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Patch 1.2.1 on PTR - Page 12

Forum Index > Community News and Headlines
797 CommentsPost a Reply
Prev 1 10 11 12 13 14 40 Next All
adrenaLinG
Profile Blog Joined August 2010
Canada676 Posts
February 04 2011 06:13 GMT
#221
On February 04 2011 13:23 Deltablazy wrote:
Well a new patch is available on the PTR.

+ Show Spoiler +
StarCraft II PTR Patch 1.2.1 Notes

General


* A special sneak peek at new ladder maps is now available!

* Matchmaking has been updated to better match players queuing with pre-made teams in 2v2, 3v3, and 4v4 brackets.


Bug Fixes

General


* Fixed an issue where the title of a conversation window was scaling rather than truncating.



* Fixed an issue where the Match History score screen was displaying "Null" for the map info for all games played before Patch 1.2.



* Fixed an issue that would sometimes cause players to be improperly disconnected from a game.



* (Mac) Fixed an issue that would cause the Control key to become stuck when holding Control and minimizing the game window, then going back to the game window and attempting to use Control+1 to create a control group.




Maps


* Fixed an issue with foliage that would die and become visible through the fog of war when a player spawned as zerg.




StarCraft II Editor


* Fixed an issue where copied-and-pasted units were not set to the correct height in-game.



* Fixed an issue where the table view scroll-bar position was reset when switching objects.



* Fixed an issue where secondary sort priorities were not working properly. Model name is now the secondary sort so that models are listed in alphabetical order after being sorted by the mod they are contained in.




As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. We'll provide information regarding extended downtimes, should they occur, in the Public Test forum.


New maps:

Show nested quote +
On February 04 2011 13:36 Cobbbler wrote:
Here are the preview of the 1v1s in ladder.

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

MOD EDIT: please dont edit your post back until you get your own map links working, thanks.

Source: http://us.battle.net/sc2/en/blog/2166875#blog


Can someone please edit the OP so that we can see the new 2v2, 3v3, and 4v4 maps as well?

It's not just 1v1 that's updated for the map pool.
¯\_(ツ)_/¯
0neder
Profile Joined July 2009
United States3733 Posts
February 04 2011 06:15 GMT
#222
WHY DO BLIZZARD AND CUSTOM MAP MAKERS REFUSE TO USE THE DESERT/BADLANDS TILESET A LA DESERT OASIS? WTF!?!?!!?!?
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 04 2011 06:18 GMT
#223
Definitely an improvement but i feel like they are to set in their ways when it comes to the layout of expansions, always a natural with a choke and usually far off hard to defend 3rds and onwards.
~
Bosu
Profile Blog Joined June 2008
United States3247 Posts
Last Edited: 2011-02-04 06:20:22
February 04 2011 06:18 GMT
#224
I changed my mind. Most of these maps have naturals way too open and way too far from ramp. Makes defending bunker rushes outrageously hard. And hellions. And 4gates.

and why the fuck do they still allow bunkers at bottom of ramp. It's bad enough if they get 2 bunkers up in the open.
#1 Kwanro Fan
SlapMySalami
Profile Joined August 2010
United States1060 Posts
February 04 2011 06:19 GMT
#225
Test map 1 = found temple?
marineking will u huk my bigtt1 ilu
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
February 04 2011 06:20 GMT
#226
I don't believe there is any way that someone can say that these are the maps this game needed, and I think that's really what it comes down to.
SwiFt
Profile Joined January 2006
Sweden30 Posts
February 04 2011 06:22 GMT
#227
imo these maps doesnt look very promising... super short distances, hard defended nat's and backdoors =/
BertiliO
Profile Joined January 2011
Sweden134 Posts
February 04 2011 06:26 GMT
#228
On February 04 2011 15:19 SlapMySalami wrote:
Test map 1 = found temple?


I'd say refined lost temple without ledges @ natural
SoleSteeler
Profile Joined April 2003
Canada5417 Posts
February 04 2011 06:29 GMT
#229
On February 04 2011 15:15 0neder wrote:
WHY DO BLIZZARD AND CUSTOM MAP MAKERS REFUSE TO USE THE DESERT/BADLANDS TILESET A LA DESERT OASIS? WTF!?!?!!?!?


Hey, that's a good point.

