[Edit by Carnac] You can now download the maps from Teamliquid by clicking here.
1v1 Maps
Tau Cross
Sin Peaks of Baekdu
Geometry
Monty Hall
Python
팔진도 (aka Nemesis)
2v2 Maps
DMZ
Chariots of Fire
Forum Index > BW General |
Live2Win
United States6657 Posts
[Edit by Carnac] You can now download the maps from Teamliquid by clicking here. 1v1 Maps Tau Cross Sin Peaks of Baekdu Geometry Monty Hall Python 팔진도 (aka Nemesis) 2v2 Maps DMZ Chariots of Fire | ||
SonuvBob
Aiur21548 Posts
Man that is a weird map. Thanks Live2Win, been looking forward to seeing the new maps. | ||
knyttym
United States5797 Posts
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Pressure
7326 Posts
train of fire looks like a freaking blizzard map | ||
KizZBG
u gotta skate8152 Posts
On April 12 2007 21:05 kNyTTyM wrote: ooo cool looking maps. python doesn't look too bad. dmz looks fun Yeap. I hope we'll some nice games on Monty Hall again. | ||
semioldguy
United States7488 Posts
There aren't any maps I truly dislike, and the updates to the maps that got them look to be good improvements in my opinion. | ||
Live2Win
United States6657 Posts
But what does 팔진도 mean? Should we attempt to make our own translation or just stick to Nemesis? | ||
Last Romantic
United States20661 Posts
I thought Nemesis was removed from map pool? | ||
Pressure
7326 Posts
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crazie-penguin
United States1253 Posts
EDIT:Having a closer look, is Chariots of Fire an island map...? | ||
Aphelion
United States2720 Posts
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semioldguy
United States7488 Posts
On April 12 2007 21:23 crazie-penguin wrote: Oooh, these 2v2 maps look awesome for some higher tech play, maybe we'll see some very interesting games. I'm glad they kept Tau Cross and Neo Peaks of Baekdu, but added the newer maps also. I'm so pumped for this proleague :D EDIT:Having a closer look, is Chariots of Fire an island map...? It does look to be an island map, which actually excites me. It might be a little better balanced for 2v2 play. | ||
Death-Link
Greece126 Posts
Someone over at that korean map site thingy got JEALOUS of LostTampon's Dwebs in Avatar and COPIED IT for DMZ w00t!!! WE RULE! As for the other maps, Geometry now looks much better especially since they removed that crappy mineral on the kinda-backdoor ramp. But one thing I really hate about it is those really narrow expos @ 3 and 9 eww... Monty Hall is wtf, Python looks like a very basic map imo but should play nicely if they narrow up that GaemaGowon-ish middle, kinda micro based also since the number of expos is very limited and they are far away from each other. Nemesis is pure barf, 14cc/nexus looks somewhat easy to pull off, kinda hard for Zerg vs Protoss since toss will most likely go cors/reaver DMZ and Chariots of Fire idk wtf but look interesting | ||
EvilTeletubby
Baltimore, USA22222 Posts
I'm really really interested in seeing how this new concept works out. I was getting tired of all the mineral walls and neutral buildings. ^_^ Thanks Live2Win! | ||
RaiZ
2813 Posts
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Wasabi
United States3085 Posts
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pachi
Melbourne5338 Posts
On April 12 2007 21:29 semioldguy wrote: Show nested quote + On April 12 2007 21:23 crazie-penguin wrote: Oooh, these 2v2 maps look awesome for some higher tech play, maybe we'll see some very interesting games. I'm glad they kept Tau Cross and Neo Peaks of Baekdu, but added the newer maps also. I'm so pumped for this proleague :D EDIT:Having a closer look, is Chariots of Fire an island map...? It does look to be an island map, which actually excites me. It might be a little better balanced for 2v2 play. I see ramps to the center on Chariots of Fire (near the non-walled natural exp). | ||
semioldguy
United States7488 Posts
On April 12 2007 22:16 pachi wrote: Show nested quote + On April 12 2007 21:29 semioldguy wrote: On April 12 2007 21:23 crazie-penguin wrote: Oooh, these 2v2 maps look awesome for some higher tech play, maybe we'll see some very interesting games. I'm glad they kept Tau Cross and Neo Peaks of Baekdu, but added the newer maps also. I'm so pumped for this proleague :D EDIT:Having a closer look, is Chariots of Fire an island map...? It does look to be an island map, which actually excites me. It might be a little better balanced for 2v2 play. I see ramps to the center on Chariots of Fire (near the non-walled natural exp). Could you circle them on the map in mspaint or something and post that image? I still don't see any ramps. | ||
MTF
United States1739 Posts
