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GomTV announced new maps for GSTL - Page 4

Forum Index > Community News and Headlines
433 CommentsPost a Reply
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Nizaris
Profile Joined May 2010
Belgium2230 Posts
January 31 2011 15:42 GMT
#61
Amazing they are adding new maps. Not sure i like these just yet but at this point any change is greatly welcome. Crossfire is a choke-fest but hopefully it's not too terran favored.
Turgid
Profile Blog Joined September 2010
United States1623 Posts
January 31 2011 15:46 GMT
#62
Making it so you can't block the ramp is brilliant. Do iccup maps have that feature yet?
(╬ ಠ益ಠ)
Tennet
Profile Joined January 2010
United States1458 Posts
January 31 2011 15:48 GMT
#63
I hope stopping bunkers from blocking ramps doesn't stop 1 depo 1 rax bottom of the ramp wall
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
MrPrezbo
Profile Joined November 2010
92 Posts
January 31 2011 15:50 GMT
#64
Anybody know what they changed about Crossfire?
If chess is life, Starcraft is science
[Eternal]Phoenix
Profile Joined December 2010
United States333 Posts
January 31 2011 15:52 GMT
#65
All the new additions are great except crossfire, which is ridiculously hard for PvZ (huge open nat, big rush distance, lots of bases). It'll be interesting to see the strategies people come up with for these maps. Hopefully gameplay will go beyond "make 5 marines pull scvs and pray."
'environmental legislation is like cutting scvs to stop an imaginary allin that is never going to come, while your opponent ecos and expands continually'
ffadicted
Profile Joined January 2011
United States3545 Posts
January 31 2011 15:53 GMT
#66
wtfbbq @ the high ground in-base natural on Crevasse. There's gonna be so many siege tanks parked up there it's not even funny, not exactly sure I like that...

The rest of the maps actually seem pretty sweet, I'm excited. Just sucks players won't get the chance to practice on them in ladder games.
SooYoung-Noona!
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
January 31 2011 15:55 GMT
#67
On February 01 2011 00:42 Nizaris wrote:
Amazing they are adding new maps. Not sure i like these just yet but at this point any change is greatly welcome. Crossfire is a choke-fest but hopefully it's not too terran favored.

It's less of a choke-fest than Scrap Station (similar rush distances too), and zergs do just fine on that map.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50600 Posts
Last Edited: 2011-01-31 15:57:28
January 31 2011 15:56 GMT
#68
On February 01 2011 00:50 MrPrezbo wrote:
Anybody know what they changed about Crossfire?

monitor seems to have noted the changes from the other thread.
On January 20 2011 15:50 monitor wrote:
Show nested quote +
On January 20 2011 14:13 Yoshi Kirishima wrote:
About the Crossfire SE map, can someone point out any other changes besides the main's ramp to the natural being smaller? (now the size of any ramp on a standard map like LT, instead of 1 size larger in Blizz's)

thanks in advance


These are the changes I know:

-Main's ramp made 1x standard size
-3o'clock and 9o'clock expansions smaller
-middle side paths smaller (to expos)
-primary ramp to center high ground widened (1side, the original was asymmetrical)
-doodad trees added in unpathable areas

/edit
Image Comparison--
+ Show Spoiler [New] +
[image loading]

+ Show Spoiler [Old] +
[image loading]
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TheXenocide1
Profile Joined January 2011
United States58 Posts
January 31 2011 15:56 GMT
#69
On February 01 2011 00:52 [Eternal]Phoenix wrote:
All the new additions are great except crossfire, which is ridiculously hard for PvZ (huge open nat, big rush distance, lots of bases)."


Yes it would be terrible if protoss had to take more than 2 bases and defend thier natural in the early game....
Fear is the Mind Killer
Aragos
Profile Joined October 2010
France182 Posts
January 31 2011 15:58 GMT
#70
Nice news !
znowstorm
Profile Blog Joined November 2010
Australia281 Posts
January 31 2011 15:59 GMT
#71
this is awesome!! Hopefully this will carry over into the GSL proper.
Pokemonxoxo
Profile Blog Joined July 2010
United States217 Posts
January 31 2011 16:00 GMT
#72
feels like deja vu. I thought this thread was up several days ago.
Within and Without
ptbl
Profile Joined January 2011
United States6074 Posts
January 31 2011 16:02 GMT
#73
I hope the other tournament hosts follow GSL's lead and implement these maps, too. I'm glad Gretech is taking a proactive approach. Thanks for leading by example and taking our concerns into consideration!
Don't mind me
Nerski
Profile Blog Joined November 2010
United States1095 Posts
January 31 2011 16:02 GMT
#74
For people worried about map feature XYZ, I'm sure they have play tested these maps some to insure the lay outs will not allow for extremly cheesy things to happen.

Overall I like the changes, on a large map the match ups are closer to balanced. This evident by all the amazing games in the GSL that have come out of Shakuras cross positions, where honestly I don't think any one race has really dominated but there has been a ton of back and forth.

This should also help zerg early game a ton, as prior to lair and overseers zerg just doen't have enough map distance on a lot of maps to be reactive like they need to be. Additionally should help protoss to not die as easily to cloaked banshee's as they'll also have time to scout and get a robo or cannons up if need be.

2 thumbs up for me on these map choices...now if only blizzard would get rid of all of their imbalanced small maps so the ladder doesn't have Z playing on only 4 or 5 maps in the pool because they absolutely have to downvote Steppes, Delta, and LT.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
kgt
Profile Joined January 2011
Poland5 Posts
January 31 2011 16:04 GMT
#75
[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.

no time to cry
m3rciless
Profile Joined August 2009
United States1476 Posts
January 31 2011 16:04 GMT
#76
huge maps... I liked one or two small maps in the pool, its good to have variety and things on both sides.
White-Ra fighting!
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
January 31 2011 16:06 GMT
#77
I'm hoping these new maps will make it possible for zergs to actually get far in GSL - not because of luck, but because of legit skill. Can't wait to see what happens.
"trash micro but win - its marine" MC commentary during HSC 4
Deleted User 124618
Profile Joined November 2010
1142 Posts
Last Edited: 2011-01-31 16:14:03
January 31 2011 16:08 GMT
#78
I like the look of these maps! Bigger maps hopefully will bring longer and more epic games!

On February 01 2011 01:04 kgt wrote:
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 other hand, you can take the base left of the red X, take the base you marked as "3", and now you have 3 bases with ridicilously close air distance. Well you might even nydus from somewhere to that left side so it's closer by ground.

You'll find workarounds.

--
*edit* Now that I think of it, that allows very easy 4th and 5th base aswell.
*edit2* Or...well, taking those 3 I mentioned might not be so easy after all <.< How'd you defend a far away base from aggression?
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
January 31 2011 16:08 GMT
#79
I seriously like the first impression of these maps, looking forward how the games evolves around these.

Would appreciate if Blizzard would update the map pool.
wat
Frankon
Profile Joined May 2010
3054 Posts
January 31 2011 16:12 GMT
#80
nice maps... But i highly doubt we would see them in any weekly cup... They are way to big... People dont have 24h to play a single tournament. They are nice for GSL cause they play like 3 matches a day only.
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