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On February 01 2011 02:16 JakeBurton wrote: Really dislike the 6 min, 1 gas expansions as well as the gold no gas expansions on Crevasse. They're functionally rebalancing the midgame to favor mineral heavy compositions. I'm not saying it would necessarily be unbalanced, but it would be a different game (which is therefore unlikely to be well balanced).
Im with you on that, i know it worked in BW, but i can't see how zerg can compete in a heavy mineral army mid game, zerglins are the worst mineral dump of the three races, maybe with a big amount of them, banelings+surround could work :S Anyways, now that we have gotten this new fancy maps, even if they are not that good in the end, its a change in the right direction, but now its time for pros to start asking blizzard to add this to the ladder, and maybe if the ESL maps from ICCup works well, they can add one or two! (Testbug looks amazing)
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On February 01 2011 02:16 JakeBurton wrote: Really dislike the 6 min, 1 gas expansions as well as the gold no gas expansions on Crevasse. They're functionally rebalancing the midgame to favor mineral heavy compositions. I'm not saying it would necessarily be unbalanced, but it would be a different game (which is therefore unlikely to be well balanced). Well, we haven't seen any games on such maps yet, so any theorycrafting is speculation at best. Hopefully, all our questions about map balance will be answered once the pros start playing these maps in GSTL.
I think it is good to throw in a bit of "imbalance" and variety in there just to see how the game turns out. Perhaps it will be more balanced than we thought. Or not. It will certainly be fun to see how people adapt to these new situations. And if it turns out to be extremely imbalanced, it's quite easy for the mapmakers to just throw in an extra gas or two to calm the complaints, especially since they probably don't run on Blizzard time.
It's great to see the Korean mapmakers working hard to bring these new maps to SC2. They were the unsung heroes of BW, and I think it is about time they get recognition once we get some epic games on these maps.
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Really happy to see them exploring new maps. As a zerg user I surely can't complain about these maps 
What I'm curious to see is what the downvote map trend will be now (if there is one at all?).
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On February 01 2011 02:23 ChemBroTron wrote: LOL That's funny! 
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United States7481 Posts
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GOM is awesome and deserve our support, seriously, they keep trying to improve things every season, good stuff. Am I correct in assuming that these'll move straight into the regular league if everything goes well?
Really wish Blizzard would at least sync the changes to their official maps with the ladder pool though. I can understand them waiting to see how the new maps work out, but different versions of the official maps floating around can't be good. Plus they already fixed the pylon thing, should have done the bunker thing then tbh.
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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.
Oh this is cool, but at this rate it seems Blizzard will either lag behind in updating their maps for ladder or they won't follow Gom's at all 
Hm I'm wondering why only Metal, Xel naga and LT? Perhaps because Shakuras and Crossfire both have back entrances and you have a back natural expo on Crevass? And may be not only that but unlike Metal, Xel Naga, and LT, these maps don't have "close" positions?
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Are these getting put in the ladder map pool? I hope so
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On February 01 2011 01:04 kgt wrote:![[image loading]](http://chrup-mi-berlo.com/sc2/mapa.jpg) 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.
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Way to go GOM!!!
I think they realize that ANY changes are extremely welcome at this point, as something needed to be done before we had every semifinals being TvT. In case anyone hasn't noticed, there's been a crazy amount of terran success in every GSL. For example, the semi-final numbers for the past 4 seasons:
Season 1: TTTZ Season 2: TTTZ Season 3: TTPP Season 4A: TTTT Season 4S: TTTZ
GOM has noticed this and has taken steps to ensure better variety and more balanced games at the high-level, something that Blizzard doesn't seem to care about too much. Thank you GOM for taking the initiative, perhaps this is the splash-in-the-face that will get Blizzard to finally do something about all the horrible maps/versions of maps currently in the map pool. This is definitely a good day for competitive starcraft.
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sc2vods.blip.tv for some games.
as you can see, terminus re uses a sunken neutral depot to block wallins at ramp. unsure about others.
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Why did they just decide on 4 maps? The other maps they did not choose are way better than Scrap Station. Even Metalopolis and LT are pretty terrible compared to their other maps. GOM was testing 9 maps and they all look superior to those.
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On February 01 2011 02:46 andrewlt wrote: Why did they just decide on 4 maps? The other maps they did not choose are way better than Scrap Station. Even Metalopolis and LT are pretty terrible compared to their other maps. GOM was testing 9 maps and they all look superior to those. Surely you realize there are other considerations besides map quality. Assuming they'll use these for next GSL and nost just GSTL, players will have little time to practice them, which might hurt the quality of games more than map imbalances. They also haven't really done that much testing and the testing didn't really involve top players actually putting time into coming up potentially unbalanced strategies specific to these maps. Also the fact they can't be played on ladder is an issue, which would obviously be even worse if almost none of the maps were practicable on ladder.
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So extremely excited for this. Really hope that Blizzard takes a lesson from GOM and makes some changes.
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On February 01 2011 02:44 rift wrote: sc2vods.blip.tv for some games.
as you can see, terminus re uses a sunken neutral depot to block wallins at ramp. unsure about others. Thank you! I can't wait to see some nice games on those maps! and people, remember to make some noise on the official blizzard forums theres a thread about this, lets post there and make our voices heard... http://us.battle.net/sc2/en/forum/topic/1965574576
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On January 31 2011 23:44 mierin wrote: Hm, not sure how I like Terminus Re and Tal'Darim Altar...they just seem really big. 16 bases for a 1v1? In SC2, not sure how that's gonna pan out.
longer better games. that's how it'll pan out.
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koreans sure like putting hexagons in the middle of their maps
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