Download tip: Click the small green arrow that points downwards (its near the top of the post, inline with the title of the first map). Then click the 'PC' link to download the .zip file.
On November 29 2018 04:24 devidhenry wrote: Actually in today's date nevication is great for all, and also this is mandetory to keep with you. I t will great to help you properly, so for getting this you will search it in google and from there you will get the original MAP version. For further lenovo camera not working will help you.
Block Chain kinda looks dull, too much spam thus looks like there's little area for battle, although good macro games potential and really liked backdoor options. Whiteout looks nice but hope those trees won't become problem like was on Demon's Forest.
@Jukado: You need to upload the pictures to imgur, Naver links expire after a while.
If only these new maps didn't look again as if they'd really profit from some more time to really work out the kinks. It makes me wonder again by which principles they decide on new maps.
Block Chain looks very plain. It's basically a four player adaption of Gold Rush, only without any good ground expansions, so TvP will probably become very hard from midgame onwards. Why does it seem that Earthattack can only reiterate the same basic concept (Outsider derivatives) time and time again for the last almost ten years now? I don't know.
Whiteout (by Str18-02) brings us vision blocker spam. To calm Outscar down: No, vortices will not be a problem here since, unlike on Demon's Forest, the vision blocked areas here are fully walkable (they do not provide cover either). New ramps are still buggy, and so is ice terrain in general, so some more editing is required to get rid of some terrain level bugs. Apart from that terrain editing is actually sound, mechanic-wise, for a change (albeit a bit wonky looking and far from fleshed out aesthetically). The layout seems basically alright, but some of those dead highground spaces are huge (and more so at some positions), so Carriers might be very strong here. I only feel like the expansions might be a bit too much clustered around certain areas. Those centre expansions only have 2000 gas per geyser. So they are basically meant to provide a short gas boost before securing a "proper" third gas base. Will be interesting to see whether that's enough for all races in all matchups (could be hard particularly in PvZ, I guess). There's a Reaver jam spot in the left centre region.
Sylphid 1.8 is basically the same. Most noticeable change is the reduction of the naturals' minerals to the standard 7 patches. There's still some weird buggy terrain level editing behind the top/bottom naturals.
Anyway, the fact that the new maps still have sum 1.00 version numbers means that they are probably still completely untested and significant changes might be made to them. Not sure when ASL7 is going to start from the top of my head, but it's not going to be before January, so for a change Afreeca actually managed to not compromise proper testing and finishing of the maps by announcing them in the last possible minute this time, so that's good too.
Blockchain seems pretty neat. With there being no easy 2 way mineral hopping, it should allow for a bit more strategic play that was hampered by the early game perfect scouting on gold rush. I can see there being some real diversity in how games play out on it.
Any news on what the fourth map will be, and is there any chance we might get to see at least one of these on the ladder map pool?
On November 29 2018 16:06 GTR wrote: those are some funky ass looking ramps on blockchain
Those are just the standard new ramps from patch 1.22. The artwork is generally rather meh, unfortunately.
For whiteout I'd suggest that instead of the conifer-like tree doodads interspersed on the vision-blocked areas a thicker carpet of the two flimsy bare tree doodads be used (and/or maybe some bare trees from Badlands/Jungle tilesets) lest units cannot be hidden completely behind them. With extended sprite limits (or even the standard 500 map sprite limit) that should be no problem and would make for much better aesthetics.
All of these maps look pretty interesting! White out looks like a mixture of Tau Cross and Rush hour molded into one map + Mass Christmas Tree's, but they all look very fun to play on regardless.
But when we know the maps are going to get lots of updates Id rather just link to the blog rather than having to continually make new pictures. The reasons are because I cant actually make pictures from this computer, and its a very time consuming thing for me on my computer that can. If someone else wants to make pictures Ill happily put them in the OP.
Why does it seem that Earthattack can only reiterate the same basic concept (Outsider derivatives) time and time again for the last almost ten years now? I don't know.
Well, outside of outsider derivatives and fighting spirit derivatives, the community will virtually not accept any other map type or concept at all. Third world is literally the only map i can think of that is not either a clone of fighting spirit or a clone of outsider/el nino type maps in the last ten years.
On November 30 2018 00:42 SC_ar wrote: Why so many trees and other nonsense in the way on Whiteout?
