensive style may suit it better. Expected to have nice balance. My Opinion: I don't like ice maps. They hurt my eyes. I don't like how the expos are in wide open areas, and can be targetted from different sides. I'm not sure what to say but I don't think it will be easy for zerg to take their nats. Rush Hour 3 Explanation: Upgraded from Rush Hour 2. The 11 natural has been changed to make it even. (Zerg players were complaining that it is harder to defend ur expo there than anywhere else) And have been fixed to settle mining issues. My opinion: I liked Rush Hour 1 better! | ||
SuperJongMan
Jamaica11586 Posts
| ||
iNsaNe-
Finland5201 Posts
| ||
Suicide
United States475 Posts
| ||
racebannon
Canada1225 Posts
| ||
jkillashark
United States5262 Posts
| ||
IdrA
United States11541 Posts
| ||
cYaN
Norway3322 Posts
| ||
Xeofreestyler
Belgium6733 Posts
| ||
EvilTeletubby
Baltimore, USA22225 Posts
On March 13 2006 14:06 Xeofreestyler wrote: I like the eye. Not so much for gameplay reasons but rather the fact that they found out how to manipulate those ramps like that. Yeah, and it's a much better change than neutral buildings or mineral walls. | ||
alffla
Hong Kong20321 Posts
| ||
boongee
United States967 Posts
| ||
born-to-porn
Denmark400 Posts
| ||
QuietIdiot
7004 Posts
Arcadia looks like a map where a protoss might go fast robo and play the corsair/reaver game vs zerg. Felix somehow reminds me of Rivalry merged with an open ground nature and symetrical form. Rush Hour I love the 11 change, I used to hate it when the damn guy would send one set of units through the bridge and another from the other side would somehow sneak into through the ramp, now it's possible to defend it at a much better place. STing = Claustrophic Protosses will die. | ||
red.venom
United States4651 Posts
| ||
hasuprotoss
United States4611 Posts
| ||
jtan
Sweden5891 Posts
+ that islands can be sieged However, nice maps! dl? | ||
SuperJongMan
Jamaica11586 Posts
On March 13 2006 14:12 EvilTeletubby wrote: Show nested quote + On March 13 2006 14:06 Xeofreestyler wrote: I like the eye. Not so much for gameplay reasons but rather the fact that they found out how to manipulate those ramps like that. Yeah, and it's a much better change than neutral buildings or mineral walls. But minerals walls are so nice. You can adjust timing and choke size. Forte, Requiem, Detonation-F... So cool -_-;; EDIT_ And where can we download these? I wanna goof off on some new maps. | ||
SchOOl_VicTIm
Greece2394 Posts
| ||
SolaR-
United States2685 Posts
| ||
Empyrean
16927 Posts
The Eye I think all around it has a nice design. The ramps are kind of neat, but as of a while ago I prefer my maps to be like Luna or R-Point - nice design, nice execution. I don't really like experimental maps that much nowadays, and these ramps are no exception. It's a nice concept though, with the terrain in the middle. It kind of reminds me of Namja Iyagi. However, the middle "structure" is so ugly. It's blockly and pixelated and it really bothers me. Make it something cool like a cross or a curve or something. Sting Same deal as before. I don't really like these "experimental" maps that much anymore. This map also looks cramped and unfinished, and it really lacks the promap feel. Compare the level of work on a map like this and one to joydom_Risky II and you'll really see a large difference in the level of mapmaking skill. Risky II was beautifully designed and decorated while this looks amateurish. I don't like this map at all. Arcadia Ok, I lied. Though this map is somewhat conventional and well made, I really hate it. Why? Badlands terrain is fucking ugly. Stop using it. Felix I like this map. It has a simple, clean design and looks very nice. It really does remind me of R-Point. the bridges are well thought out and the overall map feel looks nice. I'd say the level of work on this map reminds me of that on MERCURY, which is my favorite map ever. To look at, anyway. Well there you go, my thoughts on the map. I'm looking forward to exciting games on these. | ||
Bill307
Canada9103 Posts
I like Felix and Arcadia. The Eye reminds me of those eye-emblems from The Legend of Zelda: A Link to the Past (SNES), e.g. in Hyrule Castle. Might be okay. Sting looks very narrow and tight. Races that rely on flanking to beat a large army are going to have to play it very differently from standard maps. | ||
mrmin123
Korea (South)2971 Posts
| ||
b_unnies
3579 Posts
| ||
DTDominion
United States2148 Posts
| ||
NeoIllusions
United States37500 Posts
On March 13 2006 20:00 DTDominion wrote: These maps look like they are going to have crazy balance issues. lol... after years of playing this game, I still can't tell what balance issues will arise by just looking at a map. | ||
Cambium
United States16368 Posts
| ||
KrisElmqvist
Sweden1962 Posts
And the eye is just a big ripoff of the experimenting weve been doing lately. | ||
NeoIllusions
