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Patch 1.2.1 on PTR - Page 32

Forum Index > Community News and Headlines
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PiLoKo
Profile Joined January 2011
Mexico144 Posts
February 05 2011 01:24 GMT
#621
On February 05 2011 08:40 Bleak wrote:
Show nested quote +
On February 05 2011 08:32 Nayl wrote:
On February 05 2011 08:16 Bleak wrote:
On February 05 2011 08:10 Nayl wrote:
On February 05 2011 08:05 Bleak wrote:
On February 05 2011 07:49 Nayl wrote:
On February 05 2011 07:39 Bleak wrote:
On February 05 2011 07:33 Nayl wrote:
On February 05 2011 07:26 Bleak wrote:
On February 05 2011 07:18 Nayl wrote:
+ Show Spoiler +
On February 05 2011 07:10 Bleak wrote:
In Blizzcon, devs have talked about maps and they have stated that tournaments should use their own maps. There is a freaking game editor for this that people use to create a ton of maps.

It is not right to compare GSL maps to the ladder maps. Only pros take part in the GSL. Ladder is played by everyone. They need to account for the wide range of players, while trying to create maps that can allow fun games to be played, while also trying to cater the pros that practice using the ladder and also those who bought the game and just want to enjoy it in their own way without trying to be pros and don't know about how great BW was or don't care a thing about it. With those in mind, they're trying to do design some maps to the best of they can with their own thinking. But, people always find something to whine, you cannot satisfy anyone and the devs are aware of that, so that is why they don't take these pointless, childish complaining too seriously. No map is perfect, and so these maps are not, but they are just trying to make changes to the current pool.

Asking the Blizzard to get the GSL maps into the ladder is ridiculous. The world is just not composed of Pros, and people who try to put themselves in their shoes while playing the game just because they want to feel "cool" like them while trying to pull off the things they do on those "ideal" maps. Maybe some people don't want too big maps in ladder? Maybe they want variety? Maybe they don't share the same philosophy regarding how the game should be played out? Why is ICCUP map making team, or just Kespa or whoever that made the maps in past have the absolute perfect tip-top uber ideas about how a map should be? Why are some people, so blindly adhering to the thought that these people should know the best and they are right 100% ? Perhaps they do actually, but why should the Blizzard dev team, the guys that made the game and play the game too, have to know less than these organizations? They freaking made the game. Do you think they are that stupid? Perhaps they think harrassment from cliff is a legitimate strategy and should be used? Perhaps there are narrow spots in the map because they just don't want you to engage there and think if you are out of position, you should be punished? Perhaps they don't agree to your point of view? Ever thought of that?

Yes, there are bad maps. Delta Quadrant,Blistering Sands, Steppes of War, Jungle Basin or any map with close position spawn possible is downright boring and can drive some people including me, crazy. These maps are just not fun to play for a macro or a long game at all. But perhaps those maps are to be played in a quick fashion, with a more aggressive mindset. I know that this isn't fun in pro-scene at all, because you just want to see interesting and long-term play, but that is the point, it is a ladder map! Not for a tournament. The goal is not that. The ladder maps have been used in tournaments so far because there weren't any good maps that the map making teams could create in time. If you oh so want to play in the ICCUP maps, custom games are there, try to find some good practice partners and play the game in your own way. It's not going to be as competitive or thrilling as ladder can be, but the sad truth is that if people could have whatever they want then the human civilization would be wiped out by now.

Again, I want to emphasize this: I'm not trying to say that the Blizz devs know the best, rest don't, or the other way round. It is just the pointless and unnecessary criticism to whatever they are trying to do. It is just childish. You're saying that they should know all because of 12 years of BW Korean Pro-Scene experience. You are comparing pro-scene, with maps designed for pro-play, to the ladder. Apples to oranges.



For most people, ladder is only way to practice this game. Also, GSL determines Code A qualifier through the ladder. But when the ladder is different from tournament, its very difficult to practice for a tournament.

According to your logic, Blizzard should either make a seperate league with different map pool for Pros and casuals, (which almost doesn't make as much sense as having different map pool for ladder and tourneys) or even better, allow organizations to create a private ladder with custom map pool.

