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GSL official map change SOON™ - Page 28

Forum Index > Community News and Headlines
865 CommentsPost a Reply
Prev 1 26 27 28 29 30 44 Next All
Scoop
Profile Joined August 2010
Finland482 Posts
January 09 2011 08:39 GMT
#541
I wish those three maps were removed from ladder as well.
Entropic
Profile Blog Joined May 2009
Canada2837 Posts
January 09 2011 08:40 GMT
#542
Watching the gisado casted game on Terminus, its pretty big and the distance from nat to nat is probably the same as Shakuras plateau.

Don't worry, its not DQ 2.0
LazyScout
Profile Joined February 2010
United States223 Posts
January 09 2011 08:45 GMT
#543
I just played Aiur Garden and Tal'Darim Altar on the na server.
I really wish there were no destructible rocks. They're annoying as hell at every expansion besides the naturals.
Pangolin
Profile Joined March 2008
United States1035 Posts
January 09 2011 08:45 GMT
#544
Thank god!! I've been REALLY hoping that someone other than blizzard would take up mapmaking duties. We've needed fresh maps for a while now. Blizzard better roll whatever maps they choose onto ladder as well.
It's easier not to.
smileyyy
Profile Joined March 2010
Germany1816 Posts
January 09 2011 08:47 GMT
#545
Is TerminusRe on NA? I think SCC-Faust went to bed. Anybody who wants to check/publish it ?
Fruitseller: I feel like it's a good strategy[6Pool]. I had a lot of strategies, but I thought about it a lot and decided to 6 pool. Other people told me to 6 pool too
Cha1R
Profile Joined November 2010
United States221 Posts
January 09 2011 08:59 GMT
#546
On January 09 2011 17:45 LazyScout wrote:
I just played Aiur Garden and Tal'Darim Altar on the na server.
I really wish there were no destructible rocks. They're annoying as hell at every expansion besides the naturals.

I agree, WAY to many destructible rocks. But remove those and they are great.
FluidTek
Profile Joined November 2010
Australia50 Posts
January 09 2011 09:30 GMT
#547
This is awesome news, can't wait!!!
koolaid1990
Profile Joined September 2010
831 Posts
January 09 2011 09:42 GMT
#548
i think GSL started to step it up after the popularity decrease
Sabu113
Profile Blog Joined August 2009
United States11109 Posts
January 09 2011 10:13 GMT
#549
Overall... Going to be macrotime all the time.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
zoLo
Profile Blog Joined June 2007
United States5896 Posts
January 09 2011 10:14 GMT
#550
Nice to see some new maps that will keep the creation of new strategies coming.
[wh]_ForAlways
Profile Blog Joined May 2009
United States235 Posts
Last Edited: 2011-01-10 04:01:11
January 09 2011 10:24 GMT
#551
Decided to test the rush distance from main choke to main choke using a marine (using in game time; real time is ~[.7 * [in game time on faster]])

Steppes of War -- 34 seconds (~24 actual seconds)
Crossfire -- 48 seconds (~34 actual seconds)
Aiur Garden (Close Ground) -- 43 seconds (~30 actual seconds)
Aiur Garden (Cross Positions) -- 63 seconds (~44 actual seconds)
Tal'Darim Altar (Close Ground) -- 55 seconds (~38 actual seconds)
Tal'Darim Altar (Cross Positions) -- 75 seconds (~52 actual seconds)
Biohazard (Close Ground) -- 38 seconds (~27 actual seconds)
Biohazard (Cross Positions) -- 52 seconds (~36 actual seconds)
Terminus RE (Close Ground) -- 59 seconds (~41 actual seconds)
Terminus RE (Cross Positions) -- 62 seconds (~43 actual seconds)

And just for kicks...
Metalopolis (Close by Ground) -- 33 seconds (~23 actual seconds)
Metalopolis (Close By Air) -- 45 seconds (~32 actual seconds)
Metalopolis (Cross Positions) -- 55 seconds (~38 actual seconds)

PLEASE NOTE: that this is MAIN CHOKE POINT to MAIN CHOKE POINT.. nat to nat rush distances can be a lot different, especially in the case of Aiur Garden which has a back natural only. Also, "actual" seconds might be off by a few seconds, give or take. In the case of Biohazard, it's also worth noting that the close ground rush distance requires you to filter through the incredibly tiny entrance through the tall grass of the 3rd base.