The ones on the vision-blocked areas are just deco without any real function (except for visually obscuring units behind them). The ones in the centre are probably just to make pathfinding annoying The ones in the mains serve the purpose of pathfinding optimization for mining workers.
But when we know the maps are going to get lots of updates Id rather just link to the blog rather than having to continually make new pictures. The reasons are because I cant actually make pictures from this computer, and its a very time consuming thing for me on my computer that can. If someone else wants to make pictures Ill happily put them in the OP.
The pictures in the other thread do not work either. You could also just link the map images on BWMN, where I have uploaded the maps as well in the meantime.
Why does it seem that Earthattack can only reiterate the same basic concept (Outsider derivatives) time and time again for the last almost ten years now? I don't know.
Well, outside of outsider derivatives and fighting spirit derivatives, the community will virtually not accept any other map type or concept at all. Third world is literally the only map i can think of that is not either a clone of fighting spirit or a clone of outsider/el nino type maps in the last ten years.
That's just wrong with a long list of counter-examples. Also, actually looking them up, every other Earthattack map in the late Kespa period actually was not an outsider clone. His post-Kespa maps however invariably are.
The pictures in the other thread do not work either.
Like I say they are in the bottom spoiler, did you open it? If they arent working that is odd, they work for me.
Thanks for uploading the pics, added to OP. (although they arent working either for some reason). To test I added a different picture to the OP from a different source and it worked. So its not me writing it incorrectly I dont think.
This is what I have written in the OP, but the pictures arent showing up:
On November 30 2018 00:42 SC_ar wrote: Why so many trees and other nonsense in the way on Whiteout?
The ones on the vision-blocked areas are just deco without any real function (except for visually obscuring units behind them). The ones in the centre are probably just to make pathfinding annoying The ones in the mains serve the purpose of pathfinding optimization for mining workers.
But when we know the maps are going to get lots of updates Id rather just link to the blog rather than having to continually make new pictures. The reasons are because I cant actually make pictures from this computer, and its a very time consuming thing for me on my computer that can. If someone else wants to make pictures Ill happily put them in the OP.
The pictures in the other thread do not work either. You could also just link the map images on BWMN, where I have uploaded the maps as well in the meantime.
Why does it seem that Earthattack can only reiterate the same basic concept (Outsider derivatives) time and time again for the last almost ten years now? I don't know.
Well, outside of outsider derivatives and fighting spirit derivatives, the community will virtually not accept any other map type or concept at all. Third world is literally the only map i can think of that is not either a clone of fighting spirit or a clone of outsider/el nino type maps in the last ten years.
That's just wrong with a long list of counter-examples. Also, actually looking them up, every other Earthattack map in the late Kespa period actually was not an outsider clone. His post-Kespa maps however invariably are.
I'm not concerned about earth attacks map making career one whit. Re@ map distinction: The broodwar community reminds me of the Himba tribe of Nambia. They cant really distinguish between blue and green, because they live in a virtually totally green environment, but they distinguish very easily between 40~ or so shades of green. The broodwar map making community has only produced shades of green since 2006, with two exceptions. Third world and sparkle, which are maybe lavender and red respectively.
I'm happy that your happy and proud and defensive about all your shades of green, but dont confuse yourself: Thats all there is.
Believe me, I really try to map your assertion to a reasonable interpretation of reality here, but I cannot figure it out. Does a map need to lack easily defensible nats not to be "just another shade of green"? Must it necessarily be an island map (as you seem to suggest)? That would at least fit your time cutoff of 2006 somewhat (06/07 Shinhan Bank OSL's Desert Fox being the last thing around that behaved pretty much like a full island map). Actually that one had a rediculous map pool overall – it also included Arkanoid and Hitchhiker. But how are these posibly also just "other shades of green"?! Or Monty Hall? Or Katrina (okay, that one's actually jungle terrain, and arguably too many maps are, it gets a bit boring to look at)? Or Plasma? Or Outsider and all its derivatives? You seem to be rather dissatisfied with basically everything, but can you actually define what kind of map you long for? What would you consider examples for "not green" maps pre-2006?
Whiteout is real nice, Blockchain is garbage (unless heavy air play manages to save it), and the changes to Sylphid feel like an unnecessary terran buff.
On November 30 2018 06:37 Dazed. wrote: The broodwar community reminds me of the Himba tribe of Nambia. They cant really distinguish between blue and green, because they live in a virtually totally green environment, but they distinguish very easily between 40~ or so shades of green. The broodwar map making community has only produced shades of green since 2006, with two exceptions. Third world and sparkle, which are maybe lavender and red respectively.