Also There is not a single map in the current ladder pool that remotely resembles GSL-esque map. Why not even try to make ONE MAP like it?


Pros should find people that can play together in custom games on the GSL maps. Most of them already are in teams, and even those who aren't just play with other people. Ladder can be used to train against cheese, or all-ins maybe? And the question about why not try to make one map like it, perhaps they don't want too big maps like the GSL ones? How do the great BW pros practice? Do they just roll everyone in iccup? I'm sure they play each other as now people can do in custom games.

If the guy got through the ladder maps and a shitton of games to qualify for GSL, they should just prepare to put the effort to learn the new maps. Otherwise, how do you expect the tournaments to use new maps? In your logic, only ladder maps should be used because they have been here for a year, and adapting to the new maps will be too hard for them since they only practice on ladder. If they are pros, they should show how much pro they are and learn the new maps and deal with it.


How about semi-pro players who aren't on a team? New players who wants to play competitively? Why create such artificial barrier of entry?

Also why is it so painful in trying out GSL-esque maps? Maybe even casuals will enjoy this kind of map once in a while. Isn't that the point of PTR?

The great Foreigner BW pros practiced using Iccup, because ICCup had 99% of the maps used by all tournaments around the world available. It's easy way to practice, you don't have to wait for your teammate to log on, you can just get in and play.

Also, When you have to ladder to qualify, It's pretty difficult to watch replays of a pro to learn anything because they are on a completely different map pool with completely different map making philosophy.


At some point you need to draw the distance between the two. Ladder is ladder, tournament is tournament. You can choose your opponent in ICCUP, so maps will matter there. In ladder you just click the button and play someone in your region. Therefore it is important to draw the distinction. Yes, some players might enjoy the map. But some won't. It needs to be taken into account, even though there is an option to downvote the maps. The fact is that, the new maps will create new problems for the game. At the pro level, they can just find a way to deal with it and the game will open up to a different playstyle. What about the people in ladder? It is just too much work to balance the game around that.

Again I repeat, I'm not the one trying to make money playing a video game, if they love what they're doing and committed to it, they should just find a way to do it. It is their job.


Well then they should have at least the option of pro maps available shouldn't they?

Do you really think people enjoy playing on Delta/Stepps? I can say this
some players might enjoy the map. But some won't.

about the current map pool. Does blizzard care about that? Well, currently, no.

By the way, GSL maps get constantly updated over and over, in order to make the map as balanced as possible. Gom has also been dismissing some maps due to issues with it, and they are being very careful when picking from these maps.

Again, do blizzard do this? No. I honestly don't think they have enough man power to commit to this kind of details, yet they refuse to use community driven map, or at least adopt their philosophy. Instead, they add maps for the sake of adding maps. Earlier in the thread mentioned Test map 5 was shown at Blizzcon, and its actually in the blizzard custom map pool, its named New Antioch.

You cannot honestly say current ladder map pool Blizzard is keeping because current style seems fun for the casuals. Dustin browder himself even said 2 rax pressure is "garbage". And what do Casuals usually cry about? That this game is too much about "rushes".


A map that is not made by the game creators will cause more trouble to them because they do not have the control over it, they haven't been involved in its creation, therefore they aren't comfortable with using them in the ladder. They want to have the control because they are in charge of game balance. These issues will be fixed at pro-level, but at the ladder level, the control is important to balance the game. For this reason, the community made maps will most likely never be seen in the ladder map pool and the reason is not just ignorance or not caring enough, but this simple fact: Control.


WC3 example alone shows Blizzard "control" is not a good thing. Blizzard never updated ladder maps ever, and look what happened. They used same bloody maps for years.

Anyone who actually played BW would agree that the abyss was and is MUCH better option than battle.net for learning melee games.

It is good that they are at least trying to add new maps. BUT, they don't seem to have enough man power to handle this "control", yet they want to hang onto it for the sake of controlling.

And you keep changing your argument, sighs.

