Sonic Recently hired famed OGN mapmaker Rose.Of.Dream.( the creator of maps such as Fighting Spirit, Tau Cross, etc) to make 4 new maps for his upcoming season of the SonicTV BJ starleague.
Sonic is a well known BJ(Broadcasting Jockey) on Afreeca who hosts events featuring well known ex-pro, semi-pro and amateur Brood War players.
The maps
1번 금성철벽 0.80 [Steel Wall 0.80] (this name could have translated to other names but looking at the image I found this to be most appropriate :p)
Steel Wall 0.80
* Type : Choke-type aerial strategy map * Size: 112 x 128 * 2 Player (5, 11'o clock) * Tile set: Desert
>> Concept Strategical map where giant wall crosses the center horizontally, splitting the land in South and North. '금성철벽(金城鐵壁)' literally means 'Iron Castle, Steel Wall' and is used to describe steadfast castle difficult to invade due to its excellent defenses. Definition of the word fit with concept of the map thus the reason for the name.
- Convenient for drop attack due to the main's large size and the fact it is not located on the corner. - Large wall on the center, with two gas expansion located on either side of the wall. Only one small entrance at the middle thus difficult to breach using ground units. - Expected to encourage aerial engagement, with small entrances on middle of the wall and two gas expansions actively utilized by guerilla ground units. - Because there is gas expansion at 6, 12'o clock, followed by fourth gas at 1, 7'o clock, acquiring expansion is pretty straightforward with sequential development of military. - Amount of gas at 6, 12'o clock expansion is 2500. Amount of gas at two gas expansion is 3000.
Rush time: 38 seconds between main entrance (workers)
2번 살수대첩 0.93 [Battle of Salsu]:
Type : 2+2 shaped semi-island map
Size : 128 x 128
4 Players (4, 6, 10, 12'o clock)
Tile set : Badlands
▶ Concept The map is divided into two continents by great river flowing diagonally, which represents Salsu River where the Battle of Salsu - battle occuring in AD 612 where Eulji Mundeok of Goguryeo kingdom won decisive victory against the Chinese Sui Dynasty - took place.
- Two main at 1'o clock continent, two main at 7'o clock continent; there are 2/3 chance of the game being island engagement and 1/3 chance of the game being ground engagement. - For ground engagement: Wide land route to allow active use of ground force, two gas expansions for each. - For island engagement: Active aerial combat between the continents, short air distance between main on 10/11'o clock and main on 4/5'o clock encourage early drop play. - Gas expansion at middle of the continent is placed such that it is more easier to acquire even on ground engagement, and expansion at 1, 7'o clock can serve as strategical point where one can hide from the opponent's view.
Rush time: 30 seconds between main entrance (worker, ground)
▶ Concept Paths to the center are wide ravine on this map, intending to significantly reduce importance of the center and instead switch focus of the battle into hills and gorges surrounding it. "풍운(風雲)" means 'Wind and Cloud', reflecting the harmony between high and low ground. Low ground signifies wind (風) and high ground signifies cloud (雲).
▶ Features - Hills located on both sides of the path from natural to the center. Contain therefore can occur in multiple directions with diverse path of attack. - Player moving horizontally and vertically toward the opponent's main must cross 'ravine-hill-ravine-gill-ravine', and for diagonal movement 'ravine-basin(center)-ravine'. Therefore location of the player spawn can become a variable allowing variety of tactics to be used. - Further gas expansions are located on 3, 6, 9, 12'o clock giving advantage to the player with broad map control. Expansions are easy to take due to narrow entrance, but losing control of the nearby hill will allow the opponent to put it in check, therefore strategical engagement on the hill and ravine becomes important during expansion. - Map balance accomplished by giving it features that favour each race: Ten mineral patches on the main, abundance of the resource favouring Protoss. Natural surrounded by thin walls allowing better mutalisk harass. Many hills around middle of the map favouring Terran in battle.
Rush time: 34 seconds between main entrance (worker) for horizontal, 28 seconds for vertical, 40 seconds for diagonal.
▶ Concept Out of all similar center-focused official maps, Pamir Plateau has the largest center. Since this map emphasizes middle area the most out of all others, Pamir Plateau which is referred to as "the roof of the world" was selected for its name.