DMZ looks fun and the games from Superfight showed Monty Hall can put up some entertaining ones as well. | ||
Seraphim
United States4467 Posts
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Chill
Calgary25939 Posts
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GrandInquisitor
New York City13113 Posts
Python: o.O they remind me of each other too, but i'm not that sure why | ||
intelinside
United States982 Posts
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Wonders
Australia753 Posts
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Plexa
Aotearoa39261 Posts
not on mapdori yet so i must wait.. | ||
born-to-porn
Denmark400 Posts
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0z
Luxembourg877 Posts
On April 12 2007 23:04 GrandInquisitor wrote: Chameleon: Python: o.O they remind me of each other too, but i'm not that sure why both end on on | ||
Musli
Poland5130 Posts
close spots will be hell of harras xD Chariots of fire looks nice. DMZ will suck on close spots too :D Nemesis, heh i hate 'forte like' maps ;-) And I'm very very curious about strats on Geometry and Monty Hall xD Geometry reminds me Rivalry very much :D Gogo H.O.T and mass hydras ! xD | ||
FaCE_1
Canada6119 Posts
I personally dont really like geometry but probably have some gg on it. 2v2 map are awesome ! | ||
j0ehoe
United States2705 Posts
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thedeadhaji
39473 Posts
python's middle has a snake picture. | ||
Equinox_kr
United States7395 Posts
On April 13 2007 07:27 thedeadhaji wrote: LOL python's middle has a snake picture. Yeah i just noticed it DMZ is going to be teh sex O_O | ||
BuGzlToOnl
United States5918 Posts
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thedeadhaji
39473 Posts
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sweatpants
United States940 Posts
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sweatpants
United States940 Posts
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NastyMarine
United States1252 Posts
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Nightmarjoo
United States3359 Posts
I guess I sorta like the edits to geometry, but it's still a bad map. With all those ramps, few expos, and there being absolutely no need to use the middle, it's obviously t>p p>z and with no expos to hide in, I'm guessing t>z, but I could be wrong there, those ramps will make lurks strong. MontyHall is nice. I can't really point out balance because I have no idea how it will play, I think on that map it's up to the players. Python. ROFL. Someone want to finish the map? Korean mappers aren't stupid, so what idiot made this a pro map? Very little building room, very few expos, and wider than a french prostitute's legs. The island can't be landed on, so I'm assuming t gets raped everytime. z will have a hard time with so few expos, even with the map being so open. I'm sure atleast in same corner positions protoss rapes zerg, and maybe in other pos too. Nemesis is another shithole of a map. It is zerg hell. few expos and easily landonable islands will favour terran, especially since the large unbuildable t unfriendly middle is fucking useless. DMZ looks just unplayable. For one, it has no positional balance with those dwebs, and with the multiple entrances really hurts zerg, who can't even enjoy a free nat. On the other hand, early game protoss will have a hard time, until he can defend both entrances. Seems like terran map to me, but I don't know 2v2 balance that well so I could be wrong. Chariot is just stupid. Someone said hey let's take requiem and make bases in the corners, and then let's leave it empty. Terran will be strong since he can take every single expo, but all three races can easily harass the expos. Terran might have trouble defending an expo with there being 0 chokes. So it's probably another protoss map. What's with the starleague and picking maps they hope protoss to be strong on? Someone who really likes protoss bought the starleague? Mapdori should be ashamed to have these maps representing them. Broodwarmaps.net's noobs make better maps than these... | ||
Equinox_kr
United States7395 Posts