Edit -- changed real time seconds to in game "seconds" since it's a bit more reliable than simple counting
digmouse
Profile Blog Joined November 2010
China6331 Posts
January 09 2011 10:27 GMT
#552
Absolutely amazing news, not only a game changer in GSL history, also might push blizzard to switch better maps into the ladder map pool and accept more community maps into the ladder and other tournaments.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
koOma
Profile Joined March 2010
Norway462 Posts
January 09 2011 10:38 GMT
#553
awesome news, getting better maps in will be huge imo.
He wears a mask so when he dogs his face / Each and every race could absorb the bass /// ST_Life
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
January 09 2011 10:40 GMT
#554
isnt crossfire just a remake of sin peaks of beakdu? other mightve said this before but reading through 26 pages just to say this is... discouraging
In the woods, there lurks..
SushilS
Profile Joined November 2010
2115 Posts
January 09 2011 10:42 GMT
#555
On January 09 2011 19:24 [wh]_ForAlways wrote:
Decided to test the rush distance from main choke to main choke using a marine (rush distances in real time seconds; not in game)

Steppes of War -- 26 seconds
Crossfire -- 37 seconds
Aiur Garden (Close Ground) -- 31 seconds
Aiur Garden (Cross Positions) -- 44 seconds
Tal'Darim Altar (Close Ground) -- 44 seconds
Tal'Darim Altar (Cross Positions) -- 52 seconds
Biohazard (Close Ground) -- 30 seconds
Biohazard (Cross Positions) -- 40 seconds
Terminus RE -- (Can't do rush distances yet because the map has yet to be uploaded to the NA servers)

And just for kicks...
Metalopolis (Close by Ground) -- 25 seconds
Metalopolis (Close By Air) -- 34 seconds
Metalopolis (Cross Positions) -- 40 seconds

PLEASE NOTE: that this is main to main.. nat to nat rush distances can be a lot different, especially in the case of Aiur Garden which has a back natural only. Also note that these are rough approximations because I do not have a stopwatch, but you get the idea.

Excellent Thanks for this, Sir!!
iceiceice: I’m going to make this short; I am the one true tinker player.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2011-01-09 10:43:45
January 09 2011 10:42 GMT
#556
I love all of the maps except Biohazard, can't wait to see these getting played!! :D:D
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Milvus
Profile Joined May 2010
Switzerland400 Posts
January 09 2011 10:54 GMT
#557
Blizzard's reaction to this is going to be crucial to SC2's success. The largest possible base of players must be connected to the pros in order to leverage SC2 as one of the biggest e-sports. And this is simply not going to happen over chat based matchmaking. The ladder is too strong of a matchmaking tool for the greater population. Ladder-integration of the Pro maps is unavoidable but difficult to handle.

Really can't wait to see their response.


Artistic
Profile Joined July 2010
Netherlands34 Posts
January 09 2011 11:01 GMT
#558
The first map, Aiur Garden, looks very similar to Delta Quadrant, except for the removal of the cliffs near the backdoor expansion. I'm curious to see if it is a significant improvement over the official map .

Anyways, this change is very much welcomed an i hope that Blizzard will also consider adding these (and other) custom maps to their mappool. Not only will it be an improvement in the long run, but it will also spice things up and keep the game fresh ^^.
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
January 09 2011 11:04 GMT
#559
Ooh yeah! Hope european tournaments start considering map changes too >_>
Progamertwitter.com/welmu1 | twitch.com/Welmu1
ALPINA
Profile Joined May 2010
3791 Posts
January 09 2011 11:18 GMT
#560
I think unknown one gonna be jungle basin.
You should never underestimate the predictability of stupidity
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