▶ Features - Main and natural are respectively placed on hill and plain. While the path leading to the center can be blocked with two barracks, there are huge ramp immediately thereafter, which holds great tactical value as it is only land route to the middle. - Main on the high ground, natural and other expansions at the low ground, with center being huge plateau. Design intended to emphasize paradoxial element where the expansions are difficult to defend while the center, albeit having no nearby resources, becomes critical strongpoint. - Expansions are spread out on 3, 6, 9, 12'o clock with two ramps leading down to it from the center. This means that there are gas expansion on both sides of the natural, therefore one can choose which expansion to take depending on location of the enemy main. - Natural minerals are attached directly to the wall with water tiles behind it, benefiting Zerg with easier mutalisk utilization. Main and natural have abundant resources in order to benefit Protoss. The map type being center-focused power map is expected to benefit Terran.
Rush time: 30 seconds between main entrance (worker) for horizontal, 34 seconds for vertical, 38 seconds for diagonal.
I'm really happy to see this. Always enjoyed these new map threads and everyone speculating how new maps would be played and what would be bad/strong/cool/imba. Was worried we might never see one again..thankfully this is not the case!
The first map looks very interesting lol. I wonder if you need to send scv at 10 just to do 14cc. The distance is super long. And nonetheless. TANK IMBA on last map. Just park them outside the naural's cliff for 2 base starvation hehehe
These maps are really cool, except for battle of salsu. That is the most stupidly positional imbalanced map I've ever seen. I like that steel wall one. Seems like some really cool games could happen there.
You think Terran contains are tough? That last map is perfect for unbreakable Zerg contain. I think that's even a buildable terrain so they can even make a hatchery on the high ground in front of you natural.
Zerg contains are hard on any map, but on a map like this where Zerg can control high ground with relatively narrow choke, I just don't see how Protoss can break the sea of lurkers and scourges.
but with that being said, I'm excited to see how these new maps play out and I hope we get a good coverage of Sonic's starleague once it starts.
On September 02 2012 19:14 2Pacalypse- wrote: You think Terran contains are tough? That last map is perfect for unbreakable Zerg contain. I think that's even a buildable terrain so they can even make a hatchery on the high ground in front of you natural.
Zerg contains are hard on any map, but on a map like this where Zerg can control high ground with relatively narrow choke, I just don't see how Protoss can break the sea of lurkers and scourges.
but with that being said, I'm excited to see how these new maps play out and I hope we get a good coverage of Sonic's starleague once it starts.
Ohh fuck containing somebody on 2 base will be good as fuck on that map...
On September 02 2012 16:06 hacklebeast wrote: These maps are really cool, except for battle of salsu. That is the most stupidly positional imbalanced map I've ever seen. I like that steel wall one. Seems like some really cool games could happen there.
If the players spawn at 1,4 or 7,11 it's kind of a cheesefest if (probably) or 2 base timing attacks, but if players spawn 1,7 1,11 4,7 or 4, 11 it's an island map.
I haven't been watching BW nearly as long as you have, but I did watch a quiet a few old games and I don't remember anything like this.
On September 02 2012 15:30 jidolboy wrote: The first map looks very interesting lol. I wonder if you need to send scv at 10 just to do 14cc. The distance is super long. And nonetheless. TANK IMBA on last map. Just park them outside the naural's cliff for 2 base starvation hehehe
Never mind that, it has a NON BLOCKED BACKDOOR. That means PvZ is almost impossibly... hydra bust will win every game because protoss will need to cannon 2 chokes
On September 02 2012 15:30 jidolboy wrote: The first map looks very interesting lol. I wonder if you need to send scv at 10 just to do 14cc. The distance is super long. And nonetheless. TANK IMBA on last map. Just park them outside the naural's cliff for 2 base starvation hehehe
Never mind that, it has a NON BLOCKED BACKDOOR. That means PvZ is almost impossibly... hydra bust will win every game because protoss will need to cannon 2 chokes
pamir plateau seems like it would have similar feel to moonglaive IMO (mainly just the way you get choked in the natural). Wind and Cloud is exactly a "rolling" eye of the storm
I really wonder how these island maps would work out in modern bw, by which I mean tvt would be pretty painful.
On September 02 2012 23:52 N.geNuity wrote: pamir plateau seems like it would have similar feel to moonglaive IMO (mainly just the way you get choked in the natural). Wind and Cloud is exactly a "rolling" eye of the storm
I really wonder how these island maps would work out in modern bw, by which I mean tvt would be pretty painful.
When i look at it, pamir plateau looks like gods garden without connected 3rds, and a different middle of the map
▶ Concept Strategical map where giant wall crosses the center horizontally, splitting the land in South and North. '금성철벽(金城鐵壁)' literally means 'Iron Castle, Steel Wall' and is used to describe steadfast castle difficult to invade due to its excellent defenses. Definition of the word fit with concept of the map thus the reason for the name.