On April 13 2007 11:00 Nightmarjoo wrote: ROFL these new maps blow so hard. I guess I sorta like the edits to geometry, but it's still a bad map. With all those ramps, few expos, and there being absolutely no need to use the middle, it's obviously t>p p>z and with no expos to hide in, I'm guessing t>z, but I could be wrong there, those ramps will make lurks strong. MontyHall is nice. I can't really point out balance because I have no idea how it will play, I think on that map it's up to the players. Python. ROFL. Someone want to finish the map? Korean mappers aren't stupid, so what idiot made this a pro map? Very little building room, very few expos, and wider than a french prostitute's legs. The island can't be landed on, so I'm assuming t gets raped everytime. z will have a hard time with so few expos, even with the map being so open. I'm sure atleast in same corner positions protoss rapes zerg, and maybe in other pos too. Nemesis is another shithole of a map. It is zerg hell. few expos and easily landonable islands will favour terran, especially since the large unbuildable t unfriendly middle is fucking useless. DMZ looks just unplayable. For one, it has no positional balance with those dwebs, and with the multiple entrances really hurts zerg, who can't even enjoy a free nat. On the other hand, early game protoss will have a hard time, until he can defend both entrances. Seems like terran map to me, but I don't know 2v2 balance that well so I could be wrong. Chariot is just stupid. Someone said hey let's take requiem and make bases in the corners, and then let's leave it empty. Terran will be strong since he can take every single expo, but all three races can easily harass the expos. Terran might have trouble defending an expo with there being 0 chokes. So it's probably another protoss map. What's with the starleague and picking maps they hope protoss to be strong on? Someone who really likes protoss bought the starleague? Mapdori should be ashamed to have these maps representing them. Broodwarmaps.net's noobs make better maps than these... Chariot is the same thing as River of Flames, and nobody whined about it. And if Python is wider than a French prostitute's legs, then wouldn't that contradict your idea of there being "little building space"? Mapdori is trying to add some flavor to such an old game - give them some credit, FFS. Why don't you make a pro-caliber map? I'm not saying these maps have flaws (all maps do), but you seem to know so much that you can make a PERFECTLY balanced map. | ||
NastyMarine
United States1252 Posts
broodwarmaps.net makes just as good maps.. possibly better thats all hes saying :/ | ||
niceplayer
United States238 Posts
NW main have 3 expo gas that point to it while SE has 3 that point away from it, WTH? North side of the DMZ's gonna have fewer min/gas but faster nuke I bet | ||
NastyMarine
United States1252 Posts
fixes gas issue. they finally are paying attention to it. | ||
Nightmarjoo
United States3359 Posts
And Nasty is right about what I meant. As for what you said about adding flare to starcraft, equinox, adding flare is different than using stupid maps. That's like doing what they did in warcraft3, by making the maps be rigged to hurt a particular race. Those are two of my recent maps I've made. Are they perfectly balanced? I'm sure they are not. Are they better than some of these maps? I would say they are. | ||
Moaf
Austria17 Posts
On April 13 2007 11:00 Nightmarjoo wrote: Chariot is just stupid. Someone said hey let's take requiem and make bases in the corners, and then let's leave it empty. Terran will be strong since he can take every single expo, but all three races can easily harass the expos. Terran might have trouble defending an expo with there being 0 chokes. So it's probably another protoss map. What's with the starleague and picking maps they hope protoss to be strong on? Someone who really likes protoss bought the starleague? Mapdori should be ashamed to have these maps representing them. Broodwarmaps.net's noobs make better maps than these... hm, but Chariot of Fire is for 2v2 games. I think it is a very interesting map and that there will be a lot of different strategies used depending on the configuration of the races/starting positions. E.g. if the teams start in close positions, the mineral walls could be opened between them while leaving the others leading to the enemy closed, making the map some kind of semi-air map. From the looks of phyton, you are imo right, it looks somehow unfinished. The middle expos are very harrassable, it is very difficult to judge about the balance of this map by its look i think. The only thing i dislike is that cross position tvps will very likely result in long eco fights. DMZ, finally they use a new concept for maps in proleagues. Can't wait to see 2v2 games there. But i somehow think that teams without a terran are disfavoured on this map. Very difficult to defend the two chokes with p/z. And about BWMN you are right, they also make very good maps. But the problems are that 1. BWMN has only very few possibilies for testing maps with very good gamers and 2. BWMN has no connections to proleagues . | ||