If someone finds a crazy build where they can get to 200/200 in no time with super aggresive expand style all over the big map and go and 1-a the opponent, the pro scene will find a way to beat it. Use the same map in ladder, see what happens.


Are you suggesting that Blizzard should balance the game for Casuals too?


Oh I forgot, they shouldn't. Because they don't play the game. The game should be reserved for tip-top elitists who know everything about not only SC2 but also BW and its entire history and the rest should get packed and leave. If you want the game to be opened to masses, this is not the attitude you want to be in.

There is a difference between bad casuals, and those who just want to enjoy the game. Those who are simply bad, are without hope and the balance changes are not prepared with them being in mind. The balance changes are for those who can play the game at a reasonable level and don't let their own fundamental mistakes shadow their entire gameplay (i.e getting supply blocked all time)

I'm not changing my argument at all. The argument is the same. Ladder maps are created with taking many things in considerations. One of them, is having control. It seems to me that the Blizzard have learnt their lesson from WC3, since they are actually making changes to it.


If they can play the game at reasonable level, I don't see how there could be something balanced for Pros but imbalanced for "reasonable casuals".

Also GSL maps are constantly reevaluated for balance, where as Blizzard seems to design maps on what they think is fun. Map 1-3 is definitely step in the right direction; HOWEVER, there are still fundamental flaws in these maps that GSL maps have as basic requirement.

There are positional imbalances. This would be unacceptable by most tournament organizers as it gives inherent advantage for spawning at certain location.

There are huge variability in distance depending on spawn points. Now, I've only tried the map against AI, but it seems like there is no spawn lock like in Shakuras Plateau. Meaning just like metalopolis, you can either be in closest rush distance possible out of the map pool, or farthest distance. This is just a bad design, putting outcome of the game flow on a dice roll. If you check GSL 4 player maps, variability in rush distances are not as huge as blizzard maps.

Ramp that doesn't face natural expo. This means against any FE builds, you can easily walk into their main. In fact, forge FE is impossible on most of these maps. Why take away a style of play?

Also, why do you believe that its necessary for blizzard to have absolute control over the ladder?



I feel like a parrot saying the same thing every post. Because it is the ladder!!!! Everyone plays in ladder not just pros. The maps should cover all of that. New maps create new problems, which can be solved at pro-level, but not all ladder players can do that. A huge majority of people on ladder probably doesn't know what teamliquid or who day9 is. The game is really new, the strategies are not standardized and new playstyles are being created almost every day, there might be things that cause problem for the normal folk and not for the pros. Not everyone that can play reasonable plays great. They may not get supply blocked and always spend their money, but they just might not know about micro or the overall strategy at all.


I dont think this would matter more that it already does, doesn´t ladder disign avoids you from too skilled people? So you are playing people your skill mainly, witch can not really abuse you from theorical map imbalance more than you can abuse them.

Blizzard have to put some good maps out there, I mean, Neo Enigma, Testbug, GSTL maps, they are great maps wich convince most of the people who give them a shot, there is people who like rushing everygame, but that doesn´t mean that all maps have to been small.

Blizzard may want to have control, but I seriously doubt the community is going to give it to them, players are going to get tired at some point.
I like to troll in-game :)
Pistolfied
Profile Joined June 2010
Canada79 Posts
February 05 2011 01:32 GMT
#622
I've lost all hope in Blizzard ever making a semi-decent map. The naturals are all absolutely terrible, thirds are basically non-existent, and rocks, rocks fucking everywhere.
Stop saying anywayS, it's anyway, not anyway>>S<<. Anyways is not a word!!!
Rahelron
Profile Joined February 2011
Italy2 Posts
February 05 2011 01:34 GMT
#623
Don't be so rude against blizzard. And don't take everything that GomTV does like it was gold.

An example: If the third base is too easy to take that feature doesn't favour the zerg, but the other races. Remember: if a protoss manages to take a third in PvZ it ends up in a victory 99% of the time. So I don't think that maps like Terminus will show to be more balanced than the others just because they have a third that shares its choke with the natural.

