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51330 Posts
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)?
yes, it is just a blizzard sc2 port of Sin Peaks of Baekdu. strange how they decided to copy that out of all the other potential maps that could have been stolen (cough luna, fighting spirit).
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I hope that these new maps will encourage more macro oriented matches when they're implemented.
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One great part of this is the change in the ability to block the ramp with 2 bunkers on the classic maps (and the new ones i assume). I like that the new maps and the changes to the old ones are starting to solve the balance issues in the ZvT matchup. Also i think these maps will make the PvT matchup the most interesting one since there are lots more options in that matchup. Additionally, the availability of expansions will probably stop the aggressive 4gate v. 4 gate PvP style and encourage more expansionist play. I hope for motherships on these maps because of the easier expansions. (can you imagine Mothership v. Mothership battles?)
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Anyone know what modifications they did to the Crossfire map?
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United States7481 Posts
On January 31 2011 23:56 pdd wrote: Anyone know what modifications they did to the Crossfire map? the ramp out of the main is no longer double width, and i think they did something with the middle blue expos but i'm not sure.
so I guess the map pool is the 7 maps mentioned: Crossfire, Crevasse, Tal'Darim Altar, Terminus RE, Lost Temple, Metalopolis, Xel'naga Caverns.
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On January 31 2011 23:57 Antoine wrote:Show nested quote +On January 31 2011 23:56 pdd wrote: Anyone know what modifications they did to the Crossfire map? the ramp out of the main is no longer double width, and i think they did something with the middle blue expos but i'm not sure. so I guess the map pool is the 7 maps mentioned: Crossfire, Crevasse, Tal'Darim Altar, Terminus RE, Lost Temple, Metalopolis, Xel'naga Caverns. + Shakuras I guess ?
Perhaps the ycould customize metalopolis so you can't spawn close vertical.
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On January 31 2011 23:57 Antoine wrote:Show nested quote +On January 31 2011 23:56 pdd wrote: Anyone know what modifications they did to the Crossfire map? the ramp out of the main is no longer double width, and i think they did something with the middle blue expos but i'm not sure. so I guess the map pool is the 7 maps mentioned: Crossfire, Crevasse, Tal'Darim Altar, Terminus RE, Lost Temple, Metalopolis, Xel'naga Caverns. I updated OP.
Official map pool: Shakuras Plateau, Scrap Station, Metalopolis, Lost Temple, Xel'Naga Caverns, Crevass, Crossfire SE, Terminus RE, Tal'Darim Altar
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Go GOM, love the new maps and the change in the ramps for Blizz maps
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On January 31 2011 23:57 Antoine wrote:Show nested quote +On January 31 2011 23:56 pdd wrote: Anyone know what modifications they did to the Crossfire map? the ramp out of the main is no longer double width, and i think they did something with the middle blue expos but i'm not sure. so I guess the map pool is the 7 maps mentioned: Crossfire, Crevasse, Tal'Darim Altar, Terminus RE, Lost Temple, Metalopolis, Xel'naga Caverns.
They cut steppes of war?
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On February 01 2011 00:02 AyahuascaSage wrote:Show nested quote +On January 31 2011 23:57 Antoine wrote:On January 31 2011 23:56 pdd wrote: Anyone know what modifications they did to the Crossfire map? the ramp out of the main is no longer double width, and i think they did something with the middle blue expos but i'm not sure. so I guess the map pool is the 7 maps mentioned: Crossfire, Crevasse, Tal'Darim Altar, Terminus RE, Lost Temple, Metalopolis, Xel'naga Caverns. They cut steppes of war? Yes.
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I just noticed that close-positions Crevasse has long rush distances, and shorter distances blocked by rocks.
I've been thinking for a while that this is an elegant solution to the Terran map-size balance issue, and I'm glad to see it getting tried out. It also makes the map more distinct, which I'm a big fan of.
I like that you can put an overlord over the rivers out of ground unit range in crossfire, and see a push coming easily despite the multiple routes.
It'll take exactly one (1) game of someone abusing rotational symmetry in Terminus Re for TL to declare it the worstest map EVAR.
Tal'Darim Altar is so big your mom thinks it's balanced. Still, it's good to push to macro style maps to the extreme, if only for the learnan'.
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I love the new maps and all......but what the hell is with that last map?
I fear that future GSL matches will need to take more than 3 hours for a single round......that would be so unwatchable....
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More excited to see the top play on these maps then actually playing on them myself at the moment. Tho wouldn't mind seeing them appear in the map pool rotation if we ever get it....
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On February 01 2011 00:05 Ribbon wrote: It'll take exactly one (1) game of someone abusing rotational symmetry in Terminus Re for TL to declare it the worstest map EVAR. Rotational symmetry existed in BW without many problems. The balance differences between rotationally different spawn positions won't be greater than differing spawn positions on a map like say Metalopolis.
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hopefully these all turn out competition worthy and we get them in the GSL as well and later on the ladder or atleast the modified versions of already existing maps. Problem with ladder being of course if other leagues picks other maps and so forth but we shall overcome!
Either way this is great news and makes it alot more interesting to watch the upcoming GSTL. Major cred to GomTV.
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Yes I'm sure slightly bigger maps will make the average duration from like 13-14 minutes to 1h (assuming you meant BO3). Even Shakuras cross positions doesn't usually take long.
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Number #3 and #4 will suck shit if you get close pos.
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On February 01 2011 00:06 mavyric wrote: I love the new maps and all......but what the hell is with that last map?
I fear that future GSL matches will need to take more than 3 hours for a single round......that would be so unwatchable....
I doubt it. I'm sure players like BitBytBit will find a way how to take the svc's from the mineral line ^^
But joking aside these maps aren't really any bigger than in BW and SC2 is more fast paced game at least in my opinion. I doubt it will go quite that long but at least they will be longer than the average 8min or so.
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United Kingdom38149 Posts
This is awesome news, I really like what GOM have been doing in regards to new maps, and the modification of existing maps to prevent bunker blocking at the ramp is a very smart change imo.
Yet another reason to be excited for the Team League, hopefully it goes well and the idea carries into the GSL itself.
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