▶ Features - Convenient for drop attack due to the main's large size and the fact it is not located on the corner. Natural is also surrounded by walls therefore air attack during early-to-mid game is pretty effective. - Large wall on the center, with expansion containing two gas located on either side of the wall. Only one small entrance at the middle thus difficult to breach using ground units. - Expected to encourage aerial engagement, with small entrances on middle of the wall and two gas expansions actively utilized by guerilla ground units. - Because there is gas expansion at 6, 12'o clock, followed by fourth gas at 1, 7'o clock, acquiring expansion is pretty straightforward with sequential development of military. - Amount of gas at 6, 12'o clock expansion is 2500. Amount of gas at two gas expansion is 3000.
Rush time: 38 seconds between main entrance (workers)
===
Type : 2+2 shaped semi-island map
Size : 128 x 128
4 Players (4, 6, 10, 12'o clock)
Tile set : Badlands
▶ Concept The map is divided into two continents by great river flowing diagonally, which represents Salsu River where the Battle of Salsu - battle occuring in AD 612 where Eulji Mundeok of Goguryeo kingdom won decisive victory against the Chinese Sui Dynasty - took place.
▶ Features - Two main at 1'o clock continent, two main at 7'o clock continent; there are 2/3 chance of the game being island engagement and 1/3 chance of the game being ground engagement. - For ground engagement: Wide land route to allow active use of ground force, two gas expansions for each. - For island engagement: Active aerial combat between the continents, short air distance between main on 10/11'o clock and main on 4/5'o clock encourage early drop play. - Gas expansion at middle of the continent is placed such that it is more easier to acquire even on ground engagement, and expansion at 1, 7'o clock can serve as strategical point where one can hide from the opponent's view.
Rush time: 30 seconds between main entrance (worker, ground)
===
Type : Center-focused melee map
Size : 128 x 128
4 Players (1, 5, 7, 11'o clock)
Tile set : Jungle World
▶ Concept Paths to the center are wide ravine on this map, intending to significantly reduce importance of the center and instead switch focus of the battle into hills and gorges surrounding it. "풍운(風雲)" means 'Wind and Cloud', reflecting the harmony between high and low ground. Low ground signifies wind (風) and high ground signifies cloud (雲).
▶ Features - Hills located on both sides of the path from natural to the center. Contain therefore can occur in multiple directions with diverse path of attack. - Player moving horizontally and vertically toward the opponent's main must cross 'ravine-hill-ravine-gill-ravine', and for diagonal movement 'ravine-basin(center)-ravine'. Therefore location of the player spawn can become a variable allowing variety of tactics to be used. - Further gas expansions are located on 3, 6, 9, 12'o clock giving advantage to the player with broad map control. Expansions are easy to take due to narrow entrance, but losing control of the nearby hill will allow the opponent to put it in check, therefore strategical engagement on the hill and ravine becomes important during expansion. - Map balance accomplished by giving it features that favour each race: Ten mineral patches on the main, abundance of the resource favouring Protoss. Natural surrounded by thin walls allowing better mutalisk harass. Many hills around middle of the map favouring Terran in battle.
Rush time: 34 seconds between main entrance (worker) for horizontal, 28 seconds for vertical, 40 seconds for diagonal.
===
Type : Center-focused power map
Size : 128 x 128
4 Players (1, 5, 7, 11'o clock)
Tile set : Jungle World
▶ Concept Out of all similar center-focused official maps, Pamir Plateau has the largest center. Since this map emphasizes middle area the most out of all others, Pamir Plateau which is referred to as "the roof of the world" was selected for its name.
▶ Features - Main and natural are respectively placed on hill and plain. While the path leading to the center can be blocked with two barracks, there are huge ramp immediately thereafter, which holds great tactical value as it is only land route to the middle. - Main on the high ground, natural and other expansions at the low ground, with center being huge plateau. Design intended to emphasize paradoxial element where the expansions are difficult to defend while the center, albeit having no nearby resources, becomes critical strongpoint. - Expansions are spread out on 3, 6, 9, 12'o clock with two ramps leading down to it from the center. This means that there are gas expansion on both sides of the natural, therefore one can choose which expansion to take depending on location of the enemy main. - Natural minerals are attached directly to the wall with water tiles behind it, benefiting Zerg with easier mutalisk utilization. Main and natural have abundant resources in order to benefit Protoss. The map type being center-focused power map is expected to benefit Terran.
