• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:05
CEST 08:05
KST 15:05
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed11Weekly Cups (July 7-13): Classic continues to roll4Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Esports World Cup 2025 - Brackets Revealed Who will win EWC 2025? RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings Weekly Cups (July 7-13): Classic continues to roll
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Starcraft in widescreen A cwal.gg Extension - Easily keep track of anyone
Tourneys
[Megathread] Daily Proleagues Cosmonarchy Pro Showmatches CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025! Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 685 users

Patch 1.2.1 on PTR

Forum Index > Community News and Headlines
797 CommentsPost a Reply
Normal
Deltablazy
Profile Joined November 2010
Canada580 Posts
Last Edited: 2011-02-07 00:34:48
February 04 2011 04:23 GMT
#1
Well a new patch is available on the PTR.

Mod edit:
These maps are viewable in high-resolution here thanks to xorpwnz efforts:
http://www.sc2builds.com/resources/map-browser.aspx (requires Silverlight)

+ Show Spoiler [Patch notes] +
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:

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
Facebook Twitter Reddit
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
February 04 2011 04:24 GMT
#2
I want to see those maps. Now.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
imareaver3
Profile Joined June 2010
United States906 Posts
February 04 2011 04:25 GMT
#3
Any news on what the new ladder maps will look like? It downloads so slowly...
Cobbbler
Profile Joined July 2010
United States60 Posts
February 04 2011 04:25 GMT
#4
It's nice to see another patch on the PTR.
Although, things like the creep killing flowers fix should just be implemented asap, and not put on the PTR.
Nage
Profile Joined January 2011
Brazil50 Posts
February 04 2011 04:25 GMT
#5
New ladder maps? Really hope they are the new gstl ones...
Deltablazy
Profile Joined November 2010
Canada580 Posts
February 04 2011 04:25 GMT
#6
Yea I'm downloading the patch at the moment. I'll update with the new maps asap.
Marl
Profile Joined January 2010
United States692 Posts
February 04 2011 04:25 GMT
#7
Neat, but does Blizzard honestly think anyone will play the PTR to test those changes...?
Kyhol
Profile Blog Joined October 2008
Canada2574 Posts
Last Edited: 2011-02-04 04:27:56
February 04 2011 04:26 GMT
#8
WHatttttttttttttttttt New maps??
This must be a troll :DDDD

Time to hop on my broom and fly straight to the mo'fuckin' practice fucka

Edit: actually I won't go check it out, I'll wait for the OP to update with the map previews.
The last time I downloaded the patch to the PTS my EU account didn't work for a week, or at least til i fixed it
Wishing you well.
teamsolid
Profile Joined October 2007
Canada3668 Posts
February 04 2011 04:26 GMT
#9
Must see new maps
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
February 04 2011 04:27 GMT
#10
Oo new maps! Im super excited!!!!!
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 04 2011 04:27 GMT
#11
Someone post the new maps when they can!
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
February 04 2011 04:27 GMT
#12
Source: http://us.battle.net/sc2/en/blog/2166875#blog
WeMade FOX would be a deadly SC2 team.
tok
Profile Joined April 2010
United States691 Posts
February 04 2011 04:28 GMT
#13
I wonder if these map changes will incorporate a ladder reset.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
February 04 2011 04:28 GMT
#14
can anyone post pictures of the new maps?
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
February 04 2011 04:28 GMT
#15
I wonder where they're getting the new maps from... it'll be interesting to see if any of the community or GSL ones will be in there.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
February 04 2011 04:28 GMT
#16
Please be the GSL maps... I really don't want to have seperate map pools. =(
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
holy_war
Profile Blog Joined July 2007
United States3590 Posts
February 04 2011 04:29 GMT
#17
Yaa new maps! Hopefully they will be decent.
Artisan
Profile Joined February 2010
United States336 Posts
February 04 2011 04:30 GMT
#18
crossing fingers for the gsl maps.
Basileus
Profile Joined October 2010
United States103 Posts
February 04 2011 04:30 GMT
#19
Need pictures >.<
Deadlyhazard
Profile Joined May 2010
United States1177 Posts
February 04 2011 04:31 GMT
#20
GSL maps please

If not...I don't know if I can trust Blizzard's level designers for MP lol
Hark!
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
February 04 2011 04:31 GMT
#21
So sad we EU guys don't get PTR. Please post pics of the new maps!
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
doomed
Profile Joined May 2010
Australia420 Posts
February 04 2011 04:31 GMT
#22
wooo !! that is super exciting !! can't wait to test when I get home (if its up)
Diamond
Profile Blog Joined May 2009
United States10796 Posts
February 04 2011 04:32 GMT
#23
Very interested to see the new maps...
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
GiygaS
Profile Blog Joined September 2010
Canada1043 Posts
February 04 2011 04:32 GMT
#24
Im downloading now... 3 minutes! :D
AKA gigyas, gigas, giygas khan, giyga khan, giyga...
Mazar
Profile Blog Joined May 2008
United States135 Posts
February 04 2011 04:32 GMT
#25
Is anyone else's patch downloading extremely slow..?
Peanut Butter
Deltablazy
Profile Joined November 2010
Canada580 Posts
February 04 2011 04:33 GMT
#26
Done patching, gonna check maps
keyStorm
Profile Joined August 2010
Canada316 Posts
February 04 2011 04:33 GMT
#27
mine is super fast
m4hleon
Profile Joined May 2010
United States14 Posts
February 04 2011 04:33 GMT
#28
Patch is over 100MB but moving pretty fast
Glaxx
Profile Blog Joined December 2010
Germany31 Posts
February 04 2011 04:34 GMT
#29
I'm so excited :>.

But: No PTR in EU . I can't see it on myself. Could someone post pictures of the new maps?
“Sir, we're surrounded!” --> “Excellent. We can attack in any direction!”
imareaver3
Profile Joined June 2010
United States906 Posts
Last Edited: 2011-02-04 04:36:23
February 04 2011 04:34 GMT
#30
Completely new pool. Okay, map one is a rebalanced LT clone with a weird setup and now cliff/islands. Still has super close positions

EDIT: Close-position rush distance (Ramp-to-ramp) is 15 seconds real time by SCV. I think that's shorter than even the current LT.
Karthane
Profile Joined June 2010
United States1183 Posts
February 04 2011 04:34 GMT
#31
Just finished downloading. 5 new maps, all look pretty big and are 4 player. Not as big as the GSL maps though
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 04 2011 04:35 GMT
#32
Awesome so we're going to have split map pools.
Gj.
Administrator~ Spirit will set you free ~
Gentso
Profile Joined July 2010
United States2218 Posts
Last Edited: 2011-02-04 04:36:15
February 04 2011 04:35 GMT
#33
I'm looking at the maps. They changed Lost Temple, no more cliffs.. the new maps are definitely geared for macro games. I think one of them is an existed map called new anitos or something like that.

edit: It's an edited version of new anitoch.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
February 04 2011 04:35 GMT
#34
The maps look pretty cool. One looks like a modified LT, others look kinda like 2v2 maps.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
February 04 2011 04:36 GMT
#35
On February 04 2011 13:33 Deltablazy wrote:
Done patching, gonna check maps

I am more excited now than I was for christmas :D
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
February 04 2011 04:36 GMT
#36
On February 04 2011 13:35 Gentso wrote:
I'm looking at the maps. They changed Lost Temple, no more cliffs.. the new maps are definitely geared for macro games. I think one of them is an existed map called new anitos or something like that.

New Antioch?
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Karthane
Profile Joined June 2010
United States1183 Posts
February 04 2011 04:36 GMT
#37
These maps definetely seem like a step in the right direction
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
Last Edited: 2011-02-04 04:38:11
February 04 2011 04:36 GMT
#38
Oh my god guys sounds like PYTHON~~
Nvm, still looks pretty cool though.
WeMade FOX would be a deadly SC2 team.
Cobbbler
Profile Joined July 2010
United States60 Posts
Last Edited: 2011-02-05 00:40:08
February 04 2011 04:36 GMT
#39
Here are the previews of the 1v1s in ladder.

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
RifleCow
Profile Joined February 2008
Canada637 Posts
Last Edited: 2011-02-04 04:37:46
February 04 2011 04:37 GMT
#40
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.
hohoho
holy_war
Profile Blog Joined July 2007
United States3590 Posts
February 04 2011 04:38 GMT
#41
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.
Al Bundy
Profile Joined April 2010
7257 Posts
February 04 2011 04:38 GMT
#42
Thank you very much for sharing the preview.
o choro é livre
Deltablazy
Profile Joined November 2010
Canada580 Posts
February 04 2011 04:38 GMT
#43
lawl, beat me by a few seconds. I'll update the OP with the 1v1 and 2v2 maps
m4hleon
Profile Joined May 2010
United States14 Posts
February 04 2011 04:38 GMT
#44
so no more cliffs in LT and the islands are connected.... interesting
Artisan
Profile Joined February 2010
United States336 Posts
February 04 2011 04:39 GMT
#45
At least ladder won't be stagnant like warcraft3 and if these maps are good maybe they will be used for the gsl?
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 04 2011 04:39 GMT
#46
I like 2 of the new 5 maps. I think the GSTL ones are a little too big, but these are too cramped it seems. I'd have to play on them first of course.
GTR
Profile Blog Joined September 2004
51439 Posts
February 04 2011 04:39 GMT
#47
too many rocks.
also thank you blizzard for further alienating the community and yourselves.
Commentator
KevinIX
Profile Joined October 2009
United States2472 Posts
February 04 2011 04:39 GMT
#48
Hopefully the GSL will use these maps, if they end up being good.
Liquid FIGHTING!!!
[SNIPECLAN]_BoNJoVi_
Profile Joined February 2011
Canada4 Posts
February 04 2011 04:40 GMT
#49
this is amazing, finally new maps. maybe this game will be able to compete with BW
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 04 2011 04:40 GMT
#50
On February 04 2011 13:38 holy_war wrote:
Show nested quote +
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems
Administrator~ Spirit will set you free ~
Alou
Profile Blog Joined March 2010
United States3748 Posts
February 04 2011 04:40 GMT
#51
I'll give these new maps a shot :/
Life is Good.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-02-04 04:42:33
February 04 2011 04:40 GMT
#52
I got this when I logged on. I can log onto SCII-1 and it selects my old PTR acct. When I select SCII-2 it is a totally different account...

[image loading]
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Logarythm
Profile Joined November 2010
United States264 Posts
February 04 2011 04:41 GMT
#53
Some of the maps look a little close in certain spawns.

But maybe they'll be like Shakuras! Hurray for pseudo three player maps!
Making bad decisions.
cody1024d
Profile Blog Joined August 2010
107 Posts
February 04 2011 04:41 GMT
#54
While the rocks add interesting dimensions to the game, I feel they may be ab it overdone in these maps. You don't want them to be too pivotal, in that it takes away from the symmetry, mechanics of the foundations of Starcraft.
No point in half-assing it.
Baby_Seal
Profile Joined August 2010
United States360 Posts
February 04 2011 04:41 GMT
#55
The first one looks like Lost Temple 2.0
Jibba
Profile Blog Joined October 2007
United States22883 Posts
February 04 2011 04:41 GMT
#56
Jesus, those rush distances...
ModeratorNow I'm distant, dark in this anthrobeat
rift
Profile Blog Joined September 2007
1819 Posts
February 04 2011 04:41 GMT
#57
The GSL will definitely use at least some of these, as will other tournaments, simply because they are on the ladder. Hopefully GSTL maps stay in as well.
mel_ee
Profile Blog Joined August 2003
2448 Posts
February 04 2011 04:41 GMT
#58
On February 04 2011 13:40 Plexa wrote:
Show nested quote +
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


ya.. the way players practice will def'ntly change. sucks cuz the GSL maps are fun to play on..
Behold the bold soldier, control the globe slowly proceeds to blow swingin swords like Shinobi
Adebisi
Profile Blog Joined June 2010
Canada1637 Posts
February 04 2011 04:42 GMT
#59
On February 04 2011 13:40 Plexa wrote:
Show nested quote +
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems

Has GOM said 100% sure they'll be using the new maps on an ongoing basis after the GSTL?
Kyhol
Profile Blog Joined October 2008
Canada2574 Posts
February 04 2011 04:42 GMT
#60
I really like these maps. It would be cool if they were GSL maps, but come on.. Who really gives a fuck! We are getting new maps, beggars can't be bastards... As the saying goes.
Wishing you well.
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
February 04 2011 04:42 GMT
#61
Loving the new maps, judging from the pictures.. but I'm sure they aren't all butterflies and rainbows either, there are bound to be a few imbalances.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
DarkRise
Profile Joined November 2010
1644 Posts
February 04 2011 04:42 GMT
#62
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


They won't since they aren't blizzard's lol
Headshot
Profile Blog Joined May 2010
United States1656 Posts
February 04 2011 04:42 GMT
#63
ffs blizzard. :/
-
Gentso
Profile Joined July 2010
United States2218 Posts
February 04 2011 04:43 GMT
#64
On February 04 2011 13:41 Jibba wrote:
Jesus, those rush distances...


Yeah some of them seem really short. :|
sickoota
Profile Blog Joined April 2010
Canada918 Posts
February 04 2011 04:43 GMT
#65
Still chock full of useless rocks...
I could spend a while with that smile
Ursadon-n-Pals
Profile Blog Joined November 2009
United States928 Posts
February 04 2011 04:43 GMT
#66
On February 04 2011 13:40 iCCup.Diamond wrote:
I got this when I logged on. I can log onto SCII-1 and it selects my old PTR acct. When I select SCII-2 it is a totally different account...

Editing


Yeah, I got this too. I hope it is an option for a second account/smurf and not just something they are using in the PTR. It keeps all real id friends but not other character code added friends.
Nothing worth having comes easy.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
February 04 2011 04:43 GMT
#67
Two different map pools is the first step to an sc2 iccup style ladder i
Like in bw which I don't think blizzard wants.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 04:43 GMT
#68
I remember Testmap5 from Blizzcon'08 lol.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
February 04 2011 04:43 GMT
#69
YESSSSS
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
February 04 2011 04:43 GMT
#70
bliz seems to like very open naturals and ramps a mile away will be interesting to see what comes out of this tho...
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
February 04 2011 04:43 GMT
#71
oh my god!! those new test maps look so good!! i'm so excited !! zomg !!! Blizzard <3

THankyoU!!!
AKA: TelecoM[WHITE] Protoss fighting
Diamond
Profile Blog Joined May 2009
United States10796 Posts
February 04 2011 04:43 GMT
#72
On February 04 2011 13:43 BLinD-RawR wrote:
I remember Testmap5 from Blizzcon'08 lol.


Are you serious? lol,....
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
imareaver3
Profile Joined June 2010
United States906 Posts
February 04 2011 04:44 GMT
#73
Weird trend towards medium rush distances that become super-short when the rocks go down. Map 5 has literally a 3 second rush-distance main to main after the rocks go down. We'll need to play it first, of course, but I can see massive problems like that. Namely, Protoss can 2-base turtle to a deathball, then walk into the Z's main, win the engagement, and then kill all the main, natural, and tech before the Z can remax. Hopefully, that spawn was disabled.
Comma20
Profile Blog Joined October 2010
Australia138 Posts
Last Edited: 2011-02-04 04:45:02
February 04 2011 04:44 GMT
#74
"OMG BLIZZARD MAPS SUCK"

...

Map 5 is effectively iCCup Python...
RifleCow
Profile Joined February 2008
Canada637 Posts
February 04 2011 04:44 GMT
#75
Blizzard had the solution put right in front of them. Everyone agrees the biggest problem in SC2 right now is maps and if Blizzard added the community's competitive maps with a thumbs up choice instead of thumbs down then the game would be infintely better than its current state.
hohoho
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
February 04 2011 04:44 GMT
#76
they look.... disappointing.
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
Glaxx
Profile Blog Joined December 2010
Germany31 Posts
February 04 2011 04:44 GMT
#77
Yey, these change on LT sounds good to me. I liked this map in general, but i hate(d) the cliffdrops and the close position.
“Sir, we're surrounded!” --> “Excellent. We can attack in any direction!”
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
February 04 2011 04:44 GMT
#78
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.

seriously blizzard has a creepy ass love affair with putting as many fucking rocks on maps as they possibly can.

the only way some of these maps can be good as i see it is if they had the shakuras thing where you cant spawn close positions
Al Bundy
Profile Joined April 2010
7257 Posts
February 04 2011 04:44 GMT
#79
Anybody knows if some of these maps have fixed / forced spawn position, like Shakuras?
o choro é livre
sqrt
Profile Blog Joined August 2010
1210 Posts
February 04 2011 04:44 GMT
#80
Is it just me or does TestMap1 looks like Lost Temple without the cliffs?
Map 2 and 5 look awesome though.
If cross-positions Map 4 may be good.

Overall nice maps, can't wait for the change.
@
[SNIPECLAN]_BoNJoVi_
Profile Joined February 2011
Canada4 Posts
February 04 2011 04:45 GMT
#81
this game will never compete with BW if maps stay like this
BrahCJ
Profile Joined January 2011
Australia659 Posts
February 04 2011 04:45 GMT
#82
On February 04 2011 13:40 Plexa wrote:
Show nested quote +
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't know....
Ladder isn't GSL. I don't feel that blizzard should alter the foundations of the game due to an aftermarket tourney,
however, in saying that. I would enjoy the GSL more if I knew the maps on a personal level. I don't feel it has to be uniform for the sake of the GSL, more so for the sake of the fans. Whether the GSL only use ladder pool maps, or, ladder pool maps include those used in GSL. Either way, really.

For what its worth - I like the look of the new maps. Fairly easy to defend naturals. In a couple, the thirds look pretty hard to hold without map control, due to close proximities... Am itching to play!
Play the games!
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
Last Edited: 2011-02-04 04:50:35
February 04 2011 04:45 GMT
#83
Has anyone taken a look at these maps? Am I the only one who's seeing no third base on the fourth map except for one blocked by rocks?

Some of those maps don't have a reasonable third.

I don't understand why they would do this. Releasing their own maps at this junction is an iffy choice. Releasing their own maps that don't obviously fix the problem with the current maps is a complete blunder, and that's being polite.
raf3776
Profile Blog Joined August 2010
United States1904 Posts
February 04 2011 04:46 GMT
#84
It kinda looks like they took 2v2 maps, made em a bit smaller and called them 1v1
WWJD (What Would Jaedong Do)
DarkRise
Profile Joined November 2010
1644 Posts
February 04 2011 04:46 GMT
#85
no balance notes yet?
Artisan
Profile Joined February 2010
United States336 Posts
February 04 2011 04:46 GMT
#86
While these are not the gsl maps the ones I have loaded so far look pretty awesome much better then their first batch of maps
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
February 04 2011 04:46 GMT
#87
On February 04 2011 13:45 BrahCJ wrote:
Show nested quote +
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't know....
Ladder isn't GSL. I don't feel that blizzard should alter the foundations of the game due to an aftermarket tourney,
however, in saying that. I would enjoy the GSL more if I knew the maps on a personal level. I don't feel it has to be uniform for the sake of the GSL, more so for the sake of the fans. Whether the GSL only use ladder pool maps, or, ladder pool maps include those used in GSL. Either way, really.

For what its worth - I like the look of the new maps. Fairly easy to defend naturals. In a couple, the thirds look pretty hard to hold without map control, due to close proximities... Am itching to play!


The game should revolve around the biggest goddamn tourney in the game.

At first glance, I only "like" one of these maps, but they all look short and stupid with so many rocks.
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
Last Edited: 2011-02-04 04:53:09
February 04 2011 04:46 GMT
#88
On February 04 2011 13:43 iCCup.Diamond wrote:
Show nested quote +
On February 04 2011 13:43 BLinD-RawR wrote:
I remember Testmap5 from Blizzcon'08 lol.


Are you serious? lol,....


yeah its really reminds me of it,YellOw vs Sonkie comes to mind.
&#91;image loading&#93;

see the minimap.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
wOOt
Profile Joined September 2010
Australia121 Posts
February 04 2011 04:46 GMT
#89
With PTR do you have to create a new account everytime?
"Don't gg to fags" - Destiny
dafnay
Profile Joined May 2010
Angola375 Posts
February 04 2011 04:47 GMT
#90
cool maps but what about ladder reset? Blizzard said it will happen it new patch ;(
NikNak
Profile Joined April 2010
United States28 Posts
February 04 2011 04:47 GMT
#91
Blizzard has to address the rush distance...

Definition of Insanity = "Continuing to do the same thing expecting a different result."

Those GSL maps looked much better.
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
February 04 2011 04:48 GMT
#92
On February 04 2011 13:43 Gentso wrote:
Show nested quote +
On February 04 2011 13:41 Jibba wrote:
Jesus, those rush distances...


Yeah some of them seem really short. :|

It really seems like the map designers haven't experienced close position on meta/lost temple first hand.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Snoogle
Profile Joined April 2010
Canada71 Posts
February 04 2011 04:48 GMT
#93
Yeah honestly i wish we followed the map pool GSL followed, or at least converged on a set map pool...
~the munch~
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
February 04 2011 04:48 GMT
#94
Whoo hoo, finally blizzard is taking affirmative action with the map pool
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
Mutarisk
Profile Joined July 2010
United States153 Posts
February 04 2011 04:49 GMT
#95
We need to find out if close position spawns are possible on all these maps ASAP!
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
February 04 2011 04:49 GMT
#96
I don't know...these maps actually all look the same based on the preview with minor variations and tilesets...I'll give it a spin but I wish they looked a bit more varied.
the farm ends here
loving it
Profile Joined May 2010
Canada271 Posts
February 04 2011 04:49 GMT
#97
Ya... Test map1 is just a more open lost temple? .... where's the inspiration in that? :l
I hope the community can one day take part in putting maps in the map pool some day. But I guess it's easier for blizzard's part if they control the map pool.
Stay gold.
sqrt
Profile Blog Joined August 2010
1210 Posts
February 04 2011 04:49 GMT
#98
On February 04 2011 13:48 Telcontar wrote:
Show nested quote +
On February 04 2011 13:43 Gentso wrote:
On February 04 2011 13:41 Jibba wrote:
Jesus, those rush distances...


Yeah some of them seem really short. :|

It really seems like the map designers haven't experienced close position on meta/lost temple first hand.


They may just make it fixed spawn positions and remove close positions as an option.
@
Ratel
Profile Joined July 2010
Canada184 Posts
February 04 2011 04:49 GMT
#99
the last map is terrible i played it before, its like playing steps of war on steroids
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 04 2011 04:49 GMT
#100
On February 04 2011 13:45 BrahCJ wrote:
Show nested quote +
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't know....
Ladder isn't GSL. I don't feel that blizzard should alter the foundations of the game due to an aftermarket tourney,
however, in saying that. I would enjoy the GSL more if I knew the maps on a personal level. I don't feel it has to be uniform for the sake of the GSL, more so for the sake of the fans. Whether the GSL only use ladder pool maps, or, ladder pool maps include those used in GSL. Either way, really.
Well when you consider that performing well on the ladder is a criteria for being selected into the Code A qualifiers then it should be very obvious why a unified map pool is better than a split map pool.
Administrator~ Spirit will set you free ~
Highways
Profile Joined July 2005
Australia6103 Posts
February 04 2011 04:50 GMT
#101
Must admit that the new GSL maps look much better.
#1 Terran hater
synapse
Profile Blog Joined January 2009
China13814 Posts
February 04 2011 04:50 GMT
#102
I'm liking the first map. Big open space, no gay thor drop cliff, yay!
:)
Artisan
Profile Joined February 2010
United States336 Posts
Last Edited: 2011-02-04 04:53:43
February 04 2011 04:50 GMT
#103
Really like Maps 1,2,3 TestMap 4 sucks =( and TestMap 5 has to many rocks plus spawning close positions have backdoor rocks to each others mains
BrahCJ
Profile Joined January 2011
Australia659 Posts
February 04 2011 04:51 GMT
#104
On February 04 2011 13:46 Megaliskuu wrote:
Show nested quote +
On February 04 2011 13:45 BrahCJ wrote:
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't know....
Ladder isn't GSL. I don't feel that blizzard should alter the foundations of the game due to an aftermarket tourney,
however, in saying that. I would enjoy the GSL more if I knew the maps on a personal level. I don't feel it has to be uniform for the sake of the GSL, more so for the sake of the fans. Whether the GSL only use ladder pool maps, or, ladder pool maps include those used in GSL. Either way, really.

For what its worth - I like the look of the new maps. Fairly easy to defend naturals. In a couple, the thirds look pretty hard to hold without map control, due to close proximities... Am itching to play!


The game should revolve around the biggest goddamn tourney in the game.

At first glance, I only "like" one of these maps, but they all look short and stupid with so many rocks.


I disagree.
If I were to use my corperate partnership to come up with $80k, to throw a tourney where the map-pool consisted of Fastest Map Possible variations, should all maps be made fastest map possible? With 80k on the table, the elite players WILL compete. This doesn't mean that fastest maps possible are the way the game should go
Play the games!
Serpico
Profile Joined May 2010
4285 Posts
February 04 2011 04:51 GMT
#105
I think they want marine scv all ins to become a staple of any game with close positions and a terran involved.
Arkless
Profile Joined April 2010
Canada1547 Posts
February 04 2011 04:51 GMT
#106
I am really hoping they don't implement all of these maps. I like a range of size from small to big. Just because you want to macro all the time, doesn't mean the game was intended to be an hour long snooze fest every game. I like the short maps like SOW that force u to play in multiple engagments, instead of one big one and then steamroll ur opponent. I think the level of QQ for every map to big is only from lower level players who aren't scouting properly.
http://www.mixcloud.com/Arkless/ http://www.soundcloud.com/Arkless
Onlinejaguar
Profile Joined April 2010
Australia2823 Posts
February 04 2011 04:51 GMT
#107
These new maps look pretty uninspired. They all look basically the same, small chokes to the main and bigger chokes to the natural all with hard to take 3rd's............
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
February 04 2011 04:52 GMT
#108
Is it just me or does testmap #2 look a lot like circuit breaker from BW? It looks like they just took out 2 expansions and added random water.
Descolada in everything not TL/Starcraft
-orb-
Profile Blog Joined September 2007
United States5770 Posts
February 04 2011 04:53 GMT
#109
So no balance changes as of yet?

Hrm

I hope they at least have some ideas in mind that they're just not ready to implement in the PTR just yet for whatever reason.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
February 04 2011 04:53 GMT
#110
On February 04 2011 13:51 Onlinejaguar wrote:
These new maps look pretty uninspired. They all look basically the same, small chokes to the main and bigger chokes to the natural all with hard to take 3rd's............


Agreed. Its more of the same.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
February 04 2011 04:53 GMT
#111
Map one LT changed up no islands now?
Map 2 i don't like the natural and kinda goes with map 1, 2 rocks to deal with + a ramp. Will make allins specially from toss very strong. Will make fe'ing with toss very hard as well vs zerg. Same thing but to a lesser extent on map 1.

I really dislike all the open naturals as well.
gsl maps please too
Hwaseung Oz fan for life. Swing out, always swing out.
hellsan631
Profile Blog Joined March 2010
United States695 Posts
February 04 2011 04:53 GMT
#112
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.
GTR
Profile Blog Joined September 2004
51439 Posts
February 04 2011 04:53 GMT
#113
On February 04 2011 13:43 iCCup.Diamond wrote:
Show nested quote +
On February 04 2011 13:43 BLinD-RawR wrote:
I remember Testmap5 from Blizzcon'08 lol.


Are you serious? lol,....


watch yellow vs sonkie game 1
Commentator
Gorguts
Profile Joined July 2010
Canada254 Posts
February 04 2011 04:53 GMT
#114
Too many goddamn destructible rocks.



I dont get why they dont make another map without rocks. Everyone likes metalopolis right? well, atleast when its non close positions..
[Eternal]Phoenix
Profile Joined December 2010
United States333 Posts
February 04 2011 04:53 GMT
#115
Maps are awful, too many backdoor short pushes, not enough bases, too small, not nearly enough options for attack and expansion patterns.

GSL maps are way better.

Yah, I know I'm "jumping to conclusions" but fuck it I don't need to play on maps to do basic analysis. There aren't even really any new techniques employed on these maps. I'll play em, and maybe one will bypass my pessimism.
'environmental legislation is like cutting scvs to stop an imaginary allin that is never going to come, while your opponent ecos and expands continually'
TekKpriest
Profile Joined March 2010
308 Posts
February 04 2011 04:54 GMT
#116
As a Zerg player i find the new Lost Temple very very interesting. I have a few ideas i want to try out, but it seems its a good map.

But those images are small, so i cant say anything yet about all maps.
A Man chooses, a slave obeys
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 04:54 GMT
#117
On February 04 2011 13:53 GTR wrote:
Show nested quote +
On February 04 2011 13:43 iCCup.Diamond wrote:
On February 04 2011 13:43 BLinD-RawR wrote:
I remember Testmap5 from Blizzcon'08 lol.


Are you serious? lol,....


watch yellow vs sonkie game 1


Game 2,image was uploaded,of course some changes were made to make the map worse.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
knyttym
Profile Blog Joined December 2006
United States5797 Posts
February 04 2011 04:54 GMT
#118
What are these things.. Test map 3 has steppes of war like rush distances and then a fucked up natural setup. How is that good T.T
I'll hold off full judgment though since I didn't like xelnaga caverns the first time I saw it
GTR
Profile Blog Joined September 2004
51439 Posts
Last Edited: 2011-02-04 04:57:00
February 04 2011 04:55 GMT
#119
On February 04 2011 13:53 hellsan631 wrote:
Show nested quote +
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.


there were destructible stuff in bw maps, but they weren't for blocking expansions, they were used well, like blocking secondary paths and allowing the user an optional building (that can be later destroyed) to narrow the size of their choke. i can't name a bw map that plopped a large, destructible building on top of an expansion.
Commentator
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
February 04 2011 04:56 GMT
#120
On February 04 2011 13:51 Arkless wrote:
I am really hoping they don't implement all of these maps. I like a range of size from small to big. Just because you want to macro all the time, doesn't mean the game was intended to be an hour long snooze fest every game. I like the short maps like SOW that force u to play in multiple engagments, instead of one big one and then steamroll ur opponent. I think the level of QQ for every map to big is only from lower level players who aren't scouting properly.

Actually, larger maps are more condusive to multiple engagements than small maps, because on small maps it's nearly impossible to come back from losing your army, since you don't have time to remake one.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Fasterfood
Profile Joined October 2010
Canada166 Posts
February 04 2011 04:56 GMT
#121
The only thing I can say to put this in an optimistic light is this:

If Blizzard is giving us access to these maps now, they've probably been working on them for a while. These maps were likely developed before the GSTL maps were announced and Blizzard wants us to see them.

Also, the new GSTL maps haven't been tested much yet, so they probably shouldn't be on the ladder. If they turn out to be well received, then sure add them to the ladder. But for now I think the maps need more testing.
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
February 04 2011 04:56 GMT
#122
On February 04 2011 13:43 BLinD-RawR wrote:
I remember Testmap5 from Blizzcon'08 lol.


Testmap1 looks like the map we played at Blizzcon'07 (I think it was in the map pool in 08/09 as well). I just remember thinking it was the new Lost Temple, but then the beta came out and there was an actual Lost Temple. I wonder which map was made for SC2 first.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
February 04 2011 04:56 GMT
#123
On February 04 2011 13:55 GTR wrote:
Show nested quote +
On February 04 2011 13:53 hellsan631 wrote:
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.


there were destructible stuff in bw maps, but they weren't for blocking expansions, they were used well, like blocking secondary paths and allowing the user an optional building (that can be later destroyed) to narrow the size of their choke.


And then there is neo arkanoid, which is so silly!
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
Deltablazy
Profile Joined November 2010
Canada580 Posts
February 04 2011 04:57 GMT
#124
Do note that blizzard says it's only a sneak peak of the maps, so by giving feedback you can decide if such map should see the day.
Mutarisk
Profile Joined July 2010
United States153 Posts
Last Edited: 2011-02-04 04:57:33
February 04 2011 04:57 GMT
#125
Close position spawns are still possible on the New LT. Starting test on other maps.
aike
Profile Blog Joined July 2010
United States1629 Posts
February 04 2011 04:57 GMT
#126
On February 04 2011 13:55 GTR wrote:
Show nested quote +
On February 04 2011 13:53 hellsan631 wrote:
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.


there were destructible stuff in bw maps, but they weren't for blocking expansions, they were used well, like blocking secondary paths and allowing the user an optional building (that can be later destroyed) to narrow the size of their choke.


Not completely true, Kespa maps had blocked expos all the time. Most common map ever... Python... lol. Also Grand Line, I'm sure there's more but those are the 2 coming to mind where they blocked expos.
Wahaha
grandkai
Profile Joined January 2011
Canada71 Posts
February 04 2011 04:57 GMT
#127
hope the maps are well made!
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
February 04 2011 04:57 GMT
#128
Ill be honest. These maps look fucking terrible for zerg
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 04 2011 04:58 GMT
#129
these aren't ladder maps. Blizzard isn't that stupid.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Mindcrime
Profile Joined July 2004
United States6899 Posts
February 04 2011 04:59 GMT
#130
On February 04 2011 13:57 aike wrote:
Show nested quote +
On February 04 2011 13:55 GTR wrote:
On February 04 2011 13:53 hellsan631 wrote:
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.


there were destructible stuff in bw maps, but they weren't for blocking expansions, they were used well, like blocking secondary paths and allowing the user an optional building (that can be later destroyed) to narrow the size of their choke.


Not completely true, Kespa maps had blocked expos all the time. Most common map ever... Python... lol. Also Grand Line, I'm sure there's more but those are the 2 coming to mind where they blocked expos.


minerals aren't destroyed; they're mined

:/
That wasn't any act of God. That was an act of pure human fuckery.
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 04 2011 04:59 GMT
#131
On February 04 2011 13:51 Onlinejaguar wrote:
These new maps look pretty uninspired. They all look basically the same, small chokes to the main and bigger chokes to the natural all with hard to take 3rd's............

look at test map 2. easy to take third as its guarded and the entrance is facing your base.
On February 04 2011 13:43 iCCup.Diamond wrote:
Show nested quote +
On February 04 2011 13:43 BLinD-RawR wrote:
I remember Testmap5 from Blizzcon'08 lol.


Are you serious? lol,....

says the guy who promotes the same maps that are 5+ years old. mmk.
On February 04 2011 13:51 Onlinejaguar wrote:
These new maps look pretty uninspired. They all look basically the same, small chokes to the main and bigger chokes to the natural all with hard to take 3rd's............

just because they are 4 player maps and have roughly the same starting locations != same layouts. they are all varied when you actually look at em.
Al Bundy
Profile Joined April 2010
7257 Posts
February 04 2011 05:00 GMT
#132
It seems that Blizzard is not very comfortable with big maps featuring lots of expansions. Not going to speculate but they seem to have a very specific goal regarding ladder experience.
o choro é livre
Karthane
Profile Joined June 2010
United States1183 Posts
February 04 2011 05:00 GMT
#133
Well once i've taken a closer look i can see that these maps are an improvement from the current ladder pool, but only slightly.

The new LT is definetely an improvement, i dont think anyone can complain. The maps in general are much larger but with that blizzard made some mistakes

The naturals are really far away from the chokes, and also on some of the maps it seems like a third is really hard to take. One of the main things i really like about the GSL maps is that on most of them the third is relatively easy to take. But on some of these blizzard maps your third is completely out of the way.

Meh.
kvn4444
Profile Joined September 2010
1510 Posts
February 04 2011 05:00 GMT
#134
Nice all 4 player spawn maps. They all look pretty decent at first glance. Seems like a small patch so hopefully this comes out real soon.
Gentso
Profile Joined July 2010
United States2218 Posts
February 04 2011 05:00 GMT
#135
On February 04 2011 13:58 iGrok wrote:
these aren't ladder maps. Blizzard isn't that stupid.


Of course they are potential ladder maps, why else would they be on PTR labelled as test maps?
Slivered Skin
Profile Joined September 2010
Canada347 Posts
February 04 2011 05:01 GMT
#136
I'm slightly disappointed that Blizzard didn't bring in the custom maps the GSL is using, but at least it seems like they're trying.

Testmap1: It looks like they're tried to tune down Terran superiority by making the islands accessible by ground and removing the cliffs...although close distance still appears to be fairly brutal. The middle looks quite empty and large, though. Probably good for Terran on close, good for Zerg on cross, bad for Protoss in most situations.

Testmap2: Geared towards midgame timing pushes. The rocks in between close positions should prevent most early Terran tomfoolery, but there just aren't enough viable expansions for the late game.

Testmap 3: I'm really unsure about this map. It looks fantastic for tanks and force-fields, with PFs at the gold being able to give you so much map control. I don't like it. The potential dynamic of it almost reminds me of Jungle Basin.

Testmap4: I hate it, to be frank. It looks like they want people to build their simcity outside the main, and the chokes on close positions look brutal. It also looks *tiny*. Maybe it'll be like Shakuras where certain spawn locations are blocked, but still...and the number of expansions is crazy-small. Ick. Lots of one-base cheese and two-base timing pushes inbound.

Testmap5: Reminds me of a shittier remake of Shakuras or something. Expanding is a hassle no matter where you spawn, and if they allow close spawning, we'll have to deal with even more of that backdoor rocks BS except with closer distances. Joy.

I guess the only one that I really, well, don't dislike is the remake of LT. And it's still horrible. I wonder which maps they'll remove to move these maps in. I'll have to start thinking about my new downvotes.
Those most oft mated find love’s motive in a word: inebriated - Get well Violet!! And sC!! T_T
Mohdoo
Profile Joined August 2007
United States15665 Posts
February 04 2011 05:02 GMT
#137
Has everyone gotten so excited about the new maps that they didn't notice how they changed LT? WHOA, huge changes. Goodbye, tank nonsense! bwhahahahaha!!!
Benjilol
Profile Joined October 2010
Australia244 Posts
February 04 2011 05:02 GMT
#138
At least they're better than Steppes/DQ/Basin etc.

Gotta think positive!
| Manager of Xeria Gaming | www.xeriagaming.com |
Diamond
Profile Blog Joined May 2009
United States10796 Posts
February 04 2011 05:02 GMT
#139
On February 04 2011 13:59 WniO wrote:
says the guy who promotes the same maps that are 5+ years old. mmk.


What? 0.o
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Caelixx
Profile Joined September 2010
United States283 Posts
February 04 2011 05:02 GMT
#140
The last one looks like they took Shakuras Plateau and made it... more vertical than horizontal? Lol?
Fruitdealer proved that balance didn't stop good players from making good decisions. Balance whining only makes it acceptable to your mind for you to lose, which is ultimately unacceptable.
imareaver3
Profile Joined June 2010
United States906 Posts
February 04 2011 05:03 GMT
#141
Okay, I tested Map 5--the one with main to main rocks reducing rush distance to ~3 seconds--and I'll confirm that it's possible to spawn in those positions (At least in Versus AI, which I assume would be the same as ladder) It looks like all these maps have viable close positions, then, though no others have been tested.
OmniscientSC2
Profile Blog Joined January 2010
United States713 Posts
February 04 2011 05:04 GMT
#142
On February 04 2011 13:55 GTR wrote:
Show nested quote +
On February 04 2011 13:53 hellsan631 wrote:
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.


there were destructible stuff in bw maps, but they weren't for blocking expansions, they were used well, like blocking secondary paths and allowing the user an optional building (that can be later destroyed) to narrow the size of their choke. i can't name a bw map that plopped a large, destructible building on top of an expansion.


