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I played those maps with my friends when they were testing it out. Really fun maps! A definite improvement from the junk we had before
Modification on Blizzard maps for the league GomTV modified Metalopolis, Xel'Naga Caverns, Lost Temple for their league. Bloking the entrance with two bunkers is no longer possible.
Hell yeah! No more of this stupid cheesecake
I hope they change the ladder in the same way!
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The last one seems like a good map to abuse reapers!
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Isn't rotational symmetry the BEST!
Can't wait to see Tastetosis comment about the rotational symmetry like they love to do.
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Really would've liked seing the symmetry being fixed on the current maps, before getting any new ones. It has been know for a while, since months ago people have used all sort of techniques to analyse the maps, so I cannot phantom as to why that doesn't just get repaired.
Anyway, all in all the new maps are gonna be a step in the right direction. But I feel we are gonna be embarking on a tumultuous journey with a lot of map changing and rotating once it gets started. Reasons being the map community probably sparks up a bit more and will get taken a more serious interest in. Development of the impact of features of maps on the gameplay.
Aswell as seeing crossfire removed after the first season. I'm no psychic but it's filled with corridors and extremely narrow pathways, it just spells disaster and hurts to look at. Army funneling, desert oasis antics, extremely powerful chokepoints, alternative routes that take two times longer to travel. It's gonna be interesting and fun to see,though so lets just say I'm very scared of this map and don't understand how it's supposed to work out.
Also I'm relieved that Biohazard II didn't make it. I thought it was an amateuristic map, created without any goal. So that does give me hope that the maps that are picked, aren't complete garbage. I apologize if I appear radical in the above, but change can be scary.
What I'm looking forward to seeing would be the experimenting with the map features. Things like wide/narrow naturals and chokes, pathways vs open space, 2, 3 or 4 player layouts, symmetry, top-right/bottom left or top-left/bottom right, "shielded" or open expos, linear expanding, rush distances, ramp orientation, focus on a route through the middle or with emphasis on flanks and so on and so forth. I really hope some concrete understanding can be developed from critically analysing things like that. In order to be able to use them in the future when a certain set of building block is desired for the creation of a new competitive map. As it is, with the map pool being static, I feel very little has been done with those types of things, because it wouldn't be able to be put to use anyway.
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At least we wont be hearing those annoying zerg QQs anymore given that the new map pool includes larger macro maps. Im expecting terrans to QQ to this
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These maps are pretty terrible, especially for TvZ. Mutalisks + Creep = Every single map on the pool is zerg favoured, and some are ridiculously zerg favoured.
Some maps should be small for variety, so that people can't play the same on every single map - which is precisely what Blizzard was going for.
But this is just stupid. How are terrans supposed to push against either zerg or protoss on such massive ground distances?
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On February 01 2011 07:37 thegamer wrote: At least we wont be hearing those annoying zerg QQs anymore given that the new map pool includes larger macro maps. Im expecting terrans to QQ to this
The only terrans that will QQ are the ones who still don't' know how to macro. If anybody is watching the vods of games by top koreans playing on these maps terrans are winning as much as zerg so these aren't "zerg" favored as the poster above me thinks lolol.
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On February 01 2011 07:44 blade55555 wrote: The only terrans that will QQ are the ones who still don't' know how to macro. If anybody is watching the vods of games by top koreans playing on these maps terrans are winning as much as zerg so these aren't "zerg" favored as the poster above me thinks lolol.
I love macro, but the only way to macro against zerg is to constantly push on them, otherwise mutalisks will not let you take any expos. But if pushing is significantly more difficult due to longer ground distances, then what?
If you have any TvZ or TvP vods on these maps, I would love to see them.
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Waiting for blizzard to put em into ladder mappool.
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Soooo happy. I have renewed hope for this game ^^
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On February 01 2011 07:42 Starcraftmazter wrote: These maps are pretty terrible, especially for TvZ. Mutalisks + Creep = Every single map on the pool is zerg favoured, and some are ridiculously zerg favoured.
Some maps should be small for variety, so that people can't play the same on every single map - which is precisely what Blizzard was going for.