Another Example: everyone complains about the natural expansion's chokes on the current map pool. Those are large, larger than most of the chokes in any SC1 map. But think about it: what are the most balanced maps in the current map pool? Xel Naga Caverns and Metalopolis, two maps with huge chokes at the natural. So what? We have to throw away the Brood War Mindset, we have to evolve. You all complain about the fact that FFE is no more a viable tactic and you blame the maps. But I saw IdrA busting FFEs on shakuras plateau with roaches and zerglings, it was easy like drinking a glass of water. So think about it: it's not about the maps, it's about the fact that SC2 is a new game and asks for new builds.



Now about the new maps:

Lost Temple 2 is a great map. Ok, there are still close spawn positions available, but all the other imbalances have been removed, this is great.

TestMap 2 is broken because it has a corridor with rocks that shortens the rush distances on the close spawns. But if that thing will be removed it will become a great map, we just have to ask for it. It has an easy to take third, lots of bases, a wide open centre and good rushing distances if we don't mind the corridor with destructible rocks.

The other maps are not good: too 3 has too many chokes, 4 is too small and 5 has too many backdoors, not to say the rushing distances. But we don't need them.

Think about it: two new maps are more than enough to fix the map pool. Shakuras Plateau, Xel Naga Caverns, Metalopolis, New Lost Temple, Fixed TestMap 2 and a smaller map that you can check if you don't like it, say Steppes of War. Maybe a new 2 player map to complete the whole thing. A great pool for a great game.
tapk69
Profile Joined January 2011
Portugal264 Posts
February 05 2011 01:55 GMT
#624
stop talking shit about the maps without even playing a few hours on them .. I like to see changes and will to improve.. its great to see blizzard trying to make us enjoy even more Starcraft2 , not dislike ..
ja foste
Krikan
Profile Joined October 2010
Norway520 Posts
February 05 2011 02:00 GMT
#625
There. Are. So. Many. Destructible. Rocks. Holy shit are there many destructible rocks. Oo

Needed to say that first. Overall some of the maps are decent I feel, LT2 is obviously better than LT atm I feel, but the chokes are so wide and clunky and there's so many rocks to break and so many points of entrance 4 gates+++ are just going to be ridic to hold due to static defense being next to worthless.

Another point that's just plain scary is on map 5, TvZ getting rocks to rocks bases as the terran you can FE rather safely tech to tanks, break your rocks and just bunker up on the lowground with tanks, and you have an unbreakable position 3 seconds walk from your opponent base. Oo It's alrdy bad at shakuras, but here it's even closer. Did i mention there are many destructible rocks btw?

Anyways, going to be interesting trying them out, but as for now I'm still a bit sceptical. :/
Naniwa on making the MLG finals: Uh, it's ok.
Prinate
Profile Joined October 2010
United States182 Posts
February 05 2011 02:07 GMT
#626
Played about 10 games across all the maps, here are my thoughts.

Testmap1 (lost temple): Quite simple, I think it's an improvement over the current version. I'd have no problem just swapping this in right away, although I don't mind that they want it tested to check balance and/or bugs.

Testmap 3 (the second one pictures in OP, looks like blistering sands): I think this is a really, really interesting map. Fairly large main base, natural is a bit back and has chokes in front, but those are still between the ramp and the nat. Means there will be lots of different arrangements to defend the area. The third can go either direction depending on what side the opponent spawned, but you have to clear rocks on either (similar to Xel Caverns). Or you can get be more aggresive and go straight for the gold (again, like XNC).

Testmap 2 (3rd in set of pics): Looks really shaky for any non mirror vs T. Tanks in the main behind bushes can hit probably hit the CC/nex/hatch. Your third is recessed so all kinds of harrassment possible. I fear this map ZvT, but I really enjoyed it ZvZ. I think it can cause interesting decisions.

Testmap 4(space theme): My least favorite map. Lots of raised areas for tank damage, taking a third is very susceptible to drops and other harrasment, cliff area separates nat from 3rd.