I love these especially whiteout. Kind of surprised they couldn’t replace all 3? Sylphid didn’t produce interesting games in asl 6 imo. It’s too small and jammed. I’m assuming 7 starts January of 19?
And he seems to miss the point of he "forests" on Whiteout completely (at least he figures out that it does not provide cover and that units can visually hide behind trees – but he also does not seem to understand how cover actually works O_o). It a bit frustrating but also funny for me to watch how even top level players still seem to have such trouble figuring out what things in a map actually are and do @_@.
I missed out on the most significant change of Sylphid: The middle expansions are not mostly unbuildable, so Terran can no longer fully wall them off with depots (but likewise Protoss can no longer Pylon wall or Cannon up very well, likewise for Zerg Simcity/Sunken defence).
On November 30 2018 00:42 SC_ar wrote: Why so many trees and other nonsense in the way on Whiteout?
The ones on the vision-blocked areas are just deco without any real function (except for visually obscuring units behind them).
So there is no miss chance if you hide your unit behind them??
Visually hiding behind tree sprites is not how miss chance works. It's the tiles that provide the cover. Ice terrain trees do provide cover, but they are also composed of (almost) entirely unwalkable tiles, so effectively there's no cover behind trees on Ice maps. Some of the more bulky building-like doodads provide cover, however.
Random tips: Put units above or to the left of (or diagonally left and above) Jungle trees to give them cover. Badlands trees (also Jungle Dirt trees) also do provide cover around them, but you have to "hug" them pretty closely (and with sufficiently small units O_o) to make it work. Apart from that most of the shack-like doodads and some of the plants in Desert terrain provide cover too. Best place units to the left or right directly next to them. Nothing else in the game provides cover.
On December 18 2018 01:49 Freakling wrote: Please upload some pictures.
They're on the blog, Jukado explained before that the links keep changing so even if he posts them the link will 404.
I guess you could rehost on imgur
Reuploading them is but a minute of work O_o…
EDIT: Speaking of cover: Why is there now a cover bug on top of the ramp to the left main of Whiteout?! There's also one up the ramp in the ~6:30 base (this one's been there from the beginning though…). + Show Spoiler [show image] +
Players take notes: In case these are not fixed – these are the spots where you need to put your defensive units (like Lurkers) to give them that little juicy extra defensive boost!
I actually did not know these cover mechanics existed, only thought high ground could end up in missed shots. Might give for some interesting skirmishes in games.
I like that they are mixing it up with new maps. but Why don't they give us 2v2 or some sick FFAs or Racewars like 4v4v4 on a gigantic map. I would like to see pros play these different scenarios =)
On December 18 2018 18:06 Hitokiri3 wrote: I like that they are mixing it up with new maps. but Why don't they give us 2v2 or some sick FFAs or Racewars like 4v4v4 on a gigantic map. I would like to see pros play these different scenarios =)
On December 18 2018 16:25 konadora wrote: really wanna see some games on these new maps..
If you're interested in Amatuer Korean and Foreign players playing these maps you can see the STPL Christmas Cup where Whiteout is one of the maps. It's on again tonight at 20:00UTC.
I love how ASL is trying to shake things up every tournament with outside the box maps, this should be very exciting to watch.
BlockChain should offer truly unique games every time, as the strategies can be different whether the bases are connected by the main, connected by the natural, or not connected at all.
Whiteout is the kind of map the players might complain about. The use of vision blockers is so unusual that I imagine this could destabilise the meta, though it'll be interesting to see how the players learn to deal with it.
Seems like Zerg will have fun expanding around the outside of Blockchain. The one way minerals by the assimilators are interesting. It was interesting seeing players use these neutral pathways on Gold Rush. But not on Troy lol.
Whiteout seems a little bizarre. Will it even be much fun to play on? Tough expos, weird dead space with ramps leading nowhere...I think we will see aggressive strategies on this map.
I would rather see a map like Aztec than Sylphid. I agree with an earlier comment that it feels too small.
On November 30 2018 06:37 Dazed. wrote: The broodwar community reminds me of the Himba tribe of Nambia. They cant really distinguish between blue and green, because they live in a virtually totally green environment, but they distinguish very easily between 40~ or so shades of green. The broodwar map making community has only produced shades of green since 2006, with two exceptions. Third world and sparkle, which are maybe lavender and red respectively.
