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United States1431 Posts
Important: New information added in "How to Sign Up."
Introduction
I am organizing a tournament that includes island maps, all of them old classics. This is going to be a ro8, maybe more. I wanted to keep map pool small so it's easier on players.
Map Pool
Paradoxxx 2 + Show Spoiler + Dire Straits + Show Spoiler + Gorky Island + Show Spoiler +
Hall of Valhalla 3.1 Note: This is a revised edition meant to be more balanced for Zerg. There is a second gas geyser added on each base that only Zerg can harvest from. It has 2000 gas only. Natural bases now have an added vespene geyser. + Show Spoiler +
Map pool download: Island Map Pack
Format
There will be a bo3 winner's bracket and a bo1 loser's bracket. Finals will be bo5
Map rotation for winners bracket:
ro8 First round: Paradoxxx Second round: Dire Straits Third round: Gorky Island
ro4 first round: Hall of Valhalla Second round: Gorky Island Third round: Dire Straits
Finals First round: Paradoxxx Second round: Gorky Island Third round: Dire Straits Fourth round: Hall of Valhalla Fifth round: Paradoxxx
Map rotation for losers bracket:
ro8: Paradoxxx ro4: Hall of Valhalla loser's finals: Gorky Island
Rules
Meet in channel Island to set up games and everything
Rank doesn't matter.
If there's a problem, go ahead and ask me by PM'ing me on TL.
Games will be held in the Iccup server.
Discuss between your opponent and yourself when to play if you can't meet on the designated time.
If you do not show up for game time you will be walkovered.
Can play any race, switch between races every game.
How to Sign Up
Register account at http://challonge.com/ and sign up here: http://challonge.com/IslandMapStarcraft
Make sure display name is same as iccup name thank you. Contact me if there are problems.
I might contact you beforehand.
Meeting Times
If you can meet with the opponent you're supposed to play ahead of time then please play. We can finish the tourney early, doesn't matter.
Saturday, July 11
1 PM EST
6 PM CEST
VOD examples
Here are a few games in case you are feeling lost.
Bisu vs. Zero Bisu[FPV]
Bisu vs. Zero Bisu[FPV] different game
Hero vs. Mong Hero [FPV]
Ogogo vs. Fisheye Only the first game is an island map. It is from 2003 but Ogogo I think adapts well to the disadvantageous terrain.
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loooooool these maps... they look like something out of stellar forces
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Stellar Forces pack is brilliant when compared to this dog shit. Honestly, even 5 yr. girl can do a lot better. If you got respect for BW you could do far more beautiful things, not 1 min. maps. Plz.
EDIT: So, you changed the map pool into korean oldschool maps? This is slightly better idea!
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Can you post pictures of the maps? How do you accomplish the "Zerg gas only", with doodads beneath the geysers? I guess this map will be heavily Zerg favored then.
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United States1431 Posts
On July 06 2015 20:30 Cryoc wrote: Can you post pictures of the maps? How do you accomplish the "Zerg gas only", with doodads beneath the geysers? I guess this map will be heavily Zerg favored then.
There is a large crystal special building put over the gas geysers. I don't think you should think Terran or Protoss is at a disadvantage. Zerg is bad on island maps anyway.
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Cool, gl hf. Thanks for your contribution~
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The blocked geyser in the E and W bases of Valhalla cannot work as intended. They need to be placed to the side of the SL.
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United States1431 Posts
On July 09 2015 03:17 Freakling wrote: The blocked geyser in the E and W bases of Valhalla cannot work as intended. They need to be placed to the side of the SL.
I just tested it and it seems to work fine. What do you mean by SL?
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Starting location? Strong lift? Safe language?
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Starting location, obviously.
"Work fine" in this case would mean:
- Allow direct access for workers if an Extractor is build on it - but block access to the geyser off if a Refinery or Assimilator is build on it
I guess you can make it work for either location as it currently is, granted you know where exactly to place your second hatch, but that's not very player friendly (as a general rule, all resource spots on a map should be designed in a way that makes it clear to players where to place their town halls).
There's also the matter of different vulnerability to tanks, I guess...
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United States1431 Posts
On July 09 2015 23:59 Freakling wrote: Starting location, obviously.
"Work fine" in this case would mean:
- Allow direct access for workers if an Extractor is build on it - but block access to the geyser off if a Refinery or Assimilator is build on it
I guess you can make it work for either location as it currently is, granted you know where exactly to place your second hatch, but that's not very player friendly (as a general rule, all resource spots on a map should be designed in a way that makes it clear to players where to place their town halls).
There's also the matter of different vulnerability to tanks, I guess...
Are you trying to say the gas geysers should only need 3 workers to mine efficiently relative to the main base?
I don't think it will be tough for people new to the map. Where to place the hatchery isn't meticulous or something of exact calculation, you just need to place the second hatchery as close as you can to the resources as you would any other map expansion. You can fit in a second hatchery right next to the main base hatchery and the second geyser. Any closer or farther away from the second geyser will either overlap with the first hatchery or be too close to the geyser.
I think forcing Zerg to get a second hatchery to start mining the second gas efficiently might be a good limitation. It may not even matter though because there might be too much gas for a zerg to use with only one hatchery for so long delaying other tech and resources so you might be right.
Edit: All of the spawning locations require a second hatchery to mine from their second gas geysers with only 3 workers, not only the eastern and western locations. I do agree with you on the matter of tank vulnerability. It looks like the 3 O'clock and 6 O'clock 2nd gas geysers are on the side of the main base closer to the natural base contrary to the 9 O'clock and 12 O'clock. Hopefully that scenario doesn't unfold or isn't a significant factor. Thank you for your concern and taking the time to post in the thread.
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Zerg on an island map will get a second hatch, no matter what, because on an island map there is no incentive (or even possibility) to do anything but macro up early on... So I do not see the problem there, either way.
The way these geysers work forces workers to enter from only one side (and by side I actually mean one actual side, i.e. either left or right), so placing your hatchery in any other direction from the geyser will greatly hinder worker pathing and hence mining rate (or you need a lot more workers for the same mining rate). This is not necessarily obvious for players unfamiliar with the map. So my argument is that it would be better to place all blocked geysers just right left or right from the SL (which is where the initial Hatchery will spawn).
It's more of a general point, though. I think that chances for making this map balanced in this way are rather slim (not to mention all the other issues maps that old tend to have in massive amounts...)
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United States1431 Posts
hey tournament starts in about one hour sooooo. make sure to sign in.
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United States1431 Posts
Womp womp wompppppp.....Looks like no one bothered to show up. Would people like a tourney with modern maps?
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konadora
Singapore66060 Posts
this sounds like a good idea haha but unfortunately i have work and live in asia
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