Testmap 5: Someone said this early, but it's like a revised Shakuras (even in look). I only played against opponents on the opposite side (not connected by rocks) so I'm guessing all spawn locations are open. Middle has a raised area to aggressively control the map, but the map is really friggin huge. Enjoyed it.
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
February 05 2011 02:12 GMT
#627
after playing testmap 4 I can say that I like it, except for the fact that the ramp is so far apart from the natural, like delta quadrant, also close positions pose an issue similar to metalopolis, but not as bad since there is a bit of distance... Cross position is zerg heaven....
Change a vote, and change the world
slowzerg
Profile Joined May 2010
United States62 Posts
Last Edited: 2011-02-05 02:38:10
February 05 2011 02:36 GMT
#628
Had a chance to play some random v random with some friends on these maps. Every single one is better than Steppes, Blistering, Jungle Basin, Delta, and Scrap - with the "new" lost temple (which looks like the offspring of Python and LT) being superior to its predecessor.

I'm actually looking forward to playing on these if they ever make it live on the normal ladder. My favorites would probably be 1, 3, and 5. I don't really see 5 as a re-imagined Shakuras Plateau, unlike Testmap 1/LT it's definitely got its own unique vibe in terms of how the game plays out. My experience is limited but 2 and 4 weren't quite as nice... but I may be biased because they're just not aesthetically pleasing as the others.... also I lost on them .
Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
February 05 2011 02:47 GMT
#629
God bless Blizzard for making some new maps. But they're really not very good at this. TT

I think its definitely a step in the right direction though.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
February 05 2011 03:06 GMT
#630
After looking into this, I love the test map 1 which is just a modified Lost Temple. I think they made it way better so far.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Hokay
Profile Joined May 2007
United States738 Posts
Last Edited: 2011-02-05 03:27:03
February 05 2011 03:22 GMT
#631
My first impression after playing a few is "meh". I miss the two towers and islands on LT as I thought it made the map more interesting and unique in that you have a wall protecting your side of the tower, and the island expo seemed pretty balance. I think the new LT encourages more aggressive play since there is only 1 tower now. It's like you're playing more blind and promotes even more 1 base play. Before using the 2 towers (especially when players spawn the farthest from each other) allowed players to better prepare for early aggression since you could see their unit composition and prepare by the time they get to your base. You can play a little more greedy with economy or cut corners in builds when utilizing the 2 towers (they offer more range than 1 center tower) from my experience. Wider choke on the natural is also kind of a bummer and Im also sick of these backdoor rocks that go into your main or natural expansion.

Overall it's been meh so far on the ptr. I guess that desert map is ok as it has lot of interesting terrain features (could be cool watching marines and banelings go at it) but whatevers I kind of lost faith in blizzard lol. I expected great maps like Shakuras, and some good 2 player spawn maps. Maybe something like 3 player maps as well? Instead we get 4 player maps with short rush distances that can be problematic for close spawns like metal & LT like throwing dice...

Preventing early thor & cliff on natural expo cliffs on old LT, force cross spawns and less chokes in the center is all that was needed to be done for LT imo.
fatalities
Profile Joined November 2010
United States91 Posts
February 05 2011 03:41 GMT
#632
On February 05 2011 07:10 wessie wrote:
Show nested quote +
On February 05 2011 06:48 Treemonkeys wrote:
Why is everyone calling the first map the new LT? Yeah it looks kind of similar, but it's also very different. Has it actually been confirmed that this is going to be a new LT, or are people just assuming this?


It has been announced that they gonna modify - LT, Steppes and Blistering.


Where did they announce that?
crms
Profile Joined February 2010
United States11933 Posts
February 05 2011 04:06 GMT
#633
these maps fucking suck, is blizzard listening at all? What in the flying fuck..
http://i.imgur.com/fAUOr2c.png | Fighting games are great
undyinglight
Profile Joined December 2008
United States611 Posts
February 05 2011 05:10 GMT
#634
These new maps should be in the GSL, it makes no sense for players not to be able to practice for the GSL while Laddering at the same time. New maps are all great IMHO, give them a chance guys before you rag on them.
Rise Up!
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 05 2011 05:35 GMT
#635
On February 05 2011 05:51 FryKt wrote:
Okay, time to defend myself Ribbon, since you seem very mature and deserves a proper response.


