On September 23 2014 11:48 ne4aJIb wrote: Why no Desert TileSets? T_T
It's really bright and harder to play on for long periods of time. It's also harder to make good tileset blends on desert tileset and a couple others. Jungle is the easiest, which is part of the reason so many maps are made on jungle.
On September 23 2014 12:49 razorsuKe wrote: So happy to see this
Very refreshing to see new unique concepts :D
Yeah, I'm hoping this map turns out to be good, but in recent years seemingly all the maps with close air distance mains ended up being really Zerg-favored.
That said, even if that's the case, it's less of a big deal in an individual league than in Proleague (where you end up with tons of ZvZ mirrors and no one is happy). It'll be interesting to see if this map turns out to be an exception. One option could be to move the actual start locations farther apart within the mains, without changing the map overall.
It would've been really interesting to see how T/Z progamers would have felt about Python back in the day, had 2 Hatch Muta become popularized while Python was still being used in leagues, due to the 1/3 chance of a really close air distance spawn.
These maps are just great. I can't wait to download them and play on them! (4)신 악령의 숲 0.6 reminds me of Circuit breakers but is more complex than breakers. They all look like what modern brood war maps should look like in my opinion and all look pretty balanced(except maybe the first one which, even though it's really good looking, seems quite hard for zergs). It's awesome to see new maps in brood war, especially considering how much maps impact the way this game is played (unlike and other rts which I won't mention here where the maps have almost no influence). Can't wait neither to see progamer stream games on these maps. By the way, the other day I was watching Mong play a TvZ on a snowy map with a long narrow path between the main bases. I think it was a two spot map. Do any of you have an idea what this map was? It seemed quite interesting. Is this snow map part of the new SBENU maps which have just been released?
Edit : waw two gaz in main. Might not be so terrible for zergs after all
On September 23 2014 11:48 ne4aJIb wrote: Why no Desert TileSets? T_T
It's really bright and harder to play on for long periods of time. It's also harder to make good tileset blends on desert tileset and a couple others. Jungle is the easiest, which is part of the reason so many maps are made on jungle.
damn, la mancha, grand line, colosseum are my favorite maps.
On September 23 2014 16:49 Filco wrote:
By the way, the other day I was watching Mong play a TvZ on a snowy map with a long narrow path between the main bases. I think it was a two spot map. Do any of you have an idea what this map was? It seemed quite interesting. Is this snow map part of the new SBENU maps which have just been released?
On September 23 2014 12:49 razorsuKe wrote: So happy to see this
Very refreshing to see new unique concepts :D
Yeah, I'm hoping this map turns out to be good, but in recent years seemingly all the maps with close air distance mains ended up being really Zerg-favored.
That said, even if that's the case, it's less of a big deal in an individual league than in Proleague (where you end up with tons of ZvZ mirrors and no one is happy). It'll be interesting to see if this map turns out to be an exception. One option could be to move the actual start locations farther apart within the mains, without changing the map overall.
It would've been really interesting to see how T/Z progamers would have felt about Python back in the day, had 2 Hatch Muta become popularized while Python was still being used in leagues, due to the 1/3 chance of a really close air distance spawn.
Plus it's only a 1/6 chance that you both get a center spawn, and half of those games won't have a Zerg player in them anyway.
It looks really interesting, hopefully we'll see it get used.
Another sidenote is that 사활 is term specific to board game Go, which means "Life and Death". For example, tsumego is problem that exclusively deal with 사활 of the stones.
On September 23 2014 12:49 razorsuKe wrote: So happy to see this
Very refreshing to see new unique concepts :D
yeah well, seems like a ZvZ map ala Battle Royal.
I don't understand, spawning locations are in the middle or in the corners?
I think the whole idea of this map is that it's random. I don't really know how they are going to balance it though, but props for trying!
Don't really understand a Survival map though. Judging by the first sight, it's literally unplayable for zerg vs terran, and toss vs zerg. Anyway, it's a huge huge step forward after Mist, imo. Long live BW!
this map is so non protoss favored,it will be really hard to stop drops and the bridges are so big that the zerg, terran army can easily take a good position and rip the protoss.