Nightmarjoo
United States3359 Posts
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Carnac
Germany / USA16648 Posts
http://teamliquid.net/staff/Carnac/maps/shinhan_proleague2007_maps.rar | ||
Aurious
Canada1772 Posts
On April 13 2007 11:51 Nightmarjoo wrote: no they've been paying attention to it for a while now actually Nasty And Nasty is right about what I meant. As for what you said about adding flare to starcraft, equinox, adding flare is different than using stupid maps. That's like doing what they did in warcraft3, by making the maps be rigged to hurt a particular race. Those are two of my recent maps I've made. Are they perfectly balanced? I'm sure they are not. Are they better than some of these maps? I would say they are. You happen to be a terran player aren't you? | ||
Aurious
Canada1772 Posts
On April 13 2007 15:20 Carnac wrote: I got all the maps from Mapdori and made a single archive with all the Proleague Maps in it (also renamed the file names with Korean characters to western characters/names): http://teamliquid.net/staff/Carnac/maps/shinhan_proleague2007_maps.rar OMFG <3 Carnac | ||
Carnac
Germany / USA16648 Posts
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NeoIllusions
United States37500 Posts
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j0ehoe
United States2705 Posts
On April 13 2007 15:20 Carnac wrote: I got all the maps from Mapdori and made a single archive with all the Proleague Maps in it (also renamed the file names with Korean characters to western characters/names): http://teamliquid.net/staff/Carnac/maps/shinhan_proleague2007_maps.rar you own. by chance, did you see what i postedi n feedback section? | ||
epidion
United States316 Posts
Check out the Avatar thread - all replies were from around this past January 1st: "If you want to bring this map into progaming, make it 2 players, add 10 more DWebs at random places, as well as about 10 swarms at even more random places. Then add some crappy custom terrain and make it VERY macroish. There you are, the perfect pro map. No wait, add more neutral buildings!" by spinesheath "If you let the map around here and koreans steal it and get credit for it, it would be a very SAD day" by trcc "I hate how mapdori takes every single new discovery that comes up and multiplies it by 10 and bam its a pro map. RoV with the ramps, Cultivation period with the buildings, etc etc" by decafchicken "korean mappers take those inventions times 10 because they dont wanna use it as strategical element (like we use single buildings) but to get attention." by flothefreak "We must show those tactical elements to the world before mapdori." by LGI "mapdori will steal be quiet!!" by Nmj Check out these examples of maps with spells - all made by BWM members: Jericho Avatar - the first map to use strategically placed dwebs as far as I know Last Conflict - notice the dark swarms. Osiris Dyson Sphere Chop Suey All of the above maps were made by one person - LostTampon. That's just one of the talented BWM map makers using spells on his maps. Don't underestimate BWM. As for the other maps: I love Tau as a fairly basic map. I love Peaks as an odd, but not strategically crazy map. Geometry looks fairly boring, but I like the fact that they have a really basic map in there. Just putting lots of ramps doesn't make it that exciting or strategically different though. I like Monty Hall. I think this could lend itself to some great games, especially with innovative programers. Besides drop possibilities in the spots between bases, Python looks like an incredibly boring map. All of the gas bases are incredibly easy to defend. Nemesis could be interesting because of its focus on remote expansions. This could result in a lot of drop harass while attacking in the middle. Chariots of Fire has a ton of potential. The idea is great, but the execution is boring. | ||
epidion
United States316 Posts
The gas issue has been thoroughly tested. It basically says that geysers above/to the left of the CC mine much faster than geysers located elsewhere. That's why the geysers are located like they are on Monty Hall. Check out the full detailed article here. | ||
Carnac
Germany / USA16648 Posts
- other mapmakers supposedly stealing their ideas (I wouldn't count on it that you guys had the idea first, not only this one, but others as well) - how they don't get enough recognition - how their maps are at least equal if not better than the pro-maps - how almost no one plays their maps enough Yes, you guys make good maps. But this is a thread about the Proleague maps and not the place for you to whine and complain. again. Sorry, it had to be said. | ||
