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Proleague 11-12 Map Pool - Page 15

Forum Index > BW General
Post a Reply
Prev 1 13 14 15 16 17 19 Next All
baubo
Profile Joined September 2008
China3370 Posts
November 18 2011 04:10 GMT
#281
On November 18 2011 07:23 ArvickHero wrote:
Show nested quote +
On November 18 2011 06:21 zobz wrote:
I'm guessing the main reason for progamer protoss imba complaints is the general theme of these maps having 9 minerals at main, 7 minerals at nat. These map makers are up to their old games again of trying to force people to favour one base plays more heavily, which so far as I know has failed every time they've tried it in the past. Most likely everyone will still expand just as quickly as usual, and then blame the absurd nature of the map for their loss (I assume with good reason), but maybe this season I can witness a miracle.

If they wanted to encourage 1-base play, then they should put 10 mineral patches in the main .. the biggest complaint by Protosses is the general cramped-ness of every map, making it difficult to engage the Terran Mech ball and Lurker/Swarm positions. Electric Circuit in particular looks very difficult for Protosses


Indeed. I know I'm not a good player, but it seems so easy for terran to just inch forward with seige tanks and take another base. Until they seige all the way to their opponent. It seems to be built for the turtling.
Meh
zobz
Profile Joined November 2005
Canada2175 Posts
November 18 2011 04:54 GMT
#282
On November 18 2011 11:40 VGhost wrote:
Show nested quote +
On November 18 2011 06:21 zobz wrote:
I'm guessing the main reason for progamer protoss imba complaints is the general theme of these maps having 9 minerals at main, 7 minerals at nat. These map makers are up to their old games again of trying to force people to favour one base plays more heavily, which so far as I know has failed every time they've tried it in the past. Most likely everyone will still expand just as quickly as usual, and then blame the absurd nature of the map for their loss (I assume with good reason), but maybe this season I can witness a miracle.


FWIW Fighting Spirit is a 9/7 map too. As are HBR and Circuit Breaker. So I assume that's not the reason for the griping.

Oh. Quite right. I really thought 7 minerals at nat was exceptionally little for some strange reason. I had no idea about fighting spirit.
"That's not gonna be good for business." "That's not gonna be good for anybody."
Chimpalimp
Profile Joined May 2010
United States1135 Posts
Last Edited: 2011-11-18 05:20:06
November 18 2011 05:18 GMT
#283
The maps seems pretty interesting. If I had to guess, toss players would complain about the difficulty in taking safe 3rds on Outlier and Jade. Sniper ridge seems rather strong for tanks and lurkers with all of the small hills. Outlier seems just awful to fight tanks on, because of the small elongated paths, and the easy to access ledges in the middle. I hope to see the maps in action soon enough.
I like money. You like money too? We should hang out.
hasuprotoss
Profile Blog Joined March 2004
United States4612 Posts
November 18 2011 05:32 GMT
#284
Can anyone re-up the pictures on another server? For some reason Fomos isn't being kind to me (and hasn't been all day!). Thanks !
http://www.teamliquid.net/forum/index.php?viewdays=0&show_part=5 <--- Articles Section on TL
Goragoth
Profile Blog Joined April 2009
New Zealand1065 Posts
November 18 2011 05:32 GMT
#285
This is completely off-topic but holy shit someone fixed TeamLiquid!!!! Haven't been here much lately since no BW was on and I just noticed the sidebar settings button that lets you filter out all the SC2 crap and you can finally set the calendar to show only BW events. Now if only there was a sidebar option to show the PR once again I think my life would be complete.

Back on topic: I'll be very interested to see how these maps play out, especially Chain Reaction. I don't think it will be as Zerg imba as Battle Royal since you can't lock out ground movement as easily as on that map.
Creator of LoLTool.
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
November 18 2011 06:25 GMT
#286
On November 18 2011 12:53 ninini wrote:
Show nested quote +
On November 18 2011 07:21 operwolf wrote:
On November 18 2011 07:09 ninini wrote:
wait...is ground zero an island map?

and lol at nazi ridge.