Python had minerals on the islands, right? o_o

I'm really interested to see where the spawn locations are for these maps (if it's possible to not spawn cross positions on TestMap 5). I'd prefer the map 10x more if that were true
"Did you know about Day and the Wicker Basket?" - Harem "Hi, I'm from Texas." -TLO
Yokoblue
Profile Joined March 2010
Canada594 Posts
February 04 2011 05:05 GMT
#143
My opinion on the map after actually looking at them in game :

Map 1 is lost temple... identical with island expensions no longer island expensions.... Cool add some dept but i like lost temple the way it is now... Dont need that... But i sure would like a map like it.

Map 2: Is cool... a bit too many cliff and really easy 3rd for zerg... but it will favor cliff walker too much... reaper and collosus and drop abuse ... dont think its gonna be a good map...

Map 3 : Really good map... THe natural is really cool with 2 path and everything. Creep spread to the main will be a key here... just 1-2 creep tumor will do but until then... you got tat split path...

Map 4: Wide ramp... Protoss will hate it... + close spawn will be unplayable... Sad since the coolest thing about this map is the duoble destructable rocks between naturals ... which are really cool..

Map 5: I Like the mix 3rd base of close spawn. Rush distance seems okay... THe base are huge.... around 1.5x the base we are use to... Its a good map

Overall Map 5 and Map 3 are really good Map 4 will be unplayable for protoss against early rush and too close for zerg too Map 2 will be a pain with harass which i dont think will benefit zerg at all... and map 1 is.. Lost temple but kinda strange... Could work but would like another map instead of temple... same concept but with another map
Master League playing Protoss and Zerg
Sephiros
Profile Joined September 2010
United States24 Posts
February 04 2011 05:07 GMT
#144
Can has new maps yay. Nurf Templar ? oh...ok...fine...
"Life is like riding a bicycle. You must keep moving to retain balance."
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
February 04 2011 05:07 GMT
#145
Did it just go down? T_T
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Gooey
Profile Joined September 2010
United States944 Posts
February 04 2011 05:08 GMT
#146
Well, all of these maps get the Blizzard seal of approval. They went through their handy dandy checklist of things that make a map officially "Blizzard-like".

Destructible rocks all over the map?

Check.

Gold bases in the middle of the map?

Check.

Expansions being blocked by destructible rocks?

Check.

Backdoor rocks that make it uncomfortable to play on more than 2 bases?

Check.

Bases extremely close together?

Check.
www.twitch.tv/Thatgooey
Bosu
Profile Blog Joined June 2008
United States3247 Posts
Last Edited: 2011-02-04 05:11:43
February 04 2011 05:08 GMT
#147
I think most of the GSL maps were actually way too big. Initial impressions of these maps is that they look like great sc2 maps. We'll see how it works in the long run, but I am impressed so far.

Hopefully some of them don't allow close spawns. Also, they need implement the same changes gsl did to no longer allow ramps to be blocked off by bunkers. They also shouldn't be putting gold minerals and tons of rocks on every map. Especially gold minerals. Fuck up the entire flow of the game.
#1 Kwanro Fan
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
February 04 2011 05:09 GMT
#148
IF u can spawn on map 5 next to each other with only the rocks in the way, it is the worst map ever. These maps would only be good if forced far spawns happened, close spawns on any of these just look like a nightmare for any Zerg. And the 3rd bases are miles away from anything else. GG Blizzard, you must rly hate Zerg.
"Infestors are the suck" - LzGamer
MooseSoup
Profile Joined November 2010
United States21 Posts
February 04 2011 05:09 GMT
#149
Does this community really have to be so critical and negative about everything?

Come on people, seriously. Be happy that Blizzard is making an effort.

Not only that, but they threw them up on the PTR first...they might be open to change before they get added to ladder.


Ease up people, ease up.
Balance is in the eye of the beholder
Serpico
Profile Joined May 2010
4285 Posts
February 04 2011 05:09 GMT
#150
On February 04 2011 14:09 MooseSoup wrote:
Does this community really have to be so critical and negative about everything?

Come on people, seriously. Be happy that Blizzard is making an effort.

Not only that, but they threw them up on the PTR first...they might be open to change before they get added to ladder.


Ease up people, ease up.

Companies dont get graded on effort.
Karthane
Profile Joined June 2010
United States1183 Posts
February 04 2011 05:09 GMT
#151
On February 04 2011 14:08 Bosu wrote:
I think most of the GSL maps were actually way too big. Initial impressions of these maps is that they look like great sc2 maps. We'll see how it works in the long run, but I am impressed so far.


I really, really think you need to take a closer look.
Meteora.GB
Profile Blog Joined January 2011
Canada2479 Posts
February 04 2011 05:10 GMT
#152
Interesting new map pool. Because its on PTR, these maps may not make it to the ladder if the players do not deem it to be good enough. I'd prefer the GSL maps to be included into the ladder, but that will be up to Blizzard's decision and it is a position that is hard to compromise with, since they have their own ideals to work with.

I'd also test the map before judging them too harshly, or see if they are used in the GSL and see how well balanced they are.
GameTime
Profile Joined May 2010
United States222 Posts
February 04 2011 05:11 GMT
#153
I'm actually eager to see some of these maps on ladder. It's kind of surprising to see people complaining already when they haven't even played them.
Only the winner deserves to win.
ffz
Profile Blog Joined April 2010
United States490 Posts
February 04 2011 05:12 GMT
#154
map 3 looks like terran can planetary the 3rd and seige the zerg/toss natural while being safe from melee because there is a nice choke.
Meow.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
February 04 2011 05:12 GMT
#155
On February 04 2011 14:08 Bosu wrote:
I think most of the GSL maps were actually way too big. Initial impressions of these maps is that they look like great sc2 maps. We'll see how it works in the long run, but I am impressed so far.

Hopefully some of them don't allow close spawns. Also, they need implement the same changes gsl did to no longer allow ramps to be blocked off by bunkers. They also shouldn't be putting gold minerals and tons of rocks on every map. Especially gold minerals. Fuck up the entire flow of the game.

Did you play them? I've had a blast on the GSL maps so far.
ModeratorNow I'm distant, dark in this anthrobeat
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 05:13 GMT
#156
of all these I hope only map 5 makes it to the ladder and blizzard decides to add Pawn and Testbug.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Benjilol
Profile Joined October 2010
Australia244 Posts
February 04 2011 05:14 GMT
#157
On February 04 2011 14:09 Serpico wrote:
Show nested quote +
On February 04 2011 14:09 MooseSoup wrote:
Does this community really have to be so critical and negative about everything?

Come on people, seriously. Be happy that Blizzard is making an effort.

Not only that, but they threw them up on the PTR first...they might be open to change before they get added to ladder.


Ease up people, ease up.

Companies dont get graded on effort.


Thatd be a viable arguement if you paid a subscription fee. The maps are an improvement over what we currently have, and as long as they keep supporting the game, this is a (small) step in the right direction!
| Manager of Xeria Gaming | www.xeriagaming.com |
GTR
Profile Blog Joined September 2004
51439 Posts
February 04 2011 05:14 GMT
#158
On February 04 2011 14:04 OmniscientSC2 wrote:
Show nested quote +
On February 04 2011 13:55 GTR wrote:
On February 04 2011 13:53 hellsan631 wrote:
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.


there were destructible stuff in bw maps, but they weren't for blocking expansions, they were used well, like blocking secondary paths and allowing the user an optional building (that can be later destroyed) to narrow the size of their choke. i can't name a bw map that plopped a large, destructible building on top of an expansion.


Python had minerals on the islands, right? o_o

I'm really interested to see where the spawn locations are for these maps (if it's possible to not spawn cross positions on TestMap 5). I'd prefer the map 10x more if that were true


minerals aren't destructible buildings, as someone mentioned earlier.
also neutral creep colonies don't count, as they are low hp and can actually be utilised by zerg.
Commentator
Karthane
Profile Joined June 2010
United States1183 Posts
February 04 2011 05:15 GMT
#159
On February 04 2011 14:13 BLinD-RawR wrote:
of all these I hope only map 5 makes it to the ladder and blizzard decides to add Pawn and Testbug.


I really think the modified LT is great. No cliffs, a lot easier to access a 3rd.

They pretty much took everyones complaints and responded accordingly.

Same can't be said for most of the other maps, sadly.
Arcanne
Profile Joined August 2010
United States1519 Posts
Last Edited: 2011-02-04 05:16:39
February 04 2011 05:16 GMT
#160
That looks pretty good. Can't exactly tell how big they are but still seem quite small T_T.
Professional tech investor, part time DotA scrub | Follow @AllMeasures on Twitter
UruzuNine
Profile Joined September 2010
Canada162 Posts
February 04 2011 05:16 GMT
#161
I'm liking the look of the new Lost Temple. :D I never did gimmicky Terran things like abusing the cliffs on it, so it's nice to know I also won't get gimmicked in turn. Also noting all the maps are larger in nature, which is awesome. I think I'll hop on the PTR and give these a whirl!
emperorchampion
Profile Blog Joined December 2008
Canada9496 Posts
February 04 2011 05:17 GMT
#162
Not excited for those maps at all :/
TRUEESPORTS || your days as a respected member of team liquid are over
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
February 04 2011 05:18 GMT
#163
Really excited by the new Lost Temple and TestMap 3. They both look fantastic.
MooseSoup
Profile Joined November 2010
United States21 Posts
February 04 2011 05:18 GMT
#164
On February 04 2011 14:14 Benjilol wrote:
Show nested quote +
On February 04 2011 14:09 Serpico wrote:
On February 04 2011 14:09 MooseSoup wrote:
Does this community really have to be so critical and negative about everything?

Come on people, seriously. Be happy that Blizzard is making an effort.

Not only that, but they threw them up on the PTR first...they might be open to change before they get added to ladder.


Ease up people, ease up.

Companies dont get graded on effort.


Thatd be a viable arguement if you paid a subscription fee. The maps are an improvement over what we currently have, and as long as they keep supporting the game, this is a (small) step in the right direction!



EXACTLY!

You're acting like they're already live! They are currently on the PTR so let's be a little more open, shall we?
Balance is in the eye of the beholder
Slivered Skin
Profile Joined September 2010
Canada347 Posts
February 04 2011 05:18 GMT
#165
On February 04 2011 13:53 GTR wrote:
Show nested quote +
On February 04 2011 13:43 iCCup.Diamond wrote:
On February 04 2011 13:43 BLinD-RawR wrote:
I remember Testmap5 from Blizzcon'08 lol.


Are you serious? lol,....


watch yellow vs sonkie game 1


Oh wow, this is absurd.

So they haven't even made maps to attempt to resolve current issues such as powerful early-game rushes or lack viable expansions? This is ridiculous.
Those most oft mated find love’s motive in a word: inebriated - Get well Violet!! And sC!! T_T
Karliath
Profile Blog Joined April 2010
United States2214 Posts
February 04 2011 05:21 GMT
#166
Quirky is all I can say.
Cofo
Profile Blog Joined June 2010
United States1388 Posts
February 04 2011 05:22 GMT
#167
I was excited for new maps, but I gotta say... I'm not at all impressed with these. Looks like same ol' short rush distances and super-awkward 3rds.

Give us community maps, PLEASE.
+ Show Spoiler +
Serpico
Profile Joined May 2010
4285 Posts
Last Edited: 2011-02-04 05:23:59
February 04 2011 05:22 GMT
#168
On February 04 2011 14:14 Benjilol wrote:
Show nested quote +
On February 04 2011 14:09 Serpico wrote:
On February 04 2011 14:09 MooseSoup wrote:
Does this community really have to be so critical and negative about everything?

Come on people, seriously. Be happy that Blizzard is making an effort.

Not only that, but they threw them up on the PTR first...they might be open to change before they get added to ladder.


Ease up people, ease up.

Companies dont get graded on effort.


Thatd be a viable arguement if you paid a subscription fee. The maps are an improvement over what we currently have, and as long as they keep supporting the game, this is a (small) step in the right direction!

Blizzard said they wanted to foster the esports scene, I'd like to hold them to their word. They arent really doing that great of a job though and again, effort doesnt mean much when other map makers can make better maps for free.
Mario1209
Profile Joined September 2010
United States1077 Posts
February 04 2011 05:22 GMT
#169
im excited
Co-Manager of Soviet Gaming * http://twitter.com/#!/sGMarioo * http://www.facebook.com/SovietGamingfanpage * https://twitter.com/#!/SovietGaming
Slivered Skin
Profile Joined September 2010
Canada347 Posts
February 04 2011 05:23 GMT
#170
On February 04 2011 14:18 MooseSoup wrote:
Show nested quote +
On February 04 2011 14:14 Benjilol wrote:
On February 04 2011 14:09 Serpico wrote:
On February 04 2011 14:09 MooseSoup wrote:
Does this community really have to be so critical and negative about everything?

Come on people, seriously. Be happy that Blizzard is making an effort.

Not only that, but they threw them up on the PTR first...they might be open to change before they get added to ladder.


Ease up people, ease up.

Companies dont get graded on effort.


Thatd be a viable arguement if you paid a subscription fee. The maps are an improvement over what we currently have, and as long as they keep supporting the game, this is a (small) step in the right direction!



EXACTLY!

You're acting like they're already live! They are currently on the PTR so let's be a little more open, shall we?


So we have the option between not having any kind of new maps (if they get removed after the PTR) or having old maps which will probably just be "balanced" by adding a few more rocks here and there? Yeah, I don't see any way this will really end well. There's no way they'll completely revamp a map by enlarging it and changing everything around before the official launch.

I am happy that blizzard is making some kind of effort, but the fact that one of the maps first appeared 3 years ago really annoys me. Now they're just withholding maps so that they can say: "See? We care about you! We're not just after your money!!". I would have preferred that they released all of the maps they had at launch, and then made more. That would have been wonderful.
Those most oft mated find love’s motive in a word: inebriated - Get well Violet!! And sC!! T_T
vectorix108
Profile Blog Joined July 2010
United States4633 Posts
February 04 2011 05:24 GMT
#171
cool maps. looks like some could lead to some good macro games
Aka XephyR/Shaneyesss
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
Last Edited: 2011-02-04 05:30:53
February 04 2011 05:26 GMT
#172
Yeah remember guys this is the GSL. Hell, the maps aren't even named yet. They might even have many more maps right now being worked on, that may perhaps replace some of the test maps you see right now if they do worse than they expect. Hell, perhaps they don't have backups and will just put in a couple GSL maps so there's a couple large maps too.

It's cool they're making new maps, I was like, WHOA YES FINALLY! When I saw map 1 I was like, ok this is LT, but it's not changed much; mostly just the islands are no longer true islands, so that takes a little of the "terran favored" part out. And there's no cliffs, so that takes out the other part. So, hurray :D It's like LT but "balanced". However the air distances seem really short (were they already like that?) and reaper rush distance looks really short (was it like that already)? But then again reapers aren't used very often anyways.

About Testmap4, um yeah I hope you won't be able to spawn close positions, it looks like... even shorter than Metal close, but I could be wrong. Same with Testmap 5, although there are rocks.

About Testmap 5 2 and 3, it looks like the naturals may be barely far enough that it will require 3 full length creep tumors, but I could be wrong. I don't think needing 3 is a good thing.

I hope Blizzard knows what they're doing, but for now I don't see another Xel'Naga or another Shakuras. But hopefully one of them turns out to be one .

O yea also, it's still possible Blizzard will put in a couple GSL maps. For example, they might keep Metal, Scrap, Xel'Naga, Shakuras, put in 1-2 of these, and then 1-2 GSL maps. May be they'll even put Desert Oasis back in? ^_^


Edit: Hey yeah you're right, the maps are generally indeed bigger! Although Testmap4 close position still looks really close, but I think it's about the same as Metal now that I juxtapose them. And I really think Testmap5's texture pallete (forgot the term for it haha) is really ugly Even worse than Terminus RE's.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
February 04 2011 05:27 GMT
#173
I'm just excited to see new maps! We've been playing on blistering and meta since the beta and although the map pool isn't bad always good to see something fresh :D
All the pros got dat Ichie.
Treadmill
Profile Joined July 2010
Canada2833 Posts
February 04 2011 05:28 GMT
#174
It looks like they're planning on just trying out the maps first. Not introducing them until they've been tested. Good thing, that.
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
February 04 2011 05:28 GMT
#175
Well I loaded up the patch and took a good look in game at the maps.
To be honest, I'm fairly underwhelmed. All of the Naturals are super far away from the main; this kinda kills forge FE :/
Also it makes 3gate FE really hard, because any forward defending points that allow you protect both your natural and your main are HUGE. Even with FF those spaces are immensely large, I could see speedling all-ins, and Zerg aggression being really effective on theses maps because all of the spaces are wide.
I'm all for maps the encourage macro play, but these maps seem ridiculously Zerg favored.
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
February 04 2011 05:29 GMT
#176
Wow all these maps.... ridiculously horrible. It seems like blizzard wanted to throw around some destructible rocks and make it so there are like no chokes on any map, how is protoss going to deal with zerg and terran that way? Also ridiculously close spawns, how is zerg going to deal with early rushes?

These maps are all horrible and a step in the wrong direction. Blizzard should be following GSL's initiative and use some of their maps and some iccup maps if anything.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Mephiztopheles1
Profile Blog Joined December 2010
1124 Posts
February 04 2011 05:30 GMT
#177
Well, from playing in all of them a little, am I the only one getting the feeling that, bar testmap2, they "feel" all the same and that they greatly encourage one basing terrans? That is mostly what I've encountered thus far.
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
February 04 2011 05:30 GMT
#178
So trying a couple, I only really want the LT mod to take place. I doubt they would sub all these maps in, but if they did, Blizz would ruin the map pool lol, I hope it's Xel naga, Shak, metal, mod LT, and whatever else is up for grabs.
the farm ends here
Myles
Profile Blog Joined March 2010
United States5162 Posts
February 04 2011 05:30 GMT
#179
On February 04 2011 14:15 Karthane wrote:
Show nested quote +
On February 04 2011 14:13 BLinD-RawR wrote:
of all these I hope only map 5 makes it to the ladder and blizzard decides to add Pawn and Testbug.


I really think the modified LT is great. No cliffs, a lot easier to access a 3rd.

They pretty much took everyones complaints and responded accordingly.

Same can't be said for most of the other maps, sadly.


Agreed, I really like the first test map if it's going to be LT 2.0. Though close positions will still be a bitch I think.

Test map 2 looks awful. Rush distance from any base look ridiculously close and two backdoors into your nat is just as bad.

3rd map looks alright. Destructible rocks increasing rush distance seems ok and taking a 3rd seems pretty manageable. The 'chokeyness' (made up words ftw) worries me a bit though.

4th map looks pretty bad. Appears short rush distance whether spawning vertical or horizontal positions and good luck getting a 3rd.

5th map looks pretty good imo. Taking a 3rd in any spawn position seems good and I really like that the middle blue expo has rocks on the ramps and not blocking the base itself. Though the openness of the natural and more backdoor rocks right into the main makes me rage a bit.
Moderator
Serpico
Profile Joined May 2010
4285 Posts
February 04 2011 05:30 GMT
#180
On February 04 2011 14:28 CrazyF1r3f0x wrote:
Well I loaded up the patch and took a good look in game at the maps.
To be honest, I'm fairly underwhelmed. All of the Naturals are super far away from the main; this kinda kills forge FE :/
Also it makes 3gate FE really hard, because any forward defending points that allow you protect both your natural and your main are HUGE. Even with FF those spaces are immensely large, I could see speedling all-ins, and Zerg aggression being really effective on theses maps because all of the spaces are wide.
I'm all for maps the encourage macro play, but these maps seem ridiculously Zerg favored.

lol god forbid a map is zerg favored. To be honest it might be a good thing to try them and see how much win %s change if they really are that good for zerg.
znowstorm
Profile Blog Joined November 2010
Australia281 Posts
February 04 2011 05:31 GMT
#181
Good time to be Terran...Wow blizzard I am dissapoint.

The close positions on these maps are really close. 3 of the maps have pretty much the exact same layout with a few minor tweaks.

Everything that the GSL and other tournaments are doing well these maps do poorly.

Test Map 2 is the only map with any promise and even that is low. Sad times
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
February 04 2011 05:31 GMT
#182
at least two of them are (old) jungle basin over and over again. no reasonable third, as someone said before.

It has become so easy for t and p to fast expand. how can zerg be one base up. i don't get, why blizzard does not see this.
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
Comprissent
Profile Joined September 2010
United States314 Posts
February 04 2011 05:32 GMT
#183
All of these maps look to be just LT / metal clones... 4 possible spawns with rush distance different depending on spawns... Come on and get new 1v1 only maps!
He's French-Canadian, so he's gonna do fast expand into stupid zealot timing into something else gay
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
Last Edited: 2011-02-04 05:42:07
February 04 2011 05:32 GMT
#184
Map 5 is the worst piece of shit I have ever seen, the nat is laid out like DQ, But also twice as big as metal. There are rocks that lead to your main. I don't understand why blizzard even tries making maps, they were never good at it.

Whoops i meant map 5 not 4
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
February 04 2011 05:32 GMT
#185
Just played on the new maps on PTR and I must say, these are sooo much better, it somewhat forces solid play instead of so much all in play, because of the rush distances and the wide open ness of a lot of the maps, They are def. really good for Zerg
AKA: TelecoM[WHITE] Protoss fighting
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
February 04 2011 05:33 GMT
#186
Every base has a back entrance. Halp.
There is no one like you in the universe.
whaty0uwant
Profile Blog Joined December 2010
New Zealand346 Posts
February 04 2011 05:34 GMT
#187
All those maps look pretty ace tbh.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2011-02-04 05:37:28
February 04 2011 05:35 GMT
#188
I haven't played these maps yet, but I really dont' care how it pans out tbh (I'm Protoss). They look plenty bigger and better than SoW and BS in the current mappool and at the very least, it shows that Blizzard is at least listening to the community and bringing in new maps.

They probably should've used the GSL stuff, but...still. At least we know SC2 won't go the way of War3. Blizzard/Activision is being as awesome as they can be
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 04 2011 05:35 GMT
#189
On February 04 2011 14:30 Serpico wrote:
Show nested quote +
On February 04 2011 14:28 CrazyF1r3f0x wrote:
Well I loaded up the patch and took a good look in game at the maps.
To be honest, I'm fairly underwhelmed. All of the Naturals are super far away from the main; this kinda kills forge FE :/
Also it makes 3gate FE really hard, because any forward defending points that allow you protect both your natural and your main are HUGE. Even with FF those spaces are immensely large, I could see speedling all-ins, and Zerg aggression being really effective on theses maps because all of the spaces are wide.
I'm all for maps the encourage macro play, but these maps seem ridiculously Zerg favored.

lol god forbid a map is zerg favored. To be honest it might be a good thing to try them and see how much win %s change if they really are that good for zerg.


I think these looks bad for zerg. The only one that looks good to play on is LT 2.0 and the one with no gold expos but lots of expos.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
KMARTRULES
Profile Joined August 2010
Australia474 Posts
February 04 2011 05:38 GMT
#190
Either GSL needs to use blizzard maps or blizzard needs to use gsl maps. hard to practice maps when leagues use different maps to ladder
Joroth
Profile Blog Joined May 2010
United States318 Posts
February 04 2011 05:39 GMT
#191
Times like these makes me wish we could get a iccup 2.0
"you have buildings that are better than my race go fuck yourself" -IdrA
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
February 04 2011 05:40 GMT
#192
Is anyone able to get on PTR? It isn't working for me.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Consummate
Profile Joined April 2010
Australia191 Posts
February 04 2011 05:40 GMT
#193
Test Map 1 is alright, not great, it allows you to take a safer 3rd (provided you didn't spawn close positions), other than that your natural can't be dropped like on the current Lost Temple.

Test Map 2 has a lot of potential if you couldn't both spawn top or bottom, don't necessarily need cross positions, if you start top left and your opponent bottom left, the map will be fine. The problem is when you spawn top left and your opponent top right. Anyway, you have a lot of relatively safe expansions, that map will be a macro map imo.

Test map 3 will be a 2 base style map, imo there are far too many rocks, the ramp leading into the natural is WAY too big and unless the map is played cross positions, I really don't see you taking anything other than a 3rd since any other expansions are pretty far.

Test map 4 assuming cross positions only (doesn't look that way based on rock placements), this map can be really good. You can get 3 bases easily with your 4th pretty far, but this looks like a very positional based map and I foresee it having very exciting games, that is of course if the map only allowed cross positions.

Test map 5 HAS to be cross positions otherwise the map will be terrible, with cross positions the map has a lot of potential.

But yeah, Test Map 2 and 4 look the most interesting, Test map 3 looks fairly terrible and Test map 1 is decent, Test map 5 can be up there with 2 and 4 if cross positions are forced.
lol
Champi
Profile Joined March 2010
1422 Posts
February 04 2011 05:41 GMT
#194
New LT looks okay, wont pass any judgement till i've played them, but from what i can see they dont look any bigger than the current maps in the pool, and im not sure about the design of some of these, they're all 4 player too...

i really wish blizzard would get off their high horse, and share this game with map makers who actually know what they are doing, imo plz stop trying to do everything blizzard...

DOMINOSC
Profile Blog Joined August 2010
Canada345 Posts
February 04 2011 05:43 GMT
#195
whats with the sc2-1 and sc2-2 when you go to log in are we finally being givin mnulti accounts or is it just for the ptr.
Sen Fighting!!! / JulyZerg Fighting!!! / Ret Fighting!!! / Reach Fighting!!! / well intentioned people of average intelligence
dtz
Profile Joined September 2010
5834 Posts
February 04 2011 05:43 GMT
#196
On February 04 2011 13:40 iCCup.Diamond wrote:
I got this when I logged on. I can log onto SCII-1 and it selects my old PTR acct. When I select SCII-2 it is a totally different account...

[image loading]


I had this as well. But now when i load my normal SC2 ( non PTR) i have those options as well.

At first i was thinking, omg are they giving us 2 accounts now? But i logged in with both and they are the same whereas in PTR they are different.

Anyone knows what does SC2-1 and SC2-2 means in my normal sc2?
Xeph
Profile Joined September 2004
Korea (South)191 Posts
February 04 2011 05:44 GMT
#197
On February 04 2011 14:38 KMARTRULES wrote:
Either GSL needs to use blizzard maps or blizzard needs to use gsl maps. hard to practice maps when leagues use different maps to ladder

TOTALLY AGREED.
Persistent Pursuit of Perfection
freeto
Profile Joined December 2010
United States122 Posts
February 04 2011 05:48 GMT
#198
to summarize heres what i see
map 1 - lost temple without the natural cliffs and the islands have paths to them with rocks. no obvious favoritism
map 3 - natural looks hard to defend with potentially 3 entrances and difficulty adding additional expansions without being very exposed.no obvious favoritism
map 2 - basically that one 4v4 map with single bases ofc instead of double and no gold expos. overall a decent map, due to its size, but taking a 3rd could be easier. also natural looks hard to defend. no obvious favoritism
map 4 - close positions ridiculously close and map layout is basically tankopolis. terran favored
map 5 - a fairly decent map except for the backdoor rocks between mains. this is such a short distance its basically impossible to engage a tank push. 3rd bases very hard to take. slightly terran favored

summary - as znowstorm said: good time to be terran. its good that blizzard is trying to improve their map pool, but the maps are still too small and in general still look like they're designed around "what looks cool" as opposed to "what plays good"

thats just my first impression. im sure as theyre played specifics will emerge that really affect balance and could completely fly in the face of what ive said here
"So they've got us surrounded, good! Now we can fire in any direction, those bastards won't get away this time!" - Chesty Puller
Dommk
Profile Joined May 2010
Australia4865 Posts
February 04 2011 05:49 GMT
#199
Maps look pretty bad for Protoss, LTv2 has the most open middle, would be hell vs Zerg/Terran. TP5 with 5second rush distance for those two basing Terrans...
FinestHour
Profile Joined August 2010
United States18466 Posts
February 04 2011 05:50 GMT
#200
Has anyone looked at the Battle.net forums and seen if there are any blue posters talking about it there/people posting about this latest PTR build? Seeing as how, unfortunately, the majority of their feedback is from that godforsaken website.
thug life.                                                       MVP/ex-
SoleSteeler
Profile Joined April 2003
Canada5418 Posts
February 04 2011 05:51 GMT
#201
Does anyone know if there are legal issues if Blizzard were to use the GSL maps, since they aren't created by Blizzard? I wonder why they don't at least add them, too... And give us more options to thumb down. -_-;
Jibba
Profile Blog Joined October 2007
United States22883 Posts
February 04 2011 05:51 GMT
#202
On February 04 2011 14:51 SoleSteeler wrote:
Does anyone know if there are legal issues if Blizzard were to use the GSL maps, since they aren't created by Blizzard? I wonder why they don't at least add them, too... And give us more options to thumb down. -_-;
All maps uploaded on Bnet are owned by Blizzard.
ModeratorNow I'm distant, dark in this anthrobeat
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
Last Edited: 2011-02-04 05:55:47
February 04 2011 05:53 GMT
#203
On February 04 2011 14:51 SoleSteeler wrote:
Does anyone know if there are legal issues if Blizzard were to use the GSL maps, since they aren't created by Blizzard? I wonder why they don't at least add them, too... And give us more options to thumb down. -_-;

According to the EULA, the GSL maps are the sole property of Blizzard entertainment.

SC2 EULA wrote:
You understand that the content required to create or modify STARCRAFT® II Modified Maps (as defined below) is included in the STARCRAFT® II game client, and that all such content is owned by Blizzard and governed by this Agreement. YOU ACKNOWLEDGE AND AGREE THAT ALL MAPS, LEVELS AND OTHER CONTENT CREATED OR MODIFIED USING THE MAP EDITOR (COLLECTIVELY, “MODIFIED MAPS”) ARE AND SHALL REMAIN THE SOLE AND EXCLUSIVE PROPERTY OF BLIZZARD. WITHOUT LIMITING THE FOREGOING, YOU HEREBY ASSIGN TO BLIZZARD ALL OF YOUR RIGHTS, TITLE AND INTEREST IN AND TO ALL MODIFIED MAPS, AND AGREE THAT YOU WILL EXECUTE FUTURE ASSIGNMENTS PROMPTLY UPON RECEIVING SUCH A REQUEST FROM BLIZZARD.


http://us.blizzard.com/en-us/company/legal/sc2eula.html
. . . nevermore
Synche
Profile Joined May 2010
United States1345 Posts
February 04 2011 05:53 GMT
#204
You can still close spawn, you still have some really short rush distances. Thirds are still difficult to take on 3 of the new maps, maybe 4. Seems like whoever made these maps wasted a few hours of their life.
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
February 04 2011 05:53 GMT
#205
Those maps are fucking laughable...
화이팅
Froadac
Profile Blog Joined July 2009
United States6733 Posts
February 04 2011 05:54 GMT
#206
No matter how good these maps are, it's good blizzard somewhat cares about maps, and puts them in a PTR so that they can see how the balance works out.
Cha1R
Profile Joined November 2010
United States221 Posts
February 04 2011 05:54 GMT
#207
New LT looks fantastic. No more cliff, and not so choke heavy. and the island is kind of a logical 3rd for a defensive player. Other maps loook pretty good, will have to play them to get a feel for them in the long run obviously. Much love to blizzard for fixing up our broken pool! And remember everyone this is just a sneak peak according to blizzard so there is a chance we may see some GSL maps included.
Dance.
Profile Blog Joined July 2010
United States389 Posts
February 04 2011 05:55 GMT
#208
Lol, more narrow maps with no big open spaces. Seems to be a theme
It is what it is...
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
February 04 2011 05:55 GMT
#209
I'm trying to find out... Is PTR down ?
Commentatorhttp://twitter.com/proxywolf
TL+ Member
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
February 04 2011 05:58 GMT
#210
On February 04 2011 14:54 Froadac wrote:
No matter how good these maps are, it's good blizzard somewhat cares about maps, and puts them in a PTR so that they can see how the balance works out.

I would agree if they were any different from the previous blizzard maps.
화이팅
Noxie
Profile Blog Joined April 2010
United States2227 Posts
February 04 2011 06:00 GMT
#211
Eh, the maps look okay.. nothing special though =(... Not sure im too impressed with the patch so far.
ArcticVanguard
Profile Blog Joined August 2010
United States450 Posts
February 04 2011 06:01 GMT
#212
Gonna add my voice to the chorus of "not too impressed with the ladder maps." I like map 1 but that's only because it's an improvement over LT.

I'm glad the PTR's back up so I can practice terran and toss without worrying about my ranking though.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." ~C.S. Lewis
SDream
Profile Blog Joined November 2010
Brazil896 Posts
February 04 2011 06:02 GMT
#213
It's a minor patch, it's interesting enough to have 5 new maps

Can someone upload them into normal servers so we can try it out?
znowstorm
Profile Blog Joined November 2010
Australia281 Posts
February 04 2011 06:02 GMT
#214
My thoughts now that I have had some time to look at them (haven't played).

TestMap1 - Close posistions short rush distance. No accesable 3rd
- Close by air Terran can elevator siege tanks. 3rd easily defended
- Cross posistions should be fine

TestMap3 - Close positions short rush distance 2/3 of spawns (build barracks and float to 3rd for super close rally if T spawns 11 or 5). 3rd very hard to defend. Gold impossible to defend, maybe with PF.
- Cross posistions Terran drops PF on gold and sits army at natural ramp...
- Overall Natural looks very hard to defend with 3 possible entrances.

TestMap2 - Seems the best overall, hard to see specifics. Again 3rd is going to be very hard to defend.

TestMap4 - No 3rd except gold...LOL
- Natural is WIDE open
- Terrible Map

TestMap5 - Close posistions short rush distance. No accesable 3rd
- Close by air (shorter rush distance when you take down rocks, I'm thinking reaper opening (1 or 2) to marauders is going to be quite good here)
- If there were no rocks in the back (just wall or open air) I think this map is decent in air/cross spots.
-Exalt-
Profile Blog Joined November 2010
United States972 Posts
February 04 2011 06:03 GMT
#215
I've played games on all of them.. I think that they're pretty bad.

New LT and map 2 are great though.

Map 3- Too many destructible rocks.. close positions are wayyyyy too close.

Map 5- Impossible to forge FE on almost.. encourages 4 gates in pvz.
Mutarisk
Profile Joined July 2010
United States153 Posts
February 04 2011 06:03 GMT
#216
Tested all the maps vs AI.

All map spawn position combinations are possible.

A lot of people are neglecting to mention how much wide open spaces these maps have for flanking.

Also, the rush distances on all maps are pretty decent before any rocks are broken down.

I only see a potential problem in map 5 with reapers ignoring the 2 destructable rocks directly to the opponents mineral line, and lifted off barracks from the main to opponents main or in between the destructable rocks.
SDream
Profile Blog Joined November 2010
Brazil896 Posts
February 04 2011 06:07 GMT
#217
5 new maps, 5 old maps will be out it seems.

Test map1 will obviously replace Lost Temple.

Test map2 seems to be new.

Test map3 seems to be a new Blistering Sands.

Test map4 seems to be a new Delta Quadrant.

Test map5 seems to be new.

3 probably replaces, hopefully one of the other 2 will replace steppes of war as well.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 04 2011 06:08 GMT
#218
Let me guess... only US players will test the new patch?
That's unfair.
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
February 04 2011 06:11 GMT
#219
if you really can spawn in close positions, map 4 is probably the worst map i've seen in my entire life. [when spawning close] 2 sec rush distance, impossible to not ninja a third. all-in play highly appreciated. yay.
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
February 04 2011 06:12 GMT
#220
On February 04 2011 15:08 slimshady wrote:
Let me guess... only US players will test the new patch?
That's unfair.

Probably. They run the PTR servers out of orange county (judging by the latency I get and the fact their HQ is there)
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
Canada5418 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.
OmniscientSC2
Profile Blog Joined January 2010
United States713 Posts
February 04 2011 06:46 GMT
#241
On February 04 2011 15:42 Wolf wrote:
Show nested quote +
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.


Go to your Starcraft 2 Folder and open the Public Testing Realm. or type in 'Public' into your Search on your comp. The patch will be downloaded through there :O
"Did you know about Day and the Wicker Basket?" - Harem "Hi, I'm from Texas." -TLO
Sniffy
Profile Joined September 2010
Australia290 Posts
February 04 2011 06:48 GMT
#242
The choke next to each natural on TestMap4 was a really stupid idea. If you park Siege Tanks, Thors and Missile Turrets there, you can hit the natural (with vision) and the Zerg really can't engage you there.
MooseSoup
Profile Joined November 2010
United States21 Posts
February 04 2011 06:49 GMT
#243
I just played all the maps.

I see a lot of people complaining about short rush distances, but I'm assuming none of those people even played the maps; just made assumptions.

There is one, maybe two maps with bad rush distances. Three of them are completely solid for macro play.
Balance is in the eye of the beholder
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
February 04 2011 06:50 GMT
#244
I find it funny that so many people are saying that Maps 1 and 5 remind them of Python.

I think it's too early to have any discussion about these maps. Until we get a decent number of higher level games on them, I don't think theorycrafting will reveal anything beyond the obvious.

I also find it funny that Blizzard is pulling some maps out of their backroom archive of maps that were premiered during the Alpha builds at previous Blizzcons.
ㅇㅅㅌㅅ
Eviltoast
Profile Joined January 2011
Australia166 Posts
February 04 2011 06:51 GMT
#245
Im confused, how do i play non-ptr now that i have downloaded the patch?
it's copacetic... ¯\_(ツ)_/¯
skyR
Profile Joined July 2009
Canada13817 Posts
Last Edited: 2011-02-04 06:52:38
February 04 2011 06:52 GMT
#246
As requested by some people here, here are the new 2v2, 3v3, and 4v4:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
Mazar
Profile Blog Joined May 2008
United States135 Posts
February 04 2011 06:55 GMT
#247
Need to keep in mind that it is just the PTR and many things have changed between a PTR patch and the release of the patch before so hopefully blizzard will make a few changes before releasing the maps!
Peanut Butter
IndridCold
Profile Joined August 2010
United States385 Posts
February 04 2011 06:57 GMT
#248
downloading the ptr now, i like the look of the maps, want to see how big they are in game. the lost temple map with no island and no cliff over the natural looks good.
Evil Geniuses needs a LoL team.... Pobelter/Altec fan
jfourz
Profile Joined August 2009
Ireland421 Posts
February 04 2011 06:57 GMT
#249
testmap3 reminds me of the war3 map wetlands:
[image loading]

i wonder if it will be shallow water too at the lowest level... either way the map is ascetically pleasing to my eyes, if not so much balance wise
it is said that your life flashes before your eyes just before you die. that is true, it's called life.
theqat
Profile Blog Joined March 2008
United States2856 Posts
February 04 2011 06:59 GMT
#250
On February 04 2011 15:57 jfourz wrote:
testmap3 reminds me of the war3 map wetlands:
[image loading]

i wonder if it will be shallow water too at the lowest level... either way the map is ascetically pleasing to my eyes, if not so much balance wise


Just FYI, the word you're looking for is "aesthetically". Ascetically has a hugely different meaning that turns your sentence into gibberish

It does look a bit like Wetlands!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
February 04 2011 06:59 GMT
#251
Cool thanks for sharing those team maps, it's good to know it's not just 1v1 maps that are new.

Also, it is a bit disheartening that apparently all 5? (how many exactly?) were exactly (or not?) the same as some of the maps Blizzard showed in the alpha stages of SC2?

Idk if anyone noticed, testmap5 is basically New Antioch. I would think, like Testmap1, it is a "newer", more "balanced" version than New Antioch as Testmap1 is to Lost Temple, but is it possible this testmap5 is actually like a "downgrade" of New Antioch, pulled from the supposed "backroom archive"?

