I honestly thought my wacky map will never be used outside of playing with my friends :D Thank you for proving me wrong! I didn't realize I'll ever hear "hold the low ground".
New map idea: Restrict vision range of units like the red mist, but instead of increasing attack speed, it quadruples their health and halves their size. Call the map "Age of Empires 4".
im gonna be a bit greedy here: -make an scv build buildings manually from 3ed person. call it fortnite. -make a probe solve a puzzle. call it portal. -make dt say "requiescat in pace" after every kill. call it assassins creed. (back when it was good) -make sensor tower work only if a marine climbs on top of it. call it "generic ubisoft game". -make another strategic turn based layer to the game where you can control different planets, develop them and tax them for their minerals and flatulence, and then engage in real time starcraft battles. call this "starcraft: total war". -make ranged units have a percentage chance to hit their target, which increases with experience and upgrades. call it xcom. -make a mod where you have to memorize 1,000,000 stats of different item combinations before the game, then pick the best combination during the game while watching npcs walk. also make teammates mandatory so that everyone have someone to blame when they lose. call it moba.
Primeval (prime-evil) islands is a brood war map and one of my faves. I used to play SC1 with my dad back in the day and we’d play on this map together against AI because we couldn’t be ling rushed
I came to this comment section to say that Primeval Islands was a BW map which I had A TON of fun playing when I was younger! it's awesome that you played with your dad!
@@rickloucofixe yeah he’s a professor of computer science so he’s always been a massive nerd so we’d play BroodWar and AOE 2 together. My sister and I still play AOE2 together and she still refuses to kill sheep
When I saw Alex's videos, my first thought was that the FPV video with your commentary would be also very interesting and here it is:) Thx for great content!
I've always loved island maps ever since my cousin developed a tendency to barracks rush on Warcraft II. On a normal map he'd attack with a couple footman while my town hall was just finishing. One time he wasn't paying attention and built his barracks first on an island map and didn't have enough resources to build a town hall, and his ground units just sat there waiting until I came and took him out with my gryphon riders.
since the islands were very close together, i personally would have gone for scouting his main, go prism and then proxy stargates close to his main with blink stalkers, just surprise attacking him with island-hopping ground units while he was teching up to fusion core. also: 1 or 2 nexuses (nexii?) on his side of the map just to have a recall point or two there, balancing out his teleport capabilities, could have helped with your tempest approach i think. at least you had plenty minerals in the bank for sth. like that. I remember in the old days of starcraft 1 and brood war, me and my friends often gathered in some guys cellar for LAN-Parties, playing SC/BW non-stop for a whole weekend (with BNC networks mind you, having to use frickin *terminators* lol ^^) and as a tradition we began the session with an FFA match between 8 players on a big island map and everyone *had* to choose random race, for maximum chaos. aaahh good times.
The island map was really interesting to watch. Like this is to me a real RTS game, where you have to conquar a really big map, and controll all the bases for with a great army spread and tricks. If only like in some other RTS, there were some additional resources, except the default ones, so you would have a point to fight for specific islands. Would be interesting, if you could play this game until the end. Otherwise, great games, thanks for the video!
I also really liked the 2nd map, had a really cool feel to it, and yeah, I suppose that is what a real RTS could feel like. I'd love to see more of that.
The "funky" maps are the best, they force thinking really out of the box, and and have real time strategy. I think in competitions, the more funky the map is, the more points the winner should earn.
Idk, would think the traditional and the creative side of RTS competition should be equally valued, that hypothetical funky points would tip that balance to a more inventor playstyle instead of the grinder style. Of course, this is a fantasy, IMBa and all that.
The Island map favors Terran so extremely. Your cruisers can spend hours with an expansion until help arrives at which point they can just jump away. Information becomes extremely important, because a plain attack takes forever to implement just because of the movement and that gives you time to prepare. The terran has the best scouting here with Radar Towers and scans. A zerg would be loosing left and right, because his Brood Lords take forever to fly anywhere and there is also no alternative for them to ordinary movement. If you fill your main with some spaced out buildings like Depots, you can even deny a nydus worm without having to be attentive.
not at all imo. protoss is favored bc of recall, warpgate and prism, totally easy to get units onto the islands and with mothership and nexus recall ur army is absolutely all over the map. like only one terran type unit can warp, but the whole protoss army can multiple times. plus shield batteries and cannons allow u to be almost unbeatable with ur air force as long as u dont overextend (he built WAY too few in the middle btw, he could have just forward crawled island per island until he reaches the terran who cant to a thing against such a fortification) zerg tho rly has no chance on this mao thats true
it was so fun to watch harstem fail on the island. Im not saying i would have donebetter. But the shield upgrades, the middle, BC good against carrieres, vikings good against tempest and voids, the harassement and templar. It was so obvious what the challanges were to me. And he takes ages to figure it out. hilarious.
Was like "Meh" at the first map, but that 2nd map, the tension and feel was very exciting! Was very cool to see new map types and even though I didn't particularly like the 1st one, it's cool to try new things to keep it fresh. The 2nd map just felt like a cool Island hopping scenario, it made the Air Combat actually feel cool, though, as you said, maybe some ground units could have been very effective for run by's in combination with Carriers or something. Really enjoyed seeing you try new things, and I hope you had fun, as I very much did. Thank you once again Sir Harstem for playing for us. That 2nd map vibe.
I would have done this (altough I cannot do it as I suck in SC): 1. Send mothership to a base 2. In paralell, send your fleet to another base 3. Attack with your fleet 4. Recall to mothership when defenders arrive 5. Attack base at mothership 6. Recall your whole army to a Nexus If discovered somewhere during the process, recall. Repeat until victory. You did nothing with your mothership through the whole game. The main advantage you have in such large maps is mobility of recalls. The "sensor network" of observers was a good idea.
