GomTV announced new maps for GSTL - Page 4
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Nizaris
Belgium2230 Posts
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Turgid
United States1623 Posts
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Tennet
United States1458 Posts
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MrPrezbo
92 Posts
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[Eternal]Phoenix
United States333 Posts
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ffadicted
United States3545 Posts
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. | ||
Jyvblamo
Canada13788 Posts
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. | ||
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BLinD-RawR
ALLEYCAT BLUES49496 Posts
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: 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] + ![]() + Show Spoiler [Old] + ![]() | ||
TheXenocide1
United States58 Posts
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.... | ||
Aragos
France182 Posts
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znowstorm
Australia281 Posts
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Pokemonxoxo
United States217 Posts
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ptbl
United States6074 Posts
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Nerski
United States1095 Posts
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. | ||
kgt
Poland5 Posts
![]() 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. | ||
m3rciless
United States1476 Posts
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Senx
Sweden5901 Posts
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Deleted User 124618
1142 Posts
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
Switzerland3584 Posts
Would appreciate if Blizzard would update the map pool. | ||
Frankon
3054 Posts
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