Anyways, still hoping these turn out well. Xel'Naga looked ugly and crappy at first, but it turned out really well
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Slivered Skin
Profile Joined September 2010
Canada347 Posts
February 04 2011 07:00 GMT
#252
On February 04 2011 13:23 Deltablazy wrote:
* Matchmaking has been updated to better match players queuing with pre-made teams in 2v2, 3v3, and 4v4 brackets.


Missed this the first time around. Remember all of those threads where people playing 2v2s with random teams were complaining about facing premade teams? Looks like blizzard listened to them and changed it.

Ok. If it reduces the number of pointless threads on TL, I'm all for it.
Those most oft mated find love’s motive in a word: inebriated - Get well Violet!! And sC!! T_T
Slivered Skin
Profile Joined September 2010
Canada347 Posts
February 04 2011 07:02 GMT
#253
On February 04 2011 15:55 Mazar wrote:
Need to keep in mind that it is just the PTR and many things have changed between a PTR patch and the release of the patch before so hopefully blizzard will make a few changes before releasing the maps!


Remember how long it took them to fix the small rock glitch on Shakuras Plateau? I doubt they'll make any alterations to the maps unless any of them have a major glitch; it's probably fairly low on their list of priorities.
Those most oft mated find love’s motive in a word: inebriated - Get well Violet!! And sC!! T_T
jfourz
Profile Joined August 2009
Ireland421 Posts
February 04 2011 07:03 GMT
#254
On February 04 2011 15:59 theqat wrote:
Show nested quote +
On February 04 2011 15:57 jfourz wrote:
testmap3 reminds me of the war3 map wetlands:
[image loading]

i wonder if it will be shallow water too at the lowest level... either way the map is ascetically pleasing to my eyes, if not so much balance wise


Just FYI, the word you're looking for is "aesthetically". Ascetically has a hugely different meaning that turns your sentence into gibberish

It does look a bit like Wetlands!


lol whoops, never trust auto correct

ascetic indeed...
it is said that your life flashes before your eyes just before you die. that is true, it's called life.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 04 2011 07:04 GMT
#255
Yay! New maps!

Things to remember: These are test maps. Lots of silly things have been tested and rolled back.

Test Map 1: It's Lost Temple, but better. Let's give Blizzard credit for improving a map. Close positions are still rough in ZvT, but no worse than the old Lost Temple.

Test Map 2: I think this is the best map in the new pool, by far. The third is super-easy, close positions aren't super close, and cross positions will lead to epic macro games. I'm not the world's biggest fan of the natural to natural rocks on vertical spawns, but it's a lot easier for Zerg to deal with than the main to main rocks on Shakuras. If this map replaces Jungle Basin, I think it'll be the best map on the ladder. Too bad it's kind of ugly, though.

Test Map 3: This is kind of strange. I think I kind of see what they were going for here, using rocks to keep the rush distances from being Zerg-favored, because the Terran can't knock them down until the midgame. It's a good concept, and Crevasse does it well, but I'm not a fan of it there. The distance between the main and natural, and the relatively close spawn positions, mean that this map could bring the marine SCV all-in back in style, which worries me. There's totally a third though, I don't know what people are talking about when they say there isn't.

Test Map 4: I don't even understand this. I like the Xelnaga tower in the middle granting you vision of absolutely nothing, though. I have absolutely no idea what they were even thinking with this map. Worst map in the test pool, but at least that means it won't be on ladder.

Test Map 5: It's like Shakuras, but not as good. If you don't spawn in close-by-rocks positions, it's okay, but not great. Zergs are getting better at dealing with the rocks on Shakuras close spots, but it's harder to take more bases while slowing down the attack here, because you need fighting units to kill the rocks. I don't hate rocks in principle, but they really hurt on this map.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
February 04 2011 07:04 GMT
#256
Wow, first time I've ever seen Blizzard maps that I like. I love the "Neo" LT!! I play Terran but I don't like cliff oriented tank drops as a strategy early game to go for (although I might abuse a bit lategame ), but I always seem to lose to it in TvT!!
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
February 04 2011 07:04 GMT
#257
Any other T's gettting hopelessly destoryed by toss on the new maps????

Espcially test map 3....

FF's with these narrow points are so easy to cut ur army in half or stop ya.

Map is very large cant do anything about 1 gate FE.

The third is about as easy ass the natural and has plenty of cliffs for collsi to work magic on your units.

Toss gets 6 gas, and steam rolls you clean.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Kmozar
Profile Joined November 2010
Australia7 Posts
February 04 2011 07:04 GMT
#258
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2011-02-04 07:09:22
February 04 2011 07:06 GMT
#259
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


You talking about this new map pool?

If you're talking about the old one, they were just simply poor maps, even if we have somewhat "adapted" to the maps, it doesn't mean they are quality or fun to play on!

I'm excited for these new maps, I think while definitely not perfect or even "top notch," they are easily an improvement on the existing map pool, which shows at least Blizzard is learning!

As a heavily, heavily macro oriented T player (I never timing push well because I never go all-in enough with them, I always think "well let's make it slightly more econ oriented play," which causes my timing pushes always to still be a little to weak and not do quite enough damage, and then I'm still behind economically if not all-in. But when you're behind entering the mid-late game as Terran, it's no fun, T can only compete in the lategame riding an advantage . Started out as a Zerg, can't get late game out of my head, I just find it soooo much more fun/crazy/chaotic than early games that end quick, so these maps are receiving my seal of approval for now!
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 07:07 GMT
#260
On February 04 2011 15:49 MooseSoup wrote:
I just played all the maps.

I see a lot of people complaining about short rush distances, but I'm assuming none of those people even played the maps; just made assumptions.

There is one, maybe two maps with bad rush distances. Three of them are completely solid for macro play.


Describe the rush distance in Testmap5

and 2v2 Testmap4 should become a 1v1 map like Shakuras Plateau with only vertical and cross positions.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
February 04 2011 07:08 GMT
#261
@Ribbon

The testmaps are out of order (testmap2 and testmap3) so that's possibly why there is confusion between the maps. Some people may not see the names and realize they are out of order or they are just referring to them in the order they are given. Either way, it's unclear unfortunately
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Kmozar
Profile Joined November 2010
Australia7 Posts
February 04 2011 07:08 GMT
#262
On February 04 2011 16:06 FabledIntegral wrote:
Show nested quote +
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


You talking about this new map pool?

If you're talking about the old one, they were just simply poor maps, even if we have somewhat "adapted" to the maps, it doesn't mean they are quality or fun to play on!

I'm excited for these new maps, I think while definitely not perfect or even "top notch," they are easily an improvement on the existing map pool, which shows at least Blizzard is learning!


Woops, I meant the new pool of maps, I didn't word that too well.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
February 04 2011 07:08 GMT
#263
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


Oh really????

So Z's were supposed to just adapt to the game rather than the 10 second rush distance on steppes?

Just played toss 3 times in a row on test map 3. Unbelivable the choke is force field heaven.

Weve discussed it to death T late game is shit, only reason they do well is because of early game pushes.

Im not saying T is doomed, just my frist observation after 4 tosses in a row on test map 3.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2011-02-04 07:11:35
February 04 2011 07:10 GMT
#264
On February 04 2011 16:08 Kmozar wrote:
Show nested quote +
On February 04 2011 16:06 FabledIntegral wrote:
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


You talking about this new map pool?

If you're talking about the old one, they were just simply poor maps, even if we have somewhat "adapted" to the maps, it doesn't mean they are quality or fun to play on!

I'm excited for these new maps, I think while definitely not perfect or even "top notch," they are easily an improvement on the existing map pool, which shows at least Blizzard is learning!


Woops, I meant the new pool of maps, I didn't word that too well.


NP, I assumed that's what you meant actually, just wanted to clarify


On February 04 2011 16:08 XXXSmOke wrote:
Show nested quote +
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


Oh really????

So Z's were supposed to just adapt to the game rather than the 10 second rush distance on steppes?

Just played toss 3 times in a row on test map 3. Unbelivable the choke is force field heaven.

Weve discussed it to death T late game is shit, only reason they do well is because of early game pushes.

Im not saying T is doomed, just my frist observation after 4 tosses in a row on test map 3.


I agree the T lategame is shit if you enter it on even terms, but I truly feel that T can still compete no problem, and the bigger the map, you'd think the more abusable drops would be, right? I'm actually really excited as a T player to get to the lategame more often.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
February 04 2011 07:14 GMT
#265
I'm getting this error:
[image loading]
Commentatorhttp://twitter.com/proxywolf
TL+ Member
dandan23
Profile Joined October 2010
Malaysia101 Posts
February 04 2011 07:19 GMT
#266
Is the bug for creep tumor hotkey gonna be fix ?
TeamLiquid Fighting!! =3
Sniffy
Profile Joined September 2010
Australia290 Posts
February 04 2011 07:25 GMT
#267
On February 04 2011 16:08 XXXSmOke wrote:
Show nested quote +
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


Oh really????

So Z's were supposed to just adapt to the game rather than the 10 second rush distance on steppes?

Just played toss 3 times in a row on test map 3. Unbelivable the choke is force field heaven.

Weve discussed it to death T late game is shit, only reason they do well is because of early game pushes.

Im not saying T is doomed, just my frist observation after 4 tosses in a row on test map 3.


T lategame being shit is your shit opinion. Just because you have no idea how to do anything other than Hellion/Stim bullshit doesn't mean every T doesn't.
Jayrod
Profile Joined August 2010
1820 Posts
Last Edited: 2011-02-04 07:49:12
February 04 2011 07:26 GMT
#268
ah the pubstar ladder heros that think they only lose games because maps favor their opponent. Why did I expect people to welcome the change in map pool? I wonder how many of you have played them?

Edit: ive loaded each one up now and I really like testmap 2 alot.

I think the spawn locations might need to be fixed on a couple of the maps though. For instance spawning close posiitons on map 5 makes the xel nagas worthless. Same with map 2 as well. Overall pretty cool, surprised by short rush distances in certain spawns though. Id imagine they would fix the spawns as one rush distance was 25 seconds with a probe, seemed really close.

the only map i dont care for is the space station one with the humongous ramps in the middle. overall a step in the right direction if the spawns are fixed. I think map 2 feels the most balanced... on face value.
Dubpace
Profile Joined August 2010
United States251 Posts
February 04 2011 07:31 GMT
#269
Oh cool another map with a backdoor. Just what all of us wanted.
Deadlyhazard
Profile Joined May 2010
United States1177 Posts
February 04 2011 07:31 GMT
#270
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!?!?!!?!?

Because it's an ugly earthtone tileset that isn't clever in anyway. I hope both of those tilesets are somehow erased from the game.
Hark!
PBJ
Profile Joined August 2010
United States141 Posts
February 04 2011 07:33 GMT
#271
Map one close positions are stupid hard to defend for zerg, you have a backdoor to your natural and really close walking to the front.
Ultra Brian
Profile Joined April 2010
Canada22 Posts
February 04 2011 07:33 GMT
#272
lol the first map looks like lost temple without the ledges by the expansion. It looks like they are making a few more maps which will help zerg. Which is good.
All the strategy to be good but none of the skill.
legatus legionis
Profile Joined October 2010
Netherlands559 Posts
Last Edited: 2011-02-04 07:36:16
February 04 2011 07:34 GMT
#273
In contrast to the GSL candidate maps. My heart skipped a beat because of the symmetry on these. The first one is lost temple, but with perfect mirroring. The last one seems to follow a similar trend, but theres being played around with different ways to do it, if you look at the edges and the filling. I don't know, maybe I'm just rambling because I'm super psyched, because this is actually a great step in a long process of creating and refining maps. I just hope they will also play around with 1v1 maps, because I'm not the biggest fan of the 2v2 maps. And I don't play 2v2 but I think they aren't that optimal for 2v2 anyway.

Edit: Also "SC2 Public Test server is not available right now. Please check http://www.battle.net/sc2/game/ptr/ for more information." I'm on EU, I really hope we get access to a PTR this time because we didn't get it the last time, and we might just never get it
Arco
Profile Joined September 2009
United States2090 Posts
February 04 2011 07:36 GMT
#274
In-game peeping at the new LT. It looks pretty cool to say the least.

Gonna try some out and see how they feel.
Sobba
Profile Joined August 2010
Sweden576 Posts
February 04 2011 07:39 GMT
#275
Its clear that blizzard has listend to the pro community for bigger maps.
fruiteater
Profile Joined February 2011
4 Posts
February 04 2011 07:40 GMT
#276
[image loading]
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-02-04 07:42:46
February 04 2011 07:41 GMT
#277
On February 04 2011 16:40 fruiteater wrote:
[image loading]


This is how I feel about map3 so far.

It seems to have scrap station main to nat distance, and delta quadrant rush distance.... and all the attack points are very narrow.


The other maps I've played so far seem good. Hopefully LT2 will at least get a different tileset or a mirror flip.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Ownos
Profile Joined July 2010
United States2147 Posts
February 04 2011 07:45 GMT
#278
This the first 1 lost temple without the terran bias???

I like the second one too. The rest are kinda... ok? If these maps replace some of shittier maps on the ladder I'd consider it an improvement. Maps aren't great at first glance. We'll see.
...deeper and deeper into the bowels of El Diablo
DerekJCEX
Profile Joined June 2009
United States64 Posts
February 04 2011 07:46 GMT
#279
Looking at the maps, I'm happy they made improvements to LT. Other than that I am pretty disappointed. I don't really care to comment about how I feel each map plays out right now because that is being discussed enough by people who are most likely more qualified than me, but what I do want to note is how each map looks like it began as a map they have already created but decided to change it up and make it different. None of them really feel new. I swear map #3 started out as the 4v4 map High Ground and they just changed it up lol. And from what you guys have said they even threw in an old map from beta? This all seams like a lack of effort to me. Everyone should go to the custom map section of this forum and check out all the maps the community has come up with. From how they look and how they play out, they are all pretty unique.

I'm happy Blizz is listening to the community and trying to improve the map pool, but I really can't understand why they don't try out GSL or iCCup maps. There has to be a reason for it. The people that made this game are smart. I'm sure they understand how much thought, time and effort the community has put in to coming up with new maps. They know these maps exists, and most of them are quite good.

My question is, do they just look at them and be like "eh we can do it better", or do they have some policy that any official ladder map that they roll out has to be made by the Blizzard team? These are really the only two reasons I can come up with. I just don't understand
Hypatio
Profile Joined September 2010
549 Posts
February 04 2011 07:47 GMT
#280
At the very least, if these maps replace trash like delta quadrant, steppes, and jungle basin, they are certainly improvements.
CDCramer
Profile Blog Joined December 2010
United States61 Posts
February 04 2011 07:49 GMT
#281
i like all of these maps instead of the third, way to many chokes imo, FFs and siege tanks will rape.
i love what blizz did with LT also, removed cliff, add a pathway to island, really great stuff. and i was worried they were never going to make new maps

Jayrod
Profile Joined August 2010
1820 Posts
February 04 2011 07:51 GMT
#282
GIVE ME SNOW MAPS.

News! The GSL maps arent perfect. Some of them actually blow.
BatCat
Profile Blog Joined November 2010
Austria630 Posts
February 04 2011 07:55 GMT
#283
I like how nearly everyone is being pessimistic off the getgo. I thought Shakuras sucked at first and now I love that map, seriously. Give them a try, play on PTR if you can and don't always approach change so negatively. I think adding new maps, even if they're not perfect, is a great step in the right direction. Who isn't tired of playing Xel'Naga, Metalopolis, etc.?
And who doesn't hate Delta Quadrant, Steppes of War, etc.?
Always look at the bright side of things! *sings*
¯\_(ツ)_/¯
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 04 2011 07:55 GMT
#284
Video previews/first looks at the new 1v1 maps:


New 2v2 maps, video preview:
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 07:55 GMT
#285
On February 04 2011 16:51 Jayrod wrote:
GIVE ME SNOW MAPS.

News! The GSL maps arent perfect. Some of them actually blow.


that is your opinion,I find them extremely well made and balanced,the only drawback is that most of them are a little too big.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
February 04 2011 07:59 GMT
#286
On February 04 2011 13:24 Wolf wrote:
I want to see those maps. Now.