Rush time: 30 seconds between main entrance (worker) for horizontal, 34 seconds for vertical, 38 seconds for diagonal.
On September 02 2012 15:30 jidolboy wrote: The first map looks very interesting lol. I wonder if you need to send scv at 10 just to do 14cc. The distance is super long. And nonetheless. TANK IMBA on last map. Just park them outside the naural's cliff for 2 base starvation hehehe
Never mind that, it has a NON BLOCKED BACKDOOR. That means PvZ is almost impossibly... hydra bust will win every game because protoss will need to cannon 2 chokes
No - only two spawns, top left and bottom right. The top right and bottom left do have two ramps, but they'd be 3rd bases at the earliest. (3rds for Zerg, probably 4ths for P/T?)
Yay, super glad we have more maps released out to the map pool. Maybe recent tournaments will use these maps. Hopefully we will have a download link soon so we can practice on them.
These look nice! Whats up with the two gas geysers on the second map that are on the highground pods, asymmetrically? They're in kind of a weird position, all I can think is that they're blocking something like tank range and not actually mineable.
Battle of Salsu - Can be either island map, or if you spawn same side will be crazy different as all expansions will bring you closer and closer to your opponent.
On September 03 2012 18:40 Waxangel wrote: I never really liked parallellines, because it's where the overrated as fuck nal_ra v goodfriend game took place
thus, a map with a similar concept can never be good
While it's cool that Battle of Salsu can be either an island map or a land map, I just don't think it's gonna work out well. When it's an island map, it doesn't even look like one of the better island maps. It's gonna end up as a huge map split scenario imo. As a ground map, it just seems awful. I think the map would produce interesting games, but be terrible for balance.
For Pamir plateau, the area between the nat and the high ground looks awful for PvT and PvZ.
Pamir Plateau is giving me a hardon, looks like a nice, fun map. Wind and Cloud also looks fun. Semi island maps can go back to where they came from: hell. ^_^
On September 03 2012 18:40 Waxangel wrote: I never really liked parallellines, because it's where the overrated as fuck nal_ra v goodfriend game took place
thus, a map with a similar concept can never be good
Just curious, I wasn't there when it happened. How is that game overrated?
On September 04 2012 04:05 Anyx wrote: Is there any way to get VODs from SonicTV starleague? I really would like to see how battles evolve around this maps!
On September 03 2012 18:40 Waxangel wrote: I never really liked parallellines, because it's where the overrated as fuck nal_ra v goodfriend game took place
thus, a map with a similar concept can never be good
DJEtterStyle, is that you ?
hahahaha
edit to make this at least a semi useful post: I'd love to see the semi-island map be used for 2v2s ala Iron Curtain
On September 04 2012 04:05 Anyx wrote: Is there any way to get VODs from SonicTV starleague? I really would like to see how battles evolve around this maps!
On September 04 2012 04:05 Anyx wrote: Is there any way to get VODs from SonicTV starleague? I really would like to see how battles evolve around this maps!
On September 04 2012 04:05 Anyx wrote: Is there any way to get VODs from SonicTV starleague? I really would like to see how battles evolve around this maps!
On September 03 2012 18:40 Waxangel wrote: I never really liked parallellines, because it's where the overrated as fuck nal_ra v goodfriend game took place
thus, a map with a similar concept can never be good
Just curious, I wasn't there when it happened. How is that game overrated?
He went hallucination + recall instead of the Carriers that were standard on the map at the time.
Sonic just recently posted a download link to a beta version of Pamir Plateau. Originally, it was on his Cyworld .. probably because of the dotori system lol
Remember, if you guys want to help support Sonic and have access to at least Afreeca Mobile, remember to go to his channel and hit the recommendation box to increase his ranking! Enjoy :D
On September 13 2012 15:56 ArvickHero wrote: Hi guys,
Sonic just recently posted a download link to a beta version of Pamir Plateau. Originally, it was on his Cyworld .. probably because of the dotori system lol
Remember, if you guys want to help support Sonic and have access to at least Afreeca Mobile, remember to go to his channel and hit the recommendation box to increase his ranking! Enjoy :D
On September 13 2012 15:56 ArvickHero wrote: Hi guys,
Sonic just recently posted a download link to a beta version of Pamir Plateau. Originally, it was on his Cyworld .. probably because of the dotori system lol
Remember, if you guys want to help support Sonic and have access to at least Afreeca Mobile, remember to go to his channel and hit the recommendation box to increase his ranking! Enjoy :D
These maps look sweet but they make me ache for BW PL I especially like the design ethos behind Cloud and Wind, looking forward to seeing whether it plays out that way.