On September 24 2014 00:59 idegelchik wrote: this map is so non protoss favored,it will be really hard to stop drops and the bridges are so big that the zerg, terran army can easily take a good position and rip the protoss.
Thanks very much, tl, for timing me out while making a really long post, so now I have to do it all over again
I'll just go with the translations as they were suggested so far...
First of, at least from a mapping point of view, these make a much better impression than any of the maps from the previous batches of SOSPA maps (or even most former KESPA maps). The apparent love for details here gives the impression that the mapper(s?) actually put a decent amount of work into these and my first reflex is not to open these up just to find and fix the most blatantly obvious bugs, for a change... Any idea who actually made these?
No three player maps, though, and all of them use just "boring" axial symmetry, or look as if they could as well do so. The limited range of tilesets doesn't conern me quite as much in this case, because for most of these the choice of tileset seems to actually be forced by the requirements of the concept.
Not nearly as much FS as one might think on first glance (3rd is probably somewhat less easy to defend, to start with).
I wonder what those rather random looking temples in the mains are for? Hiding some additional geyser maybe? They seem too randomly placed for that, though; I hope they aren't just there for the pure annoying hell of it...
The SBENU logos are a nice touch (not the rather ogly looking, blocky text, that is, but the Phoenices, or whatever those birds are supposed to be).
Most people probably don't realize what this is all about, just from the picture, so let me explain: The central low ground areas (the areas with the tree sprites all over them) are made up of the same vision-blocking tiles as the centre bridge on (2)Mist. It's nice to see this feature actually used conceptually in a map and not just rather unmotivatedly thrown in as a somewhat random feature as on Mist. Unlike the original Demons Forest, though, units in those areas will not experience any cover effect, which is probably better for balance, anyway, but there won't be any unit stuck&stack bugs as on the original, either (because these trees are only sprites; probably still a bad idea to include them at all, because they will only further obscure units which are already hard to make out because of the vision impariment). Always having some kind of air units for scouting and vision with your army will obviously be crucial here.
The map, per se, seems solid, if really boring... But what the hell? I mean really? The idea with the double geysers for all expos is just terrible. And giving players two nats on top of that (so that's basically 6 gas almost for free) is really frickin ghastly.
Now, the title of the map strongly implies that most of them are probably severely reduced, but even if they are just like 1000 gas or so (which would be in itself a bad idea), I see no way how this could possibly even close to balanced.
This is bold. I daresay chances for this being even remotely balanced are probably slim at best. And Mutas in close spawn ZvT aren't even my main concern here. In close ground positions, Terran mech will have a really easy time just pushing to and through, because everything is so frickin tight. On far ground spawns, however, Terran is probably totally screwed, especially against Protoss, because Carriers and/or Arbiters will just squish them here. And thinking abnout PvZ, I'd say Protoss will have a pretty hard time reacting to Zerg attacks late game, because the layout limits mobility of their main army so much.
Concept: "Let's use raised jungle for once, because? Because!". Otherwise this looks a lot like (4)Jade with a lot of unecessary clutter added all over the place, making everything tighter and more confusing...
Looks stylish, again I like the bird... But not sure if it actually works as a map concept. Seems a lot like a new RoV, with a bit of Flight Dreamliner thrown in (which was another of those just for the look concepts). 128x128 seems oversized for a two spawn map, there's just a lot of mostly empty space around the middle, most of which doesn't serve much of a purpose besides succeeding pretty spectacularly in looking like one giant SBENU Phoenix. There are no safe expansions to take, everything is just open and looks like thrown in where there was a gap available, which is also pretty much in line with aforementioned maps...
Even the nat choke seems to be given too little space, it's way too open, Zerg will love to Hydra-break Protosses.
TLDR: For the picture maps: Great executions of ideas and concept in the range from boring to just outright terrible (and sometimes both at once).