Ask joshy has it up on his youtube in fact, here is the link ^_^ http://www.youtube.com/watch?v=wESDYmYMfW8
~~~Liquid Fighting (SC2)~~~
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 04 2011 08:00 GMT
#287
Dear Blizzard

Your maps suck. Hurry up and hire iCCup damnit.

Sincirely, neobowman.
imJealous
Profile Joined July 2010
United States1382 Posts
Last Edited: 2011-02-04 08:02:33
February 04 2011 08:02 GMT
#288
I think everyone needs to chill on the "omg they didn't add the gsl maps" thing. GSL hasn't even added the GSL maps yet! If blizzard is going to add them I'm sure they will at least wait until after the first season of CodeA/S to use them.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 08:02 GMT
#289
wow the distance to the natural in testmap2 is huge.I don't like that one bit.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Ownos
Profile Joined July 2010
United States2147 Posts
February 04 2011 08:05 GMT
#290
Anyone ACTUALLY run these maps through SC2 analyzer before calling foul on rush distances? Would be nice if someone did that *hint* *hint* *nudge*
...deeper and deeper into the bowels of El Diablo
butter
Profile Blog Joined July 2009
United States785 Posts
February 04 2011 08:06 GMT
#291
If Blizzard really want to find out what people think, they'll put these maps and the GSL maps into the pool together and let everyone pick which they want to play using the "thumbs up" system. But I think they won't do the experiment because they don't want to see half the maps wither on the vine.
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
Mutarisk
Profile Joined July 2010
United States153 Posts
February 04 2011 08:06 GMT
#292
On February 04 2011 16:41 michaelhasanalias wrote:
Show nested quote +
On February 04 2011 16:40 fruiteater wrote:
[image loading]


This is how I feel about map3 so far.

It seems to have scrap station main to nat distance, and delta quadrant rush distance.... and all the attack points are very narrow.


The other maps I've played so far seem good. Hopefully LT2 will at least get a different tileset or a mirror flip.



Have you played the map?.... I don't know what you are talking about.

Here's a replay of me ZvT against a top 200 Terran on that map. 30 minute macro game.

http://www.mediafire.com/?dk06dfqzf3wdl7f
Stiver
Profile Joined April 2010
Canada285 Posts
February 04 2011 08:06 GMT
#293
I like how people are complaining about size and similar when they clearly haven't played on them.

Played a few games on all of them.
Faux lost temple is nice, I don't insta-lose to Terran.

map 3 I didn't get a ladder game on, but 3 entrances to expo? eh? It'll be nice cross positions to have a quick entrance to a third, but earlier game I feel like it can be abused a bit more.

map 4 is huge. The middle is so massive. Played a few games on it and there is no way cross positions won't be a macro fest. Rush distance is so long.

map 5. palyed 3-4 matches on it, and never got "close positions". Unless anyone else played it and got those positions and contradicts me, it is a shakuras type 2v2 map where you can't spawn so close.
"The most difficult thing in the world is to know how to do a thing and to watch someone else do it wrong without comment."
Juxx
Profile Joined April 2010
325 Posts
February 04 2011 08:08 GMT
#294
They look alot simpler, im glad the designers at blizzard have gotten over how awesome the cliff mechanic is
Grubby Fighting!
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
February 04 2011 08:11 GMT
#295
So test map 5 has just about the same rush distance as close spawn metal if you spawn close. ermmm derppP??? more auto wins.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
SoLaR[i.C]
Profile Blog Joined August 2003
United States2969 Posts
Last Edited: 2011-02-04 08:13:40
February 04 2011 08:12 GMT
#296
These look great! Looking forward to trying them out.

There are a few that look a bit too large though.
CooDu
Profile Blog Joined September 2010
Australia899 Posts
February 04 2011 08:12 GMT
#297
Wow awesome news indeed! Those maps look awesome. As a fairly casual player anything new is always good, we'll see how it plays out at my lovely gold level

Thanks for coverage!
Just a simple guy, going wherever this journey takes me.
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
February 04 2011 08:14 GMT
#298
hmm..... is it me or do those maps look bigger?
When there is nothing left to lose but your dignity, it is already gone.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
February 04 2011 08:21 GMT
#299
On February 04 2011 17:11 XXXSmOke wrote:
So test map 5 has just about the same rush distance as close spawn metal if you spawn close. ermmm derppP??? more auto wins.


Unless you can't spawn close positions like Shakurus. You may want to actually play the maps before taking a side.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
February 04 2011 08:23 GMT
#300
On February 04 2011 13:49 loving it wrote:
Ya... Test map1 is just a more open lost temple? .... where's the inspiration in that? :l
I hope the community can one day take part in putting maps in the map pool some day. But I guess it's easier for blizzard's part if they control the map pool.


It also comes down to blizz using lore in their maps, each blizz map is from one of the planets from the SC universe.... the one like LT is obv on the same planet.... just like shakuras is obv on the same planet as XNC
When there is nothing left to lose but your dignity, it is already gone.
mepho
Profile Joined July 2010
Canada9 Posts
Last Edited: 2011-02-04 08:31:24
February 04 2011 08:25 GMT
#301
I played and tested out some of the new maps, it is a good step for blizzard... here are my initial thoughts

Map 1 - identical to lost temple except middle is now wider and more open 1 zelnaga tower, island expansion is connected via destructible rocks. No more cliff for drops. More friendly for zergs

Map 2 - Lots of narrow pathways good for toss, tons of grass for hidden pylons, I feel like this will play like jungle basin unless u spawn cross position

Map 3 - Horrible map has 2 open gold expansions 2 back door rocks to your natural including a wide ramp on ur natural... and some weird cliffs that you can walk up and down beside 3rd bases...

Map 4 - Natural is very close, the middle of the map will probably not have much play in the game, T and P will fight in the narrow pathways that are covered in vents. I think this map is interesting will need to play more on it.

Map 5 - Expansions are very far apart from each other, 3rd base should be the gold unless spawned close, some strange destructible rocks, not quite sure how i feel about it. Think it will be a decent map

edit woops maps 2 and 3 were not in order haha
teser
Profile Joined July 2010
United States156 Posts
Last Edited: 2011-02-04 08:46:08
February 04 2011 08:30 GMT
#302
It doesn't really look like the close spawn rush distance is any further on the new LT. I really wish they would, at the very least, make the rush distances the same for all spawn locations so there isn't an rng advantage built in to the map. However I do really like the other changes on LT, particularly the removal of the cliff behind the natural.
butter
Profile Blog Joined July 2009
United States785 Posts
Last Edited: 2011-02-10 07:12:18
February 04 2011 08:38 GMT
#303
On February 04 2011 17:05 Ownos wrote:
Anyone ACTUALLY run these maps through SC2 analyzer before calling foul on rush distances? Would be nice if someone did that *hint* *hint* *nudge*

+ Show Spoiler [TestMap1] +
[image loading]


[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

+ Show Spoiler [TestMap2] +
[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]

+ Show Spoiler [TestMap3] +
[image loading]


[image loading]

[image loading]

[image loading]

[image loading]

+ Show Spoiler [TestMap4] +
[image loading]


[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

+ Show Spoiler [TestMap5] +
[image loading]


[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
Last Edited: 2011-02-04 08:42:17
February 04 2011 08:40 GMT
#304
I think it's also worth noting that the choke point concealing the natural expansion is now probably twice as wide in the NEW LT
It's not favored for terrans anymore in any manner other than that there is a sort of choke point concealing the natural

Also noteable for a terran:
Ling run-ins are going to be hell. I used to stop these by making a wall with my buildings between the ramp and my expansion command center, so that lings could only enter through a single point which would pass by a bunker... but now they're all wide open, I.E. like metalopolis, making the number of buildings required for this sort of wall in very large.
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
February 04 2011 08:40 GMT
#305
Just by looking at the maps:
TestMap1 looks nice. Lost temple without cliff drops and with a large open space for flanking. This could be a good standard macro map and a much needed solid addition to the current map pool. I'm looking forward to seeing some games on it.
I don't like any of the other maps since they have weirdly layouted naturals and/or consist of only cramped spaces. TestMap4 is playable I guess.
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
February 04 2011 08:44 GMT
#306
Still no large maps in the style of the current iCCup map pool.

I feel like until we have some larger maps that make all-ins weaker, we'll never see any evolution of SC2.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
rickybobby
Profile Joined October 2010
United States405 Posts
February 04 2011 08:46 GMT
#307
why doesnt blizzard put more expos in -_-
syllogism
Profile Joined September 2010
Finland5948 Posts
February 04 2011 08:47 GMT
#308
I don't think they should add GSL maps into normal map pool, especially some preliminary maps gomtv just happened to find available in a short time frame. Ideally there would be separate map pools for perhaps Masters/Grandmaster leagues and the rest, in which case those maps could perhaps be added to the pool.
DarkRise
Profile Joined November 2010
1644 Posts
February 04 2011 08:48 GMT
#309
On February 04 2011 17:46 rickybobby wrote:
why doesnt blizzard put more expos in -_-


I think the number of expos are decent
anymore than that is just ridiculous, I like long games but i don't want to watch a 2 hour game
YourMom
Profile Joined April 2010
Romania565 Posts
February 04 2011 08:56 GMT
#310
Did they get pro players thoughts on how maps should be before they made them ?
I'm very good at making carriers.
Shockk
Profile Blog Joined July 2010
Germany2269 Posts
February 04 2011 08:59 GMT
#311
I don't get why they're adjusting the AT/RT matchmaking once again instead of simply removing that "feature".

AT vs. AT and RT vs. RT worked perfectly in War3 and to this day I can't understand the reasoning behind changing this in SC2. The only issue there is are the loading times and I'll gladly accept those if it'll mean team games will actually be fair once again. No more premade teams rolling random ones, no more partial ATs unbalancing RT games (signing up for 3vs3 with a 2 man premade etc).
greycubed
Profile Joined May 2010
United States615 Posts
February 04 2011 09:02 GMT
#312
LOVE the new Lost Temple.
http://i.imgur.com/N3ujB.png
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 04 2011 09:06 GMT
#313
On February 04 2011 17:46 rickybobby wrote:
why doesnt blizzard put more expos in -_-


Test Map 2 has 14.
jpditri
Profile Blog Joined October 2010
United States86 Posts
February 04 2011 09:08 GMT
#314
I think at the very least this is Blizzard demonstrating that they are listening to the player community-- these maps aren't perfect (no map ever will be, simply because the game will continue to evolve)-- but they are at least taking the initiative to add new test maps. Given that a unified map pool benefits e-sports in general (by 'generalizing' practice for the professionals), Blizzard has a vested interest in sponsoring better maps... even when you consider things as esoteric as "balance" Blizzard always moves slower than the community; what they are doing here is adding more test maps to the pool to garner more community opinion and collect more data.

They will take the feedback from this experiment, remove some maps from the pool, add some more, and the hardcore players will be upset they didn't go further and kill all the pro-player dislikes, and all the casuals will either be confused by the changes and/or will be mad that their 2base all-ins are now nullified.

To the point: the map-pool by Blizzard will always err on the side of a diverse map pool, regardless of what the community is doing-- pro level players will always want diverse and intriguing maps, where casuals will want as little change to their gameplay as possible; Blizzard has a vested interest in both communities.

The addition of more Blizzard sanctioned maps is a good thing overall, and that only through extensive testing by the community can a map be really judged for both fairness, and "fun"ness.
Zidane
Profile Blog Joined July 2008
United States1686 Posts
February 04 2011 09:13 GMT
#315
why is there always crap in the middle? They should just leave it open.
ScarletKnight
Profile Joined August 2010
United States691 Posts
Last Edited: 2011-02-04 09:17:09
February 04 2011 09:16 GMT
#316
Hm. I'll hold judgement on the new maps until I play them myself. I like where Blizzard is taking this. They look larger and more open, but the amount of rocks and debris is standard Blizzard and still bothers me a bit. Some of them look to have incredibly close positions on some spawns.

But they seem like maybe they coded it so only horizontal and cross position play are possible, which would make them much better.

Props to Blizzard though for listening to the community and releasing new ladder maps, regardless of who they're made by. GSL maps or not, this proves that they listen and realize that some maps are a problem due to positioning and size. All these maps seem bigger and more macro-oriented for the most part.

The smart thing to do would have been if it was coded for only cross positions. We'll wait and see how these work out on the PTR. This looks promising.
Looks like I picked the wrong week the quit sniffing glue
weaknurse
Profile Joined October 2010
Australia320 Posts
February 04 2011 09:26 GMT
#317
On February 04 2011 18:13 Zidane wrote:
why is there always crap in the middle? They should just leave it open.

I could never understand this either.
smileyyy
Profile Joined March 2010
Germany1816 Posts
Last Edited: 2011-02-04 10:09:32
February 04 2011 09:37 GMT
#318
Im really astonished that people really thought that Blizzard will add non-Blizzard maps to their own ladder xD. That wont happen anytime soon.

Well time to play some customs on the new maps
Some better pics of the maps.
+ Show Spoiler [Test Map 1] +
[image loading]

+ Show Spoiler [Test Map 2] +
[image loading]

+ Show Spoiler [Test Map 3] +
[image loading]

+ Show Spoiler [Test Map 4] +
[image loading]

+ Show Spoiler [Test Map 5] +
[image loading]
Fruitseller: I feel like it's a good strategy[6Pool]. I had a lot of strategies, but I thought about it a lot and decided to 6 pool. Other people told me to 6 pool too
RouaF
Profile Joined October 2010
France4120 Posts
February 04 2011 09:38 GMT
#319
We'll have to wait and see but those maps honestly look awful. The GSL ones seem to be very much interesting. I say this despite being a terran player
Dark.Carnival
Profile Blog Joined November 2006
United States5095 Posts
February 04 2011 09:49 GMT
#320
Redesigned LT is good, everything else is trash. Huge naturals, short distance between bases, rocks that make naturals worse and the map with backdoor rocks that is literally spitting distance between bases. Yeah I'm glad Blizzard finally put out maps, but for the love of god leave it to the community, PLEASE STOP TRYING TO MAKE MAPS BLIZZARD, just implement community maps ><!
@QxGDarkCell ._.
DrGreen
Profile Joined July 2010
Poland708 Posts
February 04 2011 09:54 GMT
#321
LOLOLOLOL!

Few days ago in GSL or ESL map thread some zerg wrote: "I would be just fine if they removed cliff from LT", hahhahaa wtf? prophet?
link0
Profile Joined March 2010
United States1071 Posts
February 04 2011 10:02 GMT
#322
I like all the new Blizzard maps. They are so much better than the new GSL maps.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Xeph
Profile Joined September 2004
Korea (South)191 Posts
February 04 2011 10:08 GMT
#323
On February 04 2011 19:02 link0 wrote:
I like all the new Blizzard maps. They are so much better than the new GSL maps.

I don't think so.

They even made the maps smaller.
Persistent Pursuit of Perfection
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
February 04 2011 10:13 GMT
#324
On February 04 2011 18:54 DrGreen wrote:
LOLOLOLOL!

Few days ago in GSL or ESL map thread some zerg wrote: "I would be just fine if they removed cliff from LT", hahhahaa wtf? prophet?


or a zerg player

Gonna be real interesting to try out these new maps when the patch comes out, since I dont have a US account. Anyways this is great news regardless of how bad or good the maps are.
Do you really want chat rooms?
nehl
Profile Joined November 2010
Germany270 Posts
February 04 2011 10:14 GMT
#325
but not PTR for european server?
that sucks

im glad blizzard finally changes the maps, but we have to see if they are balanced. remember: once they have shown us xel naga caverns the first time, everyone said it is imbalanced as hell because of 3rd base is cliffable. so, sut w8 and see
cHicKeLoR
Profile Joined October 2008
Germany559 Posts
February 04 2011 10:15 GMT
#326
the first map looks like LT...all the others look... hm... somehow bad :/
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
February 04 2011 10:19 GMT
#327
I knew blizzard would deliver
Pondo
Profile Blog Joined August 2010
Australia283 Posts
February 04 2011 10:21 GMT
#328
I don't really think any of the people posting are qualified to say much with just looking at a map. However I really wish they would just make one giant map with two spawns. Just to see if it would work...
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
February 04 2011 10:22 GMT
#329
On February 04 2011 13:40 Plexa wrote:
Show nested quote +
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 04 2011 10:27 GMT
#330
On February 04 2011 19:22 Patriot.dlk wrote:
Show nested quote +
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


Honestly, people need to be more patient. Blizzard maps are moving in the right direction. Yes, they're not perfect yet. It's Blizzard. They're slow. Famous for it, in fact. So we'll use custom maps for now and tough out that the ladder's different. Eventually, with enough pressure, Blizzard maps will be so good that the point will be moot because everyone will want to use their maps anyway.

For now, we'll have major tournaments using Blizzard for half the maps in their pools. Xel'naga Caverns, Scrap Station, Test Map 2, and some customs isn't a bad map pool in the slightest.
No_Roo
Profile Joined February 2010
United States905 Posts
February 04 2011 10:27 GMT
#331
It's very important for the ladder maps and GSL maps to reconcile quickly if there is a desync, that said I would rather of had the new GSL maps... These are an improvement at least.
(US) NoRoo.fighting
Valroth
Profile Joined January 2011
New Zealand28 Posts
February 04 2011 10:28 GMT
#332
As a zerg player I'm liking the look of most of those new maps. I love the layout of Map 5 especially.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 04 2011 10:36 GMT
#333
I like the maps. Definately a step in the right direction, which is exactly what needs to be done at this point. More room, but not too big.

Making the maps huge all of the sudden would change everything.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 10:41 GMT
#334
On February 04 2011 19:22 Patriot.dlk wrote:
Show nested quote +
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


No they would rather still use their maps as they are more balanced at the moment.....plus it's easier for them to give feedback to the maps and map issues take much less time to rectify.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Pkol
Profile Blog Joined April 2010
Australia176 Posts
February 04 2011 10:41 GMT
#335
By the simple texture work/lack of doodads I think these maps are indeed just "test" maps.

Give Blizzard some feedback about whats good and bad and they might turn out to be not too bad.
lolwut?
Gingerninja
Profile Blog Joined July 2010
United Kingdom1339 Posts
February 04 2011 10:42 GMT
#336
They all look pretty samey just from a glance, 4 corner spawns, open middle. Just from a visual standpoint they're pretty bland, but I guess the redone LT might be good, and the others might be ok, will have to wait for the patch I guess.
戦いの中に答えはある
BimBalla
Profile Joined January 2011
Germany1 Post
February 04 2011 10:49 GMT
#337
someone know when this patch came in EU!?
N1mrod
Profile Joined December 2010
Germany64 Posts
February 04 2011 10:51 GMT
#338
Blizzard showed us that they are completely unable to develop proper maps. Why dont the start to let GSL take control over the mappool?
Rareware
Profile Joined November 2010
Canada340 Posts
February 04 2011 10:51 GMT
#339
On February 04 2011 19:08 Xeph wrote:
Show nested quote +
On February 04 2011 19:02 link0 wrote:
I like all the new Blizzard maps. They are so much better than the new GSL maps.

I don't think so.

They even made the maps smaller.


Well that really depends on what you compare these maps to. If there replacing Steppes, DQ, and Blistering Sands then at least we will have bigger maps over all. But I also don't want GSL to change its map pool for these maps. When I saw the GSL maps they looked great, noticeably different then the current map pool and I can't wait to see the games that come out of them.
ROOT Fighting!!!
MuTT
Profile Joined July 2010
United States398 Posts
February 04 2011 10:53 GMT
#340
I just played some games as P and I find it really hard 2 sentry expand. I've only played on 2 maps but one has an alternate path the nat that is easy for zerg to run by and the other is even more open than metal. Good to have some change though.
MC's strength: confidence weakness: over confidence
Node
Profile Blog Joined October 2009
United States2159 Posts
February 04 2011 10:53 GMT
#341
To me, it looks like they basically tried to recreate Metalopolis as many times as possible. Spawning in close positions on maps 1, 3, 4, and 5 is going to suck just as much as it does to do so on Metal / LT now. I also just think there's a general lack of places to expand on many of the maps. One thing Delta Quadrant did right was give players a bajillion places to put up expansions. On these maps it's pretty much given where your third is going to be. Another common theme is that there's generally no easy fourth base, though this isn't necessarily a very bad thing.

Also, and this isn't really a criticism, destructible rocks fetish much?

Regardless, it's at least a step in the right direction, and putting in new maps will certainly make ladder games more fun in the long run even if there are a couple of duds. I just wish they took more cues from amazing ICCUP maps like Europa that make me think "damn, that's awesome" every time I see it.
whole lies with a half smile
nihoh
Profile Blog Joined May 2010
Australia978 Posts
February 04 2011 10:54 GMT
#342
Every map I looked at I kept nodding my head... Guess its a favourable reaction from me!
Dont look at the finger or you will miss all that heavenly glory.
syllogism
Profile Joined September 2010
Finland5948 Posts
Last Edited: 2011-02-04 10:56:14
February 04 2011 10:55 GMT
#343
The initial impression is that these could be fun ladder maps, but probably not big/open enough to provide entertaining top level games from a spectators point of view
DooMDash
Profile Joined May 2010
United States1015 Posts
February 04 2011 10:59 GMT
#344
Map 4 sucks, tanks hitting the main, loL!!
S1 3500+ Master T. S2 1600+ Master T.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 04 2011 10:59 GMT
#345
How to enrage a community by Blizzard -level 464 Troll Wizard
1) Step 1: Make a bunch of useless maps with imbalanced spawn positions, too close rush distances, stupid to defend naturals (Desert Oasis) and gimmicky back doors everywhere.
2) Step 2: Force players to ladder on these crap maps with only a few thumbs downs with no communication about when they will be updated for far too long a time.
3) Step 3: Leave to simmer for 6 months...... community gets annoyed and makes own maps.
4) Step 4: Jump in with a whole host of new maps just as gimmicky as the first lot!
Problem eSports fans?
(sorry, I hate memes usually but that just fits too well)
Don't hate the player - Hate the game
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 04 2011 11:00 GMT
#346
On February 04 2011 19:41 BLinD-RawR wrote:
Show nested quote +
On February 04 2011 19:22 Patriot.dlk wrote:
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


No they would rather still use their maps as they are more balanced at the moment.....plus it's easier for them to give feedback to the maps and map issues take much less time to rectify.


What is this comment based on?
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
Last Edited: 2011-02-04 11:08:29
February 04 2011 11:02 GMT
#347
On February 04 2011 19:53 Node wrote:
To me, it looks like they basically tried to recreate Metalopolis as many times as possible. Spawning in close positions on maps 1, 3, 4, and 5 is going to suck just as much as it does to do so on Metal / LT now. I also just think there's a general lack of places to expand on many of the maps. One thing Delta Quadrant did right was give players a bajillion places to put up expansions. On these maps it's pretty much given where your third is going to be. Another common theme is that there's generally no easy fourth base, though this isn't necessarily a very bad thing.

Also, and this isn't really a criticism, destructible rocks fetish much?

Regardless, it's at least a step in the right direction, and putting in new maps will certainly make ladder games more fun in the long run even if there are a couple of duds. I just wish they took more cues from amazing ICCUP maps like Europa that make me think "damn, that's awesome" every time I see it.


yeah Europa is one kickass map,but the point is that poeple will always looks at iCCup maps as:

1)too big(false)
2)remakes of BW maps(some are but most of them are original like Europa and Enigma)

On February 04 2011 20:00 Ribbon wrote:
Show nested quote +
On February 04 2011 19:41 BLinD-RawR wrote:
On February 04 2011 19:22 Patriot.dlk wrote:
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


No they would rather still use their maps as they are more balanced at the moment.....plus it's easier for them to give feedback to the maps and map issues take much less time to rectify.


What is this comment based on?


Gisado's Star Challenge(the tourney that tests these maps).

Race Balance Information (Winning Rate on Gisado Star-Challenge)

Terminus RE P 40% T 50% Z 57%
Tal'Darim Altar P 57% T 42% Z 54%
Crossfire SE P 54% T 53% Z 40%
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Nayl
Profile Joined March 2010
Canada413 Posts
February 04 2011 11:04 GMT
#348
On February 04 2011 20:00 Ribbon wrote:
Show nested quote +
On February 04 2011 19:41 BLinD-RawR wrote:
On February 04 2011 19:22 Patriot.dlk wrote:
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


No they would rather still use their maps as they are more balanced at the moment.....plus it's easier for them to give feedback to the maps and map issues take much less time to rectify.


What is this comment based on?


Based on the fact that GSL maps have been tested by Gisado Star challenge by semi-pros and has been adjusted.

GSL also have dismissed couple maps and has been very careful about picking from the new Gisado map pool.
syllogism
Profile Joined September 2010
Finland5948 Posts
Last Edited: 2011-02-04 11:09:00
February 04 2011 11:07 GMT
#349
On February 04 2011 20:04 Nayl wrote:
Show nested quote +
On February 04 2011 20:00 Ribbon wrote:
On February 04 2011 19:41 BLinD-RawR wrote:
On February 04 2011 19:22 Patriot.dlk wrote:
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


No they would rather still use their maps as they are more balanced at the moment.....plus it's easier for them to give feedback to the maps and map issues take much less time to rectify.


What is this comment based on?


Based on the fact that GSL maps have been tested by Gisado Star challenge by semi-pros and has been adjusted.

GSL also have dismissed couple maps and has been very careful about picking from the new Gisado map pool.

They are still just maps that happened to be available and looked decent enough and not maps specifically designed for GSL or likely high level play. Furthermore, the vast majority of Gisado games played on the new maps were pretty low quality and offered little to no data in terms of balance. They may or may not be balanced, but I certainly wouldn't try to assert they are "more balanced".
Nayl
Profile Joined March 2010
Canada413 Posts
Last Edited: 2011-02-04 11:24:37
February 04 2011 11:13 GMT
#350
On February 04 2011 20:07 syllogism wrote:
Show nested quote +
On February 04 2011 20:04 Nayl wrote:
On February 04 2011 20:00 Ribbon wrote:
On February 04 2011 19:41 BLinD-RawR wrote:
On February 04 2011 19:22 Patriot.dlk wrote:
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


No they would rather still use their maps as they are more balanced at the moment.....plus it's easier for them to give feedback to the maps and map issues take much less time to rectify.


What is this comment based on?


Based on the fact that GSL maps have been tested by Gisado Star challenge by semi-pros and has been adjusted.

GSL also have dismissed couple maps and has been very careful about picking from the new Gisado map pool.

They are still just maps that happened to be available and looked decent enough and not maps specifically designed for GSL or likely high level play. Furthermore, the vast majority of Gisado games played on the new maps were pretty low quality and offered little to no data in terms of balance. They may or may not be balanced, but I certainly wouldn't try to assert they are "more balanced".


Gisado maps were made by people @ playxp specifically for competitive play. They are "not just some random maps".

I watch gisado regularly and there has been some very high level games. Sure, there are bad games, but so does GSL. Also, real pros have played on the show before, like oGsMC.

Gisado also tend to have much less all-in shenanigans thanks to its larger rush distance as well as safe expansions. They constantly update the map as well, like when they made the ramps to main larger so Terran couldn't block it with 2 bunkers, but then realized Protoss were having trouble defending with Forcefield. Now the maps have neutral burrowed depot at the ramp to address both issues.

If Blizzard spends this kind of time in the PTR adjusting even the smallest aspect of these maps, sure. But knowing their track record on maps, I'm more inclined to believe Gisado maps would generate more balanced and interesting gameplay on high level play.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
Last Edited: 2011-02-04 11:17:15
February 04 2011 11:16 GMT
#351
On February 04 2011 20:07 syllogism wrote:
Show nested quote +
On February 04 2011 20:04 Nayl wrote:
On February 04 2011 20:00 Ribbon wrote:
On February 04 2011 19:41 BLinD-RawR wrote:
On February 04 2011 19:22 Patriot.dlk wrote:
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


No they would rather still use their maps as they are more balanced at the moment.....plus it's easier for them to give feedback to the maps and map issues take much less time to rectify.


What is this comment based on?


Based on the fact that GSL maps have been tested by Gisado Star challenge by semi-pros and has been adjusted.

GSL also have dismissed couple maps and has been very careful about picking from the new Gisado map pool.

They are still just maps that happened to be available and looked decent enough and not maps specifically designed for GSL or likely high level play. Furthermore, the vast majority of Gisado games played on the new maps were pretty low quality and offered little to no data in terms of balance. They may or may not be balanced, but I certainly wouldn't try to assert they are "more balanced".


the quality of the games is definitely not low(or high for that matter)but the games played on these maps are generally being played out into a later stage of the game where the game gets more skill based rather than build order oriented play.

Oh my god the epic games played by oGsSTC.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
February 04 2011 11:17 GMT
#352
I don't think blizzard will ever add maps to the ladder mappool they didn't design themselves.
That's just not how they work.
About the new maps:
I'm not instantly gonna say they will be bad cause I can't test them, but they seem to extremely favor siege tank play and the map with the double ramp (Testmap 3) is a joke.
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
February 04 2011 11:18 GMT
#353
Such terrible maps.

It's like they regurgitated all the crappy stuff they've made so far and merged it with meta.
Warturtle - DOTA 2 is KING
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-02-04 11:32:36
February 04 2011 11:29 GMT
#354
Hey does anyone else not think that Testmap1 looks a lot like python? There's no corner/island expos between bases on this one though, and the golds are obviously placed different too. If the gold expo was moved to the isolated expos on python, this would be nearly a spitting image of it (well without trying to make it the same).

It looks pretty great to me, although I didn't really analyze it much.

Doesn't look like SC1 lost temple, but I guess it does look a bit like SC2 lost temple.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 04 2011 11:31 GMT
#355
On February 04 2011 20:17 Jakkerr wrote:
I don't think blizzard will ever add maps to the ladder mappool they didn't design themselves.
That's just not how they work.
About the new maps:
I'm not instantly gonna say they will be bad cause I can't test them, but they seem to extremely favor siege tank play and the map with the double ramp (Testmap 3) is a joke.

It's amazing how every single map since the beginning of time has had someone say "this is good for siege tanks".
Even BroodWar maps people would go, this is good for tanks, this cliff is good for tanks etc.. Quite often the maps turned out to be bad for Terran.
I think we should call this "Edmund's Law".

(I'm not saying you're wrong by the way, it might be good for tanks!)
Don't hate the player - Hate the game
Highwinds
Profile Joined August 2010
Canada955 Posts
February 04 2011 11:35 GMT
#356
I've been looking at the first map a ton on the PTR right now.

(And someone please correct me if im wrong here)

At the far spots where islands used to be on Lost Temple. Those expansions only have 7 mineral patches each, is there any other expo that only has 7 for blue minerals? Every other expo on the map has 8 mineral patches.
Yes It's a Good Day. 저는 아이유 사랑해요!
syllogism
Profile Joined September 2010
Finland5948 Posts
February 04 2011 11:35 GMT
#357
On February 04 2011 20:29 Xapti wrote:
Hey does anyone else not think that Testmap1 looks a lot like python?

It looks pretty great to me, although I didn't really analyze it much. I'm a bit suprized people are saying it's like lost temple (at least SC1 LT) cause it's quite different.

Well, it's obviously an edited LT and would almost certainly replace it

http://i54.tinypic.com/53uz50.png
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
February 04 2011 11:43 GMT
#358
Somehow this discussion reminds me about all the shakuras plateau flaming that occured when that map was added to the ladder pool...
Everyone hated it, now most people favour it...

I'll just sit back and wait how the maps play out. As a Zerg player i see a lot of nice options on each of those maps.
debasers
Profile Joined August 2010
737 Posts
February 04 2011 11:44 GMT
#359
And those maps are much better than delta quadrant or steppes anyway...
tealc
Profile Joined October 2010
109 Posts
February 04 2011 11:45 GMT
#360
Demanding blizzard to implement user made maps to their product is like sending suggestions to a tv-show because you don't like the direction of the plot. Granted, a game as well as a tv-show both need people to succeed and blizzard may have not been the most receptive to community feedback in the near past, but this is a step forward. Four starting positions and no maps like steppes, is a definate improvement, after all these are just testmaps.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2011-02-04 11:50:17
February 04 2011 11:49 GMT
#361
On February 04 2011 20:07 syllogism wrote:
Show nested quote +
On February 04 2011 20:04 Nayl wrote:
On February 04 2011 20:00 Ribbon wrote:
On February 04 2011 19:41 BLinD-RawR wrote:
On February 04 2011 19:22 Patriot.dlk wrote:
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


No they would rather still use their maps as they are more balanced at the moment.....plus it's easier for them to give feedback to the maps and map issues take much less time to rectify.


What is this comment based on?


Based on the fact that GSL maps have been tested by Gisado Star challenge by semi-pros and has been adjusted.

GSL also have dismissed couple maps and has been very careful about picking from the new Gisado map pool.

They are still just maps that happened to be available and looked decent enough and not maps specifically designed for GSL or likely high level play. Furthermore, the vast majority of Gisado games played on the new maps were pretty low quality and offered little to no data in terms of balance. They may or may not be balanced, but I certainly wouldn't try to assert they are "more balanced".


They probably are more balanced, but until we see some really high-level games, I don't think we state they are as a matter of scientific fact.

On February 04 2011 20:43 Morfildur wrote:
Somehow this discussion reminds me about all the shakuras plateau flaming that occured when that map was added to the ladder pool...
Everyone hated it, now most people favour it...

I'll just sit back and wait how the maps play out. As a Zerg player i see a lot of nice options on each of those maps.


That thread was great. True, people didn't know about the wacky spawning rules, but they were saying it sucked generally in all positions.

While Jungle Basin turned out to be a bad map, it wasn't because nukes were OP on it like TL was saying at the time.

A lot of people just hate these maps cause they're not GSL maps/"Actiblizzard" is inherently evil. Test Map 2 is going to be really popular once people start playing on it, I think because it's actually really good. At least, I think it is. Data will say for sure :D
SwiFt
Profile Joined January 2006
Sweden30 Posts
February 04 2011 11:50 GMT
#362
On February 04 2011 15:35 LetoAtreides82 wrote:
Show nested quote +
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?

No i have not since i can't but by the looks of it
Finrod1
Profile Joined December 2010
Germany3997 Posts
February 04 2011 11:53 GMT
#363
At first i felt just like most users here, dissapointet. But i thinkt overall that many of them are much much better as junglebasin/steppes... so it is an improvment. They are not fancy like testbugthat is kinda sad. Overall i feel blizzards want to test 4player maps and not all of them will make it to the ladder pool. Probably 2-3 of them.
First of all i'm glad blizzard acts (!) and is trying to do better maps, but i feel they rushed themselfs because gom/esl starting to use other maps and they don't want to learn from those mapmakers. This is the point which confuses me the most. Why don't they just copy testbug/gsl-maps and add a few of their maps? I mean blizzard always said that every map is their property...
Grummler
Profile Joined May 2010
Germany743 Posts
February 04 2011 11:55 GMT
#364
These maps are actually NOT BAD. I dislike how so many armchair-commanders try to be all clever and sc2 wise while explaining how shitty the new maps are.

I mean, testmap1 is basically lost temple
- without the cliff at the natural
- island expos are now easier to reach (no islands anymore)
- much more space in the center

So, from a non terran point of view the new lt is actually much better. Zergs gonna love this map. You can get your 2nd, 3rd, 4th and even your 5th base in one single corner of the map, connect them all with creep in a matter of minutes while having a lot of space for surrounding and run by's in the center.

Its basically the same with all other maps: What map will be replaced?

Imagine steppes of war, junglin basin, blistering sands and lost temple being replaced with these 4 new maps. That would be a huge step in the right direction.

Of course it would be an epic fail if they replace some of the bigger and better maps. But we dont know that yet. Its too early to judge anything.
workers, supply, money, workers, supply, money, workers, ...
StarBrift
Profile Joined January 2008
Sweden1761 Posts
February 04 2011 11:57 GMT
#365
These maps look inferior to the new GSL maps. Really bad naturals on some. Some are too tight. All are too small.
SlyinZ
Profile Joined August 2010
France199 Posts
February 04 2011 11:59 GMT
#366
The last one look as bad as quadrant delta
L.F.Haunt
Profile Joined February 2011
United States47 Posts
Last Edited: 2011-02-04 12:17:28
February 04 2011 12:01 GMT
#367
First of all im guessing 95% of the ppl moaning and whining about how the maps suck more then a clogged toilet that has just been fixed, havent even played one of the maps.
2. 95% of the posts are ppl bitching and moaning about how the maps suck... which leads me to believe that ppl are just mindlessly posting the first thing that comes to mind or restating something they heard from a VOD/stream rather then giving their own personal opinion after playing the maps.
3. By asking for maps that are 'balanced' (removing cliff, easier to take naturals, etc.) might win you more games, but in the long run it babies your ability to play, which would actually make you an inferior player, which is the complete opposite of what i want. ( if you can cut the map in half and get two/four identical parts, i see that as true balance, how could it really be any more complex then that.)

Play these maps and give some constructive criticism or just man up and be thankful for new content. who knows maybe someone from blizzard will actually skim though these forums one day and take some suggestions into consideration, rather then looking through the first couple of pages to see that this topic is more worthless then trash.

I played on testmap3 as terren against zerg ( i was top right, he was top left) . the game ended when i sieged up near the gold and managed to take out the enemies expo and then slowly pushed with my tanks up to his natural. I noticed that having control of the middle gold area gave me a bigger benefit then most other maps (aka babying, because controlling the center of the map is obviously a great thing, but having a gold and 2 xel towers there makes it really awesome)

one last point id like to make, man up. back in BW days ppl didnt have the luxury to publicize all there complaints and look like abunch of girly-men.
Everyday is an opportunity to grow and learn, no matter how old you are
iseefor
Profile Joined September 2010
United States162 Posts
February 04 2011 12:05 GMT
#368
wow the new maps look.. better!

hope this ends up this way.
.CJ.herO lifer.
Babaganoush
Profile Joined November 2010
United States626 Posts
Last Edited: 2011-02-04 12:27:21
February 04 2011 12:06 GMT
#369
One of the things I hope the patch resolves is the team matching.

I hate losing points, stating "you were favored' then checking the team to see that they were a premade diamond/plat group. (being a team random plat myself.)

Also this map:
+ Show Spoiler +
[image loading]

displeases me.
Stick a fork in those buns.
lastreason
Profile Joined May 2010
Romania250 Posts
February 04 2011 12:11 GMT
#370
i don't think maps have some importance in sc2 , it's always a ball vs a ball so it doesn't matter were they meet
BritishBeef
Profile Joined November 2010
United Kingdom372 Posts
February 04 2011 12:13 GMT
#371
WOW the new losttemple looks bad-ass
Bosu
Profile Blog Joined June 2008
United States3247 Posts
February 04 2011 12:14 GMT
#372
Hopefully they make some adjustments to the maps. But at least blizzard is aware of the problem with the game and making some sort of an effort to fix it.
#1 Kwanro Fan
nehl
Profile Joined November 2010
Germany270 Posts
February 04 2011 12:15 GMT
#373
i dont really think these maps are better. the new lost temple is good and the 2nd and 3rd map look decent, but the 4th and 5th look, well well se. but i really hope blizzard does not take out some good maps like xel naga caverns and shakuras...
please blizzard let some folks from the community fo the work 4 u. they do it better!
alepov
Profile Joined December 2010
Netherlands1132 Posts
February 04 2011 12:16 GMT
#374
On February 04 2011 21:06 Babaganoush wrote:
One of the things I hope the patch resolves are the team matching.

I hate losing points, stating "you were favored' then checking the team to see that they were a premade diamond/plat group. (being a team random plat myself.)

yeah i dont get that stuff either, i play with some bronze guy who fortifies his bunkers and has an army of 5 marines and 3 reapers after 10mins, vs 2 diamonds, and we are "slightly favored".
ლ(ಠ益ಠლ)
frozt_
Profile Joined January 2011
United States234 Posts
February 04 2011 12:16 GMT
#375
These look pretty awesome, Im glad blizzard is taking a look into new more balanced friendly maps, props to Blizzard!
Practice and dedication reveals the greatness within a player
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 04 2011 12:23 GMT
#376
I loled at the TestMap1
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
SayTT
Profile Joined August 2004
Sweden2158 Posts
February 04 2011 12:23 GMT
#377
shared bases and fixed positions in 2v2 and 3v3 is NOT good for the game. When will blizzard learn this?
-,-
Omgzpwnd
Profile Joined May 2010
Poland59 Posts
February 04 2011 12:30 GMT
#378
i won't get on ptr just to test few maps tbh, ill wait till they hit ladder.
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
February 04 2011 12:30 GMT
#379
- map 1 seems like a teaked lt to me. but that's not bad at all.
- i like the different levels of map3... seems interesting.
- map2 seems hard for zerg? dunno...

the other two are prettty solid it seems. looking forward to play those
http://twitter.com/jhNz
Progammer
Profile Joined June 2010
United States25 Posts
February 04 2011 12:31 GMT
#380
I dont see a place to download them here ? Not everyone has PTR so i uploaded them all here (11 maps total)

http://forums.sc2mapster.com/general/general-chat/18064-patch-1-2-ptr/

Mapping on sc2mapster: http://www.sc2mapster.com/profiles/progammer/maps/
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 04 2011 12:34 GMT
#381
On February 04 2011 21:06 Babaganoush wrote:
One of the things I hope the patch resolves is the team matching.

I hate losing points, stating "you were favored' then checking the team to see that they were a premade diamond/plat group. (being a team random plat myself.)

Also this map:
+ Show Spoiler +
[image loading]

displeases me.


Why that one particularly? It's probably the best of the new maps, I think. Easy 3rd. Lots of bases. Close positions are still a decent distance.
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
February 04 2011 12:40 GMT
#382
Sometimes I really hate you people... Stop shitting all over everything Blizzard does.
Seriously. It was pretty obvious that they wouldn't just take some user made maps and implement them to their ladder to begin with, so at least they're trying to react to the demands of new maps and put some new maps onto the PTR (THE FUCKING PTR!)... A place to test the maps without them having a influence on your beloved ladderrating. And all people do is: "Oh herpa derp, Mr. Blizzard. I saw those screenshots of your maps and I have to say that you and your maps totally suck. MEH!"
Kevmeister @ Dota2
smileyyy
Profile Joined March 2010
Germany1816 Posts
February 04 2011 12:40 GMT
#383
On February 04 2011 21:34 Ribbon wrote:
Show nested quote +
On February 04 2011 21:06 Babaganoush wrote:
One of the things I hope the patch resolves is the team matching.

I hate losing points, stating "you were favored' then checking the team to see that they were a premade diamond/plat group. (being a team random plat myself.)

Also this map:
+ Show Spoiler +
[image loading]

displeases me.


Why that one particularly? It's probably the best of the new maps, I think. Easy 3rd. Lots of bases. Close positions are still a decent distance.

Too many narrow path ways...

I only "like" map 1 & 3 so far. I think map 4&5 are reaaaaaaaally bad. But I have to play on them first :D Which I cant besides custom games I want PTR on EU

Just look at the rocks beetwen your nat and your oponnents on close spawn and I dont really know where to expand afterwards ...
+ Show Spoiler [Test Map 4] +
[image loading]


Same here rocks Shakura style on horizontal spawn ...
+ Show Spoiler [Test Map 5] +
[image loading]
Fruitseller: I feel like it's a good strategy[6Pool]. I had a lot of strategies, but I thought about it a lot and decided to 6 pool. Other people told me to 6 pool too
AxiR
Profile Joined October 2010
Germany944 Posts
Last Edited: 2011-02-04 12:43:02
February 04 2011 12:40 GMT
#384
I can't belive that people are already whining about maps on the PUBLIC TEST REALM which aren't even named yet.
ffs
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 04 2011 12:44 GMT
#385
The problem is that they all have a bad natural (except the map 1 since it is lost temple without cliff), and the natural layout is the basic of map-making. And they are not able to do good naturals in each map, this is why they are already hated.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
oni_link
Profile Joined July 2010
Germany165 Posts
February 04 2011 12:45 GMT
#386
most maps still got close position of doom which almost prevents a macro game and favors things like 5rr 4 gate or stim pushes
?:O
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
February 04 2011 12:48 GMT
#387
Number 1 looks like a better version of LT.
(Which is good)
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2011-02-04 12:53:02
February 04 2011 12:50 GMT
#388
Can't wait to try these maps out, and I'm glad Blizzard has worked in some very interesting and some quite LARGE maps in the map pool! I'm sure that after some time to settle, the general consensus of the quality of each map will settle.

Only after extensive playing by amateurs and pros should anyone even attempt to judge these maps.

Who knows, maybe we'll see some abusive strategies, maybe we'll see some new ones. All I can say now is thanks to Blizzard and express my excitement at the prospect of a shifting metagame.
REEBUH!!!
Mereel
Profile Joined February 2010
Germany895 Posts
February 04 2011 12:51 GMT
#389
they all look the same o0o0o0o0o
TPW Mapmaking Team
Valefort
Profile Joined December 2010
France228 Posts
February 04 2011 12:56 GMT
#390
First impression is : horrible naturals, dear protosses have fun defending vs zerg. Modified LT seems ok but WHY did they widen the choke ? All those maps seem ridiculously zerg favored to me just because those naturals are terribly wide opened.
Excludos
Profile Blog Joined April 2010
Norway8061 Posts
Last Edited: 2011-02-04 12:59:58
February 04 2011 12:58 GMT
#391
My opinion of the preview of the new maps:
1. Improved version of Lost Temple, I approve.
2. Too cramped and too small. Everyone is shouting for bigger maps, and this one is going on the wrong direction. Also, the Natural has a wide ramp and 3 possible entrances..I don't see how this is going to turn out to anything but onebasing play.