No, there are ramps leading down into the naturals.

I meant the lava, or can you walk on it? If anything it's kind of hard to proxy on that map. I look forward to seeing a terran split that map.


You can walk on it, it's just unbuildable.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
hydrogg
Profile Joined September 2011
United States377 Posts
November 18 2011 07:00 GMT
#287
Can we download the maps yet? The Kespa site doesn't have the download links yet
mnesthes
Profile Blog Joined September 2010
5433 Posts
November 18 2011 07:47 GMT
#288
Is it me or there is a Swastika in the last map ?
<+LighTofHeaveN> Ppl call this "Indigo Children"
polluxtby
Profile Joined August 2010
Sweden207 Posts
November 18 2011 08:38 GMT
#289
On November 18 2011 16:47 mnesthes wrote:
Is it me or there is a Swastika in the last map ?

Yes it's a swastika, an ancient symbol used in countless cultures. No it isn't strictly a nazi symbol and please stop talking about swastikas. These are the maps, discus
Ten years ago we had Johnny Cash, Bob Hope and Steve Job. Now we got no cash no job and no hope
BroodWarHD
Profile Blog Joined October 2011
136 Posts
November 18 2011 08:41 GMT
#290
On November 18 2011 07:23 ArvickHero wrote:
Show nested quote +
On November 18 2011 06:21 zobz wrote:
I'm guessing the main reason for progamer protoss imba complaints is the general theme of these maps having 9 minerals at main, 7 minerals at nat. These map makers are up to their old games again of trying to force people to favour one base plays more heavily, which so far as I know has failed every time they've tried it in the past. Most likely everyone will still expand just as quickly as usual, and then blame the absurd nature of the map for their loss (I assume with good reason), but maybe this season I can witness a miracle.

If they wanted to encourage 1-base play, then they should put 10 mineral patches in the main .. the biggest complaint by Protosses is the general cramped-ness of every map, making it difficult to engage the Terran Mech ball and Lurker/Swarm positions. Electric Circuit in particular looks very difficult for Protosses

Having MORE mineral patches will in turn be a significant disadvantage to zerg. Remember, P and T fully saturate their bases, meaning 11% more mineral patches makes their mineral income 11% bigger for their 2 base timing attacks. On the whole, that is a significant boos to their midgame timing attacks, and makes it tough for Z to handle them
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
Last Edited: 2011-11-18 09:19:30
November 18 2011 09:17 GMT
#291
god damn it. the fake maps looked so good :< these look less interesting now that i saw those lol
Outlier looks cool though o_o
Nada's body is South Korea's greatest weapon.
_Quasar_
Profile Joined October 2010
Russian Federation4405 Posts
Last Edited: 2011-11-18 12:10:34
November 18 2011 12:07 GMT
#292
Sniper ridge omfg. Heil Overmind lol.

Electric circuit looks like a 4 player Medusa
For the Swarm!!! Jaedong & Neo_G.Soulkey fan.
Taekwon
Profile Joined May 2010
United States8155 Posts
November 18 2011 12:17 GMT
#293
Chain reaction...looks like a beautiful map to troll with.
▲ ▲ ▲
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
November 18 2011 12:50 GMT
#294
what the hell is chain reaction?

wonder how this will play out....
"When the geyser died, a probe came out" - SirJolt
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50110 Posts
November 18 2011 12:57 GMT
#295
I just noticed that you can mineral walk on outlier to the expos blocked by the temples.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
vx70GTOJudgexv
Profile Blog Joined November 2008
United States3161 Posts
November 18 2011 13:59 GMT
#296
Chain Reaction... Battle Royal, only slightly bigger!
(-_-) BW for ever. #1 Iris fan.
jpak
Profile Blog Joined October 2009
United States5045 Posts
Last Edited: 2011-11-18 14:01:02
November 18 2011 14:00 GMT
#297
On November 18 2011 17:41 BroodWarHD wrote:
Show nested quote +
On November 18 2011 07:23 ArvickHero wrote:
On November 18 2011 06:21 zobz wrote:
I'm guessing the main reason for progamer protoss imba complaints is the general theme of these maps having 9 minerals at main, 7 minerals at nat. These map makers are up to their old games again of trying to force people to favour one base plays more heavily, which so far as I know has failed every time they've tried it in the past. Most likely everyone will still expand just as quickly as usual, and then blame the absurd nature of the map for their loss (I assume with good reason), but maybe this season I can witness a miracle.

