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GomTV announced new maps for GSTL - Page 14

Forum Index > Community News and Headlines
433 CommentsPost a Reply
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FluidTek
Profile Joined November 2010
Australia50 Posts
February 01 2011 00:53 GMT
#261
This is awesome news, hopefully these maps will be implemented into our ladder map pool
iGX
Profile Joined June 2010
Australia414 Posts
February 01 2011 00:54 GMT
#262
no more steppes of war!! prepare for awesomeness!!
When your bases are ashes...then you have my permission to "GG".
Dark-Storm
Profile Joined May 2010
Canada334 Posts
February 01 2011 01:00 GMT
#263
Awww I really liked Aiur Garden to play on thou
I don't have Pet Peeves. I have Major psychotic Fucking Hatreds
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 01 2011 01:06 GMT
#264
On February 01 2011 02:06 Inflexion wrote:
Show nested quote +
On February 01 2011 01:51 Veldril wrote:
On February 01 2011 01:44 SiN_br wrote:
The fact that they fixed the bunker thing by themselves speaks volumes as to how much blizzard is slow and idiotic about fixing things.

Way to go GSL peeps.


I really don't think Blizzard would want to fix the blocking ramps with 2 bunkers. The inability to easily block ramps is needed in the big tournament. But for the ladder game, it would kill a variety of strategies.


I'm genuinely curious. How does a big tournament NOT translate to the ladder game (not needed in ladder)? Iono about you but when I play, I strive to play to the best of my ability, whether it be in a friendly pickup game or the GSL finals. When pro's are complaining about something fundamnetally and strategically imbalanced (for lack of a better word) AND their complaints are answered then why wouldn't it apply to ladder?

What 'variety' of strategies are you talking about? If you're talking about an auto-win for most Terrans for this easy to pull of strategy then I guess you're right.

I think, however, 2 bunker ramp block is detrimental to the game. It encourages gimmicky and games that end in 5 minutes. Most amateurs just want in for the quick win and this hurts their growth as players and interest in the game. If they fixed the 2 pylon block, I don't see why they wouldn't fix the 2 bunker block, considering it's basically the same thing (ends the game abruptly and there is barely any skill in pulling it off).

I can understand if Blizzard doesn't want to implement the GSL maps on ladder. I mean, they work in partnership with GOM but GOM has their own map designers and so does Blizzard. It's kind of a slap in the face to tBlizzard's own employees if they decide to use GSL maps instead of their own. But I think it's okay because it somewhat brings a sense of exclusiveness to the GSL; which is pretty cool. If you're pro enough to play in Korea, then you should get to play on these sick new/trendy maps.

Its not a slap in the face if you add the maps in addition.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Ben...
Profile Joined January 2011
Canada3485 Posts
February 01 2011 01:07 GMT
#265
Other than the lack of Aiur Garden, (Though it was probably too big) I'm quite satisfied with that pool. I tried Crevasse and I enjoyed it quite a bit. It encourages macro games and the space in both expansions allow you to spread your tech out quite well.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
February 01 2011 01:10 GMT
#266
This is a huge step in the right direction. As a BW fan, one of my biggest problems watching SC2 games was how tiny the maps were. With maps like these, i might actually be interested in watching the game. My only worry is that if Blizzard doesn't move toward balancing the game around larger maps problems could emerge.
I cheer for underdogs and Flash
Hurricane Sponge
Profile Joined March 2010
868 Posts
February 01 2011 01:15 GMT
#267
Well, I feel stupid. Here I thought 'Team League' meant we were going to see world class 2v2, 3v3 and 4v4 players.

Brood War style proleague team vs. team matches will almost certainly be better than what I was envisioning, but I was still very curious to see how a 'real' eSport federation like GOM would implement Team play.
PukinDog
Profile Joined September 2010
United States131 Posts
February 01 2011 01:17 GMT
#268
What is going to happen, is that Zerg will start taking some matches, and then, Terran will adjust. Just like before, when nobody though Terran could macro with Zerg, that Banelings were OP, and all that noise.

Eventually, Terran (and hopefully Toss) will figure out the correct positioning, timings, harassment strats, and start winning again, and making things even.

Then, Zerg will QQ about the maps again...:

Oh, too many chokes, not enough chokes.....
Terran imba on the high ground, too many cliffs.
Mutas are too slow for these large maps...