Aurious
Canada1772 Posts
On April 13 2007 17:36 Carnac wrote: I'm so sick of BWMN people whining all over the place at every possible occasion about: - other mapmakers supposedly stealing their ideas (I wouldn't count on it that you guys had the idea first, not only this one, but others as well) - how they don't get enough recognition - how their maps are at least equal if not better than the pro-maps - how almost no one plays their maps enough Yes, you guys make good maps. But this is a thread about the Proleague maps and not the place for you to whine and complain. again. Sorry, it had to be said. First providing us with awesome maps next laying it down keep up the good work ^^ | ||
epidion
United States316 Posts
Yes, you guys make good maps. But this is a thread about the Proleague maps and not the place for you to whine and complain. again. This is also a thread about the possible balance and gameplay opportunities surrounding DMZ, which I discussed in my post. I also happened to discuss maps that I believe used disruption webs better. | ||
Carnac
Germany / USA16648 Posts
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epidion
United States316 Posts
And yes, I favor BWM maps over these particular pro maps, mainly because I don't follow/worship progaming. I have downloaded a professional vod probably less than five times. In terms of decoration/strategic possibilities/balance, I believe that the proleagues aim a bit too low with their maps. But crazy maps do encourage crazy strategies/micro which I love, and they also probably increase ratings and interest in the league, so I can't blame the leagues. Doesn't change the fact that most of you people do nothing but whining. For the record I'm not even an active mapper at BroodWarMaps, I'm now just a fan of their work and an advocate of pushing the underdogs. I don't see you criticizing Physician for posts about little community sites like Maplantis. Does me trying to help mappers annoy people? | ||
niceplayer
United States238 Posts
What's wrong with DMZ's dweb placement except for the fact that you don't like it? It's all on lower ground vs. some of these maps where placement doesn't even make sense. Osiris WTF? The 2 raised platforms in the middle have nothing there, why all the hubbubs? | ||
fusionsdf
Canada15390 Posts
On April 13 2007 17:51 Carnac wrote: Doesn't change the fact that most of you people do nothing but whining. yeah. And making maps. | ||
Nightmarjoo
United States3359 Posts
Why do you say we're whining? Those comments he pulled from that map's thread were mostly joking, how were we to expect them to come true? Only reason I brought up bwm maps here is because equinox questioned my mapping balance background, and because I wanted to know why these silly imbalanced maps were getting in when bwm has some better maps. Of course mapdori has better maps than these too =/ And as for doing nothing but whining, nah we're doing noting but making great maps Why are you whining about us saying these maps suck? Not like you have any background in mapping, unless I am mistaken =/ | ||
Nightmarjoo
United States3359 Posts
On April 13 2007 18:04 niceplayer wrote: I like Jericho's honeycomb design, but I'd hardly call placing dweb (even less for swarms) on a map an innovation. What's wrong with DMZ's dweb placement except for the fact that you don't like it? It's all on lower ground vs. some of these maps where placement doesn't even make sense. Osiris WTF? The 2 raised platforms in the middle have nothing there, why all the hubbubs? thank god you're not making maps, I would hate to see them... Well as for DMZ, they just massed dwebs. You know the consequence of this? Most of the map ground units cannot attack, but can be cliffed. Doesn't that sound boring? As for Jericho, I'm not a fan of the dweb use there, but it's not bad. And in Osiris, the dweb is used very strategically and subtly. Just because you know nothign about mapping doesn't mean he doesn't either oO | ||
niceplayer
United States238 Posts
thank god you're not making maps, I would hate to see them... Well as for DMZ, they just massed dwebs. You know the consequence of this? Most of the map ground units cannot attack, but can be cliffed. Doesn't that sound boring? As for Jericho, I'm not a fan of the dweb use there, but it's not bad. And in Osiris, the dweb is used very strategically and subtly. Just because you know nothign about mapping doesn't mean he doesn't either oO I was mapping way waaaay before bwmn/se sites, son. So what if they mass dweb? What idiot would shoot from low ground onto high ground? And strategic and subtle on Osiris? You gotta have your eyes checked if you don't see swarm right after dweb. | ||