If they wanted to encourage 1-base play, then they should put 10 mineral patches in the main .. the biggest complaint by Protosses is the general cramped-ness of every map, making it difficult to engage the Terran Mech ball and Lurker/Swarm positions. Electric Circuit in particular looks very difficult for Protosses

Having MORE mineral patches will in turn be a significant disadvantage to zerg. Remember, P and T fully saturate their bases, meaning 11% more mineral patches makes their mineral income 11% bigger for their 2 base timing attacks. On the whole, that is a significant boos to their midgame timing attacks, and makes it tough for Z to handle them


Longinus is a great example of this. As stated in the God of the Battlefield article, the extra income allows a terran to have TWO timing attacks against Zerg: pre-muta and pre-defiler. Zerg has to hinder his own economy to try to survive a timing attack that might not even come.

Protoss is the race most affected by this, though. Progamers often say that one mineral patch makes a huge difference for Protoss. More mineral patches = better for protoss, generally.
CJ Entusman #50! #1 클템 fan TL!
ArvickHero
Profile Blog Joined October 2007
10387 Posts
Last Edited: 2011-11-18 15:35:40
November 18 2011 15:34 GMT
#298
On November 18 2011 23:00 jpak wrote:
Show nested quote +
On November 18 2011 17:41 BroodWarHD wrote:
On November 18 2011 07:23 ArvickHero wrote:
On November 18 2011 06:21 zobz wrote:
I'm guessing the main reason for progamer protoss imba complaints is the general theme of these maps having 9 minerals at main, 7 minerals at nat. These map makers are up to their old games again of trying to force people to favour one base plays more heavily, which so far as I know has failed every time they've tried it in the past. Most likely everyone will still expand just as quickly as usual, and then blame the absurd nature of the map for their loss (I assume with good reason), but maybe this season I can witness a miracle.

If they wanted to encourage 1-base play, then they should put 10 mineral patches in the main .. the biggest complaint by Protosses is the general cramped-ness of every map, making it difficult to engage the Terran Mech ball and Lurker/Swarm positions. Electric Circuit in particular looks very difficult for Protosses

Having MORE mineral patches will in turn be a significant disadvantage to zerg. Remember, P and T fully saturate their bases, meaning 11% more mineral patches makes their mineral income 11% bigger for their 2 base timing attacks. On the whole, that is a significant boos to their midgame timing attacks, and makes it tough for Z to handle them


Longinus is a great example of this. As stated in the God of the Battlefield article, the extra income allows a terran to have TWO timing attacks against Zerg: pre-muta and pre-defiler. Zerg has to hinder his own economy to try to survive a timing attack that might not even come.

Protoss is the race most affected by this, though. Progamers often say that one mineral patch makes a huge difference for Protoss. More mineral patches = better for protoss, generally.

of course, this is why I suggested increasing the mineral patch count, to offset the Zeg's natural advantage of the map due to map architecture and air rush distance. I especially remember the fiasco of low mineral patch count on Tears of the Protoss, which made it near impossible for Protoss to win any games on that map.
Writerptrk
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 18 2011 20:51 GMT
#299
I might port one or two of these into sc2 if they turn out to be good.
Moderatorshe/her
TL+ Member
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
November 18 2011 21:07 GMT
#300
Chain reaction looks really cool.
Only one I have mixed feelings about is Outlier..
Cackle™
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