3. I love this map. Even though there aren't many open areas, the size of the map makes up for it. The style of the map is completely new (meaning that it doesn't look like any previous blizzard map), and thus its going to be hard to tell how its going to be played out without actually having played it.
4. Where the hell do you take your third on this one?
5. This one also excites me. Blizzard is surely testing a variety of things on these new maps, and this one seems to be "Expoes are spread around the edges of the map only". This is one of the maps I'm most looking forward to play, even if it ends up in favor of one of the races.

Now that I have given my opinion, like 50 other people in this thread, I should also note that I am not against any of the maps, even the ones I dislike. I love that blizzard is trying new things out, especially on the PTR realm. I only have one favor ask...please let us in EU play on it too?
coddan
Profile Joined May 2010
Estonia890 Posts
February 04 2011 12:59 GMT
#392
What does Blizzard have against mirroring maps? If map makers can perfectly mirror them, I'm sure Blizzard can too.
SwizzY
Profile Blog Joined September 2010
United States1549 Posts
February 04 2011 13:07 GMT
#393
I wish I could give a virtual e-slap to some of you whining bitches. As its been mentioned, these maps aren't even on the regular server yet, NOT TO MENTION PTR. I think it's a sign of goodwill from Blizzard to be implementing these maps and them showing our whiny asses that they are taking a proactive stance with all the dissatisfaction from the player base, and I for one am grateful.

Seriously guys, chill the fuck out, smoke a bowl, play some sc2 on NEW maps, and keep your shit in your pants until AFTER you've played the maps YOURSELVES. I remember when shakuras plateau first came out it was you same idiots that flamed that map too (which ended up being one of the better maps in our current map pool!).
All that glitters is not gold, all that wander are not lost, the old that is strong does not wither, deep roots are not reached by frost.
ChewbroCColi
Profile Joined July 2009
Denmark108 Posts
February 04 2011 13:08 GMT
#394
Why rocks? Why why why??
Poky
Profile Joined October 2010
Czech Republic23 Posts
February 04 2011 13:16 GMT
#395
I don't really care if the maps are good or bad right now.

(I can only tell that new Lost Temple looks awesome, cause that cliff was ridiculous and many of us can tell that from hundreds games worth of experience with LT, not like with any other maps, so stop whinning about maps you haven't even played yet people)

It's just awesome that it'll bring some variation and first step to faster map rotation, because playing 6 maps over and over again is just not what I expect from RTS like starcraft.

Too bad there's not PTR for Europe but I'm so looking forward to every one of them being implemented and maybe a little changed thumb down / thumb up system.
pedduck
Profile Blog Joined August 2004
Thailand468 Posts
February 04 2011 13:19 GMT
#396
New map sounds(look) great!!
fenixdown
Profile Blog Joined April 2004
Colombia320 Posts
February 04 2011 13:26 GMT
#397
I hate rocks! xD

I don't see a problem with people complaining about the maps, there is something called constructive criticism and feedback. Anyway, if some of those maps are implemented they better increase the number of possible banned maps.
I love protoss because it is tough and straight. It is a race for the men. - Reach
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2011-02-04 13:31:36
February 04 2011 13:30 GMT
#398
I don't know what's most funny about this:

1) That most of these maps still are 1 base allin slugfests
2) that most maps are reported to be broken in some way
3) It will take prolly a month for Blizzard to actually release these to the normal map pool and unless they drastically change them the new maps won't really change the current state of the game.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Zeon0
Profile Joined September 2010
Austria2995 Posts
February 04 2011 13:31 GMT
#399
'new LT'-close posi sucks even more than before, because there is no tower so its harder to get a glimpse at the unit composition of the aggressor. But of course the cliffs sucked a lot, glad they are removed.
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
S.O.L.I.D.
Profile Blog Joined September 2010
United States792 Posts
February 04 2011 13:31 GMT
#400
I think implementing these maps is a step in the right direction, regardless of whether or not they're 'good.' It shows that they're listening to the community and are willing to change, which is good. Don't judge the maps before you've played on them multiple times, it makes you look ignorant.
FryKt
Profile Joined January 2009
Norway27 Posts
Last Edited: 2011-02-04 13:39:28
February 04 2011 13:35 GMT
#401
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okey becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak behind the backdoor rocks of everyfucking expansion.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.
Ogna
Profile Joined November 2008
United States106 Posts
February 04 2011 13:39 GMT
#402
Okay, i dont know but these maps make me want to cry. in a bad way.......
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
February 04 2011 13:39 GMT
#403
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okei becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


So freaking good that it needs to be quoted.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Garnet
Profile Blog Joined February 2006
Vietnam9016 Posts
February 04 2011 13:42 GMT
#404
Fixed an issue that would sometimes cause players to be improperly disconnected from a game.

No more random drops?
SavageReborn
Profile Joined September 2010
Australia106 Posts
February 04 2011 13:43 GMT
#405
For test map 1, they should keep the cliff change (and the island expo change) but revert the centre to the old lost temple, the middle area in this new map seems too wide open, and it doesn't help that the one xel naga shows the entire center of the map (besides the side paths)
Savage1 on irc.rizon.net || UWA Anime Club: www.uwanime.org
AxiR
Profile Joined October 2010
Germany944 Posts
February 04 2011 13:44 GMT
#406
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okey becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak behind the backdoor rocks of everyfucking expansion.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


most of the new maps have only one xelnaga tower, some two. but i guess 43572942 comes pretty close to that.
syllogism
Profile Joined September 2010
Finland5948 Posts
Last Edited: 2011-02-04 14:59:48
February 04 2011 13:49 GMT
#407
On February 04 2011 22:39 Integra wrote:
Show nested quote +
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okei becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


So freaking good that it needs to be quoted.

It's actually a pretty bad post. Embodies the typical sense of entitlement that is so prevalent these days.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
February 04 2011 13:52 GMT
#408
They all appear to be worse than what the community could make given the chance to see our maps on the ladder. They all have some huge flaw from the getgo unless they are far positions only like Shakuras.

I feel like once again it's a case of Blizzard giving us a half assed effort at pleasing us that we'd be ungrateful not to atleast be somewhat thankful for, but so much more could be done than churning out a handful of fundamentally questionable maps and saying "see we're listening!"
GinDo
Profile Blog Joined September 2010
3327 Posts
February 04 2011 13:56 GMT
#409
Serious people stop hating on maps you never PLAYED ON.

Remember this?->Lets Play Shakuras Plataeu

Everyone hated Shakuras just from looking at it. Read some of the Crap said in that thread. Know Shakuras is one of the Favorite maps. Also remember the H8 on Xelnaga Caverns for having an open natural and a backdoor to the natural.

People are stupid and like to join the huge bandwagon of Hate without any credible justification.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
February 04 2011 13:57 GMT
#410
On February 04 2011 20:43 Morfildur wrote:
Somehow this discussion reminds me about all the shakuras plateau flaming that occured when that map was added to the ladder pool...
Everyone hated it, now most people favour it...

I'll just sit back and wait how the maps play out. As a Zerg player i see a lot of nice options on each of those maps.


This.

These maps are a million times better than steppes, delta quadrant or blistering sands.

People flame Blizzard for the sake of doing it, it's like whatever they do, the reaction is always the same.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
February 04 2011 13:59 GMT
#411
Xelnaga still has an open natural and most people still only like Shakuras in absolute cross position. And most of the hate came from when we didn't know you couldn't spawn close position, which is still a ghetto solution to making a 2v2 map into a 1v1 and doesn't make the map good from a technical perspective
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
Last Edited: 2011-02-04 14:11:09
February 04 2011 14:08 GMT
#412
On February 04 2011 22:57 Bleak wrote:
Show nested quote +
On February 04 2011 20:43 Morfildur wrote:
Somehow this discussion reminds me about all the shakuras plateau flaming that occured when that map was added to the ladder pool...
Everyone hated it, now most people favour it...

I'll just sit back and wait how the maps play out. As a Zerg player i see a lot of nice options on each of those maps.


This.

These maps are a million times better than steppes, delta quadrant or blistering sands.

People flame Blizzard for the sake of doing it, it's like whatever they do, the reaction is always the same.


because the maps for sc2 have been very sub par and in some cases terrible.

Also just compare Kespa map making to Blizz map making, and the fact it's not hard for them to get good maps

It's like saying "THANKS BLIZZ OMG YAY CHAT CHANNELS" shit is stupid, blizz is pretty quickly swirling down a porcelain bowl. Yes, you go say thanks for the fact they spent 10 minutes and threw together some poor maps that didn't address any of the complaints.

Most of the people complaining have played destination, python, tau cross, longinus, etc and know what a decent map is. The maps blizzard is making are terrible, uncreative, and will lead to bad games.

They should just give up and copy GSL / user maps.

It's painfully obvious all the talent/passion has left blizzard to arenanet / firefall guys / etc.

Warturtle - DOTA 2 is KING
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
February 04 2011 14:11 GMT
#413
On February 04 2011 22:56 GinDo wrote:
Serious people stop hating on maps you never PLAYED ON.

Remember this?->Lets Play Shakuras Plataeu

Everyone hated Shakuras just from looking at it. Read some of the Crap said in that thread. Know Shakuras is one of the Favorite maps. Also remember the H8 on Xelnaga Caverns for having an open natural and a backdoor to the natural.

People are stupid and like to join the huge bandwagon of Hate without any credible justification.


you are damn right.
21 is half the truth
MinoMino
Profile Blog Joined April 2010
Norway1103 Posts
February 04 2011 14:12 GMT
#414
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okey becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak behind the backdoor rocks of everyfucking expansion.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.

Obviously because Blizzard thinks this is the correct move. People are crying for SC1-ish maps on TL, but if you haven't noticed already, Blizzard is catering to the casual gamers. Having casuals play 30 minutes+ games is something they're trying to avoid. They want matches to be short so that they can quickly win and get 12412 points from the bonus pool and get ranked #1 on their division. That'll make 'em stick around.

Adding these maps is obviously an attempt to compromise. I still think they're leaning a lot more towards the casuals, but hey, at least they're trying.
Blah.
ishboh
Profile Joined October 2010
United States954 Posts
February 04 2011 14:12 GMT
#415
yay maps, the new LT looks weird, i guess they don't like islands...testmap 4 looks too small in the close positions...
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
Last Edited: 2011-02-04 14:19:54
February 04 2011 14:16 GMT
#416
On February 04 2011 23:11 Schnullerbacke13 wrote:
Show nested quote +
On February 04 2011 22:56 GinDo wrote:
Serious people stop hating on maps you never PLAYED ON.

Remember this?->Lets Play Shakuras Plataeu

Everyone hated Shakuras just from looking at it. Read some of the Crap said in that thread. Know Shakuras is one of the Favorite maps. Also remember the H8 on Xelnaga Caverns for having an open natural and a backdoor to the natural.

People are stupid and like to join the huge bandwagon of Hate without any credible justification.


you are damn right.


just an fyi, shakuras has been in SC2 since beta. It's always been a 2v2 map though they just quickly put it on the 1v1 ladder (instead of putting any effort into 1v1 maps).

Another thing to note is that when reapers where actually good, shakuras had really uneven cliff patterns on the backside of each main by the destructible rocks.

The only reason shakuras turned out okay was most likely an accident as they simply ported a 2v2 map which disallowed close spawn positions. I'm pretty sure blizzard probably didn't even know the close spawn positions was disallowed.

Warturtle - DOTA 2 is KING
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 04 2011 14:18 GMT
#417
Well, if they think this is an improvement or what we need then.. they are totally wrong. These maps are a joke.

Natural design just sucks (far away, open, backdoors), thirds are mostly non-existent, close position is terrible (hope they remove that at least).

I can only see map 2 working decently in all positions, all the other maps will at least suck in close position, except for map 4 which just will never ever work cause there is no third! Seriously, how blind is Blizzard?!

Now that GSL and ESL started to use custom maps, I can look back and say that I'm actually glad that Blizzard made all these terrible maps like Steppes, Incineration Zone, Jungle Basin, Delta and so on, so we could see and learn from them what does NOT work.

But please Blizzard, just admit that you for the most part just suck at mapmaking. Making a good map occasionally is no excuse. Especially when you are soo slow to react and in the end we don't really get what we want anyway (and you never explain your decisions!).

I only really want you to change Meta and LT so that you can't spawn close. Then please stop making 1v1 maps for ladder forever. Instead get a system in place so we can play GSL/iCCup maps. Preferably add them to ladder and change the veto system accordingly (+hint+ listen to the last State of the Game) or make custom map hosting not totally stupid and useless (great idea that some random silver league player can get into my game when I try to play iCCup Testbug and the countdown starts immediatly. Game will be a lot of fun this way, right Blizz?!).

Even better: Hire the iCCup Mapmaking Team now. I'm sure they are not that expensive (they would work for you for free if you'd use their maps, I'm sure ).
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Krehlmar
Profile Joined August 2010
Sweden1149 Posts
February 04 2011 14:34 GMT
#418
Maps maps maps?
My Comment Doesnt Matter Because No One Reads It
LunarC
Profile Blog Joined October 2009
United States1186 Posts
February 04 2011 14:41 GMT
#419
You all forget that Blizzard is a developer that has multiple projects in development and under maintenance at the same time. It is very likely that most of the Starcraft 2 team has been reallocated to working on Diablo 3, WoW, and that Titan project.

Activision Blizzard will never hire the iCCup Map making team. It is their policy to leave tournament planning and map-making up to the community. They will not push E-Sports actively. They will only encourage it.
REEBUH!!!
Heraklitus
Profile Joined September 2010
United States553 Posts
February 04 2011 14:43 GMT
#420
I tested the new lost temple. I like it. I like the open middle. I like the back routes through the destructible rocks towards the golds. Both of the naturals connect to them, so it sort of makes for a Shakuras like game (when you spawn on left/right positions on Shakuras).

It definitely feels more comfortable without the cliffs (I'm a zerg).
Rareware
Profile Joined November 2010
Canada340 Posts
February 04 2011 14:44 GMT
#421
On February 04 2011 22:49 syllogism wrote:
Show nested quote +
On February 04 2011 22:39 Integra wrote:
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okei becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


So freaking good that it needs to be quoted.

It's actually a pretty bad post. Embodies the typical entitlement that is so prevalent these days.


I agree I don't see why people feel that raging on Internet forums will go anywhere. Wouldn't Blizzard be more open to listening if people made posts that did not include a bunch of insults?
ROOT Fighting!!!
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 14:44 GMT
#422
Why can they make maps like Fighting Spirit....its so friendly to casuals and accepted by pros.....
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
PredY
Profile Joined September 2009
Czech Republic1731 Posts
February 04 2011 14:49 GMT
#423
crap, so what's gsl gonna do? they just picked new maps and then this happens.. also esl the same thing.
http://www.twitch.tv/czelpredy
Klamity
Profile Blog Joined April 2010
United States994 Posts
February 04 2011 14:51 GMT
#424
If nothing else, these maps are far superior to the likes of Steppes, Jungle Basin, Blistering Sands and Delta Quadrant.


1. The changes to Lost Temple's expansions seems great, but I question the decision to change the middle. I'm not so sure it was completely necessary. I kind of enjoyed having the Xelnagas serve as a wall against an opponent that wasn't in the close position. But as a Zerg, it's not like I'm going to start complaining about more open space.

2. This one is eerily similar to Kulas Ravine in that the attack paths are all narrow as hell. "HERE HAVE AN EASY THIRD, THAT'LL MAKE UP FOR IT." But I suppose it could be a fun match to watch for other MUs.

3. Rocks are completely unnecessary and there's a bit too much ground to cover from the main to the natural, but it's tucked in nicely and there's a second ramp you can defend from. Overall, it seems like a decent map. The fighting spaces don't seem too big or too small.

4. So basically, they took the middle part of Steppes, copied it, and stuck them together and called it a map. Good luck taking thirds here. I sure hope you can't spawn close position.

5. MOAR ROCKS. MORE. :/

Don't believe in yourself, believe in me, who believes in you.
Airfan
Profile Joined September 2010
Germany73 Posts
Last Edited: 2011-02-04 14:52:37
February 04 2011 14:51 GMT
#425
The natural at map 2 (the desert one) looks undefendable like on Delta. So I have to push creep all the way to the forward ramp just to able to stop a sentry from forcefielding my ramp?
Chise
Profile Joined December 2010
Japan507 Posts
February 04 2011 14:52 GMT
#426
On February 04 2011 23:44 Rareware wrote:
Show nested quote +
On February 04 2011 22:49 syllogism wrote:
On February 04 2011 22:39 Integra wrote:
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okei becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


So freaking good that it needs to be quoted.

It's actually a pretty bad post. Embodies the typical entitlement that is so prevalent these days.


I agree I don't see why people feel that raging on Internet forums will go anywhere. Wouldn't Blizzard be more open to listening if people made posts that did not include a bunch of insults?


So you think it never happened?
There was a thread in the battle.net forums by some iccup guy (don't remember who exactly opened it). He explained in a mannered way why the current situation of the maps is just bad, but there wasn't ever a blue post.
People probably tried to tell Blizzard that their maps suck in a polite way not only once, but it seems that Blizzard doesn't care.
Healingproof
Profile Joined November 2010
Sweden81 Posts
February 04 2011 14:53 GMT
#427
Remove all the terran maps but keep shakuras xpositions, scrapped balance and macrololpolice xpositions.. Well, zerg only won half the GSLs ^^ Make them win all!!!
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
Last Edited: 2011-02-04 14:57:10
February 04 2011 14:54 GMT
#428
On February 04 2011 23:53 Healingproof wrote:
Remove all the terran maps but keep shakuras xpositions, scrapped balance and macrololpolice xpositions.. Well, zerg only won half the GSLs ^^ Make them win all!!!


Patch 1.2.2

-Terran Race Removed from the Game.



@predy:GSL is pretty confident with their map pool so I doubt they would change it unless Blizzard decides to completely delete their current map pool.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 04 2011 14:55 GMT
#429
Test map 1 & 5 look bad if the spawn locations are completely free.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
February 04 2011 15:00 GMT
#430
These maps are actually acceptable, one of them even looks fun. Whats going on blizzard??
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
pHelix Equilibria
Profile Joined August 2010
United States1134 Posts
February 04 2011 15:00 GMT
#431
Map 1 & 5 looks the same just different tile sets.
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 04 2011 15:05 GMT
#432
On February 04 2011 23:49 PredY wrote:
crap, so what's gsl gonna do? they just picked new maps and then this happens.. also esl the same thing.


I hope both GOMTV and ESL will not be like "oh great, now we have an excuse to use shitty Blizzard maps again, since they are new" but instead go on using custom maps.
They (and we) have to realize that we can't wait for Blizzard to start making good maps. If we rely on Blizzard to do stuff, we will only be disappointed. We have to do it ourselves (and Blizzard even said so).

Would just be cool if Blizzard would help us with some things (alternative to the ladder).
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
February 04 2011 15:09 GMT
#433
On February 05 2011 00:05 Ragoo wrote:
Show nested quote +
On February 04 2011 23:49 PredY wrote:
crap, so what's gsl gonna do? they just picked new maps and then this happens.. also esl the same thing.


I hope both GOMTV and ESL will not be like "oh great, now we have an excuse to use shitty Blizzard maps again, since they are new" but instead go on using custom maps.
They (and we) have to realize that we can't wait for Blizzard to start making good maps. If we rely on Blizzard to do stuff, we will only be disappointed. We have to do it ourselves (and Blizzard even said so).

Would just be cool if Blizzard would help us with some things (alternative to the ladder).

If GOM ditches the new maps they made for these ones I Won't be watching any more GSL tournaments until the fixed it back.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 15:14 GMT
#434
On February 05 2011 00:09 Integra wrote:
Show nested quote +
On February 05 2011 00:05 Ragoo wrote:
On February 04 2011 23:49 PredY wrote:
crap, so what's gsl gonna do? they just picked new maps and then this happens.. also esl the same thing.


I hope both GOMTV and ESL will not be like "oh great, now we have an excuse to use shitty Blizzard maps again, since they are new" but instead go on using custom maps.
They (and we) have to realize that we can't wait for Blizzard to start making good maps. If we rely on Blizzard to do stuff, we will only be disappointed. We have to do it ourselves (and Blizzard even said so).

Would just be cool if Blizzard would help us with some things (alternative to the ladder).

If GOM ditches the new maps they made for these ones I Won't be watching any more GSL tournaments until the fixed it back.


I forsee a troubled future for GOM and their GSL Map Pool.

Unless Blizzard decides to let GOM do what they want to please the fans.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Deleted User 124618
Profile Joined November 2010
1142 Posts
Last Edited: 2011-02-04 15:17:56
February 04 2011 15:15 GMT
#435
While I am not a 10+ year BW veteran like most people here, I find these new maps satisfying. They seem very dynamic, and I can't really find any complaints. Well, as a protoss I don't like open spaces, so the old, more cramped maps were better for me, but otherwise these new maps look fun.

Here's a couple of complaints people have had:
-"Close spawns are so close" - well, for tournament play it's easy to change the maps to not allow close spawns, Shakuras style, and it wouldn't change pretty much anything. As for ladder gaming...well, perhaps it's my protoss bias, but I have never found close positions annoying. If your race (namely Zerg) has problems with close spawns, I count it as problem with your race, not the map(s).

-"I hate rock backdoors" - only one of the new maps has them. Other rocks are next to naturals, which I can accept. Another option would be to just take out the rocks and leave an empty corridor there. Is that better? Or perhaps we should leave so there is only one choke and one choke only to both your main and natural?

So all in all, I find these maps good. However it may just be because my race Protoss are cheesmasters of this game, and distances are irrevelant to us. I don't do cheese, just pointing out that we have no trouble dealing with that kind of things. Even at short distances.
gejfsyd
Profile Joined September 2009
Poland156 Posts
February 04 2011 15:15 GMT
#436
Blizzard maps suck as always :/
They should let us lader on gsl maps or employ better map-makers
Klamity
Profile Blog Joined April 2010
United States994 Posts
Last Edited: 2011-02-04 15:17:17
February 04 2011 15:16 GMT
#437
On February 04 2011 23:53 Healingproof wrote:
Remove all the terran maps but keep shakuras xpositions, scrapped balance and macrololpolice xpositions.. Well, zerg only won half the GSLs ^^ Make them win all!!!


Posts like this are completely ignorant. Just because they are macro maps does not automatically make them Zerg favored. Just because YOU have been one basing every game doesn't mean the rest of the terrans haven't figured out how to play the game. Look at statistics on Shakuras and Metalopolis. I assure you they are not heavily skewed towards Zergs. I know a lot of Terran players who actually enjoy macro maps.

There also seems to be a lot of people chiming in and yelling "LOLSUCKS BLIZZARD LAWL" without any justification for their claims. Are they just trying to inflate their post counts or is this some bandwagon effect?
Don't believe in yourself, believe in me, who believes in you.
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
February 04 2011 15:16 GMT
#438
On February 04 2011 20:04 Nayl wrote:
Show nested quote +
On February 04 2011 20:00 Ribbon wrote:
On February 04 2011 19:41 BLinD-RawR wrote:
On February 04 2011 19:22 Patriot.dlk wrote:
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


No they would rather still use their maps as they are more balanced at the moment.....plus it's easier for them to give feedback to the maps and map issues take much less time to rectify.


What is this comment based on?


Based on the fact that GSL maps have been tested by Gisado Star challenge by semi-pros and has been adjusted.

GSL also have dismissed couple maps and has been very careful about picking from the new Gisado map pool.


I've seen and tested the GSL maps. Quite terrible imo and I give a lot more respect to blizzards mapmaking then the custom makers while this is only my opinion I think it's shared by many others.

Custom makers use all kinds of things like rocks to block xel naga, expands with high gas / no gas and other features that is very premature.

Brood war had those things added when the game was pretty much figured out and to start using gimmicks for maps now is so bad.

So what if they test the map in Gisado Star challange? Blizzard is testing their maps on the test server so I don't see any issues?

Having maps being split across leagues and not being playable on the ladder is not a good thing, it's particularly wrong when blizzard is obviously eyeballing the map issue.
0neder
Profile Joined July 2009
United States3733 Posts
February 04 2011 15:16 GMT
#439
Are these maps any BIGGER? Or is blizzard afraid to see the great games bigger maps will produce?
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
Last Edited: 2011-02-04 15:17:23
February 04 2011 15:16 GMT
#440
On February 04 2011 23:44 Rareware wrote:
Show nested quote +
On February 04 2011 22:49 syllogism wrote:
On February 04 2011 22:39 Integra wrote:
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okei becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


So freaking good that it needs to be quoted.

It's actually a pretty bad post. Embodies the typical entitlement that is so prevalent these days.


I agree I don't see why people feel that raging on Internet forums will go anywhere. Wouldn't Blizzard be more open to listening if people made posts that did not include a bunch of insults?


Nothing really seems to work, Blizzard just kinda marches to the beat of their own drum. It's pretty obvious for a long time we haven't been happy with the maps. Their stance was "that's like, your problem" meanwhile both the foreign community and GSL has been making some good maps for a long time, but the endeavor seems almost fruitless since they won't ever make it to ladder. and instead of acknowledge that they are like "okay here's some maps"

And the maps aren't completely awful like some that we've been playing since forever, but they still aren't as good as what the community puts out, which we still won't have a good environment to practice them in.

It's like they specifically try to keep us happy, but not too happy.
andeh
Profile Blog Joined August 2009
United States904 Posts
February 04 2011 15:20 GMT
#441
Blizzard does a swing and a miss
2 strikes
crappen
Profile Joined April 2010
Norway1546 Posts
February 04 2011 15:23 GMT
#442
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okey becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak behind the backdoor rocks of everyfucking expansion.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


Holy shit this is good, needs to be quoted and bumped. I dont understand the sheep mentality on so many people here, the work blizzard is doing is subpar right now, we need to give them clearer feedback like the quote above me, so that the thickheaded people at blizzard understand what they are doing is in fact wrong. They will never give up on sc2 cause we give them a shitstorm, they will improve.
skrzmark
Profile Joined November 2010
United States1528 Posts
February 04 2011 15:23 GMT
#443
If they use GSL maps or ICCUP maps they have to give them credibility which they probably don't want to.
We got them GOM TvT's and them mlGG's
aneruok
Profile Joined July 2010
Canada122 Posts
February 04 2011 15:25 GMT
#444
Any new maps are good I think. Theses maps look great and I can't wait to play o them. Testmap3 looks like a bitch though. Close position and easily defendable.
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
February 04 2011 15:26 GMT
#445
test the gsl maps pls lol T_T
www.root-gaming.com
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
Last Edited: 2011-02-04 15:29:22
February 04 2011 15:27 GMT
#446
Come on Blizzard... What's so hard with hiring prodiG, Diamond, LSPrime and the other iCCup/GSL guys? :/

The sad part about this is we are forced to endorse their maps instead of giving the credit to the people who already put blood, sweat and tears to melee mapmaking.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
Last Edited: 2011-02-04 15:30:22
February 04 2011 15:29 GMT
#447
On February 05 2011 00:16 Patriot.dlk wrote:
Show nested quote +
On February 04 2011 20:04 Nayl wrote:
On February 04 2011 20:00 Ribbon wrote:
On February 04 2011 19:41 BLinD-RawR wrote:
On February 04 2011 19:22 Patriot.dlk wrote:
On February 04 2011 13:40 Plexa wrote:
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


I don't see that being an issue. I assume GSL will cancel that move and use these maps. Any other move would be the wrong one


No they would rather still use their maps as they are more balanced at the moment.....plus it's easier for them to give feedback to the maps and map issues take much less time to rectify.


What is this comment based on?


Based on the fact that GSL maps have been tested by Gisado Star challenge by semi-pros and has been adjusted.

GSL also have dismissed couple maps and has been very careful about picking from the new Gisado map pool.


I've seen and tested the GSL maps. Quite terrible imo and I give a lot more respect to blizzards mapmaking then the custom makers while this is only my opinion I think it's shared by many others.

Custom makers use all kinds of things like rocks to block xel naga, expands with high gas / no gas and other features that is very premature.

Brood war had those things added when the game was pretty much figured out and to start using gimmicks for maps now is so bad.

So what if they test the map in Gisado Star challange? Blizzard is testing their maps on the test server so I don't see any issues?

Having maps being split across leagues and not being playable on the ladder is not a good thing, it's particularly wrong when blizzard is obviously eyeballing the map issue.


1)I'm pretty sure there are more people for the GSL maps than against.(you can prove me wrong)
2)What?Blizzard is allowed to experiment with their maps but custom mapmakers aren't?
3)Bizzard maps are more Gimmicky than most custom maps,and a lot of them are unnecessary compared to Custom maps.
4)Sure the sample size of Gisado's Star challenge but the value of feedback is high and they are looking to make competitive maps not casual(hence why I haven't really expressed the want for them to be in ladder)
5)see 4-Pros will have to take it like BW pros having one map pool for MSL,one for OSL and one for standard Proleague.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
CryMore
Profile Joined March 2010
United States497 Posts
February 04 2011 15:30 GMT
#448
Nice to see some larger maps....but Blizz needs to realize you can macro maps that are not 4-player....3-player maps anyone?
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
DystopiaX
Profile Joined October 2010
United States16236 Posts
February 04 2011 15:30 GMT
#449
On February 05 2011 00:23 skrzmark wrote:
If they use GSL maps or ICCUP maps they have to give them credibility which they probably don't want to.

Blizzard was getting pretty behind gsl so if anything I would have them support their maps.
skrzmark
Profile Joined November 2010
United States1528 Posts
February 04 2011 15:30 GMT
#450
I like layouts of blizzard maps more. The other ones don't seem as appealing.
We got them GOM TvT's and them mlGG's
Chise
Profile Joined December 2010
Japan507 Posts
February 04 2011 15:31 GMT
#451
On February 05 2011 00:30 xixecal wrote:
Nice to see some larger maps....but Blizz needs to realize you can macro maps that are not 4-player....3-player maps anyone?


Wait...What maps are you talking about?
War Horse
Profile Joined January 2011
United States247 Posts
February 04 2011 15:31 GMT
#452
why not throw the GSL maps in the test server and see how well they work on ladder?

Fucking lazy of Blizzard
Why appeal to God when you can appeal to Apaches?
monitor
Profile Blog Joined June 2010
United States2404 Posts
February 04 2011 15:33 GMT
#453
4/5 of these maps have a backdoor from your natural to your opponents natural in close ground positions... that is a general no-no for any map. All of these maps look pretty bad unfortunately.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
February 04 2011 15:33 GMT
#454
I can do nothing but laugh. First of all, I'm guessing this isn't available on EU because no good players play on EU and besides there's so few Europeans. Or something?

The maps:

1. Trying to fix Lost Temple. Some improvements. The middle is more open and you have an easier access to a third base via the "island". However, starting positions like 6 vs 2 and 9 vs 12 will still be awkward and make for bad games, favoring Terran over Protoss and Zerg and Protoss over Zerg. Positional imbalances are really bad to have on a map.

2. You think it's okay at first. But it's not! The natural expansion is very awkward and there's like 3 ways in. You can't defend that enourmous ramp and even if you did there's still rocks to break in. This is the same kind of crap we're used to on blistering sands (a map everybody hates). Fitting that the terrain is similar.

3. There's no third base in sight. The natural expansion is open like on Xel'Naga. We will see a lot of two base plays because of all the rocks.

4. Again a super-hard to defend natural expansion and no third base in sight. That it's a four player map will make up for this a little but look at the map. Imagine spawning 6 vs 9. It's a nightmare. One base fest here we go!

5. Here we go again. A very hard natural to defend. Third base? Sort of like on map 1. Same advantages, same problems. Main problem is of course that different spawn positions will affect the game dramatically. Spawning 6 vs 2 or 9 versus 12 will make for horrible games.

Conclusions:

Blizzard has learned that bigger maps are better and that four player maps are in general better than 2 player maps.

Blizzard has not learnt anything about the value of having non-neutral expansions. This makes for bad games. Blizzard has not learnt anything about why positional imbalances make people mad. I give blizzard's effort 3/100 based on the fact that it's taken them this long to produce maps this bad.

This is a very, very sad day.
Hello=)
greycubed
Profile Joined May 2010
United States615 Posts
February 04 2011 15:33 GMT
#455
On February 04 2011 23:54 BLinD-RawR wrote:
Patch 1.2.2

-Terran Race Removed from the Game.
What the...

[image loading]

[image loading]
http://i.imgur.com/N3ujB.png
Deleted User 124618
Profile Joined November 2010
1142 Posts
Last Edited: 2011-02-04 15:37:07
February 04 2011 15:35 GMT
#456
On February 05 2011 00:23 crappen wrote:
Holy shit this is good, needs to be quoted and bumped. I dont understand the sheep mentality on so many people here, the work blizzard is doing is subpar right now, we need to give them clearer feedback like the quote above me, so that the thickheaded people at blizzard understand what they are doing is in fact wrong. They will never give up on sc2 cause we give them a shitstorm, they will improve.


To be quite blunt, that post complains about the existance of backdoors. To be blunt, complaining about those screams to me "I am unable to change my gameplay to account for possibility of two base entrances".

Whyyy whyyy why why why why why are backdoors bad? Because you have to defend 2 locations? Only map in existance where attacker may have an advantage in that situation is Blistering Sand. So when I see a player complaining about a backdoor entrance, I see a flashing sign THIS IS A BAD PLAYER WHO CAN'T ADAPT.

I'm sorry, but if Blizzard bashing is allowed in this thread, then that thing above is too.

Oh, and the Lost Temple 2.0 is actually smallest map of the lot. Testmap 2 has 7 bases each, Metalopolis has 6, lost temple & lost temple 2.0 has 6 each, testmap 3 has 7 bases each, testmap 4 has like 5 for each, but even that is more than 1/2 of the map pool, testmap 5 has 6 bases each.

Only complaint about maps being "too small" I could find is maybe the small rush distance, but that is a problem with zerg race in general, not the maps themselves. If zerg can't handle those distances, it's a race problem not map problem, IMO.

I'm sorry I'm such a sheep.
monitor
Profile Blog Joined June 2010
United States2404 Posts
February 04 2011 15:35 GMT
#457
On February 05 2011 00:31 Chise wrote:
Show nested quote +
On February 05 2011 00:30 xixecal wrote:
Nice to see some larger maps....but Blizz needs to realize you can macro maps that are not 4-player....3-player maps anyone?


Wait...What maps are you talking about?


Take a look at iCCup Pawn Re or iCCup Starlight Breaker for macro 1v1 maps.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 15:36 GMT
#458
On February 05 2011 00:33 greycubed wrote:
Show nested quote +
On February 04 2011 23:54 BLinD-RawR wrote:
Patch 1.2.2

-Terran Race Removed from the Game.
What the...

+ Show Spoiler +
[image loading]

[image loading]



you didn't get it....read the post I quoted when I posted that post....its Sarcasm.

ugh Romanians....
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
DystopiaX
Profile Joined October 2010
United States16236 Posts
February 04 2011 15:37 GMT
#459
On February 05 2011 00:31 War Horse wrote:
why not throw the GSL maps in the test server and see how well they work on ladder?

Fucking lazy of Blizzard

Based on how slow blizzard works I wouldn't be surprised if they're testing it internally and just haven't released it yet. They never rush things so I wouldn't expect them to push out those maps this fast.
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
February 04 2011 15:38 GMT
#460
On February 05 2011 00:23 crappen wrote:
Show nested quote +
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okey becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak behind the backdoor rocks of everyfucking expansion.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


Holy shit this is good, needs to be quoted and bumped. I dont understand the sheep mentality on so many people here, the work blizzard is doing is subpar right now, we need to give them clearer feedback like the quote above me, so that the thickheaded people at blizzard understand what they are doing is in fact wrong. They will never give up on sc2 cause we give them a shitstorm, they will improve.



It's hard not to agree with this sentiment.

While it's great that they finally stopped resting on their laurels and are publishing new maps, the fact they've waited almost a year to TEST a solution that has been recommended since the beta is ludicrous.

This is obviously partially spurred by the GSL actually demonstrating initiative, and trying to preserve the integrity of their tournament with new maps.

All videogame companies are notorious for being inefficient, and considering Blizzard took 12 years to develop SC2, they are no exception. If I were them I would seriously look at their "balance team" and ask myself what the hell they are actually doing all day. Because they could have tested this idea six months ago without any risk or cost.

schimmetje
Profile Joined August 2010
Netherlands1104 Posts
Last Edited: 2011-02-04 15:58:32
February 04 2011 15:50 GMT
#461
On February 05 2011 00:23 crappen wrote:
Show nested quote +
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okey becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak behind the backdoor rocks of everyfucking expansion.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


Holy shit this is good, needs to be quoted and bumped. I dont understand the sheep mentality on so many people here, the work blizzard is doing is subpar right now, we need to give them clearer feedback like the quote above me, so that the thickheaded people at blizzard understand what they are doing is in fact wrong. They will never give up on sc2 cause we give them a shitstorm, they will improve.


If you want your feedback to be taken seriously, act like a serious person instead of whiny kid 3 billion on some forum (making said forum worse in the process).

That said, I can't help but notice Blizz seems a bit stuck in a certain pattern here. Much can be said about the original map pool, but it seemed it a bit more.. varied?

I like the cliff being gone on LT of course, not sure about the islands and the middle. As for the other maps, I'd have to see how they work out size wise. A little voice keeps screaming in my ear about close positions however.. :/

Nobody's saying these'll all end up in the map pool though. They're test maps. Maybe they'll see which work out best? As for the different pools between the ladder and each of the big tournaments, that would suck, I'd hope Blizzard'd realize that, but GSL hasn't switched over officially yet either so who knows what'll happen there.
Change to MY nostalgia? UNACCEPTABLE! Monkey paaaw!
hmsrenown
Profile Joined July 2010
Canada1263 Posts
February 04 2011 15:51 GMT
#462
Finally bliz, we'll see how this goes. Haters still gonna hate.
x_Faust
Profile Joined December 2010
United States8 Posts
February 04 2011 15:51 GMT
#463
Map 1 is a lost temple 2.0 right. The changes are defiantly a welcome sight.
Dubsteppin
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
February 04 2011 15:52 GMT
#464
No archon toilet fix?

Im really suprised, considering fact that Blizzard already showed will to remove all this kind of bugs be making vortex destroy FF, so I was expecting this ASAP. Kinda strange...
Scientists finally discovered what's wrong with the female brain: On the left side, there is nothing right, and on the right side, there's nothing left. [http://eu.battle.net/sc2/en/profile/213948/1/DJVibrejtr/]
P00RKID
Profile Joined December 2009
United States424 Posts
February 04 2011 15:54 GMT
#465
All I heard from people before was whining about no new maps. Now all I read is whining because the new maps aren't good enough. And I'm sure everybody with an opinion on these maps has tested them thoroughly on the PTR so they must be right.

PTR is there for a reason. No need to form bias on a map before you even try it.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
Zuor
Profile Joined September 2010
Finland377 Posts
February 04 2011 15:55 GMT
#466
On February 04 2011 22:56 GinDo wrote:
Serious people stop hating on maps you never PLAYED ON.

Remember this?->Lets Play Shakuras Plataeu

Everyone hated Shakuras just from looking at it. Read some of the Crap said in that thread. Know Shakuras is one of the Favorite maps. Also remember the H8 on Xelnaga Caverns for having an open natural and a backdoor to the natural.

People are stupid and like to join the huge bandwagon of Hate without any credible justification.


So true. I like it how people just whine like hell about these maps even though they probably haven't even given the maps a chance. I'm quite bummed that EU doesn't have PTR, I'd love to test those maps out, they seem relatively interesting, who knows, some of them might turn out to be awesome.
red_b
Profile Joined April 2010
United States1267 Posts
February 04 2011 15:55 GMT
#467
On February 05 2011 00:38 Defacer wrote:If I were them I would seriously look at their "balance team" and ask myself what the hell they are actually doing all day.


balancing heart of the swarm.

I think they figured out people are uninterested in paying for ladder maps and have moved on to their new opportunity to make money from us.

we had a HUGE debate back in the beta about whether or not the community should be involved in balance decisions or whether blizzard should just ignore them. well, the ignore them crowd seems to have won. I wonder if they are happy?

ultimately the PTR has been the biggest wasted opportunity I have ever seen. we have now gotten to test out shorter phoenix build time and a bunch of terrible maps. BTW blizz said this is a sneak peak, I wouldnt expect these maps to change significantly.

they had an opportunity to test a stim nerf. but they didnt. they had an opportunity to test an ultra buff like a collision size reduction but they didnt. they had an opportunity to do something about 4 gate wars into war of the worlds in PvP but they didnt. to me, it's starting to look like major balance changes are going to cost us 40 dollars a piece.
Those small maps were like a boxing match in a phone booth.
HollowLord
Profile Blog Joined August 2010
United States3862 Posts
Last Edited: 2011-02-04 15:58:59
February 04 2011 15:55 GMT
#468
What's with all the rocks? I mean, all the destructible rocks just seem to narrow down the options.
dota 2 stream #noskill #feed #noob twitch.tv/dmcredgrave
AxiR
Profile Joined October 2010
Germany944 Posts
February 04 2011 15:59 GMT
#469
tooo much hate and pessimism Q.Q

seriously guys chill the fuck out.
oXoCube
Profile Joined October 2010
Canada197 Posts
February 04 2011 15:59 GMT
#470
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
February 04 2011 15:59 GMT
#471
Testmap 1, Lost temple without the ledges at the natural...?

Oh well, more maps appreciated.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 16:00 GMT
#472
On February 05 2011 00:55 HollowLord wrote:
What's with all the rocks? I mean, all the destructible rocks just seem to narrow down the options.


*Tempted to make a joke with the name HollowLord*

Well its blizzards formula of success...
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
ChewbroCColi
Profile Joined July 2009
Denmark108 Posts
February 04 2011 16:02 GMT
#473
On February 05 2011 00:54 P00RKID wrote:
All I heard from people before was whining about no new maps. Now all I read is whining because the new maps aren't good enough. And I'm sure everybody with an opinion on these maps has tested them thoroughly on the PTR so they must be right.

PTR is there for a reason. No need to form bias on a map before you even try it.


If you look at the feedback when people saw the new GSL maps and the ICCUP maps they were almost all positive. It's not about people always complaining, it's about the fact that Blizzard just can't make maps.

Also it's not hard to look at a map preview and figure out what will happen on the specific map. And those bs maps are nothing but cheese maps.

Use the GSL maps / ICCUP maps for crying out loud. they are 100 times better!
redeux
Profile Joined November 2010
United States148 Posts
February 04 2011 16:02 GMT
#474
Am I the only one who is concerned about the Team matchmaking? I really hope that patch note means AT vs AT and RT vs RT

Also, New LT looks awesome. Gotta try that one out.
former masters zerg na/eu. took extended break, getting back into things.1v1 / 2v2 stream: twitch.tv/redeuxtv
HollowLord
Profile Blog Joined August 2010
United States3862 Posts
February 04 2011 16:03 GMT
#475
Well I guess if the rocks turn out to work alright I'll be happily surprised, I've just never played a map and gone "oh thank god these rocks are here."

dota 2 stream #noskill #feed #noob twitch.tv/dmcredgrave
ThePieRate
Profile Joined September 2010
United States263 Posts
February 04 2011 16:04 GMT
#476
Come on guys lets give these a chance. Blizzard did what the community asked, lets just sit and enjoy the ride. At least we know blizzard is trying to help the game, these maps are definitely a improvement from what we already have.
FryKt
Profile Joined January 2009
Norway27 Posts
February 04 2011 16:05 GMT
#477
On February 05 2011 00:16 floor exercise wrote:
Show nested quote +
On February 04 2011 23:44 Rareware wrote:
On February 04 2011 22:49 syllogism wrote:
On February 04 2011 22:39 Integra wrote:
On February 04 2011 22:35 FryKt wrote:
All of you who are defending BLizzard with all your might, just why? Why do you do that?
Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now. So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed. Which actually are a map old as rock. But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okei becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak.

TL.DR:

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


So freaking good that it needs to be quoted.

It's actually a pretty bad post. Embodies the typical entitlement that is so prevalent these days.


I agree I don't see why people feel that raging on Internet forums will go anywhere. Wouldn't Blizzard be more open to listening if people made posts that did not include a bunch of insults?


