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SC2 post, naturally.
I'm a pretty big fan of larger maps. Personally, I think that at least one expo should go down in a map, and maybe that expo could determine who wins or loses (if either player breaks the expo) but it should at least start building. A lot of SC2 games at where I'm at right now end up going one way or another off one-base. I was diamond in beta, and I thought the maps were too small then, and now, same thing.
Except, there's FANTASTIC maps that are part of the SC2 map pool that just aren't on the ladder. Crossfire, anyone? That map is ridiculously fun. Large, lots of room to expand, lots of positions to hold and push forcing players to keep on their toes so they're not caught off guard. Extremely fun.
Jungle Basin has a natural going backwards, which makes up for the smaller map size. Suddenly, macro builds like forge fast expand (I play protoss, like EVERYONE else) aren't that risky, and instead more similar to standard play.
Another map I really enjoyed was Terminus. Huuuge distances, great Xel'Naga watch towers to control, tons of fun in a more macro oriented game, but with the bases being risky enough to take that each base is punishable by drops, or sneaky attacks.
Instead of these maps, we get... Desert Oasis. Luckily, I've thumbs downed that right away, and haven't played it ever since retail.
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Even on the macro oriented (at least as perceived) Metalopolis ends up close positions 1/3 of the time. They need to have maps which are 3-4 players but the distances between bases are equal (think Python, Medusa, Tau Cross).
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Yeah, definitely. Close positions on Metalopolis and Lost Temple (the close non-air distance) gets into Steppes of War style play, almost. What I wouldn't give for Fighting Spirit...
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On August 03 2010 16:34 DeckOneBell wrote: Yeah, definitely. Close positions on Metalopolis and Lost Temple (the close non-air distance) gets into Steppes of War style play, almost. What I wouldn't give for Fighting Spirit...
The fighting spirit port to sc2 looks funky to me, looks smaller than its BW counterpart (must be the graphics/art style).
Match Point would be a good ladder map.
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I thought the Fighting Spirit port was plenty big enough for play. Easy to take natural is nice enough. Destination was fun too. Match Point might be a little broken with reapers. =/
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Oh, I was actually thinking Chupung Ryeoung (or however it's spelt), but yeah, forgot about that. Definitely more similar, hahaha.
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It doesn't just look like, it is.
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add xel naga towers and you have crossfire
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Wow i never knew their was a Peaks port omg
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Peaks is dead, long live Peaks
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My hope is that tournaments will stop using a lot of the current ladder map pool and instead use these sc1 ports or other community made maps. So that Blizzard sees that some of their maps are in disfavour and use new maps instead.
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On August 03 2010 18:43 KinosJourney2 wrote:Chupung-Ryeong is my favorite SC2 map, i really hope it makes its way into the ladder map pool as a Steppes of War replacement. + Show Spoiler [Chupung-Ryeong] +
My god that looks like great fun o:
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On August 03 2010 18:43 KinosJourney2 wrote:Chupung-Ryeong is my favorite SC2 map, i really hope it makes its way into the ladder map pool as a Steppes of War replacement. + Show Spoiler [Chupung-Ryeong] + This map actually looks gorgeous
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I really would like to see this maps in ladder Fighting Spirit, Medusa, Python, Destination, Heartbreak, Chupung-Ryeong, Match Point, Longinus. Basically the ladder maps in iccup we should use them till Blizzard dont make "good" maps.
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51299 Posts
i hope they replace xel'naga caverns with peaks of baekdu crossfire.
it's so damn good.
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Jungle Basin is actually quite horrible. If it didn't have destructible rocks into the nat it might be worth while to look at it, but currently it's like having 2 entrances to your base. Not even a backdoor that requires a bit of travel time for your opponent to get to.
But there's some maps I'd like definitely try out and never get the opportunity to cause they arent on ladder and bnet doesnt want you to interact with other people
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Crossfire is pretty baller, hopefully Blizzard will cycle through maps so that the ladder map pool doesn't get stale.
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The only problem with Crossfire is how narrow it is almost everywhere. In the original baekdu you had that tight path and then the much bigger path but in the sc2 engine they are both of kind of cramped. Places where you should be able to flank seem like they'd be incredibly easy to lock down with tanks forcing you into horrible fights where your units basically clump up awaiting death.
I hope we start seeing it in competitive play so we can know for sure how it will work out, but it's looking like Peaks of Rapedu for terrans at the moment. It looks just as technical as the original, just everything always seems cramped and smaller on the SC2 engine
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