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GomTV announced new maps for GSTL - Page 10

Forum Index > Community News and Headlines
433 CommentsPost a Reply
Prev 1 8 9 10 11 12 22 Next All
elmizzt
Profile Joined February 2010
United States3309 Posts
January 31 2011 19:34 GMT
#181
Oh man, these maps are so hot! Can't wait for GSTL to start!!!
d=(^_^)z
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
January 31 2011 19:39 GMT
#182
This is so awesome, I can only hope that these maps end up in the official ladder pool as well, otherwise I'll be pretty sad.

No bunker blocks either, Zerg might have themselves a parade.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
mierin
Profile Joined August 2010
United States4943 Posts
January 31 2011 19:49 GMT
#183
On February 01 2011 04:20 Accidentus wrote:
So there's no way that Gom could implement something that prevents close position spawns? The change regarding the double bunkers is all good, but I'd prefer they just remove close position spawns on LT and Meta entirely.


Honestly I think Zerg just got handed a pretty good deal...if LT and Meta are the worst maps (possibly) for us, I think there'll be a lot fewer balance arguments in the near future
JD, Stork, Calm, Hyuk Fighting!
imperator-xy
Profile Blog Joined March 2009
Germany1377 Posts
January 31 2011 19:56 GMT
#184
maybe zerg players will achieve what they deserve now

would be huge to see good players in the later stages of gsl
Daria
Profile Blog Joined August 2010
Australia500 Posts
January 31 2011 19:59 GMT
#185
On January 31 2011 23:44 insaneMicro wrote:
Looking nice, I do have my doubts about crossfire though, so many chokes. Still better than Jungle Basin, looks like you can actually flank there.
Also, I might be wrong here, but isnt that basically Peaks of Baekdu(sp)?

yup, it's a blizzard remake of the map
daria[e]
DarkRise
Profile Joined November 2010
1644 Posts
January 31 2011 20:00 GMT
#186
We will see a lot of proxy rax and gates with these maps
kgt
Profile Joined January 2011
Poland5 Posts
January 31 2011 20:02 GMT
#187
On February 01 2011 02:38 Ameba-AZ wrote:
Show nested quote +
On February 01 2011 01:04 kgt wrote:
[image loading]

hi...
what if zerg spawn as red X and terran as green X?

I think that spawning positions could be imbalanced;

- Zerg cannot take his 3rd easily (tanks can reach drones from terran main base)
- Potential muta harras is going to be harder if terran make some anti air in that "blue area with AA" (flying around can be easily spoted by marines at terran`s natural or wall). If Terran go for 1 thor it would be even harder to harras.
- Terran can easily defend his natural and 3rd against ground army just with few siege tanks placed at "T blue area"... and also stop muta harrasing by placing few turrets at his 3rd.




Show nested quote +
On February 01 2011 01:27 kgt wrote:
hey, it is not about how to defeat terran in these spot locations...

I was trying to said that terran`s play at this map should be much easier than zerg`s (in that locations).

zerg have to destroy the rocks to get a base which is harder to defend, than terrans 3rd.
also notice that some aggresion from terran can easily prevent from taking 3rd base by zerg... (siege tanks at higher ground in the middle of the map)


REALLY?! You're seriously already saying the spawn locations are potentially imbalanced... What about if the opposite happens and terran's third is now open to the Zerg's muta harass, and the Zerg's third is now almost untouchable unless you fly all the way around the map to drop it, or break right up into his base. Your little diagram is cute and all but I'm seriously fed up with this imbalanced notion everyone seems to be so fixed on. I could draw shapes and color bases with arrows to prove how on most every map that's ever been made there's a way that one race can potentially be in a better position given a certain style of play, and I could even begin to show you how your scenario is a problem of the player themselves and not an issue of "imbalances" in a map.

If you haven't caught my point, next time don't use the word imbalanced in your post if your curious how something like the spawn locations could potentially effect a game and maybe I'll take the time to draw you pictures and dotted lines, and we can have an intelligent coversation about the matter.

Edit: I'm extremely excited to see these maps implimented! I forsee some epic games coming from them.


i think that spaw locations effect the game style we play.
What about metalopolis? do you play everytime the same style, builds etc no matter where is your opponent location? (against the same race).

if the opposite locations happens terrans can play their normal game style, while getting 3rd they can easily defend it at this point of game... (marines+stim) (against muta harras and drops)...
It will change after Zerg get broodlords... I think that siege tanks makes a difference in such spawn locations... cutting a little terrain at this map would make it more balanced.
no time to cry
crfty
Profile Blog Joined August 2010
United States174 Posts
January 31 2011 20:02 GMT
#188
I think those maps are somewhat too similar, and they just look strange to me.