Nothing really seems to work, Blizzard just kinda marches to the beat of their own drum. It's pretty obvious for a long time we haven't been happy with the maps. Their stance was "that's like, your problem" meanwhile both the foreign community and GSL has been making some good maps for a long time, but the endeavor seems almost fruitless since they won't ever make it to ladder. and instead of acknowledge that they are like "okay here's some maps"

And the maps aren't completely awful like some that we've been playing since forever, but they still aren't as good as what the community puts out, which we still won't have a good environment to practice them in.

It's like they specifically try to keep us happy, but not too happy.


I extremely agree!
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
February 04 2011 16:10 GMT
#478
On February 05 2011 00:55 red_b wrote:
Show nested quote +
On February 05 2011 00:38 Defacer wrote:If I were them I would seriously look at their "balance team" and ask myself what the hell they are actually doing all day.


balancing heart of the swarm.

I think they figured out people are uninterested in paying for ladder maps and have moved on to their new opportunity to make money from us.

we had a HUGE debate back in the beta about whether or not the community should be involved in balance decisions or whether blizzard should just ignore them. well, the ignore them crowd seems to have won. I wonder if they are happy?

ultimately the PTR has been the biggest wasted opportunity I have ever seen. we have now gotten to test out shorter phoenix build time and a bunch of terrible maps. BTW blizz said this is a sneak peak, I wouldnt expect these maps to change significantly.

they had an opportunity to test a stim nerf. but they didnt. they had an opportunity to test an ultra buff like a collision size reduction but they didnt. they had an opportunity to do something about 4 gate wars into war of the worlds in PvP but they didnt. to me, it's starting to look like major balance changes are going to cost us 40 dollars a piece.



Fuck man, a strategy where people are forced to pay for significant balance changes makes perfect sense, and is so fucking diabolical I didn't even consider it.

Doh!

SilverJohnny
Profile Blog Joined October 2010
United States885 Posts
February 04 2011 16:20 GMT
#479
TestMap 1: Looks like LT and Python had a baby, I like it and think it will work just fine (except close positions will make it a little crazy ofc.

TestMap 2: depends on how big it actually is, i'm dling the PTR patch now and can't wait to play it. a possible hard third depending on spawns, but cross positions it will be ok imo.

TestMap3: looks alright, though the narrow passageways may be a blessing and a curse. It will make TvZ impossible to do with no tanks (which is good), but also an out of position force could easily be FG'd and then banelinged. this applies to all other matchups too, PvP will probably be more 4gate -> colo wars, and so on, just because space controlling splash damage units will be sooooooo strong. We'll just have to see on this one.

TestMap4: there are soooooooooo few bases I'm wary about it, but otherwise it might be good.

TestMap5: is actually New Antioch I believe? maybe its modified a bit. but it seems like close positions will be impossible to FE, maybe its way bigger than it looks though.

Overall I don't think they'll be too bad, but I think nearly that custom map makers like iccup have consistently done a better job in a shorter time frame in terms of maps design,
also i think you should be able to combine like 5 archons to make a really really shitty oliver stone film - Keanu_Reaver, bw balance genius
schimmetje
Profile Joined August 2010
Netherlands1104 Posts
February 04 2011 16:22 GMT
#480
On February 05 2011 01:10 Defacer wrote:
Show nested quote +
On February 05 2011 00:55 red_b wrote:
On February 05 2011 00:38 Defacer wrote:If I were them I would seriously look at their "balance team" and ask myself what the hell they are actually doing all day.


balancing heart of the swarm.

I think they figured out people are uninterested in paying for ladder maps and have moved on to their new opportunity to make money from us.

we had a HUGE debate back in the beta about whether or not the community should be involved in balance decisions or whether blizzard should just ignore them. well, the ignore them crowd seems to have won. I wonder if they are happy?

ultimately the PTR has been the biggest wasted opportunity I have ever seen. we have now gotten to test out shorter phoenix build time and a bunch of terrible maps. BTW blizz said this is a sneak peak, I wouldnt expect these maps to change significantly.

they had an opportunity to test a stim nerf. but they didnt. they had an opportunity to test an ultra buff like a collision size reduction but they didnt. they had an opportunity to do something about 4 gate wars into war of the worlds in PvP but they didnt. to me, it's starting to look like major balance changes are going to cost us 40 dollars a piece.



Fuck man, a strategy where people are forced to pay for significant balance changes makes perfect sense, and is so fucking diabolical I didn't even consider it.

Doh!



The idea they'd do this is also.. silly. It does not match their history nor their intention to have SC2 be a viable e-sport.

You need to iterate this shit, that's what PTRs are for. It seems more helpful for all involved to operate under that assumption (which is not without precedent, see the infestor change for last patch).
Change to MY nostalgia? UNACCEPTABLE! Monkey paaaw!
fainez
Profile Blog Joined August 2010
United States91 Posts
February 04 2011 16:23 GMT
#481
wow map 4 just looks awful. there is no 3rd base that you can get to without overextending your defenses
SpaceYeti
Profile Joined June 2010
United States723 Posts
February 04 2011 16:26 GMT
#482
I wonder if they play to replace LT with Test Map 1. Looks virtually the same, except for the nat cliffs, island expos and watch towers being changed.
Behavior is a function of its consequences.
jarhead271
Profile Joined October 2010
United States160 Posts
February 04 2011 16:27 GMT
#483
I am very happy about this. Of course we will have to play these a lot to know how they work out for sure, but at least we know Blizz has been listening. This is definitely a step in the right direction.
b_unnies
Profile Blog Joined March 2006
3579 Posts
February 04 2011 16:33 GMT
#484
i love the changes to LT
SirPirate
Profile Joined September 2010
United States18 Posts
February 04 2011 16:35 GMT
#485
On February 05 2011 01:23 fainez wrote:
wow map 4 just looks awful. there is no 3rd base that you can get to without overextending your defenses


Oh wow I knew something looked off. Looks like Map 4 is going to be Air Harassment: The Map (TM).
SpaceJam
Profile Joined August 2010
United States116 Posts
February 04 2011 16:35 GMT
#486
First map is LT with rocked paths to the islands T_T
spirit desire~
Gentso
Profile Joined July 2010
United States2218 Posts
February 04 2011 16:36 GMT
#487
On February 05 2011 01:33 b_unnies wrote:
i love the changes to LT


It isn't LT. It's a new map that looks like it. There's only one xel naga, and the mid is just a huge open space. No island bases, and there are thirds which you have to break rocks to get
wakefield
Profile Joined June 2010
United Kingdom114 Posts
February 04 2011 16:37 GMT
#488
looking at the comments on the battle.net post just.... hurts my brain
Airfan
Profile Joined September 2010
Germany73 Posts
Last Edited: 2011-02-04 16:54:40
February 04 2011 16:39 GMT
#489
On February 05 2011 01:27 jarhead271 wrote:
I am very happy about this. Of course we will have to play these a lot to know how they work out for sure, but at least we know Blizz has been listening. This is definitely a step in the right direction.


If anything, these maps (except for the fixed Lost Temple) are a step in the wrong direction.

1: Fixed LT should be good to go if they removed close spawns. Otherwise close spawns will still be an issue. However, the removed high grounds near the naturals and more open center should make mid and late game more pleasent.
2: Hard to tell because of tileset, but the map looks choked everywhere. Natural is wide open, making fast expanding for terran and protoss impossible, any base further than that is just as open.
3 (the desert one): Super forwarded ramp to natural and 3 different ways to enter the high ground natural area. Again, this makes fast expanding for protoss and terran impossible and zerg should have a fairly hard time to cover the natural with defences (no, 2 spines near the natural hatchery are not enough, you have to cover your ramp as well, otherwise your ramp will simply get forcefield and you lose). The distances between the natural ramps look super short.
4: Pretty much the same, super open natural.
5: Fail because of backdoor ways. Any match on close backdoor positions (if you want to call them like that) will evolve only around those ways.

Maybe that's just me, but everything what is wrong about these maps is exactly what I dislike about the other Blizzard maps:
- backdoor ways
- wide open natural with forwarded ramp
- rocks everywhere
- too few open areas/too many chokes, in the middle of the map that is
syllogism
Profile Joined September 2010
Finland5948 Posts
Last Edited: 2011-02-04 16:41:48
February 04 2011 16:41 GMT
#490
On February 05 2011 01:36 Gentso wrote:
Show nested quote +
On February 05 2011 01:33 b_unnies wrote:
i love the changes to LT


It isn't LT. It's a new map that looks like it. There's only one xel naga, and the mid is just a huge open space. No island bases, and there are thirds which you have to break rocks to get

Well as I mentioned earlier, they definitely took LT and edited it. It would be odd if they kept both maps

http://i54.tinypic.com/53uz50.png
crappen
Profile Joined April 2010
Norway1546 Posts
February 04 2011 16:44 GMT
#491
Did blizzard mention anything about spawn position? If you can spawn close position on these maps?
Muirhead
Profile Blog Joined October 2007
United States556 Posts
February 04 2011 16:45 GMT
#492
What a travesty if professional Starcraft 2 and the blizzard ladder wind up using different maps :/. Blizzard should cede map making duties to the GSL if they don't want to split the competitive community.
starleague.mit.edu
CherubDown
Profile Joined August 2010
United States171 Posts
Last Edited: 2011-02-04 16:50:13
February 04 2011 16:48 GMT
#493
You can check out all images of the new maps here:

http://www.sc2replayed.com/pages/starcraft-2-news/144-ptr-patch-1-2-1
Dakk
Profile Blog Joined June 2010
Sweden572 Posts
February 04 2011 16:53 GMT
#494
testmap1 seams and awful lot as lost temple.
I will not fear, Fear is the mindkiller. Fear is the little death.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 04 2011 16:54 GMT
#495
I think its... Interesting (?) that so many people seem to think that BW mechanics apply to SC2 as they are. While easy thirds and large, open maps suit the BW metagame perfectly, one should keep in mind that the balancing of SC2 took place in smaller maps. We cannot suddenly drop the races into maps that are double the size and expect everything to work itself out.

Backdoors and shorter rush positions are a bad thing by definition? Zerg players may wanna not read this, but this kind of statement is only based on opinion and its not a fact. Clearly Blizzard wants to keep this element present on some maps, and there is nothing wrong with it - after all, its a different game and variety in maps is most of the time considered a good thing. Stop looking at the game like it is BW, or like how you would want the maps to benefit *your* race alone. Its a possibility that these elements are never going away.

I think these new maps show two very promising things. One is that Blizzard seems to be actually listening to the community that is asking for bigger maps, and second is that they are willing to start balancing the game towards this. However, Blizzard is also smart enough to realize that rash decisions only lead to imbalance, so what we have here is a baby step towards a more macro-oriented game. Even if the map pool ends up having 5 slightly different versions of Shakuras Plateau, we are still moving toward macro games.
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
February 04 2011 16:56 GMT
#496
New maps? I am so happy.
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
maybenexttime
Profile Blog Joined November 2006
Poland5544 Posts
February 04 2011 16:58 GMT
#497
On February 04 2011 13:55 GTR wrote:
Show nested quote +
On February 04 2011 13:53 hellsan631 wrote:
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.


there were destructible stuff in bw maps, but they weren't for blocking expansions, they were used well, like blocking secondary paths and allowing the user an optional building (that can be later destroyed) to narrow the size of their choke. i can't name a bw map that plopped a large, destructible building on top of an expansion.


How about Desperado?

[image loading]
War Horse
Profile Joined January 2011
United States247 Posts
February 04 2011 16:59 GMT
#498
On February 05 2011 00:55 red_b wrote:
Show nested quote +
On February 05 2011 00:38 Defacer wrote:If I were them I would seriously look at their "balance team" and ask myself what the hell they are actually doing all day.


balancing heart of the swarm.

I think they figured out people are uninterested in paying for ladder maps and have moved on to their new opportunity to make money from us.

we had a HUGE debate back in the beta about whether or not the community should be involved in balance decisions or whether blizzard should just ignore them. well, the ignore them crowd seems to have won. I wonder if they are happy?

ultimately the PTR has been the biggest wasted opportunity I have ever seen. we have now gotten to test out shorter phoenix build time and a bunch of terrible maps. BTW blizz said this is a sneak peak, I wouldnt expect these maps to change significantly.

they had an opportunity to test a stim nerf. but they didnt. they had an opportunity to test an ultra buff like a collision size reduction but they didnt. they had an opportunity to do something about 4 gate wars into war of the worlds in PvP but they didnt. to me, it's starting to look like major balance changes are going to cost us 40 dollars a piece.

RIght now its completely pointless to race balance or unit balance unless something is as broken as 2 armor roaches and the like. The expansions will change everything just like BW did. So they should mostly focus on maps because that will be the key. The races are pretty even in a vacuum.

The tears over expansions are so hilarious when BW was a $40 expansion that is beloved by everybody.
Why appeal to God when you can appeal to Apaches?
Tesla12
Profile Joined December 2010
Serbia71 Posts
February 04 2011 17:05 GMT
#499
The second map looks, so friendly for terran! I mean 2 high grounds + siege tanks cmon...
"Divide et impera"
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
February 04 2011 17:05 GMT
#500
On February 05 2011 01:58 maybenexttime wrote:
Show nested quote +
On February 04 2011 13:55 GTR wrote:
On February 04 2011 13:53 hellsan631 wrote:
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.


there were destructible stuff in bw maps, but they weren't for blocking expansions, they were used well, like blocking secondary paths and allowing the user an optional building (that can be later destroyed) to narrow the size of their choke. i can't name a bw map that plopped a large, destructible building on top of an expansion.


How about Desperado?

[image loading]


Behold, the future of SC2 maps
+ Show Spoiler +

[image loading]

Rawr
Profile Blog Joined October 2010
Sweden624 Posts
Last Edited: 2011-02-13 14:52:44
February 04 2011 17:06 GMT
#501
Why do they always have those annoying destructible rocks blocking my third? Are they trying to stop me from getting a quick third?
Joo Se-Hyuk
Cosmos
Profile Joined March 2010
Belgium1077 Posts
February 04 2011 17:09 GMT
#502
On February 05 2011 01:45 Muirhead wrote:
What a travesty if professional Starcraft 2 and the blizzard ladder wind up using different maps :/. Blizzard should cede map making duties to the GSL if they don't want to split the competitive community.


So true, I wish we can play in ladder the maps played by pro "on TV" :s
http://www.twitch.tv/becosmos
Annq
Profile Joined November 2010
Germany104 Posts
February 04 2011 17:12 GMT
#503
my impressions: first expansion is too far away from main hatchery as zerg. The rush distance is so short... :/ it looks really awful for zerg
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2011-02-04 17:13:54
February 04 2011 17:13 GMT
#504
On February 05 2011 00:31 Chise wrote:
Show nested quote +
On February 05 2011 00:30 xixecal wrote:
Nice to see some larger maps....but Blizz needs to realize you can macro maps that are not 4-player....3-player maps anyone?


Wait...What maps are you talking about?

I wonder this too since it still takes the same time to run a unit to another persons base as in all the other maps. 4 gate warpin allins and 8 scv/marine rush will still dominate. No need for a early expansions play... since you will die!
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
February 04 2011 17:16 GMT
#505
A couple of comments:

1) The new maps look interesting. I have some concern over some of the close-spawn possibilities.

2) There are some pretty bad maps in the current pool and only a couple of good ones. This leads people to view new maps with the "what is wrong with this?" mentality rather than the "what makes this cool?" viewpoint. People are so negatively skewed towards the map pool that they're immediately trying to pick holes in everything :/
[15:15] <Palmar> and yes marv, you're a total hottie
JiYan
Profile Blog Joined February 2009
United States3668 Posts
February 04 2011 17:16 GMT
#506
speaking of 3 player maps, i think tau cross would be a good map for sc2
mizU
Profile Blog Joined April 2010
United States12125 Posts
February 04 2011 17:19 GMT
#507
New. Maps.
if happy ever afters did exist <3 @watamizu_
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 04 2011 17:23 GMT
#508
On February 05 2011 02:05 floor exercise wrote:
Show nested quote +
On February 05 2011 01:58 maybenexttime wrote:
On February 04 2011 13:55 GTR wrote:
On February 04 2011 13:53 hellsan631 wrote:
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.


there were destructible stuff in bw maps, but they weren't for blocking expansions, they were used well, like blocking secondary paths and allowing the user an optional building (that can be later destroyed) to narrow the size of their choke. i can't name a bw map that plopped a large, destructible building on top of an expansion.


How about Desperado?

[image loading]


Behold, the future of SC2 maps
+ Show Spoiler +

[image loading]



LOL!

not true because you can easily get 3 bases...that macro therefore false!
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
nehl
Profile Joined November 2010
Germany270 Posts
Last Edited: 2011-02-04 17:26:17
February 04 2011 17:24 GMT
#509
the test map2 is great if u play zerg.
i just played a game on it, andaccidently took my 3rd as natural. and then the natural, was pretty easy. the toss couldnot do anything. it almost seems to be zerg favored°°
and the new lost Temple is quite good. im just missing the xel naga towers. this one to´wer is not the same
kNightLite
Profile Blog Joined December 2010
United States408 Posts
February 04 2011 17:25 GMT
#510
On February 04 2011 18:37 smileyyy wrote:
Im really astonished that people really thought that Blizzard will add non-Blizzard maps to their own ladder xD. That wont happen anytime soon.

Well time to play some customs on the new maps
Some better pics of the maps.
+ Show Spoiler [Test Map 1] +
[image loading]

+ Show Spoiler [Test Map 2] +
[image loading]

+ Show Spoiler [Test Map 3] +
[image loading]

+ Show Spoiler [Test Map 4] +
[image loading]

+ Show Spoiler [Test Map 5] +
[image loading]

The OP should edit in these photos IMO, they're way better.

I am concerned about the changes to LT. Getting rid of the natural cliff was obviously a good idea. Removing the cross position xel nagas towers though? That removes strategic play from the map, and adds nothing. The one central xelnaga now is worthless because there's soooo much open space in the middle. I'm not a fan of turning the islands into rocked expansions either...if this replaces LT, scrap will be the only map with an island expansion. (and even then, it's positioned so poorly it's rarely used)

Another problem with LT2.0 is that there's still no fix for close positions. It seems like all the test maps are metalopolis clones plus rocks, where cross-positions look good but close-positions look bad. I don't know why blizzard would aim for that, I don't think I've heard anyone say they enjoy playing small maps close spawns ever. Or rock-heavy maps for that matter.

I mean I'm willing to withold final judgement on these maps until they're fully tested. But I think it's really sad that both GSL and iccup maps have near 100% positive feedback, while these blizzard maps seem to be closer to 50%.

I don't understand why blizzard doesn't just use the GSL maps. The Koreans proved in BW they have the best mapmakers. And blizzard has a much much better business arrangement with GSL than they did with kespa. If their business partner is putting in the time and effort to test your maps, why not just let them do it instead of wasting your own resources. It's in blizzards best interest for there to be a unified map pool. Currently I watch GSL&MLG instead of iccup precisely because I can learn stuff from watching the play and applying it to my own laddering. Dont get me wrong I love the iccup maps so much more than blizzard's, but why waste time watching a match played on a map totally different from what I play on the ladder?
tenklavir
Profile Joined November 2010
Slovakia116 Posts
Last Edited: 2011-02-04 17:37:16
February 04 2011 17:34 GMT
#511
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
February 04 2011 17:37 GMT
#512
Im also not a fan of removing the island on LT but a bigger issue is that fact that the natural on LT cannot be walled off anymore without 4-5 buildings instead of 3. Means no more super fast expands vs zerg .

I wasnt a fan of test map 2 at first but after seeing it closer up it doesnt seem to bad except the rocks at the fourth base.

Map 3 seems a bit too good for seige tanks especially at the open gold bases.

Map 4 is just absoulutely terrible, worse for taking a third than blistering sands

Map 5 close positions seem worse than metalopolis and the natural expansion is like 250 degrees open and behind the ramp so you can even defend both at once, plus the third being rocked off is just stupid and they seemed to add the worst thing about shakuras to the map the back rocks.
SoLaR[i.C]
Profile Blog Joined August 2003
United States2969 Posts
February 04 2011 17:40 GMT
#513
On February 05 2011 02:34 tenklavir wrote:
Show nested quote +
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.

Yes. People also need to remember that this game isn't Broodwar and that a simple transitioning of maps from one game to another has limited relevance. Making a map size too big is ultimately destructive and the early game flies right out the window. Seems the community wants maps to be absurdly easy for their respective races.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2011-02-04 17:46:48
February 04 2011 17:45 GMT
#514
On February 05 2011 02:34 tenklavir wrote:
Show nested quote +
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.

Heres my list:

1) Balanced maps between all races

2) Bigger maps that sustain more expansions so you can at least have a reasonable option to a macro game, or at least so the game can develop constantly until the better player comes out on top with a strong late-game. On top of that, maps that have too close starting positions make 4 minute all ins very powerful which is not fun to play or to watch.

Big maps will not stop all ins. You can all in at any point in the game. Players will also always find ways to apply early pressure so thats not a good counter-point.
Absence of evidence is not evidence of absence.
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
February 04 2011 17:48 GMT
#515
awesome for new maps will keep the game fresh
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
andrewlt
Profile Joined August 2009
United States7702 Posts
February 04 2011 17:50 GMT
#516
On February 05 2011 02:34 tenklavir wrote:
Show nested quote +
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.




You can rush on BW maps. It's been done. Quite often, in fact. You basically wrote a huge block of text based on a misconception that many people who never followed the BW proscene have.
tenklavir
Profile Joined November 2010
Slovakia116 Posts
February 04 2011 17:51 GMT
#517
On February 05 2011 02:45 R0YAL wrote:
Show nested quote +
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.

Heres my list:

1) Balanced maps between all races

2) Bigger maps that sustain more expansions so you can at least have a reasonable option to a macro game, or at least so the game can develop constantly until the better player comes out on top with a strong late-game. On top of that, maps that have too close starting positions make 4 minute all ins very powerful which is not fun to play or to watch.

Big maps will not stop all ins. You can all in at any point in the game.


I agree. I think everyone wants balanced maps between all races. How do we agree on such a thing though? Should there be a preset choke width for every map going into the natural, for instance?

I agree and disagree with your second part. Reasonable option to macro, yes, but even some of the current maps provide that without being as large as iCCup/GSL. Also, why is it that the better player has to get to the late-game to come out on top? What if their early or mid game skills are their weaknesses? Are they still the better player or is someone not a better player for exploiting those weaknesses?

You "can" all-in at any point in the game, of course. I was more referring to 2 rax SCV all-ins and such; what most people generally consider to be boring to watch or do. Thanks for your reply.
SheaR619
Profile Joined October 2010
United States2399 Posts
February 04 2011 17:52 GMT
#518
wow not bad at all. All i gotta say is that these map are quiet interesting and yes, it does show that blizzard has learn their lesson about creating map. These map are wayyyy better and i think some of these look quiet promising. Although i am kinda iffy on the last one listed since it seems the expansion is too open and the map has so little amount of expansion. I think it could sneak in 1 more plausible expansion.
I may not be the best, but i will be some day...
tenklavir
Profile Joined November 2010
Slovakia116 Posts
Last Edited: 2011-02-04 17:55:10
February 04 2011 17:54 GMT
#519
On February 05 2011 02:50 andrewlt wrote:
Show nested quote +
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.




You can rush on BW maps. It's been done. Quite often, in fact. You basically wrote a huge block of text based on a misconception that many people who never followed the BW proscene have.


Admittedly my experience with the BW proscene is deep. Most VODs that I've pulled up have proceeded how I described so maybe I was unlucky in not finding a game where what you described has happened. I don't think that changes my point about why those maps aren't optimal for the ladder in Blizz's opinion.

Edit: perhaps PM me a couple VODs? I'd certainly be interested in checking them out.
pallad
Profile Joined September 2010
Poland1958 Posts
February 04 2011 17:56 GMT
#520
On February 04 2011 13:45 [SNIPECLAN]_BoNJoVi_ wrote:
this game will never compete with BW if maps stay like this


Never say never , BW has 12 years , patches , custom maps etc..
How long SC 2 is live ? ...

Try to think.

I really like these maps , they are not perfect , but they are just good , thats it
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
teemh
Profile Joined May 2010
Canada120 Posts
February 04 2011 17:56 GMT
#521
Undefendable thirds for the win. So glad I play Zerg...
Gecko
Profile Joined August 2010
United States519 Posts
February 04 2011 17:56 GMT
#522
Forge expanding looks to be impossible on these maps in PvZ. Who knows maybe that is what blizzard wants. These maps are not perfect but it is an improvement over 4Gate quadrant and Tanks of war.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 04 2011 17:57 GMT
#523
On February 04 2011 22:35 FryKt wrote:
Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


OH NO

BLIZZARD IS TRYING SOMETHING NEW

THOSE INNOVATIVE BASTARDS HOW DARE THEY!

Obviously, Blizzard should use standard maps. You may be wondering how they'll do that, since there aren't any accepted "standard" maps, yet. Shut up. FryKt has spoken.

This kind of crap actually angers me. This kind of "My gut instinct is right and anyone who even tries anything else is a terrible person" attitude is one of the most depressing aspects of the human race. This post is so badly written I almost thought it was a strawman, but since so many people are quoting this post as awesome, let's go through it.

All of you who are defending BLizzard with all your might, just why? Why do you do that?


Basic fairness? Some of these maps are improvements. Some aren't. They're test maps. They're explicitly asking us what we think of these ideas they've cooked up.

Blizzard should do all they can to get us to stay" keep playing the game, buy expansions etc, play ladder" They are NOT doing us a favor in adding new maps, you make this seem like they are giving us a gift or something. OF COUSE THEY SHOULD ADD NEW MAPS IN FUCKING 6 MONTHS WHEN EVERYONE HATES THEM. Why the fuck they haven't yet is a mystery.


Yeah! Why haven't Blizzard changed the map pool before now?! I'm so sick of playing Desert Oasis and Kulas Ravine!

I'm also curious to see your scientific poll on "everyone".

Every one cries for bigger more sc1 maps, So why don't they fucking copy some from sc1, make them a little different, and keep some of the smaller ones we have now.


This is what all the haters really want. You know, SC2 didn't beat Brood War to death with a wrench. You can still play it. I even think a BW map might be more fun to play BW on, seeing as it was designed for that game and not this one.

So the noobies who don't like big maps can just vote them down, and vice versa. They try to balance everything over maps who the majority hates.


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

And now they try to make some new maps, but I mean they fail. The first one, okei lost temple fixed.


ALL THE MAPS SUCK. OKAY THIS ONE'S GOOD.

Which actually are a map old as rock.


This isn't a sentence

But it's one of the best with xelnaga and Shakruas( but shakuras have those f'ing backdoors)


ALL THE MAPS SUCK, EXCEPT THIS ONE, THIS ONE, AND SOMETIMES THIS ONE.

And when they make new maps, they put in all kind of shit, like rocks on every fucking expansion, grass everywhere so you don't see shit, but that's okey becouse there are 43572942 Xelnaga towers showing you when the opponents scv's are taking a shitbreak behind the backdoor rocks of everyfucking expansion.


It's almost like they're tying to make the maps interesting. Pricks.

You know, if you "NO TOWERS. ZERG ONLY. FINAL DESTINATION" types had your way, there wouldn't be a map pool at all. There'd be a single map (Probably Python), and every single game would be played on it. I like all the people acting like rocks/towers/grass is inherently bad, just because your precious Brood War didn't have them. I've seen televangelists more open to the idea of evolution than you guys.

The way to make Starcraft 2 better than Brood War is to innovate. We need to try new things and mess around. And yes, sometimes things won't work.

Fucking deal with it.

I'm sick of you spoiled brats so unused to the concept of "working to improve" that it doesn't even occur to you other people can do it. I don't want Starcraft 2 to be Brood War. There's already a Brood War, and it's time to stop idolizing it. It was a very good game, but it's time to make a better one. And that's going to mean taking a step into the unknown, and trying new ideas. I understand change is scary, and work is hard. But instead of bitching that Starcraft 2 isn't exactly the same as Starcraft 1, why don't you take all your rage, use it productively, and make the good maps you want, since it's apparently so easy.

Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


I already mocked this, but I'm quoting it again because it's hilarious.
slowzerg
Profile Joined May 2010
United States62 Posts
February 04 2011 18:02 GMT
#524
On February 05 2011 02:34 tenklavir wrote:
Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.


I'd love to see Bronze and Silver League gamers polled because I'm fairly certain you're wrong and they despise Blizzard's jail cell maps just as much as the pros. In fact, most of their complaints on these forums from lower level players are in the vain of "I'm tired of being cheesed!" and "I macro but I still lose"* I don't think I've ever seen them say "I'm tired of these 40 minute slugfests on cross position spawns/Shakuras!"

* They're not actually macro'ing that well.
StifSokSamurai
Profile Blog Joined December 2009
United States120 Posts
February 04 2011 18:04 GMT
#525
On February 04 2011 13:57 aike wrote:
Show nested quote +
On February 04 2011 13:55 GTR wrote:
On February 04 2011 13:53 hellsan631 wrote:
On February 04 2011 13:39 GTR wrote:
too many rocks.
also thank you blizzard for further alienating the community and yourselves.


I don't know about that. The largest problem with the maps was size, and how close the expansions were to each other (creating a central tension zone, so no large strategic movements are possible)

I think that these new maps are much much much better then the current ones, and are a step in the right direction.

If you think about it, there were some bw maps with a ton of destructible stuff.

I don't necessarily like the amount of rocks, but its interesting none the less.


there were destructible stuff in bw maps, but they weren't for blocking expansions, they were used well, like blocking secondary paths and allowing the user an optional building (that can be later destroyed) to narrow the size of their choke.


Not completely true, Kespa maps had blocked expos all the time. Most common map ever... Python... lol. Also Grand Line, I'm sure there's more but those are the 2 coming to mind where they blocked expos.


Are you honestly trying to relate blank - 8 mineral nodes that stopped floating CC's to destructible rocks being spackled across the land like acne cream across a 14 year old's face?
kNightLite
Profile Blog Joined December 2010
United States408 Posts
February 04 2011 18:04 GMT
#526
On February 05 2011 02:34 tenklavir wrote:
Show nested quote +
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a

I saw many more people play 30 minute games in lower leagues. In fact whenever I won a game in under 10 minutes in bronze/silver chances are pretty good that my opponent would whine/cry. As I moved up in leagues people cried less. So I would actually argue the opposite, that low league ladder wants larger maps even more than high leagues.

I mean seriously, look at lower league games and you won't see people perfecting their 2 rax all ins, that's diamond+. Instead you'll see stuff like mass battlecruiser or void ray without any attacking before 200 food.
tenklavir
Profile Joined November 2010
Slovakia116 Posts
February 04 2011 18:06 GMT
#527
On February 05 2011 03:02 slowzerg wrote:
Show nested quote +
On February 05 2011 02:34 tenklavir wrote:
Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.


I'd love to see Bronze and Silver League gamers polled because I'm fairly certain you're wrong and they despise Blizzard's jail cell maps just as much as the pros. In fact, most of their complaints on these forums from lower level players are in the vain of "I'm tired of being cheesed!" and "I macro but I still lose"* I don't think I've ever seen them say "I'm tired of these 40 minute slugfests on cross position spawns/Shakuras!"

* They're not actually macro'ing that well.


You may be right but large maps doesn't help the lack of mechanical ability to handle large macro games. Instead of seeing maybe 50/50 "I'm tired of being cheesed"/"I macro'd and lost", we'll just get 80/20 "I macro'd and lost" from whoever happened to win or lose for whatever reason. Thanks.
Myles
Profile Blog Joined March 2010
United States5162 Posts
Last Edited: 2011-02-04 18:08:25
February 04 2011 18:07 GMT
#528
On February 05 2011 02:57 Ribbon wrote:
But instead of bitching that Starcraft 2 isn't exactly the same as Starcraft 1, why don't you take all your rage, use it productively, and make the good maps you want, since it's apparently so easy.


I just have lol at this, because that's exactly what iccup and the gom team have done and Blizzard throws this crap at us.

Let's have some maps with a decently defendable natural that doesn't have a backdoor right into it. Shakuras is the closest we have, a couple more would be nice. If Blizzard can do that I'll start giving them some faith. But when 4/5 maps they create have a wide open natural way too far out from the main then I'll continue to think that the only strategy they understand is one basing.
Moderator
tenklavir
Profile Joined November 2010
Slovakia116 Posts
February 04 2011 18:09 GMT
#529
On February 05 2011 03:04 kNightLite wrote:
Show nested quote +
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a

I saw many more people play 30 minute games in lower leagues. In fact whenever I won a game in under 10 minutes in bronze/silver chances are pretty good that my opponent would whine/cry. As I moved up in leagues people cried less. So I would actually argue the opposite, that low league ladder wants larger maps even more than high leagues.

I mean seriously, look at lower league games and you won't see people perfecting their 2 rax all ins, that's diamond+. Instead you'll see stuff like mass battlecruiser or void ray without any attacking before 200 food.


They may be 30 minutes, but is that because there are only 18 harversters per base or they are banking tons of mins and gas to get to BCs/carriers/thors/etc.? The length doesn't have much to do with the quality of their game. Perhaps even losing games early, they (hopefully) take initiative in improving and being able to combat early game tactics. One can always hope. Thanks.
andrewlt
Profile Joined August 2009
United States7702 Posts
February 04 2011 18:10 GMT
#530
On February 05 2011 02:54 tenklavir wrote:
Show nested quote +
On February 05 2011 02:50 andrewlt wrote:
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.




You can rush on BW maps. It's been done. Quite often, in fact. You basically wrote a huge block of text based on a misconception that many people who never followed the BW proscene have.


Admittedly my experience with the BW proscene is deep. Most VODs that I've pulled up have proceeded how I described so maybe I was unlucky in not finding a game where what you described has happened. I don't think that changes my point about why those maps aren't optimal for the ladder in Blizz's opinion.

Edit: perhaps PM me a couple VODs? I'd certainly be interested in checking them out.



I mostly follow just a few players and teams. Recent games I can think of are Fantasy vs Calm where Calm 6-pooled two straight games. There was a game between Jaedong and Stork a few months ago as well where Stork built 3-4 gateways near Jaedong's natural. Or just about any PvZ game involving a hydra timing push or a zealot timing push.

Most BW games are just 10-25 minutes long. The 25 minute ones involve late game units and many mined out bases.

I don't really think balance is important right now in SC2. I find watching pro games incredibly boring. It really just involves players building forces inside their base then going all-in or clashing in the middle. You can't leave your base since the other guy can easily wipe you out. That's in contrast with BW with players harassing and patrolling units all over the map since it's safer to not have all your units protecting your main.

Epsilon8
Profile Blog Joined May 2010
Canada173 Posts
February 04 2011 18:14 GMT
#531
Soooo sick!
If you wish to travel far and fast, travel light. Take off all your envies, jealousies, unforgiveness, selfishness, and fears.
PiLoKo
Profile Joined January 2011
Mexico144 Posts
February 04 2011 18:14 GMT
#532
The problem isn´t actually if a map is huge or not, (of course not as small as SoW when it comes to nat to nat), the problem is that Blizzard seem to have this goal to make 3rds incredibly hard to take and/or defend, and 4ths close to non-existand, the best games out there have been in maps like Shakuras Plateau, Non-Close Position Metalopolis and Cross Position Lost Temple, there has to be a reason for that.
I like to troll in-game :)
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-02-04 18:19:18
February 04 2011 18:17 GMT
#533
On February 05 2011 02:45 R0YAL wrote:
Show nested quote +
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.

Heres my list:

1) Balanced maps between all races

2) Bigger maps that sustain more expansions so you can at least have a reasonable option to a macro game, or at least so the game can develop constantly until the better player comes out on top with a strong late-game. On top of that, maps that have too close starting positions make 4 minute all ins very powerful which is not fun to play or to watch.

Big maps will not stop all ins. You can all in at any point in the game. Players will also always find ways to apply early pressure so thats not a good counter-point.

But the problem there is that I dont think we can safely say that big maps would be balanced between all races. With terran generally having their dominant period in the early-midgame, a big map may very well make them too weak in the macro game. Game balance from day 1 has been based on small maps, and adding maps that are really big could bring unpredictable results. Rocks, hard to take thirds and relatively short attack distances are all things that the current balance is based on.

Thats why we need small, gradual increases in map size. Not BW and copying what we have there. These maps are a good first step since are somewhat similar to the existing large maps like Shakuras, which have proven to bring some nice macro games. The next iteration may very well be a little bigger again.
IndieFinch
Profile Blog Joined July 2010
United States124 Posts
February 04 2011 18:26 GMT
#534
I am quite interested on seeing how these maps work out. Really hope the first test map replaces Lost Temple...looks like some really good improvements.

Didn't realize there was so much hate for rocks / grass / xel'naga towers out there. Personally these are my favorite parts of the Starcraft 2 maps. They keep it fresh and entertaining, not enough to effect balance but enough to add in little strategic advantages. So the more the better imo...

The only one that scares me a bit is Test Map3, the rush distance seems very very short.

Also keep in mind we can down vote 3 maps. It is good to have a diversified map pool, just check off the ones you dislike.
1Eris1
Profile Joined September 2010
United States5797 Posts
February 04 2011 18:26 GMT
#535
Woulda preferred Iccup, but I think these will be better. Atleast LT will
Known Aliases: Tyragon, Valeric ~MSL Forever, SKT is truly the Superior KT!
Combine
Profile Joined July 2010
United States812 Posts
February 04 2011 18:26 GMT
#536
Someone should take away the destructible rock tool from blizzard until they learn to use it responsibly.
(ಥ_ಥ)
tiaxone
Profile Joined September 2010
United States3 Posts
February 04 2011 18:27 GMT
#537
On February 04 2011 13:40 Plexa wrote:
Show nested quote +
On February 04 2011 13:38 holy_war wrote:
On February 04 2011 13:37 RifleCow wrote:
Wow, so blizzard didn't add the GSL maps. Well all hope is now lost.


Give the new maps a chance before saying something like that.

The point is that now the ladder map pool =/= the map pool for the largest tournament which is bound to cause problems


Have you played the gsl maps. They are huge and almost force games into a huge macro builds where both players can easily take three bases. While I don't think anything is wrong with this I don't think this size map would be appropriate for the fast play that people expect on the ladder maps. These maps are designed to force long games.

Tankbusta
Profile Joined May 2010
United States109 Posts
February 04 2011 18:28 GMT
#538
seriously, one is just a modified LT?

why cant we have destination in sc2? swap out the one really played map with the other really played map!
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
February 04 2011 18:32 GMT
#539
It's not about making the game into brood war.

It's about ensuring we get quality games. Both so we can enjoy playing them and enjoy watching them.

You're only supposed to get real macro games 20+ minutes when 2 players are fairly even in skill. It's not as if it was impossible to end games early in BW and it won't be impossible on better maps than these either.
Hello=)
SerraAngelDK
Profile Joined December 2010
Denmark11 Posts
February 04 2011 18:33 GMT
#540
Do anyone know if you can spawn on close positions on these maps, if you can blizzard have'nt learned anything.
Cheesing is like rolling the dice.
nOIZEbuddha
Profile Blog Joined November 2010
164 Posts
February 04 2011 18:46 GMT
#541
How do you enter the PTR? When I open SC2 public test in the SC2 folder, it says that I have to add the game on my Bnet account!
I spoke to Flash's doctor, and apparently he got turrets syndrome
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
February 04 2011 18:47 GMT
#542
Not a big fan of a lot of the maps. I don't think that destructible rocks in between close spawn positions is much of a good thing. If anything, it opens up a 2nd front that you have to worry about, and it can get very annoying.
I like haikus and / I can not lie. You other / brothers can't deny
IPA
Profile Joined August 2010
United States3206 Posts
February 04 2011 18:48 GMT
#543
New maps. I have hope that at least one or two will be legit. Awesome.
Time held me green and dying though I sang in my chains like the sea.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
February 04 2011 18:53 GMT
#544
Hows everyone feeling about maps now that weve had some time to play?
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
February 04 2011 19:01 GMT
#545
blizzard, when will you learn how to make expos usable in the early game? As much as I like cheese or 1 base.. ;;..
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
YaySC42
Profile Joined January 2011
Canada19 Posts
February 04 2011 19:04 GMT
#546
I second this:
I have hope that at least one or two will be legit. Awesome.

I think it's awesome they are working to improve the map pool and have faith that over time (NOT immediately; doubtless the new maps will have some flaws - but hopefully less) we'll have a pool of solid maps.

Also ... death to #@$ing LT's cliffs!!
udgnim
Profile Blog Joined April 2009
United States8024 Posts
Last Edited: 2011-02-04 19:08:28
February 04 2011 19:04 GMT
#547
glad to see Blizzard attempting to make changes in their maps and map pool

not glad to see that Blizzard does not fully understand why there is so much bitching about the maps. an example would be removing the cliff drops on the natural on Lost Temple but keeping the possibility of spawning close position (I'm assuming close spawn position on LT is still possible).

having a PTR for them is definitely a good thing though
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
February 04 2011 19:09 GMT
#548
I would really like to know where the actual 1v1 maps are or if there are any, using 2v2 maps for 1v1 is fine and all...but every test map being a 2v2 is kind of sad.
the farm ends here
andrewlt
Profile Joined August 2009
United States7702 Posts
Last Edited: 2011-02-04 19:14:36
February 04 2011 19:14 GMT
#549
On February 05 2011 04:04 udgnim wrote:
glad to see Blizzard attempting to make changes in their maps and map pool

not glad to see that Blizzard does not fully understand why there is so much bitching about the maps. an example would be removing the cliff drops on the natural on Lost Temple but keeping the possibility of spawning close position (I'm assuming close spawn position on LT is still possible).

having a PTR for them is definitely a good thing though



Yeah, it seems these new maps are very similar to the crappy maps they replaced. Blizzard with maps reminds me of Matt Millen with WRs and Rick Pitino with tall stiffs.
Sholoshka
Profile Joined October 2010
United States60 Posts
February 04 2011 19:27 GMT
#550
Oh man these look nice. I love the desert maps, they remind me of home. Durotar that is...
MaxField
Profile Blog Joined May 2010
United States2386 Posts
February 04 2011 19:34 GMT
#551
This makes me a happy person
"Zerg, so bad it loses to hydras" IdrA.
Obscura.304
Profile Blog Joined September 2010
150 Posts
February 04 2011 19:44 GMT
#552
On February 05 2011 02:54 tenklavir wrote:
Show nested quote +
On February 05 2011 02:50 andrewlt wrote:
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.




You can rush on BW maps. It's been done. Quite often, in fact. You basically wrote a huge block of text based on a misconception that many people who never followed the BW proscene have.


Admittedly my experience with the BW proscene is deep. Most VODs that I've pulled up have proceeded how I described so maybe I was unlucky in not finding a game where what you described has happened. I don't think that changes my point about why those maps aren't optimal for the ladder in Blizz's opinion.

Edit: perhaps PM me a couple VODs? I'd certainly be interested in checking them out.




Large maps have never stopped early aggression from being effective. Your example about the 4-gate is particularly incorrect, since the nature of warpgates negates rush distance anyways.
setzer
Profile Joined March 2010
United States3284 Posts
February 04 2011 19:45 GMT
#553
FIVE 4-player maps. You have to be kidding me Blizzard. I like that you are at least willing to change maps (albeit 6 months too late), but at least keep some variety in the pool. Here's to hoping they have the sense to not add all of these.
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
February 04 2011 19:46 GMT
#554
1 and 2 look good. The other maps scare me.
Salvation a la mode and a cup of tea...
xsevR
Profile Joined January 2011
United States324 Posts
February 04 2011 19:46 GMT
#555
Maybe its just all the WC3 I played before, but I'm just happy to see any new map put out by blizzard (were creep spawns that hard to figure out???). Really. Better or worse... something new. Win or lose, variety is the real formula for fun imho. Not to mention in the DLC age they probably could've started charging for new maps... (crosses fingers)

I'll definitely be laddering more again now that there's something new to explore .



loxosceles
Profile Joined November 2010
United States18 Posts
February 04 2011 19:46 GMT
#556
Just played a TVT on map #2. It was very excellent. Went 5base 5base and we both got to BC tech. I won with superior vikings and upgrades.

The rush distance was just the right distance IMO. Not so close that rushing is OP but not too far where it's no longer an option. Nat wasn't terribly easy to defend but I managed. After taking nat, 3rd and 4th came easily.
DirtYLOu
Profile Joined May 2010
575 Posts
February 04 2011 19:49 GMT
#557
On February 05 2011 04:44 Obscura.304 wrote:
Show nested quote +
On February 05 2011 02:54 tenklavir wrote:
On February 05 2011 02:50 andrewlt wrote:
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.