And on and on it will go.
You must macro like every SCV is bringing not minerals, but Pie.
Truffy
Profile Joined May 2010
United States95 Posts
February 01 2011 01:18 GMT
#269
This is the best thing for sc2 as an esport.
1a2a3a-->gg
mardi
Profile Blog Joined August 2010
United States1164 Posts
February 01 2011 01:23 GMT
#270
Man... that 3rd map looks huge. I wonder how effective a fast 3rd would be on that map since it seems like it doesn't seem that hard to defend a 3rd. I'd expect some crazy play from Nestea and IdrA.
UTL_Unlimited
Profile Blog Joined August 2010
Korea (South)353 Posts
February 01 2011 01:34 GMT
#271
Wow! Can't wait to see how these maps pan out.
It's really obvious to see that Gretech wants matches to be longer more macro games to attract more viewers and stop those quick 5-10 minute games (although I do feel that these games are occasionally more exciting, but yes they do need to stop from being so frequent >.<)
I hope that when we see these maps played by the pros that we see just amazing games!
Need to write more things...
VashTS
Profile Joined September 2010
United States1675 Posts
February 01 2011 01:39 GMT
#272
Personally, I'm lovin' this. I'd have liked to see Match Point as well, but meh.
VashTS; 330; Random -- Ranked #9 Pokemon Video Game Player in the World in 2009
Romple
Profile Joined October 2010
United States57 Posts
February 01 2011 01:44 GMT
#273
They're so not small!!!!
Ameba-AZ
Profile Blog Joined October 2010
United States79 Posts
February 01 2011 01:49 GMT
#274
On February 01 2011 05:02 kgt wrote:
Show nested quote +
On February 01 2011 02:38 Ameba-AZ wrote:
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.




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.



So you pretty much just summed up the fact that using imbalance in your original argument was not a good choice. Do spawn locations change people's style's DUH! But because you don't get to play your own personal style that means that a map is imbalanced... COME ON... Get over the preconceived notion you [appear to] have that everything that doesn't seem to be perfectly fair at first glance is imbalanced.
I sometimes do something other then play Starcraft... Rarely.
GP
Profile Blog Joined September 2010
United States1056 Posts
February 01 2011 01:53 GMT
#275
Wait, I thought this was already announced a few days ago? Here's to hoping these get added to the ladder.
Kiyo.
Profile Joined November 2010
United States2284 Posts
February 01 2011 01:56 GMT
#276
On February 01 2011 10:06 Liquid`Jinro wrote:
Show nested quote +
On February 01 2011 02:06 Inflexion wrote:
On February 01 2011 01:51 Veldril wrote:
On February 01 2011 01:44 SiN_br wrote:
The fact that they fixed the bunker thing by themselves speaks volumes as to how much blizzard is slow and idiotic about fixing things.

Way to go GSL peeps.


I really don't think Blizzard would want to fix the blocking ramps with 2 bunkers. The inability to easily block ramps is needed in the big tournament. But for the ladder game, it would kill a variety of strategies.


I'm genuinely curious. How does a big tournament NOT translate to the ladder game (not needed in ladder)? Iono about you but when I play, I strive to play to the best of my ability, whether it be in a friendly pickup game or the GSL finals. When pro's are complaining about something fundamnetally and strategically imbalanced (for lack of a better word) AND their complaints are answered then why wouldn't it apply to ladder?

What 'variety' of strategies are you talking about? If you're talking about an auto-win for most Terrans for this easy to pull of strategy then I guess you're right.

I think, however, 2 bunker ramp block is detrimental to the game. It encourages gimmicky and games that end in 5 minutes. Most amateurs just want in for the quick win and this hurts their growth as players and interest in the game. If they fixed the 2 pylon block, I don't see why they wouldn't fix the 2 bunker block, considering it's basically the same thing (ends the game abruptly and there is barely any skill in pulling it off).

I can understand if Blizzard doesn't want to implement the GSL maps on ladder. I mean, they work in partnership with GOM but GOM has their own map designers and so does Blizzard. It's kind of a slap in the face to tBlizzard's own employees if they decide to use GSL maps instead of their own. But I think it's okay because it somewhat brings a sense of exclusiveness to the GSL; which is pretty cool. If you're pro enough to play in Korea, then you should get to play on these sick new/trendy maps.

Its not a slap in the face if you add the maps in addition.


What do you think of these new maps? I think a few people here would like to know some pro player's opinions on these.
KT Rolster & StarTale <3 | twitter.com/RayFoxII - twitch.tv/RayFoxII
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
February 01 2011 02:10 GMT
#277
Thank you, GOM! Some variety to the map pool will be so refreshing!
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
-ZiG-
Profile Joined November 2010
United States84 Posts
February 01 2011 02:15 GMT
#278
Sweet cant wait to see the play styles on these maps!!
Lets ride
Tatari
Profile Blog Joined January 2011
United States1179 Posts
February 01 2011 02:18 GMT
#279
I've played on all of these maps, and I have to say, Crevasse is ridiculously friendly for FEs. It wouldn't surprise me if everybody made an expo at 14 supply on that map. It's so 2 base friendly.

Other than that, I just want to punch the guy who thought it was a good idea to put rocks at almost every goddamn expo in Tal'Darim Altar. It's a royal pain in the ass.

What happened to Aiur Gardens? That map seemed fun...
A fed jungler is no longer a jungler, but a terrorist.
Eeeegor
Profile Joined April 2005
Australia809 Posts
February 01 2011 02:18 GMT
#280
Nice to see some fresh maps!
Day9 Made Me Do It
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