@ajmbek Im not sure which maps Darkstar will send, many to choose from, my favourite being Outzoned.
@JungleTerrain send in Heartbeat or even Gemlong if nothing else, may as well, ASL.
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Jukado
805 Posts
@ajmbek Im not sure which maps Darkstar will send, many to choose from, my favourite being Outzoned. @JungleTerrain send in Heartbeat or even Gemlong if nothing else, may as well, ASL. | ||
flametitanrose
11 Posts
On February 01 2018 19:46 Freakling wrote: If you mean the rock sprites, they are actually required to blend the vision blocking terrain to the cliffs properly, so I cannot really remove them. I don't see how it would be hard for people to figure out, anyways. And as for the small shrub doodads I use to mark the vision blockers, that's actually copied directly from how it's done in SC2. There is not established standard for how vision blockers are to be implemented in SC1, as no Korean tournament map (except Mist) has made use of them yet. There should be something to mark them as a broad hint to players that there is something noteworthy is going on, and using those bush sprite is an ideal solution in that regard:
Looking at it again in game, it seems my concerns only apply to the 768*768 preview image. In game it's much more intuitive. So I guess the actual remedy is to send the ASL team a larger preview image so they can better see the details of the map. | ||
Rickv100491
Ecuador29 Posts
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bovienchien
Vietnam1144 Posts
File:Taebaek Mountains 1.1 map.jpg | ||
Rickv100491
Ecuador29 Posts
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onlystar
United States971 Posts
On February 02 2018 22:30 bovienchien wrote: I really like the Taebaek Mountains map. I don't understand people don't like it. http://liquipedia.net/starcraft/File:Taebaek_Mountains_1.1_map.jpg The Reason being..... its basically unplayable hydra busta are unstoppable in pvz just the whole map is to narrow to have a little bit of normal engagement Army movements the map just does not function | ||
Excalibur
United States56 Posts
Map is a remake of NastyMarine's Formula 43 which has been sitting in the BWMN remake thread for ages. I'm a bit iffy right now on the Xel temples blocking the 3rds and the overall lack of expos on the map. Comments welcome. | ||
TelecoM
United States10583 Posts
On February 03 2018 10:17 Excalibur wrote: I'll be submitting (4)Somersault for this: Map is a remake of NastyMarine's Formula 43 which has been sitting in the BWMN remake thread for ages. I'm a bit iffy right now on the Xel temples blocking the 3rds and the overall lack of expos on the map. Comments welcome. Looks pretty cool actually, Tau cross is a pretty low expansion map as well when you think about it, | ||
CrystalDrag
173 Posts
+ Show Spoiler + Pathfinding fix version 2.24 | ||
Freakling
Germany1525 Posts
@Excalibur: You could replace the Xel'Nagas with whatever, if you think it would help balance/gameplay. And what lack of expos? 4 bases per SL, 3 of them gas, is the perfectly standard amount. | ||
FlaShFTW
United States9661 Posts
On February 03 2018 19:03 CrystalDrag wrote: Submitted (4)Kiseyras. + Show Spoiler + Pathfinding fix version 2.24 cross spawn only right? I think that the spawn imbalances are too strong if you dont have it. | ||
Freakling
Germany1525 Posts
On February 03 2018 20:11 FlaShFTW wrote: Show nested quote + On February 03 2018 19:03 CrystalDrag wrote: Submitted (4)Kiseyras. + Show Spoiler + Pathfinding fix version 2.24 cross spawn only right? I think that the spawn imbalances are too strong if you dont have it. This is not SC2… | ||
Freakling
Germany1525 Posts
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ne4aJIb
Russian Federation3208 Posts
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Freakling
Germany1525 Posts
On February 04 2018 02:13 ne4aJIb wrote: Without any clear point of reference, I am just gonna assume you want to tell us what we already know: Yeah, Tanks pretty imba!Damn, tanks seems imba everywhere. | ||
flametitanrose
11 Posts
On February 04 2018 02:24 Freakling wrote: Without any clear point of reference, I am just gonna assume you want to tell us what we already know: Yeah, Tanks pretty imba! So many more map designs would be viable if tanks didn't have such a long range... | ||
onlystar
United States971 Posts
On February 04 2018 01:59 Freakling wrote: For now I submitted (2)Oxide and (3)Frogstar as my candidates (I think a 2 player map adds a bit more diversity). I just linked to the mediafire archive containing all my submissions for ASL4, as a subtle hint how detrimental that arbitrary 2 map limitation actually is ;D Both maps have received some final updates (added a 7th patch to the mineral onlies on Frogstar and fixed a bunch of potential pathfinding bugs). Oxide it looks like eye candy to me beautifully made I do see a lot of same type of map features as in matchpoint ie sieges up expansions from low ground etc but it looks like a really interesting map Frogstar Curious about how the map would do gameplay wise, those narrow corridores in the center probably will ruin nice gameplay ( nice flanks /engagements) Just chances are it will be some silly drop play & harassment map but I guess it’s worth a shot | ||
FlaShFTW
United States9661 Posts
On February 03 2018 20:56 Freakling wrote: Show nested quote + On February 03 2018 20:11 FlaShFTW wrote: On February 03 2018 19:03 CrystalDrag wrote: Submitted (4)Kiseyras. + Show Spoiler + Pathfinding fix version 2.24 cross spawn only right? I think that the spawn imbalances are too strong if you dont have it. This is not SC2… wasnt there an edit in the map editor where you could force that to happen? I think I recall some other map thread having it but I could be mistaken. Anyways, I still believe that positional imbalances are too strong on this map that unless it has forced cross spawn it wouldnt be selected. | ||
Excalibur
United States56 Posts
On February 04 2018 09:13 onlystar wrote: Frogstar Curious about how the map would do gameplay wise, those narrow corridores in the center probably will ruin nice gameplay ( nice flanks /engagements) Just chances are it will be some silly drop play & harassment map but I guess it’s worth a shot Keep in mind the majority of the ridges in Frogster are walkable. Only the cliffs directly next to and across from the expos are not walkable. | ||
onlystar
United States971 Posts
Like infact sieged up behind the ridge you can’t even use those pathways without groundunits getting killed off before even reaching a front where they can make contact with tanks | ||
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