You can rush on BW maps. It's been done. Quite often, in fact. You basically wrote a huge block of text based on a misconception that many people who never followed the BW proscene have.


Admittedly my experience with the BW proscene is deep. Most VODs that I've pulled up have proceeded how I described so maybe I was unlucky in not finding a game where what you described has happened. I don't think that changes my point about why those maps aren't optimal for the ladder in Blizz's opinion.

Edit: perhaps PM me a couple VODs? I'd certainly be interested in checking them out.

http://www.youtube.com/watch?v=UTA0k_QamZs
http://www.youtube.com/watch?v=KgwSnbfwTZo&feature=related

Large maps have never stopped early aggression from being effective. Your example about the 4-gate is particularly incorrect, since the nature of warpgates negates rush distance anyways.



Of course. But to do ALL-IN or Early marine Rush will be harder, and will need a lot of micro. And thats good. The problem was that in short maps like steppes etc., the rushes were extremely effective and didnt need any micro at all.
http://sc2ranks.com/c/9051/slayersteam/ <-- SlayerS players in Grandmaster !
Obscura.304
Profile Blog Joined September 2010
150 Posts
February 04 2011 19:53 GMT
#558
On February 05 2011 04:49 wessie wrote:
Show nested quote +
On February 05 2011 04:44 Obscura.304 wrote:
On February 05 2011 02:54 tenklavir wrote:
On February 05 2011 02:50 andrewlt wrote:
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.




You can rush on BW maps. It's been done. Quite often, in fact. You basically wrote a huge block of text based on a misconception that many people who never followed the BW proscene have.


Admittedly my experience with the BW proscene is deep. Most VODs that I've pulled up have proceeded how I described so maybe I was unlucky in not finding a game where what you described has happened. I don't think that changes my point about why those maps aren't optimal for the ladder in Blizz's opinion.

Edit: perhaps PM me a couple VODs? I'd certainly be interested in checking them out.

http://www.youtube.com/watch?v=UTA0k_QamZs
http://www.youtube.com/watch?v=KgwSnbfwTZo&feature=related

Large maps have never stopped early aggression from being effective. Your example about the 4-gate is particularly incorrect, since the nature of warpgates negates rush distance anyways.



Of course. But to do ALL-IN or Early marine Rush will be harder, and will need a lot of micro. And thats good. The problem was that in short maps like steppes etc., the rushes were extremely effective and didnt need any micro at all.

Yes, but I was responding to someone who said that having large maps would totally nullify any early aggression, which is obviously false.
D_K_night
Profile Joined April 2010
Canada615 Posts
February 04 2011 20:00 GMT
#559
Just a few thoughts on maps but I'm sure there are some standard guidelines at Blizzard with regards to map design.

- Many of you mention "difficult to take 2nd expo" on many of these maps. I don't know if the answer is to simply have multiple expos behind the player - which removes a great deal of risk in expo'ing entirely. As to exactly how much "danger" a player should experience when taking a 3rd, seems to be an extremely subjective matter.

- gold expos which seem to be a point of contention, in my opinion I do agree that any gold expos should have some element of danger attached(otherwise why not just take it?) It makes sense to fight over gold resources, due to how game-deciding they can be.

- rush distances. I agree that longer distances encourage a macro-oriented game. Not sure if this means that small maps should be outlawed entirely. I think trying to please everyone is an impossible scenario.
Canada
decaf
Profile Joined October 2010
Austria1797 Posts
February 04 2011 20:21 GMT
#560
The maps look pretty bad tbh. Didnt play them though
Fritti
Profile Joined July 2010
Netherlands52 Posts
February 04 2011 20:22 GMT
#561
On February 05 2011 02:57 Ribbon wrote:
OH NO

BLIZZARD IS TRYING SOMETHING NEW

THOSE INNOVATIVE BASTARDS HOW DARE THEY!


Why isn't there a "like" button on TL.net, this post needs it. Frykt etc, I don't care about "standard" Brood War maps (even if such a thing existed). Of course you should use Brood War maps WITH BROOD WAR. If you want to play Brood War, do so and let us play this other game in peace.


Show nested quote +
Blizzard are not doing us a favor, they are slow and try too much new. Start making maps which are more standard, THEN make all the rocks, grass and all that crap.


I already mocked this, but I'm quoting it again because it's hilarious.



Quoted again, indeed.
Euronyme
Profile Joined August 2010
Sweden3804 Posts
February 04 2011 20:22 GMT
#562
Just me, or does these maps look really small? The community has been crying to the skies for large maps, but these looks like delta quadrant all of them.
It seems to be as far to your natural as to your opponents third.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
February 04 2011 20:30 GMT
#563
I am in awe and at the verge of depression of how HORRIBLE and FAIL those maps are.

Hope is for SC2 part1 to be enjoyable esport is sealed if those maps go live as they represent and encourage all the things that are wrong about the game.
We are playing the same, terrible maps for almost 1 year since beta and this is the "evolution", a map pool mix with all the bad elements and steppes-of-war-like rush distances.

I'm so sad and demoralized right now.
FryKt
Profile Joined January 2009
Norway27 Posts
Last Edited: 2011-02-04 21:06:04
February 04 2011 20:51 GMT
#564
Okay, time to defend myself Ribbon, since you seem very mature and deserves a proper response.

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.


This kind of crap actually angers me. This kind of "My gut instinct is right and anyone who even tries anything else is a terrible person" attitude is one of the most depressing aspects of the human race. This post is so badly written I almost thought it was a strawman, but since so many people are quoting this post as awesome, let's go through it.


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.

Basic fairness? Some of these maps are improvements. Some aren't. They're test maps. They're explicitly asking us what we think of these ideas they've cooked up.


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.


Yeah! Why haven't Blizzard changed the map pool before now?! I'm so sick of playing Desert Oasis and Kulas Ravine!

I'm also curious to see your scientific poll on "everyone".


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.

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

This is what all the haters really want. You know, SC2 didn't beat Brood War to death with a wrench. You can still play it. I even think a BW map might be more fun to play BW on, seeing as it was designed for that game and not this one.


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?

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). But let's say I was wrong.

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.

This isn't a sentence


Mixed up "is and are", Sorry about a grammar error, this was very relevant with the rest of the post.


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.

It's almost like they're tying to make the maps interesting. Pricks.

You know, if you "NO TOWERS. ZERG ONLY. FINAL DESTINATION" types had your way, there wouldn't be a map pool at all. There'd be a single map (Probably Python), and every single game would be played on it. I like all the people acting like rocks/towers/grass is inherently bad, just because your precious Brood War didn't have them. I've seen televangelists more open to the idea of evolution than you guys.

The way to make Starcraft 2 better than Brood War is to innovate. We need to try new things and mess around. And yes, sometimes things won't work.

Fucking deal with it.

I'm sick of you spoiled brats so unused to the concept of "working to improve" that it doesn't even occur to you other people can do it. I don't want Starcraft 2 to be Brood War. There's already a Brood War, and it's time to stop idolizing it. It was a very good game, but it's time to make a better one. And that's going to mean taking a step into the unknown, and trying new ideas. I understand change is scary, and work is hard. But instead of bitching that Starcraft 2 isn't exactly the same as Starcraft 1, why don't you take all your rage, use it productively, and make the good maps you want, since it's apparently so easy.


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.
Turgid
Profile Blog Joined September 2010
United States1623 Posts
February 04 2011 20:56 GMT
#565
I don't see what these maps are "innovating" that the previous, usually disliked maps in the pool did not. Short rush distances, backdoor rocks into the main, etcetera; they usually produce short, frustrating games. They also seem to encourage cheese. Experiment over, let's try something else.
(╬ ಠ益ಠ)
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
February 04 2011 21:06 GMT
#566
The maps look nice. Lost temple changes are kind of sudden, but welcome.
tenklavir
Profile Joined November 2010
Slovakia116 Posts
February 04 2011 21:09 GMT
#567
On February 05 2011 04:53 Obscura.304 wrote:
Show nested quote +
On February 05 2011 04:49 wessie wrote:
On February 05 2011 04:44 Obscura.304 wrote:
On February 05 2011 02:54 tenklavir wrote:
On February 05 2011 02:50 andrewlt wrote:
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.




You can rush on BW maps. It's been done. Quite often, in fact. You basically wrote a huge block of text based on a misconception that many people who never followed the BW proscene have.


Admittedly my experience with the BW proscene is deep. Most VODs that I've pulled up have proceeded how I described so maybe I was unlucky in not finding a game where what you described has happened. I don't think that changes my point about why those maps aren't optimal for the ladder in Blizz's opinion.

Edit: perhaps PM me a couple VODs? I'd certainly be interested in checking them out.

http://www.youtube.com/watch?v=UTA0k_QamZs
http://www.youtube.com/watch?v=KgwSnbfwTZo&feature=related

Large maps have never stopped early aggression from being effective. Your example about the 4-gate is particularly incorrect, since the nature of warpgates negates rush distance anyways.



Of course. But to do ALL-IN or Early marine Rush will be harder, and will need a lot of micro. And thats good. The problem was that in short maps like steppes etc., the rushes were extremely effective and didnt need any micro at all.

Yes, but I was responding to someone who said that having large maps would totally nullify any early aggression, which is obviously false.


Thanks for the VODs.

By early aggression, I didn't mean that a 6-pool or something still wouldn't work. To me, there's a difference in small army skirmishes early in the game rather than early cheese by 6-pool or proxy gates. Also I don't think I brought up 4-gate in my earlier post for the exact reason you cited: warp tech nullifies the distance barrier.


KDN
Profile Joined April 2010
Norway96 Posts
February 04 2011 21:11 GMT
#568
Played a little bit of PTR and I have to say that I really like map 1 and 5.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
February 04 2011 21:16 GMT
#569
Dear Blizzard

Your maps suck. Hurry up and hire iCCup damnit.

Sincirely, neobowman.


Lol, that's a pretty good way to get them to listen to you.

These maps are starting not to look so bad actually, except perhaps for a couple close positions and map 5 is just really weird. Although there are many brush/rocks/gold/towers and it may feel a little weird, I don't think it's "too bad".

Looking at LT 2.0 again, I realized, those 4 raised platforms in the middle are now only 2 raised platforms; 2 of them have become holes. This will reduce the effectiveness of Colossi, and they can't get on the raised platforms anyways without a WP because the platform is now 2 stories higher than the low ground rather than having a "step". So reapers and Colossi won't be able to get up there easily.

LT 2.0 looks almost like the perfect "standard" map, like a Python, except for a couple things; the close air positions and the close ground positions are a little too "extreme" imo. It would be perfect if the close positions were slightly longer (even 5 seconds) and the air position not so close, but it's not that bad.

However some of the LT 2.0 changes I am worried about. Although it definitely feels more "standard" and "balanced" now, that also means there will be much less abuse. Remember Set 2 of oGsMC vs TSL Rain in GSL 3 Finals on LT? Remember how epic that was? High Templar storming golds, WP harassing islands, stalker blink/drop micro at the xel naga towers with the high ground platforms next to them, etc. That stuff won't be seen anymore. For better or worse, idk.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
knyttym
Profile Blog Joined December 2006
United States5797 Posts
February 04 2011 21:19 GMT
#570
I too tried a game on each just for comparison.
Map 1 is LT so I didn't try it.
Map 2 wasn't bad if you aren't on close positions vertically. If you are, then it reminds me of scrap except shorter initial rush distance and only one set of rocks.
Map 3 - bad bad bad. I don't know what they were thinking.. The natural setup is the stupidest thing I have ever seen.
Map 4 and 5 have a LT/metal type of setup. Close positions are brutal but cross map isn't bad.

I'd much rather have map 2,4 and 5 then steppes, jungle, and delta.
Cha1R
Profile Joined November 2010
United States221 Posts
February 04 2011 21:20 GMT
#571
Has anyone noticed the SCII-1 and SCII-2 options? Anyoneknow what thast about exactly?
MorroW
Profile Joined August 2008
Sweden3522 Posts
February 04 2011 21:21 GMT
#572
almost all of the maps seem to have same problems as metal and LT - broken in closepos
Progamerpls no copy pasterino
Elite00fm
Profile Joined January 2008
United States548 Posts
February 04 2011 21:21 GMT
#573
all those maps are horrible, blizzard map makers should seriously just be fired. I mean, is it really that hard to look at the most successful maps of SC1 and look for common traits? Hint: retarded useless naturals that only make themselves a liability is not the way to promote more complex, exciting games
theriv
Profile Joined August 2010
United States149 Posts
February 04 2011 21:22 GMT
#574
On February 05 2011 06:16 Yoshi Kirishima wrote:
Show nested quote +
Dear Blizzard

Your maps suck. Hurry up and hire iCCup damnit.

Sincirely, neobowman.


Lol, that's a pretty good way to get them to listen to you.

These maps are starting not to look so bad actually, except perhaps for a couple close positions and map 5 is just really weird. Although there are many brush/rocks/gold/towers and it may feel a little weird, I don't think it's "too bad".

Looking at LT 2.0 again, I realized, those 4 raised platforms in the middle are now only 2 raised platforms; 2 of them have become holes. This will reduce the effectiveness of Colossi, and they can't get on the raised platforms anyways without a WP because the platform is now 2 stories higher than the low ground rather than having a "step". So reapers and Colossi won't be able to get up there easily.

LT 2.0 looks almost like the perfect "standard" map, like a Python, except for a couple things; the close air positions and the close ground positions are a little too "extreme" imo. It would be perfect if the close positions were slightly longer (even 5 seconds) and the air position not so close, but it's not that bad.

However some of the LT 2.0 changes I am worried about. Although it definitely feels more "standard" and "balanced" now, that also means there will be much less abuse. Remember Set 2 of oGsMC vs TSL Rain in GSL 3 Finals on LT? Remember how epic that was? High Templar storming golds, WP harassing islands, stalker blink/drop micro at the xel naga towers with the high ground platforms next to them, etc. That stuff won't be seen anymore. For better or worse, idk.


ugh so more boring games?
parn
Profile Joined December 2010
France296 Posts
February 04 2011 21:31 GMT
#575
Does it mean that we won't have any Races/Units changes in the next patch?
We are what we repeatedly do. Excellence, then, is not an act, but a habit.
sudo.era
Profile Blog Joined April 2009
United States300 Posts
February 04 2011 21:37 GMT
#576
These maps all look like metal, except the one that IS lost temple, minus the islands. I don't see creativity here.
FryKt
Profile Joined January 2009
Norway27 Posts
February 04 2011 21:39 GMT
#577
On February 05 2011 06:31 parn wrote:
Does it mean that we won't have any Races/Units changes in the next patch?


Atm we need maps, not race balance. Who knows, maybe the races are balanced and it's just the maps fault. Remember, sc2 got balanced over hundreds of 1vs1 maps the last 12 years. Sc2 has used like 10 -15 in one year.
andrewlt
Profile Joined August 2009
United States7702 Posts
February 04 2011 21:39 GMT
#578
On February 05 2011 06:09 tenklavir wrote:
Show nested quote +
On February 05 2011 04:53 Obscura.304 wrote:
On February 05 2011 04:49 wessie wrote:
On February 05 2011 04:44 Obscura.304 wrote:
On February 05 2011 02:54 tenklavir wrote:
On February 05 2011 02:50 andrewlt wrote:
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.




You can rush on BW maps. It's been done. Quite often, in fact. You basically wrote a huge block of text based on a misconception that many people who never followed the BW proscene have.


Admittedly my experience with the BW proscene is deep. Most VODs that I've pulled up have proceeded how I described so maybe I was unlucky in not finding a game where what you described has happened. I don't think that changes my point about why those maps aren't optimal for the ladder in Blizz's opinion.

Edit: perhaps PM me a couple VODs? I'd certainly be interested in checking them out.

http://www.youtube.com/watch?v=UTA0k_QamZs
http://www.youtube.com/watch?v=KgwSnbfwTZo&feature=related

Large maps have never stopped early aggression from being effective. Your example about the 4-gate is particularly incorrect, since the nature of warpgates negates rush distance anyways.



Of course. But to do ALL-IN or Early marine Rush will be harder, and will need a lot of micro. And thats good. The problem was that in short maps like steppes etc., the rushes were extremely effective and didnt need any micro at all.

Yes, but I was responding to someone who said that having large maps would totally nullify any early aggression, which is obviously false.


Thanks for the VODs.

By early aggression, I didn't mean that a 6-pool or something still wouldn't work. To me, there's a difference in small army skirmishes early in the game rather than early cheese by 6-pool or proxy gates. Also I don't think I brought up 4-gate in my earlier post for the exact reason you cited: warp tech nullifies the distance barrier.






If you want to see that in BW, you're probably looking at games from players like Flash, Fantasy and Bisu. The difference is that all-ins aren't as effective in BW because the maps aren't as small as the ones we currently have. Fantasy and Bisu are really good at harassing all over the map while Flash does some really good timing attacks every now and then (timing attacks that are not all-in).

Big maps and more defensible positions means that a player can more easily split off some units from his army to harass with. It's not uncommon in BW to even use 12 units or so to harass with. With small maps and wide open naturals, if you split off 10 or so units from your main force to harass, the other guy can easily roll your main army and base with his main army.
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
February 04 2011 21:43 GMT
#579
On February 05 2011 04:44 Obscura.304 wrote:
Show nested quote +
On February 05 2011 02:54 tenklavir wrote:
On February 05 2011 02:50 andrewlt wrote:
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.




You can rush on BW maps. It's been done. Quite often, in fact. You basically wrote a huge block of text based on a misconception that many people who never followed the BW proscene have.


Admittedly my experience with the BW proscene is deep. Most VODs that I've pulled up have proceeded how I described so maybe I was unlucky in not finding a game where what you described has happened. I don't think that changes my point about why those maps aren't optimal for the ladder in Blizz's opinion.

Edit: perhaps PM me a couple VODs? I'd certainly be interested in checking them out.

http://www.youtube.com/watch?v=UTA0k_QamZs
http://www.youtube.com/watch?v=KgwSnbfwTZo&feature=related

Large maps have never stopped early aggression from being effective. Your example about the 4-gate is particularly incorrect, since the nature of warpgates negates rush distance anyways.



Wouldn't a four gate in particular be more effective on large maps, because it would be harder to counter attack if you held it off?

I say this as a novice player, I genuinely don't know.
Turgid
Profile Blog Joined September 2010
United States1623 Posts
February 04 2011 21:46 GMT
#580
On February 05 2011 06:43 Defacer wrote:
Show nested quote +
On February 05 2011 04:44 Obscura.304 wrote:
On February 05 2011 02:54 tenklavir wrote:
On February 05 2011 02:50 andrewlt wrote:
On February 05 2011 02:34 tenklavir wrote:
On February 05 2011 00:59 oXoCube wrote:
Your average TL poster has a very specific mindset about what they want your average ladder map to look like.

It appears to differ greatly from what blizzard is after.


From what I've been able to gather from these posts, this seems to be the map-style that this community wants:

1) Huge size, almost absurdly large. Early game dynamic nearly non-existent due to spawn distances. Early all-ins not really possible (for better or for worse). Because of the size, everyone can 1 rax FE/ 1gate FE/15 hatch and spend 10 minutes macroing without much fear. Scouting whether your opponent was going for 5rr, stim push, or 4 gate no longer necessary.

2) Easy to defend natural so you can keep you unit ball clumped at a choke at the natural instead of having to spread and defend it from more than one position.

3) Easy 3rd, 4th, 5th, etc. Army positioning and composition should not be a factor in defending an expo outside of your easy to defend natural.

4) No backdoor to main. Only one way in or out of the main on the ground. If someone wants to attack your main, they better do it in the air or get through your ball of units.

5) No destructible rocks at expos.

Yes the list above was somewhat sarcasm-laden in the extended description but I think the points are on target. I've said it here before and I'll say it again. Imho, not everyone on the ladder wants to have to play a 30-minute macro game every time they hit Find Match. Blizz knows this. Do you think that's what Bronze and Silver league players want? I enjoy the current average ladder game time and the current map pool (mostly) affords this and it looks like the PTR maps will too. Depending on how the game progresses it can be over in 15 or evolve to a macro game.

There's something to be said for the tension in how a game progresses. Is your opponent trying to take it to a macro game? Is he going for an early push or all-in? What information do I have? What should I do based on what I know? - these are questions that don't really matter in the first 10 minutes* of a game on the monstrous GSL/iCCup maps. That would be just as uninteresting to me while watching a pro match-up. Same openings, macro up, etc.

Don't get me wrong, I'm not saying the Blizz had provided us with perfect maps so far. Steppes, DQ, JB are some obvious examples. However I don't think iCCup or the GSL maps are the be-all end-all of maps either nor do I think they would be good for the ladder as a whole.

*Edit - not exactly 10 obviously, but you get the idea.




You can rush on BW maps. It's been done. Quite often, in fact. You basically wrote a huge block of text based on a misconception that many people who never followed the BW proscene have.


Admittedly my experience with the BW proscene is deep. Most VODs that I've pulled up have proceeded how I described so maybe I was unlucky in not finding a game where what you described has happened. I don't think that changes my point about why those maps aren't optimal for the ladder in Blizz's opinion.

Edit: perhaps PM me a couple VODs? I'd certainly be interested in checking them out.

http://www.youtube.com/watch?v=UTA0k_QamZs
http://www.youtube.com/watch?v=KgwSnbfwTZo&feature=related

Large maps have never stopped early aggression from being effective. Your example about the 4-gate is particularly incorrect, since the nature of warpgates negates rush distance anyways.



Wouldn't a four gate in particular be more effective on large maps, because it would be harder to counter attack if you held it off?

I say this as a novice player, I genuinely don't know.


More or less, but I think it's more about the fact that Protoss players get a little more leeway in their matchups to play risky(except against other Protoss) on big maps. I don't think it's something we can really theorycraft though and it doesn't appear to create a big imbalance on Metalopolis or Shakuras, for example.
(╬ ಠ益ಠ)
nTwLegy
Profile Joined December 2010
Croatia63 Posts
February 04 2011 21:46 GMT
#581
yeah baby! maps are what we need.

and some balance ofc
If you see an insulting post,it's just me having a lose streak of 3-10,and if you see a nice post,it's me after having sex.
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
February 04 2011 21:48 GMT
#582
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?
http://shroomspiration.blogspot.com/
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 04 2011 21:50 GMT
#583
because it IS lost temple with balance tweaks and a redesigned center
ModeratorBlame yourself or God
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2011-02-04 21:52:24
February 04 2011 21:51 GMT
#584
Well I'll be happy to have LT withoug cliff drops, thought it looks like it will still be a nightmare taking a 3rd on close positions.
http://shroomspiration.blogspot.com/
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2011-02-04 21:56:11
February 04 2011 21:55 GMT
#585
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?


pretty safe assumption, testmap 1 is nearly identical to LT, with specific changes:

-island expos are now not island expos, blocked by rocks
-middle opened up
-no cliffs overlooking the naturals

In every other respect, the map is basically LT. start positions exactly the same as LT, layout of the main & natural exactly the same as in LT, every base including the golds are in the exact same position they are in LT, rocks blocking gold just like in LT, tall grass in the exact same spot as they are in LT, etc.

It IS Lost Temple, just re-balanced. Having them both in the map pool would be redundant.
next week on Everybody Loves HypnoToad:
prototype.
Profile Blog Joined July 2009
Canada4200 Posts
February 04 2011 22:06 GMT
#586
That's odd... I only see one new ladder map.

4 player, large natural choke...

SO ORIGINAL! The only thing that could make the map more interesting is if you add EVEN more destructible rocks, golden expansions, backdoors and xelnaga towers.
( ・´ー・`)
Nayl
Profile Joined March 2010
Canada413 Posts
Last Edited: 2011-02-04 22:09:53
February 04 2011 22:09 GMT
#587
I don't understand why Blizzard insists on wide open natural like this, on top of that, the ramp is like a mile away from the expo itself. I thought they didn't like 1 base plays.

On 4 of these maps, if someone tries to expand early, the other guy can just walk into the main.

Stymie[SC]
Profile Joined March 2010
Canada10 Posts
February 04 2011 22:09 GMT
#588
uggghhh. I don't think that Blizzard gets it. For some reason they seem content with the boring 2 base play that their maps are encouraging. They need to get rid of the silly rocks in the back of your main, make it easier to take a third and just have bigger maps in general to create exiting macro games. If they do this, the game will be a lot more fun to play and to watch.
"This Zealot block would not be able to trap a Command Center, were it able to walk!" - Greth
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
February 04 2011 22:10 GMT
#589
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.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
DirtYLOu
Profile Joined May 2010
575 Posts
February 04 2011 22:10 GMT
#590
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.
http://sc2ranks.com/c/9051/slayersteam/ <-- SlayerS players in Grandmaster !
GreatFall
Profile Blog Joined January 2010
United States1061 Posts
February 04 2011 22:16 GMT
#591
These maps actually seem very fun to play on .
Inventor of the 'Burning Tide' technique to quickly getting Outmatched Crusher achivement :D
Nayl
Profile Joined March 2010
Canada413 Posts
Last Edited: 2011-02-04 22:20:15
February 04 2011 22:18 GMT
#592
+ 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?
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
Last Edited: 2011-02-04 22:34:31
February 04 2011 22:26 GMT
#593
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. What about football players who play away from their home ground? I guess they shouldn't just travel to play and claim the location they are about to play is imbalanced and they don't know how to build good venues in good locations where climate and conditions are perfect.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
garrhead1
Profile Joined December 2010
United States16 Posts
February 04 2011 22:30 GMT
#594
only one with a long rush distance (balanced) is test map2
I rape terrans
Nayl
Profile Joined March 2010
Canada413 Posts
Last Edited: 2011-02-04 22:34:17
February 04 2011 22:33 GMT
#595
On February 05 2011 07:26 Bleak wrote:
Show nested quote +
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.
[wh]_ForAlways
Profile Blog Joined May 2009
United States235 Posts
February 04 2011 22:35 GMT
#596
On February 05 2011 07:10 Bleak wrote:
It is not right to compare GSL maps to the ladder maps. Only pros take part in the GSL. Ladder is played by everyone.


While this is true, many players (myself included) want to play on the GSL maps because macro maps are generally a better test of skill.

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.


While I understand the need to cater to their entire player base, one of the biggest complaints among bronze to gold league players is that sc2 is just a rush fest. While this isn't entirely true, bigger maps would remove this negative stigma. Also, where do you draw the line with accounting for a broad range of players? A map with small rush distances and a wide open choke (Delta Quadrant) will play much differently than say, cross positions shakuras plateau. Should blizzard also add a BGH-esque map to the ladder pool?

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.


I agree that there is no such thing as a perfect map, but Brood War had 12 years of mapmaking behind it, and one needs to look no further than the ICCUP and GSL maps to wonder why Blizzard's mapmaking team simply isn't up to par.


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?


People don't play on macro maps to feel cool like the pros. They play on them because Macro maps are a greater test of skill, and promote a wider range of strategies. If Blizzard wanted variety in their map pool. Then why is it that almost every map has small rush distances and a wide open natural. Where is the big wide open macro map like God's Garden?

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%?


Because Brood War has had 12 years of map making behind it. Players have seen what it's like to not have a natural expansion, island maps, a mineral only expansion, a hard to secure gas natural, and finally (what we see now) an easily securable gas natural. As strategies have evolved, easily securable gas naturals have provided the most interesting games. While the possibility remains that this might not hold true in SC2, I think it's fair to say that 4 gates, 2 rax all ins, steppes of War, and close positions on metalopolis rarely provide high level, entertaining, or even enjoyable games to play on.

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?


Because players have to play their maps on the ladder. Which might not be a big deal, but Blizzard invites the top people in the ladder to blizzcon and it's damn near impossible to set up a private ladder with custom maps ala BW's ICCUP.


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?


If the new test map is any indication, they clearly think that the cliff at LT's naturals were a bit too much. As for the narrow spots, Blizzard must not want us to engage anywhere because there really isn't a single map that has a nice wide open area to engage at.

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.


There's a difference between playing aggressive, and being all in. Not to mention Zerg's options on 1 base is laughable.


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 [b]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.


If you're acknowledging that the maps are bad for high level play, then Blizzard should not use top ladder spots to determine invites for their own tournament. As for people having whatever they want, Blizzard should realize that if they keep using the same stagnant, awful map pool, it will only hurt their game.

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.


The criticism is absolutely necessary. The map pool promotes a playstyle that requires very little strategic insight, and does not demand much of the players to execute said strategies. People complain and criticize because it's absolutely ridiculous that the same horrendous maps have been in rotation for the past 6 months now, some of them are coming close to a year (including beta). This would be alright if these were truly amazing maps, but the overall quality is just awful. Let's get some true variety in the map pool with some nice solid macro maps (preferably free of destructible rocks).
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
February 04 2011 22:39 GMT
#597
On February 05 2011 07:33 Nayl wrote:
Show nested quote +
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.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
Stymie[SC]
Profile Joined March 2010
Canada10 Posts
February 04 2011 22:42 GMT
#598
On February 05 2011 07:18 Nayl wrote:
+ Show Spoiler +


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.


In your first post, you were saying that they might want a variety of maps, and now your saying that, they dont want big maps like the GSL ones. I'm a little confused as to what your point is. I think that it is fair that they might want to encourage a variety of play styles with different maps and if you dont like a few of them, you can just vote them down. But the whole point of that is a VARIETY of maps, not all short maps that you cant take a third on. It would be nice to have at least one or two macro maps. I also think that if they really want to try and please everyone, like you were saying Bleak, they should increase the size of the map pool and give everyone more votes on maps that they dont like. Right now i dont see any variety, just gimmicky maps that encourage more cheese and two base all ins, rather than real macro games that in themselves give a greater variety of play styles.
"This Zealot block would not be able to trap a Command Center, were it able to walk!" - Greth
Nayl
Profile Joined March 2010
Canada413 Posts
February 04 2011 22:49 GMT
#599
On February 05 2011 07:39 Bleak wrote:
Show nested quote +
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".


TSM
Profile Blog Joined June 2010
Great Britain584 Posts
February 04 2011 22:58 GMT
#600
the lost temple variation may be zerg imba? I think that because zerg can take loads of expos
The person to smile when everything goes wrong has found someone to blame it on - arthur bloch **** tl:dr *user was banned for this post*
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
Last Edited: 2011-02-04 23:09:02
February 04 2011 23:05 GMT
#601
On February 05 2011 07:49 Nayl wrote:
Show nested quote +
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
Show nested quote +
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.

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.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
Nayl
Profile Joined March 2010
Canada413 Posts
Last Edited: 2011-02-04 23:11:43
February 04 2011 23:10 GMT
#602
On February 05 2011 08:05 Bleak wrote:
Show nested quote +
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?
Coven
Profile Joined February 2011
2 Posts
February 04 2011 23:13 GMT
#603
All I can say is that I am very happy I didn't throw in the towel on Zerg macro play... These new maps are going to have T and P scrambleing when their 2Rax 4Gate pushes arn't auto wins. I'm a relatively low level player (gold league) and am so tired of the constant cheese, these maps are really going to make things more balanced for zerg.
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
Last Edited: 2011-02-04 23:32:10
February 04 2011 23:16 GMT
#604
On February 05 2011 08:10 Nayl wrote:
Show nested quote +
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.

Show nested quote +
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. 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.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
butter
Profile Blog Joined July 2009
United States785 Posts
February 04 2011 23:30 GMT
#605
The choke felt much wider, but the difference turned out to be only two extra squares:

Lost Temple
[image loading]

TestMap1
[image loading]
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
Nayl
Profile Joined March 2010
Canada413 Posts
Last Edited: 2011-02-04 23:34:09
February 04 2011 23:32 GMT
#606
On February 05 2011 08:16 Bleak wrote:
Show nested quote +
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?

Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
February 04 2011 23:40 GMT
#607
On February 05 2011 08:32 Nayl wrote:
Show nested quote +
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 am a beacon of knowledge blazing out across a black sea of ignorance. "
asmo.0
Profile Joined August 2010
Norway318 Posts
February 04 2011 23:41 GMT
#608
On February 05 2011 08:13 Coven wrote:
All I can say is that I am very happy I didn't throw in the towel on Zerg macro play... These new maps are going to have T and P scrambleing when their 2Rax 4Gate pushes arn't auto wins. I'm a relatively low level player (gold league) and am so tired of the constant cheese, these maps are really going to make things more balanced for zerg.

I'm honestly not convinced that these maps promote long therm play. True, some of the spawn locations are further than the current average, but a lot are also closer... However, the maps seem spesifically designed to make your brain hurt from being on more than 2 bases, with destructable rocks everywhere and hard to defend thirds.

The worst thing about these maps is by far the naturals. How the hell can you hold off a proper 4gate without static defenses (cant cover the ramp and natural at the same time, in fact, cant cover the ramp whatsoever without minimum 1 creep tumor on a couple of the maps), and a ramp that simply begs to be forcefielded on 4/5 maps? I really fail to see why any protoss would even consider another strategy on map 2, 3 and 5...

There are of course a few more poorly designed aspects, such as the rocks in the main on map5. Or on map 2, can you imagine a dropship going from the lowground third, to the ledge, to the main, then back to the ledge, then down to the third, and then up to the main etc? Or trying to actually take a third on map 3?

I really hope they make some changes, or I'm fairly certain I will miss the previous mappool... Even Jungle basin is preferable to some of these...

The only map that looks remotely finished and tested is lost temple 2.0.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
February 04 2011 23:44 GMT
#609
It looked like they just took team maps and edited them to 1 spawns / corner and smaller chokes.
133 221 333 123 111
Nayl
Profile Joined March 2010
Canada413 Posts
Last Edited: 2011-02-04 23:47:27
February 04 2011 23:46 GMT
#610
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.


How in the world sir, would GSL maps, which people spend countless hours on to balance it, create any new weird problems that Blizzard maps wouldn't? When was the last time Blizzard updated their own map other than to fix bugs? Who cares if Stepps of war has positional imbalance and Terrans block the ramp with 2 bunkers.

Also why should Blizzard balance the game for casuals instead of encouraging them to learn new strategy and get better? What they balance for casuals may break the game for Pros, while what they balance for Pros casuals can over come by learning the game. It would be overall horrible policy to balance using feedbacks from mid to low level players because of this.
Prinate
Profile Joined October 2010
United States182 Posts
February 04 2011 23:56 GMT
#611
I know that nobody cares about 2v2 compared to 1v1, but how come the OP doesn't mention the 4 new 2v2 Test maps at all?

As someone who usually only plays 1v1 when I can fit in 5-10 games but will jump in for lots of quick 2v2s, I'm very happy to see new maps. I abhor about 50% of the current 2v2 map pool. Whether they're better or not, just having something new is quite pleasant.
cosmo.6792
Profile Joined September 2010
161 Posts
Last Edited: 2011-02-05 00:10:03
February 05 2011 00:05 GMT
#612
It seems to me that a lot of these maps have naturals without a choke point, which make them vulnerable to attacks. I'm guessing Blizzard must've liked what they were seeing in Xel'Naga and Metalopolis, and so those concepts carried over to the new maps.

The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
February 05 2011 00:10 GMT
#613
On February 05 2011 07:09 Stymie[SC] wrote:
uggghhh. I don't think that Blizzard gets it. For some reason they seem content with the boring 2 base play that their maps are encouraging. They need to get rid of the silly rocks in the back of your main, make it easier to take a third and just have bigger maps in general to create exiting macro games. If they do this, the game will be a lot more fun to play and to watch.


The rocks on for example the new LT are a non issue as far as I'm concerned seeing as they're IN your natural. Meaning you don't have to go out of your way to take them down.

I haven't looked at any of the other maps in any detail though so you could well be right.
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
February 05 2011 00:22 GMT
#614
On February 05 2011 08:46 Nayl wrote:
Show nested quote +
On February 05 2011 08:40 Bleak wrote:
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:
[quote]

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.


How in the world sir, would GSL maps, which people spend countless hours on to balance it, create any new weird problems that Blizzard maps wouldn't? When was the last time Blizzard updated their own map other than to fix bugs? Who cares if Stepps of war has positional imbalance and Terrans block the ramp with 2 bunkers.

Also why should Blizzard balance the game for casuals instead of encouraging them to learn new strategy and get better? What they balance for casuals may break the game for Pros, while what they balance for Pros casuals can over come by learning the game. It would be overall horrible policy to balance using feedbacks from mid to low level players because of this.


I don't enjoy talking to a wall, so I'm going to stop arguing here. Everyone is entitled to their opinion. I think the effort is good, maps will show if they can be good or not in time, and we will see. I don't have such a biased opinion that only some people can make the best maps and believe that Blizzard is doing what they can. That's all about it.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
CursOr
Profile Blog Joined January 2009
United States6335 Posts
February 05 2011 00:24 GMT
#615
Here is my big tip for Bizzard (and any other I guess) map makers:

Stop putting a big garble of stuff (raised ground, mineral patches, pits, ramps) in the center of these maps. The closest I can think of is Shakuras that actually has an OPEN center.

Always placing the ramps, minerals, holes, or some other nonsense right in the center, usually creates the same old series of 1 or 2 narrow passageways to force armies through.

Having an actual open center, with wider corridors, would allow for better flanks and tactics without having to make the maps ungodly HUGE to change the late game.

Please at least try it on one or 2 maps- otherwise, I think the direction of the maps looks good, with the optional directions for expanding (ie Away or Towards your opponent) like on the NeoLostTemple looking one. Looks pretty good for a lot of reasons but still has the narrow hallway effect on ALL of them.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
February 05 2011 00:30 GMT
#616
Holy shit i want them now!!
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Amui
Profile Blog Joined August 2010
Canada10567 Posts
February 05 2011 00:35 GMT
#617
The main reason tournaments need to use the same map as ladder is at the very top level, there are probably dozens of ways to play a map. A single team may get stuck with the idea that a certain build or strategy is the best on a certain map, but that gets hard countered by some other strategy that another team has thought up. That's the nature of a team.

Blizzard does need to move away from the open naturals and backdoor rocks though, because generally, those features heavily favour one race or another simply because of mechanics.

Porouscloud - NA LoL
Falling
Profile Blog Joined June 2009
Canada11349 Posts
February 05 2011 01:07 GMT
#618
On February 05 2011 00:35 Greentellon wrote:
Show nested quote +
On February 05 2011 00:23 crappen wrote:
Holy shit this is good, needs to be quoted and bumped. I dont understand the sheep mentality on so many people here, the work blizzard is doing is subpar right now, we need to give them clearer feedback like the quote above me, so that the thickheaded people at blizzard understand what they are doing is in fact wrong. They will never give up on sc2 cause we give them a shitstorm, they will improve.


To be quite blunt, that post complains about the existance of backdoors. To be blunt, complaining about those screams to me "I am unable to change my gameplay to account for possibility of two base entrances".

Whyyy whyyy why why why why why are backdoors bad? Because you have to defend 2 locations? Only map in existance where attacker may have an advantage in that situation is Blistering Sand. So when I see a player complaining about a backdoor entrance, I see a flashing sign THIS IS A BAD PLAYER WHO CAN'T ADAPT.

I'm sorry, but if Blizzard bashing is allowed in this thread, then that thing above is too.

Oh, and the Lost Temple 2.0 is actually smallest map of the lot. Testmap 2 has 7 bases each, Metalopolis has 6, lost temple & lost temple 2.0 has 6 each, testmap 3 has 7 bases each, testmap 4 has like 5 for each, but even that is more than 1/2 of the map pool, testmap 5 has 6 bases each.

Only complaint about maps being "too small" I could find is maybe the small rush distance, but that is a problem with zerg race in general, not the maps themselves. If zerg can't handle those distances, it's a race problem not map problem, IMO.

I'm sorry I'm such a sheep.


It's not a matter of not adapting. Pro's and casuals alike can do that. The question is, does it promote good play? Truth is, Blizzard could make maps with starting positions with no chokes at all. Simply a wide open main. Players would adapt. Early SC players built their own walls around their Nexus/cc to survive the inevitable rush. But it wasn't good for gameplay.

Single chokes allow a player to hold off a larger force in time to build up another force or make a tech switch. Without defensible bases, it simply becomes a matter of who has the bigger army ball. You fall behind, you get left behind with no ability to come back in the game.


The destructible rocks are just annoying. There's really no increased value in gameplay or viewablity from having them block expansion. The Python example is not good- 8 mineral easily mined out by 1 worker and really only to prevent floating cc's to dominate Python. Versus however many zealots and stalkers you need to take out those dang rocks.

Neo-Medusa actually made good use of destructible buildings. It was a second entrance to the base, but because it was 10 buildings stacked, you had to tech to seige tanks, archons or lurkers to take it out. In addition, you couldn't just gallivant into the production facilities (like Blistering Sands), but had to navigate a long ridge that was easily defensible, then a narrow ramp into the main- also defendible . I saw as many doom drops as I did busting through the ridge because for a secondary entrance, it was still pretty defensible with a few tanks, lurkers or cannons.

But I don't see this level of design with Blizzard and I don't think Neo-Medusa could've been designed in the early stages of SCBW. We need to see how more standard maps affect the game before we start designing Neo-Medusa or Troy. The Blizzard features seem to be there for their own sake rather than a specific gameplay idea.

On the other I do like the cliff-less Lost Temple. I remember back in Beta getting destroyed by some early tank-medivac play, abusing those cliffs.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Tippany
Profile Blog Joined March 2010
United States765 Posts
February 05 2011 01:07 GMT
#619
holy freaking rocks, man. blizzard's crush on destructible rocks has passed beyond the innocuous stage and is now ruining maps.
Real action, my dream.
Stymie[SC]
Profile Joined March 2010
Canada10 Posts
February 05 2011 01:18 GMT
#620
On February 05 2011 07:09 Stymie[SC] wrote:
uggghhh. I don't think that Blizzard gets it. For some reason they seem content with the boring 2 base play that their maps are encouraging. They need to get rid of the silly rocks in the back of your main, make it easier to take a third and just have bigger maps in general to create exiting macro games. If they do this, the game will be a lot more fun to play and to watch.


The rocks on for example the new LT are a non issue as far as I'm concerned seeing as they're IN your natural. Meaning you don't have to go out of your way to take them down.

I haven't looked at any of the other maps in any detail though so you could well be right.


I have to agree that the new LT looks better, though im not too sure how it would work if you spawn in close positions (good or bad). Map 2 also looks pretty good, but honestly, what is map 5, that is possibly the worst map that I have ever seen. Its like close positions on shakuras but worse.
"This Zealot block would not be able to trap a Command Center, were it able to walk!" - Greth
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 States10328 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"
AndAgain
Profile Joined November 2010
United States2621 Posts
February 05 2011 06:34 GMT
#641
Map #4 is a joke against zerg. Really? Never occurred to blizzard what happens to protoss in early game where you can't put some decent FFs.
All your teeth should fall out and hair should grow in their place!
War Horse
Profile Joined January 2011
United States247 Posts
February 05 2011 06:45 GMT
#642
The 4th map is clearly terrible and won't make it to the ladder. There are multiple positional disadvantages depending on the spawn, the biggest being the 6 o clock having way more ground behind the mineral line than the other mains. Which makes it easier to intercept drops/air harass compared to the other 3 mains. Plus a tank can hit the main from the top gold.
Why appeal to God when you can appeal to Apaches?