epidion
United States316 Posts
You're right, I should explain why I'm not a big fan of DMZ's webs. Most of it is the fact that Korean maps generally steal a concept and just go completely crazy with it, but apparently I'm not supposed to talk about that. I think that in early game, that dweb placement is going to be intense and will lead to great micro battles. Great. But into middle game, big units will be completely screwed in the webs because they won't be able to shoot at all. Also, once it hits middle game, those passages won't really be used at all anyways. I do have to disagree that the webs on the maps I posted above don't make sense. Avatar - check out the dweb in the choke to each base. Leads to cool strategies like putting a pylon there and putting cannons behind it. The lings can't attack the pylon or the cannons if you put the cannons right on the edge of the web. Not balanced, but interesting at least. The webs at the top of the ramps are there because the top of ramps is generally very strategically important terrain. People will be moving their units to the top of the ramp so that their opponents have a 70% hit ratio, and will then have to micro their units around the webs. Osiris has the same deal with webs at the top of ramps. Last Conflict - the dark swarms right behind the natural. Since this map is semi-island, there will be a lot of fast expansions. But this makes it so the fast expansions are a bit more vulnerable because a unit can land there and deal a lot of damage. Note that a unit can only hit half of your minerals, since the other group of minerals is on the other side of the CC. It's just another strategic possibility. I guess I can't pinpoint exactly why I dislike DMZ's webs. Good point. | ||
niceplayer
United States238 Posts
Now a mapper takes these spells and makes it available for any race, and all of a sudden there's imbalance to exploit. The one good way to mitigate this is to make the spell placements non-strategic, or at least not very advantageous, hence the low-ground placements. | ||
Fobbish
Korea (South)1071 Posts
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epidion
United States316 Posts
On April 13 2007 18:32 niceplayer wrote: There's a very good point about these spells being racially-specific and having a set duration, especially for zerg/swarm where their melee units are typically the key to winning the game. Now a mapper takes these spells and makes it available for any race, and all of a sudden there's imbalance to exploit. The one good way to mitigate this is to make the spell placements non-strategic, or at least not very advantageous, hence the low-ground placements. Or don't use them in excess. :D | ||
Nightmarjoo
United States3359 Posts
But I'm getting off topic With DMZ, on the ground no race can do much with dwebs everywhere. This leaves large portions of the map impossible to really fight in. Races like terran, who can exploit the cliffs very well are at an advantage. With few expos on the map, turtling in your main doesn't seem like too bad of an idea, it will be hard to defend any expo anyway. FoBBish above me is probably right about the paths being shortcuts, but there really is no battlefield area, no strategic place to fight in =/ | ||
Zelniq
United States7166 Posts
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mikeymoo
Canada7170 Posts
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Alumni
Canada5 Posts
Read this resourceful article on spells in maps. I am by no means hating on the map because DMZ will give interesting games nonetheless but you might/will see a bit of racial imbalance by keeping track of the win/loss record of certain races on that particular map... or possibly not since it's only used as a 2v2 map. Python, I agree looks unfinished. if there was more building space inside the main it'd be better, who would want to build tons of production buildings right in the open? The middle is supposed to be the battlefield, not the base. Since it's a 1v1 map, I guess this problem won't be addressed as players will just have to expand to the other vacant mains or the top left/bottom right exps which are the same sizes of the main bases which i find a little odd but this still affects gameplay. I don't really like it since it makes expanding more important to have the building space for everything so expect alot of macro games on this as the middle is open wide enough for full scale mid-late game epic