But this is just stupid. How are terrans supposed to push against either zerg or protoss on such massive ground distances?
just like terran does in sc1. By taking more than 2 bases, expanding aggressively towards opponent and other equally crazy strategies.
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On February 01 2011 07:42 Starcraftmazter wrote: These maps are pretty terrible, especially for TvZ. Mutalisks + Creep = Every single map on the pool is zerg favoured, and some are ridiculously zerg favoured.
Some maps should be small for variety, so that people can't play the same on every single map - which is precisely what Blizzard was going for.
But this is just stupid. How are terrans supposed to push against either zerg or protoss on such massive ground distances? Yeah, too bad Phoenixes can really crush Mutalisks then.
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On February 01 2011 07:42 Starcraftmazter wrote: These maps are pretty terrible, especially for TvZ. Mutalisks + Creep = Every single map on the pool is zerg favoured, and some are ridiculously zerg favoured.
Some maps should be small for variety, so that people can't play the same on every single map - which is precisely what Blizzard was going for.
But this is just stupid. How are terrans supposed to push against either zerg or protoss on such massive ground distances? There are still small maps. All the ones that are left from the old pool are small. The difference is that now we don't have ONLY small maps, like what used to be the case. There is much more variety now. Before these maps, large maps had almost never been tried in 1v1, except maybe one or two maps in cross positions.
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On February 01 2011 07:53 DrainX wrote: There are still small maps. All the ones that are left from the old pool are small. The difference is that now we don't have ONLY small maps, like what used to be the case. There is much more variety now.
None of those maps are small, they are medium at best, most are large.
This new pool is pretty pointless for terran, god forbid Blizzard puts them in the ladder. The game is simply not balanced for such massive maps and ground distances.
May as well begin switching to zerg now.
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On February 01 2011 07:55 Starcraftmazter wrote:Show nested quote +On February 01 2011 07:53 DrainX wrote: There are still small maps. All the ones that are left from the old pool are small. The difference is that now we don't have ONLY small maps, like what used to be the case. There is much more variety now. None of those maps are small, they are medium at best, most are large. Scrap Station, Metalopolis, Lost Temple and Xel'Naga Caverns are all small/medium maps. Metalopolis and Lost temple on close positions is as small as it can possibly get. If it was any smaller it would be blood bath or paranoid android level of size.
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It seems like crossfire makes a third base for zerg really difficult.
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Id like to see tvz bio on these newer maps instead of the typical tank marine. Im already bored of this strategy since it is so common.
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On February 01 2011 07:56 DrainX wrote: Scrap Station, Metalopolis, Lost Temple and Xel'Naga Caverns are all small/medium maps. Metalopolis and Lost temple on close positions is as small as it can possibly get.
Scrap, any positions on metal except close, any positions LT except close are very hard TvZ, and are highly zerg favoured already. Xel Naga is balanced, probably the best map in the pool.
On February 01 2011 07:58 thegamer wrote: Id like to see tvz bio on these newer maps instead of the typical tank marine. Im already bored of this strategy since it is so common.
That's because bio doesn't work against banelings without tanks...
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On February 01 2011 07:42 Starcraftmazter wrote: These maps are pretty terrible, especially for TvZ. Mutalisks + Creep = Every single map on the pool is zerg favoured, and some are ridiculously zerg favoured.
Some maps should be small for variety, so that people can't play the same on every single map - which is precisely what Blizzard was going for.
But this is just stupid. How are terrans supposed to push against either zerg or protoss on such massive ground distances? You're basing balance off a picture of a map LAWL
Crossfire is the most imba map of these new maps (if you consider 40% ZvT imba) where as the other new maps are ~55% zerg favored over terran
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On February 01 2011 08:02 Kazzabiss wrote: You're basing balance off a picture of a map LAWL
Crossfire is the most imba map of these new maps (if you consider 40% ZvT imba) where as the other new maps are ~55% zerg favored over terran
What's wrong with that?? The picture of the map shows it doesn't it?
Crossfire looks like it has the longest ground distance of all. I'm sure no good zerg would have no trouble. You probably get like 2-3 minutes from when the terran moves out to what he gets to your base to make whatever preparations necessary.
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