But, I can't knock 'em until I try 'em, so time will tell.
UruzuNine
Profile Joined September 2010
Canada162 Posts
January 31 2011 20:05 GMT
#189
Oh man, can't wait for next season of GSL. :D I've played Tal'Darim Altar a few times, it's a great map, even if the centre feels uncomfortably open for me as a Terran player.
Pvvned
Profile Blog Joined December 2009
United States405 Posts
Last Edited: 2011-01-31 20:05:56
January 31 2011 20:05 GMT
#190
any change is good

now GOM can see how these maps will play out and make any necessary adjustments to these maps or new maps

within a few seasons, the quality of games should increase at a much faster rate than they are now
http://www.teamliquid.net/staff/R1CH/Happy2.gif
lillesvin
Profile Joined January 2011
Denmark10 Posts
January 31 2011 20:14 GMT
#191
On January 31 2011 23:39 tok wrote:
These maps give me tinkly feelings down under.


What, you mean like in Australia? :-p
"Sure, everything looks bad if you remember it!"
Wysp
Profile Blog Joined August 2005
Canada2299 Posts
January 31 2011 20:21 GMT
#192
hooray for small ass garbage maps kickin' the can. Hopefully Blizzard makes effort in the next expansion pack to balance the game towards a more 'macro' middle game as opposed to the balancing efforts made in beta on 'micro' maps.


You remember in BW the tiny 8 player micro maps where you got no space at all? I s'posed that would be the micro : macro dichotomy I'm suggesting.
an overdeveloped sense of self preservation
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
January 31 2011 20:31 GMT
#193
Crevass looks like a fair map, probably the best of the pool there.

Crossfire... Siege tanks at the tower = lol i got the whole ground entrance covered.

Terminus RE looks like a Delta Quadrant remake, but for the better. Which makes sense as that map is removed.

Tal Darim Altar looks quite zerg favored. Which is a good chance for once.
YiP
Profile Joined April 2010
United States17 Posts
January 31 2011 20:47 GMT
#194
Crossfire looks like A HUGE macro map.
:D
Sanjuro
Profile Joined November 2010
Indonesia252 Posts
January 31 2011 20:48 GMT
#195
wow Idra's Metalopolis "silent" protest really made an impact. Cant wait to see GSL on the new maps
im the Villain of the Story, im not meant to be saved
Fighter
Profile Joined August 2010
Korea (South)1531 Posts
January 31 2011 20:55 GMT
#196
So since Blizzard is sponsoring the GSL can we expect these maps to show up on the ladder?

If not, then I wonder if this won't hurt players like IdrA who don't have large teams to practice with. Granted he could practice with some of his EG teammates, but the one's that aren't in Korea wouldn't really have any incentive to learn the maps.
For Aiur???
ChrisXIV
Profile Blog Joined August 2010
Austria3553 Posts
January 31 2011 20:55 GMT
#197
Awesome maps. Terminus looks best to me. Is it just me or is Tal'Darim Altar huuuuuuge? We'll see how that plays out...
"Just stay on 1 base, make a lot of shit, keep attacking. It doesn't work? Keep attacking." -Chill
blackbrrd
Profile Joined September 2010
Norway477 Posts
January 31 2011 20:59 GMT
#198
I watched the OSL yesterday, and some games from the new maps today. The back-and-forth that I knew from SC:BW is back. An all-in will most likely fail due to the defenders advantage and counter attacks are very much viable without it being a base trade. Players reaching 3-4-5 bases should be quite possible and we will probably see more end-game units like the Mothership used.

I am really looking forwards to games on the new maps.
Euronyme
Profile Joined August 2010
Sweden3804 Posts
January 31 2011 21:00 GMT
#199
Adding customs maps is gonna make practising alot harder for the players.
It's good though, as I think many are getting sick of the same maps over and over again.
Personally I have a feeling big maps are gonna be protoss favoured, as the warp in allows instant reinforcement, whereas every other race has to rally cross map.
Terran will probably have the hardest time, as from what I've seen their end game is pretty weak. Guess battlecruisers arn't used enough though :p
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
Omni17
Profile Joined January 2011
United States141 Posts
January 31 2011 21:00 GMT
#200
"Bloking the entrance with two bunkers is no longer possible."

This should be the case for all maps, come on Blizzard T.T
"To Drone or not to Drone, that is the question."
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