Sorry about my delayed response. I was sleeping.

First of all.

You say I mock them for being innovative, which I have not. What I say, is that you need to walk before you run. Have a few maps without all the gimmicky, and some with. Read this map interview with MorroW (http://www.teamliquid.net/forum/viewmessage.php?topic_id=184052) to see what I mean.


I feel as if Blizzard considers rocks, grass, golds, and towers to be integral parts of the game, that just need to be used correctly to bring everything together. You want them to release maps without any interesting features at all. And then....balance around these bland maps? Then you won't be able to use the interesting stuff. You're basically asking them to drop their vision for the game. That's kind of sad, actually. Figuring out how to use towers wisely is hard, so you don't want them to do it?

If you "walk before you run", and then balance the game around "walk" maps (as some have demanded), then you'll never be able to run.


Aren't you a little touchy? Depressing aspects of the human race? Chill out man, it's just a game!( that was a lie, we all know SC2 is the meaning of life.) I wrote like that because most people read longer posts with temper and feelings. Cursing, irony and anger makes it funnier and easier to read and I get to express my thoughts.


I don't even care about the swearing. It's the general anti-new-ideasness.

I'm not directly complaining about the test maps they are trying, my real problem is half a year with mediocre maps, which the majority don't like. And should the game be balanced with maps that people don't enjoy playing? It's okay with a backdoor if it's a long run. Therefore, they SHOULD have both options, small micro maps AND bigger better macro maps, the bronze silver, players can just downvote what they want. Or even have separate map pools, after master f.ex.

(Bold added)

People don't enjoy maps with interesting features because they're imbalanced.
Therefore, we should not balance them.

This is not good logic. If no one tried new things and worked to balance around them, we'd never have Starcraft. Three races with wildly different options? People don't want to play that unbalanced garbage; give us back Warcraft 2.


They have been lazy, there is no argue in that. Do you think they need praise from removing desert Oasis and Kulas ravine? Kulas ravine was everything which was bad with the world in one single map. That map still haunts me in the sleep.


Moving the goal posts.

I mixed up everyone and majority, you should figure out that. My thoughts reflected towards majority.


Then your thoughts are wrong. Team Liquid != Majority.

I agree, SC2 didn't kill sc1, they are separate games, but with 12 years of experience with BW, we know what makes good maps, and good games. Even tho sc2 is new, the fundamental is equal.

Every gimmicky things in sc2 have been tried in sc1 first, except xelnaga and grass. ( Mineral only, gas expos, rocks at expansion, backdoors, blocks, etc etc) But just the maps which worked got played on, and the most maps don't have all that. They use the cream of the cream. So learn something from 12 years of BW, sc2 shouldn't take 12 years to figure out. Maybe 8?


They did learn things. Maps are much better for Macro than anything Brood War came with. But you don't want them to learn, you want them to copy. You want them to give up on any innovation because it didn't work in a game that game out a million billion years ago.

Show nested quote +
I like how "everyone" got downgraded to "the majority". Still not true, though. Team Liquid is far from the majority of Starcraft 2 players.


Mixup, but the majority of the ones who really loves sc2 is on teamliquid(except koreans).


http://en.wikipedia.org/wiki/No_true_Scotsman

Show nested quote +
ALL THE MAPS SUCK. OKAY THIS ONE'S GOOD.


The "this one you are referring to are lost temple without cliffs, which we complained against in early beta. I agree my comment there was a little childish, but i was at work and didn't have time to analyze. In my opinion the maps are okay, but not as good as they should be. You can see that even from the map preview. To much gimmicky + again hard 3d base with delightfull rocks blocking any zerg wanting to try a risky macro game.

(Bold Added)

If you don't have time to think, you shouldn't take time to post.

Show nested quote +
ALL THE MAPS SUCK, EXCEPT THIS ONE, THIS ONE, AND SOMETIMES THIS ONE.