Fuck off, Sparkle was gold.
Sparkle made that ro16 really really fun. I mean if it was about stability watching why not just go endless Fighting Spirit or something.
On December 19 2018 01:13 lepape wrote: I love how ASL is trying to shake things up every tournament with outside the box maps, this should be very exciting to watch.
BlockChain should offer truly unique games every time, as the strategies can be different whether the bases are connected by the main, connected by the natural, or not connected at all.
Whiteout is the kind of map the players might complain about. The use of vision blockers is so unusual that I imagine this could destabilise the meta, though it'll be interesting to see how the players learn to deal with it.
Yep this makes me really look forward for broodwar. To be honest i got really excited and watch almost all ro16 last season because of the sparkle map. I was pretty much just a casual viewer but after the introduction of the sparkle map i almost watched every single game of ksl/ASL since then.
And i'm sure the players will be able to do something with Whiteout. They dealt with island maps like sparkle. They'll manage
Sponmatches are online games (usually series) sponsored by fans. I think it works like this: fan brings money on the table (say 50$) and requests game (Bo3/5) between two players, if players agree winner takes all. Here you can see winrate/ELO for all players.
Sparkle proved that island maps may be possible to balance. Instead of Zergs being hilariously underpowered they bopped the other races. I somewhat hope to see another island map again.
Protoss needs to be gifted some free wins on maps like sparkle, transistor and 3rd world.. it's ok to have troll maps in tourney pools once in a while. Gives us a chance to be competitive .
On December 20 2018 13:29 TT1 wrote: Protoss needs to be gifted some free wins on maps like sparkle, transistor and 3rd world.. it's ok to have troll maps in tourney pools once in a while. Gives us a chance to be competitive .
Have you ever watched Artosis who plays with Protoss players?
On December 20 2018 13:29 TT1 wrote: Protoss needs to be gifted some free wins on maps like sparkle, transistor and 3rd world.. it's ok to have troll maps in tourney pools once in a while. Gives us a chance to be competitive .
Have you ever watched Artosis who plays with Protoss players?
On December 20 2018 13:29 TT1 wrote: Protoss needs to be gifted some free wins on maps like sparkle, transistor and 3rd world.. it's ok to have troll maps in tourney pools once in a while. Gives us a chance to be competitive .
Have you ever watched Artosis who plays with Protoss players?
One of my favorite things about this game is that they are always coming out with better maps. I never thought Lost Temple would be replaced by Python just as Phython got replaced by Fighting Spirit, etc.
These new maps are on point! Whiteout is what ice tileset has been begging for since its inception. Blockchain is the future of base layout and third design. Sylphid.... yeah. It needed a editors brush. Woo asl 7!
Wow Block Chain is bad. Really bad. At least Sparkle was aware of the balance issues and tried to fix it (it didn't but it tried). Block Chain is just straight up brainless (as far as PvT goes, this will probably have like an 80% win rate for protoss) and ZvT might be almost as bad but I haven't seen any ZvTs on it yet myself. Just awful design and I don't know how they pick these maps tbh.
NOVELTY!!! over sanity has been ASL's motto for at least every other season so far. The problem is that they seem to lack perspective a bit, so they don't necessarily pick the best implementations of whatever new thing it is they fancy (I'd single out Gold Rush and Transistor as positive exceptions though). Don't get me wrong though, I am not saying everything is terrible, and execution-wise there's definitely an upwards trend (not least thanks to S.I.'s ScmDraft updates!).
Yeah I really liked Transistor, standard-ish but still unique enough that games played out pretty differently from standard macro maps. It didn't have any huge gimmicks, just cool and unique base design. Hope to see more like that in the future. Sylphid and autobahn were decent but didn't really do anything unique (autobahn seemed to exist only so that protoss can lose to ling run-bys though). Have they said what old map they're going to use? Presumably CB or FS again? :\ . The map pool is missing a 2player map right now so it'd be cool to see like Chupung Ryeong or or something get recycled.
So far the few matches I've seen on Whiteout and Blockchain from KCM were interesting but it's hard for me to tell how they'll play out. Seems like they're still not very well balanced haha.
Mong vs Best on White Out was an amazing game and so many moments were decided because of the vision block. very nice game, excited to see it play out in ASL