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They've already announced that they've added north facing ramps to the game, nothing fancy going on here. An overdue, but nevertheless very welcome addition.
Well... But why add ramps with tons of bugs then? 
But then "they added new ramps" is a very vague statement. How they actually went about implementing that is where it all hinges on. If it's just another doodad, which, judging by the VODs, would only be a minor improvement aesthetically and still as buggy as the old ramps (and there are much better ways to implement reverse ramps now than were known ten years back when some one came up with the ones Kespa map makers kept using) then it's doing more bad than good. If it's something that actually does some kind of dynamic texture adaption (which would be required to make it work with unedited legacy maps) that allow for lots of flexibility in use, then it is a good addition.
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Poland537 Posts
It seems like some of u guys only think of themselves. In map pool we have some of the most popular maps from a given period of time, so an older guy who is coming back to SC:R will be happy to see it. The older guy didn't play FS for 100000 times like u did. I'll be playing on FS, outsider, arcadia and CB. Will decide later, if I wanna struggle with PvZ nightmare on CB or play on arcadia.
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I like this map pool also I like that you don't fully veto maps but reduce their frequency, that's how it works right? FS, CB, Python, great common maps, outsider, nostalgia!, I can't remember what Arcadia is
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Nostalgia without gas at natural is cancer for zerg. Arcadia is imba because your nat can be sieged. Hope they won't keep these maps long.
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I did not remember there is no gas at nat on nostalgia haha yes maybe it needs just some modification?? how does it go though if T has no gas at nat either, I just don't know, as P I'll be curious to play it again anyway, so long ago I think it was even before FE vs Z was standard I played this map? lol Arcadia, I see it now, nat can be sieged, but not high ground and ground path so that's fine? on destination, you can siege the nat and the ground path is lot longer before you clear the minerals of the ramp
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On July 31 2017 22:05 outscar wrote: Nostalgia without gas at natural is cancer for zerg. Arcadia is imba because your nat can be sieged. Hope they won't keep these maps long. Well it's cancer for P in PvZ. It's cancer for T in TvP. It's cancer for Z in ZvT. You can see some kind of balance here .
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On July 31 2017 22:22 Glioburd wrote:Show nested quote +On July 31 2017 22:05 outscar wrote: Nostalgia without gas at natural is cancer for zerg. Arcadia is imba because your nat can be sieged. Hope they won't keep these maps long. Well it's cancer for P in PvZ. It's cancer for T in TvP. It's cancer for Z in ZvT. You can see some kind of balance here  . :D lol no way to just play it different??
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On July 31 2017 22:26 ProMeTheus112 wrote:Show nested quote +On July 31 2017 22:22 Glioburd wrote:On July 31 2017 22:05 outscar wrote: Nostalgia without gas at natural is cancer for zerg. Arcadia is imba because your nat can be sieged. Hope they won't keep these maps long. Well it's cancer for P in PvZ. It's cancer for T in TvP. It's cancer for Z in ZvT. You can see some kind of balance here  . :D lol no way to just play it different?? The map is just fundamentally flawed, just like Python is Protoss homeworld.
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wow no Destination
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Are there any map packs of this? C
Currently I'm downloading separate files but will I download the correct versions!? (scared face)
These are the ones I downloaded from broodwarmaps.net
FS and Python I have already. The others are:
(3)OutsiderSE2.0 (4)Arcadia_200 (4)Circuit Breakers1.1 (4)Nostalgia_1.3
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On August 01 2017 16:50 upro)wraith wrote:Show nested quote +On July 31 2017 22:26 ProMeTheus112 wrote:On July 31 2017 22:22 Glioburd wrote:On July 31 2017 22:05 outscar wrote: Nostalgia without gas at natural is cancer for zerg. Arcadia is imba because your nat can be sieged. Hope they won't keep these maps long. Well it's cancer for P in PvZ. It's cancer for T in TvP. It's cancer for Z in ZvT. You can see some kind of balance here  . :D lol no way to just play it different?? The map is just fundamentally flawed, just like Python is Protoss homeworld.
LoL? What?
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On July 31 2017 20:11 Freakling wrote:Show nested quote +They've already announced that they've added north facing ramps to the game, nothing fancy going on here. An overdue, but nevertheless very welcome addition. Well... But why add ramps with tons of bugs then?  But then "they added new ramps" is a very vague statement. How they actually went about implementing that is where it all hinges on. If it's just another doodad, which, judging by the VODs, would only be a minor improvement aesthetically and still as buggy as the old ramps (and there are much better ways to implement reverse ramps now than were known ten years back when some one came up with the ones Kespa map makers kept using) then it's doing more bad than good. If it's something that actually does some kind of dynamic texture adaption (which would be required to make it work with unedited legacy maps) that allow for lots of flexibility in use, then it is a good addition.
![[image loading]](http://i.imgur.com/k7zeI2u.png)
this is someone watching a replay on circuit breaker in bw remastered - the ramp is back to its original blocky/cobbled together look. seems like the new ramps are in fact some sort of sprite or special image overlaid onto the actual terrain, and they don't currently show up in replays for whatever reason.