And actually, I kind of miss that map. Maybe it's just nostalgia talking though.
LetoAtreides82
Profile Joined January 2011
United States1188 Posts
February 04 2011 06:35 GMT
#230
On February 04 2011 15:22 SwiFt wrote:
imo these maps doesnt look very promising... super short distances, hard defended nat's and backdoors =/


Short distances? Did you actually play these maps?
The spice must flow
SDream
Profile Blog Joined November 2010
Brazil896 Posts
February 04 2011 06:38 GMT
#231
Can someone at NA server also printscreen the new 2x2 maps and tell us which ones were removed? Please?
darkevilxe
Profile Joined August 2007
Canada346 Posts
February 04 2011 06:38 GMT
#232
1st one looks like python (lt without cliff)
FlashIsHigh
Profile Blog Joined December 2009
United States474 Posts
Last Edited: 2011-02-04 06:43:24
February 04 2011 06:41 GMT
#233
I dont have a new patch to DL, im confused as to what PTR is, I understand it stands for public test realm but i have no clue what that is
KT Flash// WhiteRa/Scarlett/Naniwa/MC/Huk/Nony
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
February 04 2011 06:42 GMT
#234
On February 04 2011 15:41 FlashIsHigh wrote:
I dont have a new patch to DL, im confused


As far as I can tell, it's completely down.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
silencesc
Profile Joined July 2010
United States464 Posts
February 04 2011 06:42 GMT
#235
This makes me so happy. It's amazing that Blizzard is making bigger maps, because it means that they're listening to the community.

Now all they need to do it get rid of destructable rocks and backdoors, and macro games should be fun again. :D:D Thanks for the pictures!
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
Dark-Storm
Profile Joined May 2010
Canada334 Posts
February 04 2011 06:43 GMT
#236
1st one looks like Lost temple with smaller area to gold bases and bridges to the two islands have now appeared, and the xelnaga tower and the little cliff by it reversed
I don't have Pet Peeves. I have Major psychotic Fucking Hatreds
Zim23
Profile Joined August 2010
United States1681 Posts
February 04 2011 06:43 GMT
#237
I'm not so sure about close position spawns on these maps
Do an arranged marriage if she's not completely minging, and don't worry about dancing, get a go-kart, cheers.
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
February 04 2011 06:44 GMT
#238
It's a step in the right direction
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
Ansinjunger
Profile Joined November 2010
United States2451 Posts
February 04 2011 06:45 GMT
#239
Map 3 (2nd one listed, desert tileset) I like because of the rocks and wide ramp at different places around the shelf where the natural expansion is. The initially open wide ramp and set of rocks are close to the main ramp, but there's that 3rd set of rocks close to the expansion too. IMO, the distance favors speedy unit harass like Zerglings and speed roaches, and between that and the wide ramp gives Zerg some decent options for pressuring their opponent early game.

Most of the tighter spots are harder to reach as well, and more importantly, they will put you in a bad position against a strong counterattack. Take for example the low ground below the natural expansion. It looks like a really good place for terran in close positions to siege the natural of any race. But it's also tucked away in the corner, unlike in Steppes of War where that siege position is also really close to the ramp. The little plateaus with a ramp on each side look like nasty places for colossi and siege tanks to work from, but they are just far away enough from the wide ramp that again it appears there will be room to work out counters and flanks, but those hills still provide the shorter distance traveled.

Another of those spots is the Xel'Naga watchtowers. Yes, they look rather useful for sieging a gold expansion with tanks. But as neither the towers nor the gold expansions are on high ground, they favor static defense a little bit less than their Metalopolis counterparts. Without any sort of ramps, the gold bases are even more open than on Metalopolis's, which again helps Zerg just a little.
Nalesnik
Profile Joined December 2010
Canada51 Posts
February 04 2011 06:45 GMT
#240
Just played a couple matches on most of these maps, and they are biiig! TestMap2 is especially HUUGE! It took forever to scout, xD Definitely a macro map.

Lot of these maps have big open spaces too, so good for zerg, but at the same time most naturals are very exposed, hard to cover all the area with spine crawlers.

And maybe it's cause these maps are new, and unknown, but it seemed like there are a lot of good places to put proxies. Need to scout for cheese accordingly, and use them ovies.
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