battles. ... At least they didn't pick Python to be a 2v2 map... then it'd be really bad :S I've seen submissions on bwmn sometimes from a claimed mapdori mapper so the people at bwmn ARE getting exposure but not the kind they want. The Korean pro gaming community seems to have their own thing going on so it's very hard for top notch mappers (which I believe bwmn also have) from around the world to get their map known or to get the recognition for it (concept or design wise). Bwmn have successfully gotten some maps on other tournies/leagues around the world but not Korea (to the best of my knowledge) because that market is hard to break into for mapping in particular. I for one am NOT a top notch mapper so even though I frequent bwmn, I am not being biased. | ||
InfectedMind
Bulgaria78 Posts
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pOOwarrior-
United States518 Posts
Even imperfect as they are, though, they're still loads better than many of the VERY imbalanced maps in the past (Mercury, etc.). At most the advantage is say 60-40 as opposed to say 80-20. Also, when the minimap images are released we all get our own ideas of how the map will play out and theorycraft what matchups will be imbalanced etc. but the only proof we have is what happens when the pros play their games; that's when our theories about map imbalance are proven right or wrong. When Reverse Temple was released, every man and his dog thought that it would be T > P, but it turned out that P > T on that map (still not balanced, of course, but the point is that the actual play on the maps doesn't always come out the way we expected it to). On most of the games that I have seen on this season's maps, the player who had better control/strategy won the game. These players are the best in the world, and if they are determined enough then they can overcome the map imbalance and win. That's the fun part of professional SC; seeing pros overcome map imbalances, early game setbacks, and their own flaws to pull out a victory. Just look at sAviOr in Shinhan 3 OSL: in a map pool where all four maps were T > Z (though claims of imbalance on Longinus II and HitchHiker are a bit sketchy IMO) he still won. At the very least, give the maps some time to be played in proleague, and then we will have more concrete evidence. (Also, it is difficult to prove that your community was the first to release a map with a new innovation [neutral buildings/dwebs/wide ramps/reverse ramps/mineral blocks on islands/whatever], and almost impossible to prove that your community was the first to come up with the idea of a map with such elements.) | ||
ShoutAbout
Brazil177 Posts
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Xeofreestyler
Belgium6733 Posts
in a map pool where all four maps were T > Z (though claims of imbalance on Longinus II and HitchHiker are a bit sketchy IMO) he still won. I'm pretty sure most pro's acknowledged that hitchhiker was Z>T, because of the narrow pathways being absolute hell for Z once filers were in the game Cool maps anyway, I look forward to seeing games on DMZ | ||
sOnagi[3.33]
Korea (South)886 Posts
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OneOther
United States10774 Posts
On April 17 2007 14:27 Xeofreestyler wrote: Show nested quote + in a map pool where all four maps were T > Z (though claims of imbalance on Longinus II and HitchHiker are a bit sketchy IMO) he still won. I'm pretty sure most pro's acknowledged that hitchhiker was Z>T, because of the narrow pathways being absolute hell for Z once filers were in the game Cool maps anyway, I look forward to seeing games on DMZ Once you get defilers hitchhiker is fine but its really hard to stop the Terran hanbang before defiler tech kicks in.. | ||
fusionsdf
Canada15390 Posts
On April 13 2007 18:16 niceplayer wrote: Show nested quote + thank god you're not making maps, I would hate to see them... Well as for DMZ, they just massed dwebs. You know the consequence of this? Most of the map ground units cannot attack, but can be cliffed. Doesn't that sound boring? As for Jericho, I'm not a fan of the dweb use there, but it's not bad. And in Osiris, the dweb is used very strategically and subtly. Just because you know nothign about mapping doesn't mean he doesn't either oO I was mapping way waaaay before bwmn/se sites, son. So what if they mass dweb? What idiot would shoot from low ground onto high ground? And strategic and subtle on Osiris? You gotta have your eyes checked if you don't see swarm right after dweb. Making maps and making good maps are different things. | ||
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