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On August 03 2017 12:47 -NegativeZero- wrote:Show nested quote +On July 31 2017 20:11 Freakling wrote:They've already announced that they've added north facing ramps to the game, nothing fancy going on here. An overdue, but nevertheless very welcome addition. Well... But why add ramps with tons of bugs then?  But then "they added new ramps" is a very vague statement. How they actually went about implementing that is where it all hinges on. If it's just another doodad, which, judging by the VODs, would only be a minor improvement aesthetically and still as buggy as the old ramps (and there are much better ways to implement reverse ramps now than were known ten years back when some one came up with the ones Kespa map makers kept using) then it's doing more bad than good. If it's something that actually does some kind of dynamic texture adaption (which would be required to make it work with unedited legacy maps) that allow for lots of flexibility in use, then it is a good addition. ![[image loading]](http://i.imgur.com/k7zeI2u.png) this is someone watching a replay on circuit breaker in bw remastered - the ramp is back to its original blocky/cobbled together look. seems like the new ramps are in fact some sort of sprite or special image overlaid onto the actual terrain, and they don't currently show up in replays for whatever reason. Isn't that just not in HD mode?
Edit: nevermind, shadow on the inner part of the pylon means it probably can't be. This would be easier to tell without the scrim 
Was that replay from a matchmaking match, or just one that had been played on a previous version of CB?
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Yes, it is some kind of overlay sprite. Seems like they are simply retouching the underlying terrain. Farty1billion on SEN figured it out. I don't know many details yet. I don't know if (and certainly don't hope that) this is meant as a final solution, especially if they plan it to be a supposedly easy to use "drag-and-place" ramp, but use some inherently flawed decade old designs as their de-facto standard. They certainly don't have the lack of proper access to the actual underlying game mechanics as an excuse, which is the reason why map makers have been struggling for the longest time to actually design good, correctly working ramps...
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On August 03 2017 14:22 Freakling wrote: Yes, it is some kind of overlay sprite. Seems like they are simply retouching the underlying terrain. Farty1billion on SEN figured it out. I don't know many details yet. I don't know (and certainly don't hope) that this is meant as a final solution, especially if they plan it to be a supposedly easy to use "drag-and-place" ramp, but use some inherently flawed decade old designs as their de-facto standard. They certainly don't have the lack of proper access to the actual underlying game mechanics as an excuse, which is the reason why map makers have been struggling for the longest time to actually design good, correctly working ramps... Just cause they can look at the code doesn't mean they understand the code or its effects
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As a Terran player i hope they do add Destination. Free wins vs Z/P on that map lmao
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United Kingdom12022 Posts
On August 03 2017 14:49 arb wrote: As a Terran player i hope they do add Destination. Free wins vs Z/P on that map lmao
As a terran player I can't stand Destination. Cheese central ;_;
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On August 03 2017 14:29 tec27 wrote:Show nested quote +On August 03 2017 14:22 Freakling wrote: Yes, it is some kind of overlay sprite. Seems like they are simply retouching the underlying terrain. Farty1billion on SEN figured it out. I don't know many details yet. I don't know (and certainly don't hope) that this is meant as a final solution, especially if they plan it to be a supposedly easy to use "drag-and-place" ramp, but use some inherently flawed decade old designs as their de-facto standard. They certainly don't have the lack of proper access to the actual underlying game mechanics as an excuse, which is the reason why map makers have been struggling for the longest time to actually design good, correctly working ramps... Just cause they can look at the code doesn't mean they understand the code or its effects  Or they could just download ScmDraft which is a great map editor freely available even to them which can show them all the relevant code and data in an easy to understand graphical interface. They could also spend half an hour of their time bothering to maybe actually speak to a few map makers. They should also be aware of the issues of terrain properties because I compiled a long list of similar terrain flag related bugs for them which I have been informed "they know about" (which is of course not much of a statement at all, but apparently it means that some one somewhere at least skimmed over it) – the only difference being that the list is limited to bugs in the game data whereas the bugs I am talking about here are (mostly) caused by map makers misapplying terrain tiles (because of a lack of knowledge of the technical game mechanics and a lack for tools to actually access the relevant data in older terrain editors).
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On August 03 2017 11:52 XenOsky- wrote:Show nested quote +On August 01 2017 16:50 upro)wraith wrote:On July 31 2017 22:26 ProMeTheus112 wrote:On July 31 2017 22:22 Glioburd wrote:On July 31 2017 22:05 outscar wrote: Nostalgia without gas at natural is cancer for zerg. Arcadia is imba because your nat can be sieged. Hope they won't keep these maps long. Well it's cancer for P in PvZ. It's cancer for T in TvP. It's cancer for Z in ZvT. You can see some kind of balance here  . :D lol no way to just play it different?? The map is just fundamentally flawed, just like Python is Protoss homeworld. LoL? What?
TvP on python is all about 2 base all-ins and timing attacks, that's why it is outdated map. There is no way for Terran to expand safely to a 3rd base.
In PvZ it is worse, because Protoss can't even FFE. Terrible map.
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On August 03 2017 17:12 Qikz wrote:Show nested quote +On August 03 2017 14:49 arb wrote: As a Terran player i hope they do add Destination. Free wins vs Z/P on that map lmao As a terran player I can't stand Destination. Cheese central ;_; Not dying to cheese means you can mech turtle map split vs Z/P and win with no effort required.
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