Yupp, I still mean all map zuckzz except Caverns, lost temple, metal cross, and SHakuras cross. So 4 maps in total and they are not great, they are just good maps. Metal and shakuras must be in cross, so that's not even a whole map.


Considering how much Blizzard is trying to reinvent the wheel, that's actually a little impressive.

I am not asking for the same as brood war, but i want the same fundamental, maybe that's just me. I have no problem with fucking around and play with gimmicks, but not that far that every map has them and it hinders what we try to accomplish. It's like when you try to make a new recipe. Yes you can mix coca cola, milk , flour and battery acid, but you know it's gonna taste like crap. You experiment slowly. That way things get much more stable and faster race balancing.

Tl.DR: battery acid.


Again, I think of grass/rocks/towers as core gameplay features in need of a proper use. Shakuras uses all three quote well, and they're not gimmicks. They're things that are new.

I see a Nayl in need of a hammer.

On February 05 2011 07:49 Nayl wrote:
Do you really think people enjoy playing on Delta/Stepps?


Steppes, at least, is a pretty popular map

On February 05 2011 08:32 Nayl wrote:Blizzard seems to design maps on what they think is fun.


Those cocksuckers.

There are positional imbalances. This would be unacceptable by most tournament organizers as it gives inherent advantage for spawning at certain location.


Exactly! You don't see Kespa making maps with positional imbalances!

Actually, what the hell are you talking about? What positional imbalances, besides Delta? That close positions are worse for Zerg? That's going to be true of every map ever, because of how Zerg work.


Now, I'm going to go actually play these maps, instead of dismissing them offhand.

Ciao!
strexer
Profile Blog Joined September 2010
United States54 Posts
February 05 2011 05:39 GMT
#636
I think sc2 is trying to make maps too complex, with rocks, gold expos, and overall funky map design. Yes having complex maps is cunning to the eye, but sc2 is so young that having these things in takes away from balancing the game. We know that rocks block quick travel distances or important areas from being accessed, but knowing their proper use is limited. So a map with just standard bases with no rocks and average distances could be a breath of fresh air in this map pool. This could help highlighting true unit base balance in the game, rather that map balance.
Psychopomp
Profile Joined April 2010
United States237 Posts
Last Edited: 2011-02-05 06:07:13
February 05 2011 06:06 GMT
#637
These new maps feel awful so far. The nats are way too wide open for 'toss to do anything but 1-base to t3. I hope you like how forcefields make or break your t1, because it's even fucking worse now.

Alternatively, fucking redesign forcefield already so toss can have decent T1 without stupid expensive upgrades.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10331 Posts
February 05 2011 06:17 GMT
#638
Rofl, Ribbon, very nice post, humorous too

Also, yes I too like to look optimistically at the situation. How many of you guys actually thought Xel'Naga Caverns, or even Shakuras Plateau, were great maps right when they came out? At least judging from threads, many people criticized Blizzard turning a 2v2 map into a 1v1 map and thought the map wouldn't work well, while XC looked ugly and weird (look how open the natural is! and wait there's a backdoor? AND WAIT there's rocks blocking the entrance to a third??? must be horrible for Zerg).

I do think the use of rocks and etc is quite an excess sometimes. Yes they have a vision and should accomplish it, but i mean, you don't need all maps (or very close) to have at least 1 instance of high yield, rocks, tower, brush, etc. right? Can't you have a couple maps that only have 1-2 or even none? That would make maps more unique and varied. (Perhaps they will in the future and are focusing on using as many of these new aspects as possible to figure stuff out.)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
29 fps
Profile Blog Joined March 2008
United States5724 Posts
February 05 2011 06:17 GMT
#639
im looking forward to better matchmaking!
4v4 is a battle of who has the better computer.
Arisen
Profile Blog Joined October 2010
United States2382 Posts
February 05 2011 06:23 GMT
#640
Am I crazy, or are allot all of these just revamps of current maps? 1st is lost temple exactly removing cliffs and islands.

4th is Meta with 2 less expos, moving the gold to the 3rd.

2nd is Blistering sand's retarted cousin
"If you're not angry, you're not paying attention"
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