United States37500 Posts
| ||
Ilikestarcraft
Korea (South)17709 Posts
On March 14 2006 00:07 NeoIllusions wrote: Sooooo... you're telling us that OGN mapmakers are biting off your ideas... for maps to use in OSL? really? | ||
Luhh
Sweden2974 Posts
Eye looks interesting, but I'm not a fan of artistic concept maps, where they clutter stuff around just to make it look like an image. The rest are trash. They don't look appealing, and they don't seem to offer anything interesting in terms of gameplay. Well of course Rush hour is kind of nice, but imbalanced from spawning positions, as with nearly all 3 player maps. The redone natural at 11 helps zerg, but hurts protoss against a terran at 7. Even though it has produced a some good games (TvZ, PvZ mostly), I think it's time to retire this map. | ||
Coulthard
Greece3359 Posts
| ||
pum
Sweden306 Posts
| ||
Slipgoon
Sweden390 Posts
On March 14 2006 06:30 pum wrote: Sting is the best map of those.. I think its a very creativ and fun map | ||
SuperJongMan
Jamaica11586 Posts
WHERE TO DL???? | ||
KrisElmqvist
Sweden1962 Posts
On March 14 2006 00:07 NeoIllusions wrote: Sooooo... you're telling us that OGN mapmakers are biting off your ideas... for maps to use in OSL? do you think they are gods who discover everything 3 decades before everyone else? did it even hit you that they probably downloaded their editor programs and learned about neutral buildings on staredit.net like everyone else? no, it probably didnt, right? | ||
Zeto
United States2290 Posts
| ||
Sfydjklm
United States9218 Posts
| ||
useLess
United States4781 Posts
| ||
StylishVODs
Sweden5331 Posts
| ||
flothefreak
Germany77 Posts
judging as mapmaker: rhIII: dont wanna re-discuss the pros and cons again felix: interesting approach. nats slightly imbalanced, but not too bad. if the author was going for a perfect map, he should have inested some more time there. the overall idea is not bad, but it is exected a bit too narrow. the map may feel good in 1on1, but 2on2 will be quite strange and uncomfortable here. arcadia: everything is ushed to the mapedges. the center is quite pointless and doesn't fit into the map. plus, if it the chokepoints wouldn't be bridges, everybody would scream n cry due to tight passages- the bridges only covers this. good concept, though, but posting this map at BWMN could really have made this map into kickass. very good idea, though. expansion layout could be improved, though. seems a lot like expoing around the map in a cricle without getting into much fighting action; while the enemy is doing the same. the natural/minonly-setup is too much money on one place imo. favors turteling too much, because getting expos in early is so easy then. sting: the map is way too tight and to terran-favoring. there'll be no way in ZvT. most imbalanced map of all. pure ownage of terrans. taking the expo layout into considering, it's just no way against terran. the eye: it is a bad joke. where are you supposed to build? there is almost no building space on the whole map - BUT the expansion layout at natural/minonly screams to moneymappish style...ridiculos, give the players so much money is no really favoring gameplay. a pure for-the-look-map. dont ever take such a map for competative play. TvZ ownage: zerg cannot FE, while terran has no trouble getting natural and second expo. in mid- to lategame, terran is able to shoot every expo from above with tanks. GGnore. /edit uh, bad style. too lazy for making it more elaborate now ~~ | ||
SuperJongMan
Jamaica11586 Posts
Even the nat has huge, hard to cover pocket. Big open pockets aren't bad... but i dunno -_-;; It's hard to say. People talk about balance without playing a map and I find it hard to believe. I WANT THESE FOR DL~_~_~_~_~_ WHERE??????????? | ||
[Dj_PM]The CranK
Cuba17 Posts
| ||
IntoTheWow
is awesome32251 Posts
| ||
jkillashark
United States5262 Posts
On April 03 2006 12:10 IntoTheWow wrote: Im the only one that thinks that all this maps are choky? Dude, great minds think alike! I was thinking the exact same thing! I was thinking to myself how there's no space for large group maneuvering. | ||
YunhOLee
Canada2470 Posts
| ||
| ||
StarsWar
Day 2
Maru vs herO
[ Submit Event ] |
StarCraft 2 StarCraft: Brood War Sea 14476 Dota 2GuemChi 8573 Hyuk 674 actioN 556 Shuttle 471 Larva 307 Mini 282 BeSt 255 Stork 216 Last 206 [ Show more ] League of Legends Other Games Organizations Dota 2 Other Games StarCraft 2 StarCraft: Brood War StarCraft 2 StarCraft: Brood War
StarCraft 2 • Response 12 StarCraft: Brood War• Poblha • Migwel • Laughngamez YouTube • LaughNgamez Trovo • IndyKCrew • Kozan • Gussbus • intothetv • aXEnki • AfreecaTV YouTube League of Legends |
Chat StarLeague
BSL
Dewalt vs Zhanhun
ForJumy Cup
Chat StarLeague
Kung Fu Cup
H.4.0.S
GSL Code S
Cure vs Rogue
Stats vs Dark
World Team League
Korean StarCraft League
Online Event
[ Show More ] World Team League
Sparkling Tuna Cup
|
|