On September 14 2012 11:19 Jragon wrote: These maps look sweet but they make me ache for BW PL I especially like the design ethos behind Cloud and Wind, looking forward to seeing whether it plays out that way.
On September 17 2012 18:14 Double T wrote: Whoa, these maps are awsome! I buy a new laptop today... right after I install the broodwar i shall download them :D
I like Steel wall, especially the middle wall with the double expos to avoid pure split map play, it's an interesting concept. The huge mains and overly long main to nat distances are a bit weird though, I guess it's intended to facilitate any kind of aggressive air & drop play, so it probably goes along all right with the rest of the map.
I don't like Battle of Salsu. It may work out all right as an island map, but it just looks totally awkward to play on if both players spawn on the same side.
Wind and Cloud is also nice.
I am pretty sure that Pamir Plateau turns out terribly imba, contains on those ramps are just way too strong, and terran can even build mass turrets to shut down drop breaks...
Another kind of interesting fact: 0 mineral-only expansions between 4 maps...
Well all the maps were in beta when these details were posted, I'm sure they've changed a lot since Wind and Cloud is confirmed to be used for SSL Ro8, so we'll get to see it in action then.
If the zerg went 3 hatch muta on 3 base with the 2 gas base how many more mutalisks would the zerg be able to produce and would this play be viable if not, why?
He'd probably need a 4th hatch to keep up with production... But he'd also have a hell of time dealing with zergling raids and muta harrass split between there and the main/nat.
On November 04 2012 04:18 thezanursic wrote: If the zerg went 3 hatch muta on 3 base with the 2 gas base how many more mutalisks would the zerg be able to produce and would this play be viable if not, why?
well...... if you think you can micro multiple muta groups at onces than as many as you can micro^^
On November 04 2012 04:18 thezanursic wrote: If the zerg went 3 hatch muta on 3 base with the 2 gas base how many more mutalisks would the zerg be able to produce and would this play be viable if not, why?
well...... if you think you can micro multiple muta groups at onces than as many as you can micro^^
... I was talking about getting them out earlier due to access gas
I can recreate the maps if people want it and appreciate it...as well as make balance fixes...although honestly these maps aren't that great just cuz they're made by Rose.of.Dream doesn't make them instagosu...it'll have to wait till mid-May tho cuz of testing...
w/ Pamir the gas at 1 was fixed (I guess there was some pathing issue or of the sort), not sure if there were any other changes. W&C, not sure if there's any changes at all but he linked it and it's titled differently than from before, so better to play it safe lol.
w/ Pamir the gas at 1 was fixed (I guess there was some pathing issue or of the sort), not sure if there were any other changes. W&C, not sure if there's any changes at all but he linked it and it's titled differently than from before, so better to play it safe lol.
I think that Wind and Cloud fixed a couple of positional imbalances. Like not being able to do a wall off against zerglings/zealots on one of the positions
w/ Pamir the gas at 1 was fixed (I guess there was some pathing issue or of the sort), not sure if there were any other changes. W&C, not sure if there's any changes at all but he linked it and it's titled differently than from before, so better to play it safe lol.
I'm interested in downloading Battle of Salsu, but I don't know where to download it. I tried googling and looking through the thread without much luck. Does anyone know where to find this majestic map?
Freakling, why you're always so negative towards korean map makers? Battle of Salsu is not an ordinary map, but resembles Iron Courtain that has been played quite a lot. Could be fun for 2v2 game anyway.
On March 06 2017 20:58 Freakling wrote: Not sure, why you would even need such a grotesquely bad map, but I might have a copy of it lying around somewhere on some hard drive.
EDIT: No sorry, don't seem to have it after all... guess I never even cared to DL it...
You realise some people just like playing the game for fun right?
On March 06 2017 23:51 kogeT wrote: Freakling, why you're always so negative towards korean map makers?
I am not. But I know how to judge a map's quality and you can hardly blame me for being a bit disappointed about output like these. I am not gonna stop being critical and trying to actually try to improve maps by pointing out flaws, just because some one might perceive it as negativity.
Battle of Salsu is not an ordinary map, but resembles Iron Courtain that has been played quite a lot. Could be fun for 2v2 game anyway.
Well, if you see it exclusively as a 2v2 map, alright. But it was originally intended as a 1v1 map, and for that it is simply terrible (TvZ with same side spawns (or with close air spawns; so TvZ overall being a simple spawn roulette), complete Carrier/Arbiter heaven... and that is just for the conceptual problems).