That'd drive nuts the opponent, nicely thought! It's like the friend who's watching the game over your shoulder and helps you with long terms strategies that you deflect by being to much focused on micro and macro 😄
@@BisZwo thank you. Yes, even for the best like Harstem, it's not possible to think* and play at the same time. *I mean, totally new strategies. You have to have strategy pre-loaded in your head for any possible scenario... Same in real life. That's why firefighters, soldiers etc. train a lot, because the human mind is unable to think quickly under pressure.
Ooh this made me remember why I love starcraft so much. Man, I kinda wish Blizzard played around with 'fun' maps. I always felt like they prioritized the competitive parts of the game too much. It would have been great if they introduced a ladder or playlist with mutations like in co-op. That would have been amazing! This just reminded me of the old Imba league videos HuskyStarcraft used to make... ah, good times...
@@Prof.CheeseDog do I look like the kind of guy who gives a flyin' falafel about what the 1/10,000th think is fun? They're the ones who maximize the fun out of the game, maybe they outta embrace the suck every once in a while.
All broken games was really good, nice job there 👍 By the way, map Premival Islands is replica of old good map with the same name for 8 players in SC1 Broodwar
"I guess I kinda should have realized that attacking into a tank position would be literally impossible". WHY Harstem, WHY?! You did so fucking well up to this point 😂
First of all, congratulations with the new team and teammates! You guys are my favorite bunch of misfits!!! Why didn’t you post the one game that you won? Was rooting for you all the way! uThermal’s mines are so dangerous! Anyway, thank you for great content as always!!!
I wasn't sure the 2nd game was over because it seemed like the first half things were going well but then I saw he was making 7 BCs at a time with 3k gas still in the bank. He played that well with the Vikings checkmate.
I would love if a map like the 1st one makes it into the ladder map pool (should be better balanced though) - would change the meta so hard and would finally add sth new to this game again
They're a cool idea, but they're pretty bad in terms of balance. If we're talking about a pure island map like this one, then zerg is kind of hopeless, and I'm not entirely sure which of protoss or terran is better but they're probably not balanced with each other either. If we're talking about a normal map that happens to have an island expansion, that heavily favors terran because of lift off (and also Terran already builds a lot of medivacs even playing normally so they don't really need to invest any resources into unit drops the way the other races do).
With nydus worms, you put a worm on each end of an island. If one gets sniped. You use the other to poor in hydralisk. Zerg can pretty much teleport around with nydus on Islands map. Though, I think a ladder based Islands map would need starting Islands to have at least 2 mining patches. Maybe one high and low ground.
@@jasonlynch282 No competent opponent will allow you to build nydus worms on their islands. The first problem with zerg is that they're going to struggle to expand - the biggest advantage zerg has over other races is how quickly they can expand, and they were balanced around that, but on an island map that advantage doesn't exist anymore which is going to give zerg a big problem. The second problem is that zerg is very dependent on their queens, but on an island map queens won't be able to move around which is a pretty huge problem for zerg. They also don't get any creep spread for scouting either for that matter. I think it's inevitably going to come down to that zerg just won't be able to defend themselves effectively without queens - they're absolutely forced to go almost pure corruptor/viper to be able to defend themselves from air, but when they go corruptor they won't have anything to defend themselves when terran or protoss sends some drops. They also won't really be able to attack into static defense - they can build broodlords, but they're going to die to tempests/vikings/yamato cannon, and their corruptors won't be able to fight on top of the opponents static defense. Without any effective way to attack an island that has static defense they'll just be whittled down by the opponents harassment over time. Terran and protoss will both have better mobility because of tactical jump and mass recall.
In the last game, I was hoping he'd just go straight up pure voidray with flux vanes to start. That would clean the BCs up and then be able to engage with vikings better later on, maybe? Tempests were slow and then got countered hard by the viking switching. Even with how goofy that was, the game ended up being more rich and interesting than I expected at first!
The island map is really cool but Terran does have many huge advantages. Mules here are super OP. Save a ton of worker supply so you can focus on getting up a lot of refineries for the gas income. Not to mention then floating buildings. Still a fun game though. Thanks for posting.
@6:40 refuses to pick up tank opportunity, and @7:10 refuses to pick up not a single worker, drops 2 tanks in the red, brought to you by our beloved Kevin "Play With His Food for Content" Harstem.
That map with a supply cap of 300 or maybe 250 to make it easier to create observes and other things so that you can be more spread out it would be incredible, like all at war type really liked it.
On the primeval islands you have so many minerals you should build like 40 gates and sneak a couple of prisms into his main and warp in 40 zealots then have the rest in carriers
This is a map creation technique which is quite exploited in SCBW. We have maps where there are places you have no vision in the center like "Lemon" and one map like that in the map pool really spices the game up. I want this implemented in competative play!
I wish you had built a ring of cannons around the middle bases, on the highground. Maybe it wouldn't have been the right move, but it would have been the cool move.
but what effect does the LowGround have on HIS units?? Would have been kinda useful to mention that too, no? also, apaz your units didn't get "double" in size, just maybe 50% increase or so.
Im not sure why on the first map the colo still get affected by the sight debuff... I consider a couple different possibilities. However you think the same code that allows the vikings to shoot them would also allow the mist too exclude them.... however I know nothing of coding just considering.... also the second map is very Terran and zero favored when you consider the flying buildings and nydus allowing for a constant "quality of life buff" that proto doesn't have ever.... it would be one thing if they got it futherr down the line or instantly but they don't period..
I wonder how brood lords would work. Cuz they broodlords have no benefit being air units. But the broodlings are ground unite so shouldn’t they have huge attack? Their lack of vision doesn’t seem to be an issue cuz you never use them for vision anyway