crms
Profile Joined February 2010
United States11933 Posts
February 05 2011 07:02 GMT
#643
these maps are a spit in the face to everything we've been asking for in maps. it's clear at this stage blizzard doesn't give a shit about making legitimate competitive pro level maps. they want eye candy maps that are so simple a frontal lobotomy patient can understand them that don't involve too many bases. ugh.
http://i.imgur.com/fAUOr2c.png | Fighting games are great
Shamrock_
Profile Blog Joined January 2011
South Africa276 Posts
February 05 2011 08:14 GMT
#644
On February 05 2011 15:34 AndAgain wrote:
Map #4 is a joke against zerg. Really? Never occurred to blizzard what happens to protoss in early game where you can't put some decent FFs.


I think it's awesome that there's finally a map which isn't controlled by tiny chokes. Protoss really have no reason to complain against Zerg. Seriously.
This is my rifle, this is my gun; this is for fighting, this is for fun
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 05 2011 08:41 GMT
#645
For our European friends, I made a replay pack of my Platinum self (bronze in PTR herp derp). Zerg is my off-race, but it was mostly Zergs qqing (SURPRISE), so I played Z, mostly.

http://rapidshare.com/files/446287333/Replay_Pack.zip

Thoughts:

Double Bunker on the ramp = @#!$!. I need to start patrolling drones over there. PTR is so goddamn cheesy. In Plat on the NA server, people play macro, so I'm not used to this bullshit.

Test Map 2 is great. Test map 3 is okay, but I kept rolling ZvZs on it. I loathe ZvZ, it's why I don't normally play Zerg.

Test map 4 is awful. Even ignoring balance, it's just such a half-assed map.

Test map five is close positions all positions. I rolled it as Toss, and have 0 idea how the hell I'm intended to take that natural. Protoss are going to cheese this map so hard, because what else can they do?
ALPINA
Profile Joined May 2010
3791 Posts
February 05 2011 09:13 GMT
#646
Looks like blizzard is never going to add non-blizzard maps to ladder map pool. No matter how good someone's map is they are trying to add their map.
You should never underestimate the predictability of stupidity
parn
Profile Joined December 2010
France296 Posts
Last Edited: 2011-02-05 09:14:35
February 05 2011 09:13 GMT
#647
Is anyone already working and about to make a thread regarding the main/crucial features of the maps?

- Walk/fly distance between the different spawning positions
- Average size of the maps
- Number of chokes
- ...

I can't really see anything on those screenshots.
We are what we repeatedly do. Excellence, then, is not an act, but a habit.
CrumpetGuvnor
Profile Joined November 2010
Australia302 Posts
February 05 2011 09:19 GMT
#648
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.


Yes you are correct in that the ladder is for everyone and not just for pros. But since when is making large, macro orientated maps not catering for everyone? Who decided that casual players simply will not be able to function on a large, GSL-esque map? By making these new testmaps with tiny rush distances and hard to defend naturals, you are NOT catering for the people who are able to identify the advantages and disadvantages of said map features. I don't understand why there should be an issue with putting the casual players on larger maps. In creating larger maps, the casual players get to play on a different set of maps, which is what they want, and you dont anger the community that really cares about the game and plays it on a regular basis. Thus, you cater for everyone and do not create a rift amongst the community.

And yes, I will make the argument that noone enjoys seeing 2 rax pressure in the GSL on almost every map with close rush distances, but I'm also sure that the casual players who dont know what Team Liquid is and don't know who Day9 is do not enjoy it when 3 zealots come streaming into your base before they even have a single unit out. I know i sure didn't.

And EVERYONE who plays the game, professional or first timer, much prefers the feeling that you get after an epic 5 base vs 5 base 40 minute long win over simply getting 2 bases, a superior army and then a-moving to victory. So why not create an environment where the probability of this is more likely to happen?
Nizzy
Profile Blog Joined November 2010
United States839 Posts
February 05 2011 09:24 GMT
#649
-Haven't played all the maps yet but some of them look like its going to be hard for Zerg to take a 3rd.

-As a Terran player I love this new Lost Temple map. The Cliff drops were so cheesy and repetitive. The new Lost Temple IMO looks like it has the potential now to be one of the most balanced map.

But in general I want to see bigger maps.
Phanekim
Profile Joined April 2003
United States777 Posts
February 05 2011 09:32 GMT
#650
people are criticising maps but i wonder if people are forgetting that its ptr and most likely a lot of these maps won't even make it into the new season/patch or whatever?

next, with esl using iccup and gsl using their gsl maps. i wonder what that leaves blizzard...and their ladder. its gonna be an interesting next year to see how this game evolves.
i like cheese
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
February 05 2011 09:34 GMT
#651
Playing some on the PTR right now.

Played one each on maps 3 and 4. Maybe it's just the fact that I didn't play BW a lot or anything, but playing an actual game on the maps is helping me understand them more than just looking at the pictures.

Maps 3 and 4 are jokes. I'll update as I play more.
i c u
cosmo.6792
Profile Joined September 2010
161 Posts
February 05 2011 09:35 GMT
#652
Does anyone know where I can find higher resolution images of these new maps? The ones on the first page of this thread are too small.... and I don't have access to PTR right now.
Deadlyhazard
Profile Joined May 2010
United States1177 Posts
February 05 2011 09:35 GMT
#653
On February 05 2011 16:02 crms wrote:
these maps are a spit in the face to everything we've been asking for in maps. it's clear at this stage blizzard doesn't give a shit about making legitimate competitive pro level maps. they want eye candy maps that are so simple a frontal lobotomy patient can understand them that don't involve too many bases. ugh.

StarCraft 2 was made for front lobotomy patients. At least that's what I think after playing the terrible singleplayer.
Hark!
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
February 05 2011 10:09 GMT
#654
Map 5 is pretty weird, I don't think I like it.
New LT is a big improvement. More open, but still closed nat is cool. Removing the excess cliffs is nice. The one xel'naga... don't know if I like that. Overall, welcome changes.

Only haven't played map 2 yet, but it looks like the most reasonable new map.
i c u
smileyyy
Profile Joined March 2010
Germany1816 Posts
Last Edited: 2011-02-05 10:33:29
February 05 2011 10:18 GMT
#655
On February 05 2011 18:35 cosmo.6792 wrote:
Does anyone know where I can find higher resolution images of these new maps? The ones on the first page of this thread are too small.... and I don't have access to PTR right now.

page 16. Hmm OP is rather lazy :D

Ah well I will upload the pics of the new 2on2, 3on3 and 4on4 as well I hope somebody updates it.

1on1
+ Show Spoiler [Test Map 1] +
[image loading]

+ Show Spoiler [Test Map 2] +
[image loading]

+ Show Spoiler [Test Map 3] +
[image loading]

+ Show Spoiler [Test Map 4] +
[image loading]

+ Show Spoiler [Test Map 5] +
[image loading]


2on2
+ Show Spoiler [Test Map 1] +
[image loading]

+ Show Spoiler [Test Map 2] +
[image loading]

+ Show Spoiler [Test Map 3] +
[image loading]

+ Show Spoiler [Test Map 4] +
[image loading]


3on3
+ Show Spoiler [Test Map 1] +
[image loading]


4on4
+ Show Spoiler [Test Map 1] +
[image loading]
Fruitseller: I feel like it's a good strategy[6Pool]. I had a lot of strategies, but I thought about it a lot and decided to 6 pool. Other people told me to 6 pool too
StayPhrosty
Profile Joined August 2009
Canada406 Posts
February 05 2011 10:22 GMT
#656
fuk year new maps look epic
To be is to do-Socrates To do is to be-Sartre Do Be Do Be Do-Sinatra
FrostyTreats
Profile Joined January 2011
United States355 Posts
February 05 2011 10:38 GMT
#657
can someone tell me how toss loses on map3?
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 05 2011 10:49 GMT
#658
On February 05 2011 19:38 FrostyTreats wrote:
can someone tell me how toss loses on map3?


Play toss and find out.
zekake
Profile Joined February 2011
Denmark1 Post
February 05 2011 11:31 GMT
#659
seriusly, why so big? couldn't they make em smaller like steppes of war and such? just 1 or 2 of them
sleepingdog
Profile Joined August 2008
Austria6145 Posts
February 05 2011 11:40 GMT
#660
As far as I can tell, there are huge positional imbalances on pretty much every map - has anyone tested yet which spawning positions are possible on each map?
"You see....YOU SEE..." © 2010 Sen
Mulletarian
Profile Joined February 2011
Norway101 Posts
February 05 2011 11:41 GMT
#661
So let me get this right;

A map is only good if the main is protected by a tiny choke, has no backdoor, has an easily protectable natural and 'a natural third'... And the third should be easy to protect as well. And not be covered in rocks. It should also be of a certain size and never have too many open areas or too many chokes. Cliffs are bad. Not too warm, and not too cold either. They should basically all be the same and give us repetetive gameplay.

I got a feeling Blizzard disagrees. I sure hope they do.
Mindflow
Profile Joined November 2010
Korea (South)320 Posts
February 05 2011 11:48 GMT
#662
Where can we download the PTR to play on it?
norsK
Profile Joined April 2009
United States131 Posts
February 05 2011 11:52 GMT
#663
I apologize in advance, I did not read the previous posts - but I LOVE the maps ! For sure a step in the right direction, and testmap 1 seems like python with a gold, and 2rocks in place of a ramp in the corners ... :D obviously they are looking into map making in Korea, or at least I hope so if they have a team dedicated to making maps at blizzard.

I seem to have been playing testmap4 over and over - and it seems like a great macro map that is not insanely huge.
The true sign of intelligence is not knowledge but imagination - einstein
ALPINA
Profile Joined May 2010
3791 Posts
February 05 2011 12:02 GMT
#664
On February 05 2011 20:41 Mulletarian wrote:
So let me get this right;

A map is only good if the main is protected by a tiny choke, has no backdoor, has an easily protectable natural and 'a natural third'... And the third should be easy to protect as well. And not be covered in rocks. It should also be of a certain size and never have too many open areas or too many chokes. Cliffs are bad. Not too warm, and not too cold either. They should basically all be the same and give us repetetive gameplay.

I got a feeling Blizzard disagrees. I sure hope they do.


Man you are going into extreme. Noone asks all that, but isn't that stupid that map has million rocks or backdoor rocks? Do you know how much harder is for zerg to defend slow tanks push on shakuras backdoor? Do you know how hard is for zerg to defend tank/thor drop on LT? Even my grandma could make a thor drop on LT cliff and zerg will have a lot of problems.

Thing is that maps shouldnt have those "very easy for one race to pull off and very hard for another race to defend" things.
You should never underestimate the predictability of stupidity
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2011-02-05 12:28:27
February 05 2011 12:26 GMT
#665
On February 05 2011 18:34 ChThoniC wrote:
Playing some on the PTR right now.

Played one each on maps 3 and 4. Maybe it's just the fact that I didn't play BW a lot or anything, but playing an actual game on the maps is helping me understand them more than just looking at the pictures.

Maps 3 and 4 are jokes. I'll update as I play more.


It has nothing to do with BW. It's hard to analyze a map without playing on it.

If they opened up the middle of test map 2 slightly, and replaced LT with TM1, and Jungle Basin with TM2, I don't think even Team Liquid would complain that it was a bad change.

I think if Test Map 3 had the main's ramp moved closer to the natural, it'd be pretty decent. Maybe not great, but it'd make swapping out Delta Quadrant for TM3 a good deal.

So the general consensus of TL seems to be

1. Blizzard sucks and is evil.
2. Test Map 1 is an improvement.
3. Test Map 2 is a maybe (I love it, but the site as a whole is more meh). We'd probably all like it if more open areas were added.
4. Test Map 3 is kind of bad, but in small and possible to fix ways.
5. Test Maps 4 and 5 are just fucked.

Is that right?
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
February 05 2011 12:30 GMT
#666
On February 05 2011 20:41 Mulletarian wrote:
So let me get this right;

A map is only good if the main is protected by a tiny choke, has no backdoor, has an easily protectable natural and 'a natural third'... And the third should be easy to protect as well. And not be covered in rocks. It should also be of a certain size and never have too many open areas or too many chokes. Cliffs are bad. Not too warm, and not too cold either. They should basically all be the same and give us repetetive gameplay.

I got a feeling Blizzard disagrees. I sure hope they do.

Don't need all that. However, just removing the stupid backdoor/expansion blocking rocks would go a long way. I can't think of a map that wouldn't be better without rocks. There's a few occassions where it's all right, like opening the way to a protected third, or shortening some passages. IMO they should never be used to block an expansion.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-02-05 12:41:27
February 05 2011 12:38 GMT
#667
On February 05 2011 20:41 Mulletarian wrote:
So let me get this right;

A map is only good if the main is protected by a tiny choke, has no backdoor, has an easily protectable natural and 'a natural third'... And the third should be easy to protect as well. And not be covered in rocks. It should also be of a certain size and never have too many open areas or too many chokes. Cliffs are bad. Not too warm, and not too cold either. They should basically all be the same and give us repetetive gameplay.

I got a feeling Blizzard disagrees. I sure hope they do.


The thing is, each and every of this cute stuff screws up balance, if only slightly. Say the game is perfectly balance for small ramps. Then how can a big ramp, like on scrap station, be balanced....too? This doesn't even make sense logicly. If force fields are designed and balanced for small ramps, then big ramps must - inevitably - make toss worse off.
Same holds true for rocks. If the game is balanced for mains that can only be entered through small ramps, then rocks create problems. Also, if the game is balanced for expos that don't have rocks, then rocks that are covered in rocks create problems. For example terran can expand at their usual timing and just destroy the rocks later, while toss and zerg have to destroy the rocks before the expo; delta quadrant is perfect for this, a safe early expo is impossible for everyone except for terran. They just start the CC inside and float it once the rocks are down.

No offense, but there are MILLIONS of overly cute RTS-games out there with lots and lots of crazy stuff that is nice to play at first but gets ridiculous once players have figured out the abusive possibilities. I would like SC2 to be a RTS that has as number one priority perfect balance. And if this means that maps have to be "boring" to create balanced match-ups then it's absolutely fine with me.
"You see....YOU SEE..." © 2010 Sen
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 05 2011 12:40 GMT
#668
On February 05 2011 20:41 Mulletarian wrote:
So let me get this right;

A map is only good if the main is protected by a tiny choke, has no backdoor, has an easily protectable natural and 'a natural third'... And the third should be easy to protect as well. And not be covered in rocks. It should also be of a certain size and never have too many open areas or too many chokes. Cliffs are bad. Not too warm, and not too cold either. They should basically all be the same and give us repetetive gameplay.

I got a feeling Blizzard disagrees. I sure hope they do.


After reading this thread, I watched an episode of My Little Ponies



It's stunning how applicable a song about making dresses for ponies is to this serious thread about this serious manly game, but it really fits. Poor Blizzard-kun!
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
February 05 2011 12:54 GMT
#669
And just like that, a hundred Team Liquid posters knees jerked so hard they hit themselves in the face.

I doubt anyone here can actually tell how the balance of these maps is going to turn out. It could go any way. My only problem is how this is going to clash with GOM's release of their new maps.
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
February 05 2011 13:05 GMT
#670
On February 05 2011 21:40 Ribbon wrote:
Show nested quote +
On February 05 2011 20:41 Mulletarian wrote:
So let me get this right;

A map is only good if the main is protected by a tiny choke, has no backdoor, has an easily protectable natural and 'a natural third'... And the third should be easy to protect as well. And not be covered in rocks. It should also be of a certain size and never have too many open areas or too many chokes. Cliffs are bad. Not too warm, and not too cold either. They should basically all be the same and give us repetetive gameplay.

I got a feeling Blizzard disagrees. I sure hope they do.


After reading this thread, I watched an episode of My Little Ponies

http://www.youtube.com/watch?v=0FpnuUQG_Wc#t=1m44s

It's stunning how applicable a song about making dresses for ponies is to this serious thread about this serious manly game, but it really fits. Poor Blizzard-kun!

Yeah! Brohoof!

But the comparison isn't fair. Blizzard has dozens of examples of great maps from BW, but they insist on narrow passageways and cutesy bullshit with rocks.

For comparison, if Rarity had an entire book of approved patterns for dresses that would satisfy each pony, but decided she hated those patterns and threw destructible rocks all over everything, then Rarity would be Blizzard.
My strategy is to fork people.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2011-02-05 13:22:47
February 05 2011 13:20 GMT
#671
On February 05 2011 22:05 Severedevil wrote:
Show nested quote +
On February 05 2011 21:40 Ribbon wrote:
On February 05 2011 20:41 Mulletarian wrote:
So let me get this right;

A map is only good if the main is protected by a tiny choke, has no backdoor, has an easily protectable natural and 'a natural third'... And the third should be easy to protect as well. And not be covered in rocks. It should also be of a certain size and never have too many open areas or too many chokes. Cliffs are bad. Not too warm, and not too cold either. They should basically all be the same and give us repetetive gameplay.

I got a feeling Blizzard disagrees. I sure hope they do.


After reading this thread, I watched an episode of My Little Ponies

http://www.youtube.com/watch?v=0FpnuUQG_Wc#t=1m44s

It's stunning how applicable a song about making dresses for ponies is to this serious thread about this serious manly game, but it really fits. Poor Blizzard-kun!

Yeah! Brohoof!

But the comparison isn't fair. Blizzard has dozens of examples of great maps from BW, but they insist on narrow passageways and cutesy bullshit with rocks.

For comparison, if Rarity had an entire book of approved patterns for dresses that would satisfy each pony, but decided she hated those patterns and threw destructible rocks all over everything, then Rarity would be Blizzard.


Rarity is an artiste who wanted to make the dresses she thought were best. Blizzard is a game company who wanted to make the game they thought would work best. Then Rairity went overboard trying to bend over backwards throwing out her ideas for what the customers said, and she did go on to make the GSL dresses that made all the ponies satisfied...until they went out in them and realized that all the things they wanted didn't gel and the dress as a whole looks ridiculous.

Next week is the Global Starcraft Team Fashion Show, and Hoity Toity (who in this analogy is Idra? I guess?) is coming to see. Maybe it'll go well, or maybe we'll learn a lot of things we thought we liked don't work as well as we thought they would've. Then Blizzard will lock themselves in their rooms trying to figure out what game companies wallow in and what to pack for an exile.

Then Day[9] will hide David Kim's cat in a tree, and the analogy really starts to fall apart at this point.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2011-02-05 13:21:52
February 05 2011 13:21 GMT
#672
Delete this post, sorry.
Paradice
Profile Joined October 2010
New Zealand431 Posts
February 05 2011 13:48 GMT
#673
On February 05 2011 20:41 Mulletarian wrote:
So let me get this right;

A map is only good if the main is protected by a tiny choke, has no backdoor, has an easily protectable natural and 'a natural third'... And the third should be easy to protect as well. And not be covered in rocks. It should also be of a certain size and never have too many open areas or too many chokes. Cliffs are bad. Not too warm, and not too cold either. They should basically all be the same and give us repetetive gameplay.

I got a feeling Blizzard disagrees. I sure hope they do.


This. And how those things are said with such utter certainty, even though every poster is asking for a different permutation of the above, and the majority of critics have yet to even play any of the maps... the amount of bitching of some posters honestly makes me question why they even PLAY the game, when clearly they don't enjoy it.

Having played the new maps... are they perfect? No. Are they a step in the right direction? Absolutely yes. Even when the execution isn't that great (positional differences between some of the bases...), the feel they are going for - larger maps, longer rush distances, more natural naturals - is totally evident.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
Last Edited: 2011-02-05 13:52:00
February 05 2011 13:48 GMT
#674
On February 05 2011 22:20 Ribbon wrote:
Show nested quote +
On February 05 2011 22:05 Severedevil wrote:
On February 05 2011 21:40 Ribbon wrote:
On February 05 2011 20:41 Mulletarian wrote:
So let me get this right;

A map is only good if the main is protected by a tiny choke, has no backdoor, has an easily protectable natural and 'a natural third'... And the third should be easy to protect as well. And not be covered in rocks. It should also be of a certain size and never have too many open areas or too many chokes. Cliffs are bad. Not too warm, and not too cold either. They should basically all be the same and give us repetetive gameplay.

I got a feeling Blizzard disagrees. I sure hope they do.


After reading this thread, I watched an episode of My Little Ponies

http://www.youtube.com/watch?v=0FpnuUQG_Wc#t=1m44s

It's stunning how applicable a song about making dresses for ponies is to this serious thread about this serious manly game, but it really fits. Poor Blizzard-kun!

Yeah! Brohoof!

But the comparison isn't fair. Blizzard has dozens of examples of great maps from BW, but they insist on narrow passageways and cutesy bullshit with rocks.

For comparison, if Rarity had an entire book of approved patterns for dresses that would satisfy each pony, but decided she hated those patterns and threw destructible rocks all over everything, then Rarity would be Blizzard.


Rarity is an artiste who wanted to make the dresses she thought were best. Blizzard is a game company who wanted to make the game they thought would work best. Then Rairity went overboard trying to bend over backwards throwing out her ideas for what the customers said, and she did go on to make the GSL dresses that made all the ponies satisfied...until they went out in them and realized that all the things they wanted didn't gel and the dress as a whole looks ridiculous.

Next week is the Global Starcraft Team Fashion Show, and Hoity Toity (who in this analogy is Idra? I guess?) is coming to see. Maybe it'll go well, or maybe we'll learn a lot of things we thought we liked don't work as well as we thought they would've. Then Blizzard will lock themselves in their rooms trying to figure out what game companies wallow in and what to pack for an exile.

Then Day[9] will hide David Kim's cat in a tree, and the analogy really starts to fall apart at this point.


I really don't get you and what your saying but I have to assume its this....that Blizzard's weird maps are liked by casuals and therefore must and should be in the ladder?

and custom maps which are not really "Casual Friendly" are to be ignored and never to be placed on the ladder.

At least GSL maps would be played on the GSL,what about the other map makers who work hard to put up balanced maps which even casuals may like(maybe if they were actually given a chance)?

Someone who works hard to make balanced and fun maps should be rewarded.Blizzard use use thier PTR to test out custom maps,thats to only way they would get played otherwise and if there is a positive result they should be put on the ladder.

Yes i have played on these maps and only LT 2.0 was worth playing on but even that only on cross positions,with a few minor changes with the natural layout testmap 3 could be fixed,testmap 4 should be square with the mains on the corners and then make all 4 sides the same.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Xain
Profile Joined January 2011
Canada94 Posts
February 05 2011 14:01 GMT
#675
For everyone here complaining and having actually played the maps, I urge you to make a post on the sticky thread about maps on the US ptr forum. Even if it doesn't do much, it still is probably the best thing you can do to influence Blizzard, more so than posting here. If you care even a bit (and have a NA account) I think it's the least you can do.
NotNormal o.o
Profile Joined February 2011
Argentina1 Post
February 05 2011 14:49 GMT
#676
Okay so , this is what Crota put together about the maps seems like the Link code is not working for me )










Quote
Essentia
Profile Joined July 2010
1150 Posts
February 05 2011 15:43 GMT
#677
Why wouldn't blizz add the new GSL maps to the ladder? This is so frustrating.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
February 05 2011 15:52 GMT
#678
Can you spawn close positions on TestMap4? Or is it like Shakuras where it's always far positions?
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
February 05 2011 15:55 GMT
#679
On February 06 2011 00:43 Essentia wrote:
Why wouldn't blizz add the new GSL maps to the ladder? This is so frustrating.

Blizzard has a weird hangup over professional maps.
My strategy is to fork people.
Xain
Profile Joined January 2011
Canada94 Posts
February 05 2011 17:01 GMT
#680
Strange that Crota actually forgot to mention the small hallway between the 9 and 6 position and the 12 and 3 position... This is basically what make this map completely broken to me, instead of just inconfortable in close ground position (such as the 6 and 3 position).
ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
February 05 2011 17:03 GMT
#681
Although I don't like THAT many cheeses, but I do think these new maps are a bit too big?
Artosis : Clide. idrA : Shut up.
Morphs
Profile Joined July 2010
Netherlands645 Posts
February 05 2011 17:08 GMT
#682
Remember that close positions may be unavailable just like in Shakuras.

The middle space in LT2 is huuuge! You can say whatever you want, but these maps are definitely different from the current map pool. As far as details go, there are asymmetries in the maps that aren't necessary. Let's see how this plays out.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
February 05 2011 17:41 GMT
#683
[image loading]

Hey cool now in ZvT close positions the Terran can 2 rax with a shorter rush distance than Steppes AND if that doesn't win the game outright they can just pretend it's horizontal positions Shakuras or Scrap Station and tank push through the rocks.

[image loading]

LOL this is a 4v4 map but with half the expos cut out and put in over half a dozen rocks. There are so many attack paths on this map that it is terrifying

[image loading]

Oh god can you imagine trying to forge FE against zerg against this map. Even 3 gate expand won't work, the natural is too far away from the ramp. T.T

[image loading]

Is it just the low res or is the close position attack path really just a straight line to the opponent's base? Also, there is a meager 10 expansions on this map. Even Jungle Basin had 8 before the gold base was added.

[image loading]

Oh cool a shrunken version of Shakuras Plateau but with more rocks!


Overall I think Dustin Browder must have received some terrible terrible damage on his brain to approve these maps.
Goodseed
Profile Joined December 2010
Korea (South)270 Posts
February 05 2011 17:42 GMT
#684
How can you play on PTR? and when you ladder on it, does it count towards record?
안녕하소~
FluffyBinLaden
Profile Blog Joined December 2010
United States527 Posts
February 05 2011 17:45 GMT
#685
Oh man, Test Map 3 looks very promising....
Riddles in the Dark. Answers in the Light.
Crisium
Profile Blog Joined February 2010
United States1618 Posts
February 05 2011 17:47 GMT
#686
Too many rocks, too short of rush distances, too many paths.
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
FluffyBinLaden
Profile Blog Joined December 2010
United States527 Posts
February 05 2011 17:49 GMT
#687
On February 06 2011 02:42 Goodseed wrote:
How can you play on PTR? and when you ladder on it, does it count towards record?


Go to your Starcraft 2 folder, there should be two SC2 icons in there, one of them will be your PTR. The PTR doesn't count toward any record of yours, you make a new account (Subject to resets) for the PTR itself.
Riddles in the Dark. Answers in the Light.
Leeto
Profile Joined August 2007
United States1320 Posts
February 05 2011 18:23 GMT
#688
On TestMap5, the backdoor path between bases is ridiculously short. That's probably not a good thing.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
February 05 2011 19:12 GMT
#689
Only the first map was OK, rest was absolute rubbish.
Can't Blizzard please use the GSL maps
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
iChau
Profile Joined December 2010
United States1210 Posts
Last Edited: 2011-02-05 19:22:50
February 05 2011 19:20 GMT
#690
On February 06 2011 02:41 Geovu wrote:
[image loading]

Hey cool now in ZvT close positions the Terran can 2 rax with a shorter rush distance than Steppes AND if that doesn't win the game outright they can just pretend it's horizontal positions Shakuras or Scrap Station and tank push through the rocks.

Abuse the other entrance?

[image loading]

LOL this is a 4v4 map but with half the expos cut out and put in over half a dozen rocks. There are so many attack paths on this map that it is terrifying

So you don't spam cannons on a single attack path and auto-win with economy?

[image loading]

Oh god can you imagine trying to forge FE against zerg against this map. Even 3 gate expand won't work, the natural is too far away from the ramp. T.T

I agree with this one.

[image loading]

Is it just the low res or is the close position attack path really just a straight line to the opponent's base? Also, there is a meager 10 expansions on this map. Even Jungle Basin had 8 before the gold base was added.

5 expansions is enough.

[image loading]

Oh cool a shrunken version of Shakuras Plateau but with more rocks!

Unless you want Terran to always have free expoes.

Overall I think Dustin Browder must have received some terrible terrible damage on his brain to approve these maps.

Do you hate rocks and you can only focus in 1 direction?

us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
sjschmidt93
Profile Joined April 2010
United States2518 Posts
Last Edited: 2011-02-05 19:36:33
February 05 2011 19:28 GMT
#691
Test map 1 is just a more Zerg (and protoss, somewhat) friendly Lost Temple. There's no cliff.

I just find it funny they're trying to fix a map like LT which isn't nearly as imbalanced as JB, Steppes, DQ, etc.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
February 05 2011 19:40 GMT
#692
On February 06 2011 02:41 Geovu wrote:
[image loading]

Hey cool now in ZvT close positions the Terran can 2 rax with a shorter rush distance than Steppes AND if that doesn't win the game outright they can just pretend it's horizontal positions Shakuras or Scrap Station and tank push through the rocks.

[image loading]

LOL this is a 4v4 map but with half the expos cut out and put in over half a dozen rocks. There are so many attack paths on this map that it is terrifying

[image loading]

Oh god can you imagine trying to forge FE against zerg against this map. Even 3 gate expand won't work, the natural is too far away from the ramp. T.T

[image loading]

Is it just the low res or is the close position attack path really just a straight line to the opponent's base? Also, there is a meager 10 expansions on this map. Even Jungle Basin had 8 before the gold base was added.

[image loading]

Oh cool a shrunken version of Shakuras Plateau but with more rocks!


Overall I think Dustin Browder must have received some terrible terrible damage on his brain to approve these maps.

Oh cool someone who doesn't seem to have played any of the maps.

We have to give the maps a chance, can't just state match up imbalance just by looking at the preview for 5 minutes. After all we all thought Delta Quadrant was gonna be a good map.
All the pros got dat Ichie.
Befree
Profile Joined April 2010
695 Posts
Last Edited: 2011-02-05 19:52:50
February 05 2011 19:46 GMT
#693
Played a few of them on PTR now. I think it's good that they're moving towards 4 player maps. I think Lost Temple removing the cliff is a great thing. They still have to work on these, but I think they're a step in the right direction compared to some of the current 1v1 maps.

Also, I'm a big fan of how open the center is on map #5. The huge ramps and openings remind me a lot of BW maps.

I'm just excited they're working on maps. Good sign .

Edit: Didn't read the responses before posting. What a ridiculous amount of negativity. I understand criticism, but just incessant whining over everything really gets old. I remember when Shakuras was announced on ladder, we had this same whining over how it was the worst map ever and how it will be constantly abused. Turns out, it wasn't so bad. Give the maps a chance and try actually playing them a little.

SC2 maps aren't just going to suddenly be perfect. We're gonna have a lot of errors and improvements along the way.
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
February 05 2011 20:11 GMT
#694
Dude, look at test map 3 and tell me how Zerg is supposed to defend a 4 gate.

And who is saying the maps are too big? All the rush distances are short and expos are sparse. with the exception of map 5.
i c u
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
February 05 2011 20:27 GMT
#695
On February 06 2011 04:40 RoarMan wrote:
Show nested quote +
On February 06 2011 02:41 Geovu wrote:
[image loading]

Hey cool now in ZvT close positions the Terran can 2 rax with a shorter rush distance than Steppes AND if that doesn't win the game outright they can just pretend it's horizontal positions Shakuras or Scrap Station and tank push through the rocks.

[image loading]

LOL this is a 4v4 map but with half the expos cut out and put in over half a dozen rocks. There are so many attack paths on this map that it is terrifying

[image loading]

Oh god can you imagine trying to forge FE against zerg against this map. Even 3 gate expand won't work, the natural is too far away from the ramp. T.T

[image loading]

Is it just the low res or is the close position attack path really just a straight line to the opponent's base? Also, there is a meager 10 expansions on this map. Even Jungle Basin had 8 before the gold base was added.

[image loading]

Oh cool a shrunken version of Shakuras Plateau but with more rocks!


Overall I think Dustin Browder must have received some terrible terrible damage on his brain to approve these maps.

Oh cool someone who doesn't seem to have played any of the maps.

We have to give the maps a chance, can't just state match up imbalance just by looking at the preview for 5 minutes. After all we all thought Delta Quadrant was gonna be a good map.

Of course I haven't played any of the maps yet. However these were just my opening personal thoughts. Obviously I will play on the maps before being any more judgmental, but from what I can tell so far from the maps is that they will not be a GG. 1 and 2 don't look too bad though.
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
February 05 2011 20:37 GMT
#696
sexy...... i like some of the new map designs... but they still look rather small...
I'm like badass squared | KeitZer.489
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
February 05 2011 22:21 GMT
#697
Why wouldn't blizz add the new GSL maps to the ladder? This is so frustrating.


They didn't say they wouldn't. If they were adding them, do you think they would really put them into the PTR when they obviously want those 5 to be tested, and since the new GSL maps have already been tested? They still might, and better xD
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Eknoid4
Profile Joined October 2010
United States902 Posts
February 05 2011 22:47 GMT
#698
Looking at the rush distance before you understand the scale of the map is retarded. I don't understand how the majority of you people who are continuously wrong about everything just come back and start literally FIGHTING over which one of you is less wrong about maps, like voicing your opinion somehow makes it more correct, more knowledgable, more backed up. Everyone can come up with "reasons" and snap judgments, but that doesn't have anything to do with what is correct. And the best part is that even if you were right, none of your arguments are going to amount to anything productive. You won't persuade anyone else, and you won't be persuaded of anything else. So what's the point?

These maps don't look as potentially cool as the GSL maps, but this is a test realm, there is room for improvement, and no matter how many times you say the words "I told you so" it doesn't mean you actually knew what was going to happen or why it happened.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 05 2011 23:11 GMT
#699
On February 05 2011 22:48 BLinD-RawR wrote:
Show nested quote +
On February 05 2011 22:20 Ribbon wrote:
On February 05 2011 22:05 Severedevil wrote:
On February 05 2011 21:40 Ribbon wrote:
On February 05 2011 20:41 Mulletarian wrote:
So let me get this right;

A map is only good if the main is protected by a tiny choke, has no backdoor, has an easily protectable natural and 'a natural third'... And the third should be easy to protect as well. And not be covered in rocks. It should also be of a certain size and never have too many open areas or too many chokes. Cliffs are bad. Not too warm, and not too cold either. They should basically all be the same and give us repetetive gameplay.

I got a feeling Blizzard disagrees. I sure hope they do.


After reading this thread, I watched an episode of My Little Ponies

http://www.youtube.com/watch?v=0FpnuUQG_Wc#t=1m44s

It's stunning how applicable a song about making dresses for ponies is to this serious thread about this serious manly game, but it really fits. Poor Blizzard-kun!

Yeah! Brohoof!

But the comparison isn't fair. Blizzard has dozens of examples of great maps from BW, but they insist on narrow passageways and cutesy bullshit with rocks.

For comparison, if Rarity had an entire book of approved patterns for dresses that would satisfy each pony, but decided she hated those patterns and threw destructible rocks all over everything, then Rarity would be Blizzard.


Rarity is an artiste who wanted to make the dresses she thought were best. Blizzard is a game company who wanted to make the game they thought would work best. Then Rairity went overboard trying to bend over backwards throwing out her ideas for what the customers said, and she did go on to make the GSL dresses that made all the ponies satisfied...until they went out in them and realized that all the things they wanted didn't gel and the dress as a whole looks ridiculous.

Next week is the Global Starcraft Team Fashion Show, and Hoity Toity (who in this analogy is Idra? I guess?) is coming to see. Maybe it'll go well, or maybe we'll learn a lot of things we thought we liked don't work as well as we thought they would've. Then Blizzard will lock themselves in their rooms trying to figure out what game companies wallow in and what to pack for an exile.

Then Day[9] will hide David Kim's cat in a tree, and the analogy really starts to fall apart at this point.


I really don't get you and what your saying but I have to assume its this....that Blizzard's weird maps are liked by casuals and therefore must and should be in the ladder?


Well, I was thinking of Blizzard trying to make fun maps, and being met with a barrage of criticism. Then someone challenged the analogy, and I ran with it. Blizzard has a LOT of fans to please, the overwhelming majority of which aren't us.

There are billions of people who hate the maps and all for different reasons. Is it impossible for Zerg to attack on Test Map 2 because the paths are too narrow? Or is it impossible to defend a Zerg attack because there are so many attack paths. I've heard both. Test Map 1 is basically Python except close positions are auto-lose for Zerg why doesn't Blizzard use Brood War Maps like Python? Blizzard maps have rocks everywhere. They should use GSTL maps like Crevasse than have rocks on your third, rocks blocking attack paths, and (on the latest Gisado VODs), rocks on the ramp!

And heaven help Blizzard trying to reconcile the tournament types who want every map to fit the exact same extremely narrow theorycrafted ideal of "balance" (You Zergs are Fluttershy in this episode, btw) with the non-tournament majority who think games should be fun, and want a variety of interesting maps that need to be about 20% more cool than the current map pool. Then there are balance whiners (led by Idra, but for all races) who think that any feature that's bad for their race in any situation is bad (they're Applejack)

All I'm really saying is that Blizzard is doing their best to please everyone, with a significant but but exclusive focus towards the small minority here. I'm not saying don't criticize, but all the hatedom demanding Blizzard stop making maps altogether because they aren't pleasing us isn't really being fair to them.
polysciguy
Profile Joined August 2010
United States488 Posts
February 05 2011 23:23 GMT
#700
On February 06 2011 02:41 Geovu wrote:
[image loading]

Hey cool now in ZvT close positions the Terran can 2 rax with a shorter rush distance than Steppes AND if that doesn't win the game outright they can just pretend it's horizontal positions Shakuras or Scrap Station and tank push through the rocks.

you do realize that this is LT with only 1 xel naga, no islands and no abusable cliffs, right?

[image loading]

LOL this is a 4v4 map but with half the expos cut out and put in over half a dozen rocks. There are so many attack paths on this map that it is terrifying

they did go a bit crazy with the rocks

[image loading]

Oh god can you imagine trying to forge FE against zerg against this map. Even 3 gate expand won't work, the natural is too far away from the ramp. T.T

agree'd
not to mention the main ramp is HUGE


[image loading]

Is it just the low res or is the close position attack path really just a straight line to the opponent's base? Also, there is a meager 10 expansions on this map. Even Jungle Basin had 8 before the gold base was added.
yes it does seem that the close positions yeild an attack path roughly equal to steppes in distance

[image loading]

Oh cool a shrunken version of Shakuras Plateau but with more rocks!



Overall I think Dustin Browder must have received some terrible terrible damage on his brain to approve these maps.

glory is fleeting, but obscurity is forever---napoleon
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
February 05 2011 23:42 GMT
#701
These maps, with the exception of the new LT, are objectively worse than all the GSL maps (except Tal'Darim Altar).
The criticism is fair, because some maps have huge, obvious problems.
For example, it is impossible for a Zerg to do anything but one base on #3 against Protoss, because any 4-gate rush can infinitely block the unprotectable ramp while taking potshots at the expansion.
#4 has only 10 bases total... That's the same as Steppes of War, and the third is even harder to take than on that map. It's ridiculous also.

#2 and #5 are about the same average quality as the maps currently in the rotation, and wouldn't be awful if they made it to the pool, but certainly aren't an improvement.
i c u
FreekSharkHD
Profile Joined January 2011
United States26 Posts
February 05 2011 23:56 GMT
#702
They fixed Lost Temple to not be Imba for Terran anymore. Good stuff. (Coming from someone who mainst as T) Even I know that those cliff drops were deadly .
If you aren't attacking, your probably losing. -coLqxc
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
February 06 2011 00:03 GMT
#703
I'm most annoyed about the New LT.
I hate the fact that because people whined that they lost to cliff drops and Island expanders, they've just been removed. Creating a more boring and linear game experience. Because they have removed those features, blizzard won't put them into any other maps they make either. which is horrible because now maps are all going to slowly become very similar as any creativity or innovation is going to be met with whining and criticism to the point where they give in.
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
February 06 2011 00:11 GMT
#704
On February 06 2011 09:03 Exstasy wrote:
I'm most annoyed about the New LT.
I hate the fact that because people whined that they lost to cliff drops and Island expanders, they've just been removed. Creating a more boring and linear game experience. Because they have removed those features, blizzard won't put them into any other maps they make either. which is horrible because now maps are all going to slowly become very similar as any creativity or innovation is going to be met with whining and criticism to the point where they give in.


By having cliffs so close to a natural that a thor or tanks can snipe the expansion, it made that strategy far more powerful than any other on that map TvZ. And having one strategy that far outperforms any other on a map makes the matchup even more linear. Zerg, from the beginning of the game, had to do EVERYTHING with that cliff in mind.

Creativity should come from the players, not the maps. And making imbalanced maps dictates that the matchup will go in a certain direction more often than balanced maps where a number of different strategies are all very viable and powerful.
i c u
sleepingdog
Profile Joined August 2008
Austria6145 Posts
February 06 2011 00:17 GMT
#705
On February 06 2011 08:11 Ribbon wrote:
All I'm really saying is that Blizzard is doing their best to please everyone, with a significant but but exclusive focus towards the small minority here. I'm not saying don't criticize, but all the hatedom demanding Blizzard stop making maps altogether because they aren't pleasing us isn't really being fair to them.


Have you ever played wc3....ever?

The maps in wc3 stayed pretty much the same and were 99% pure garbage. I/we complain because in fact we know better. We know from EXPERIENCE that blizz has never been able to produce good maps (with the occasional exception). Therefore all the hate that they refuse to incorporate the gsl-maps or iccup-maps that are a million times better (even if not flawless obviously).

The maps not only look bad (have never played on them admittedly!) but they also seem to have been made very "cheaply"....they are quite the opposite of creative either, especially map 4.
"You see....YOU SEE..." © 2010 Sen
Fungal Growth
Profile Joined November 2010
United States434 Posts
Last Edited: 2011-02-06 00:23:27
February 06 2011 00:20 GMT
#706
I also don't like LT morphing into an open map...it was a fun map because of it's closed positions.

All in all, I prefer the GSL maps.

Like the closed air alley in test map 2...if we're going to be going for larger macro maps something has to be done about mutas, and corner spawns with the ground extending to the edge of the map (no cliff or chasm blocking pursuing AA units) is key to balancing big maps. In the present ladder maps there are just way too many safe air alleys beyond your natural spawns that make mutas too powerful IMO and forces the opposition to be somewhat 1-dimensional in their tech choices.

If we are going big maps (which is good) then we need very protected naturals to allow terran and toss to fast expand like zerg, else zerg will have an insane advantage.

I dislike the general trend that panders to zerg players to have more open maps...unit terrain/obstacles/cliffs creates diversity and fun game play and if zerg can't handle this then this should be a unit balance issue, not a map balance issue.

Would love to see blizzard come with race specific matchup maps..balancing for zerg just takes way too much creativity out of PvP, TvT, and PvT possibilities. Lot of cool things could be done with mirror match maps only...how about an island map like debris field in something like GSL for mirrors? That could be so cool watch...

FeyFey
Profile Joined September 2010
Germany10114 Posts
February 06 2011 00:25 GMT
#707
eep was thinking how it would be to have a 3 ramps to natural with 2 blocked by rocks map today heh. Nice different gimmicks on every map, just like before. Wonder if zerg players will get annoyed by the new lt map as a terran can more easily take a 3rd now. and run by with hellions and marines, like on most maps.
As a zerg i would prefer dealing with the thor drop as its much cheaper to fend of. Well LT and Steppes are my favorite maps for all races, so i hope those stay ladder.
Defacer
Profile Blog Joined October 2010
Canada5052 Posts
February 06 2011 00:26 GMT
#708
On February 06 2011 09:20 Fungal Growth wrote:
I also don't like LT morphing into an open map...it was a fun map because of it's closed positions.

All in all, I prefer the GSL maps.

Like the closed air alley in test map 2...if we're going to be going for larger macro maps something has to be done about mutas, and corner spawns with the ground extending to the edge of the map (no cliff or chasm blocking pursuing AA units) is key to balancing big maps. In the present ladder maps there are just way too many safe air alleys beyond your natural spawns that make mutas too powerful IMO and forces the opposition to be somewhat 1-dimensional in their tech choices.

If we are going big maps (which is good) then we need very protected naturals to allow terran and toss to fast expand like zerg, else zerg will have an insane advantage.

I dislike the general trend that panders to zerg players to have more open maps...unit terrain/obstacles/cliffs creates diversity and fun game play and if zerg can't handle this then this should be a unit balance issue, not a map balance issue.

Would love to see blizzard come with race specific matchup maps..balancing for zerg just takes way too much creativity out of PvP, TvT, and PvT possibilities. Lot of cool things could be done with mirror match maps only...how about an island map like debris field in something like GSL for mirrors? That could be so cool watch...



Gawd, unit balancing takes months and months to resolve ... they could probably pump out, test and produce some maps that balanced the races in a matter of weeks.

That's the big issue here. There's people playing tournaments with thousands of dollars at stake on shitty, shitty maps.
Fungal Growth
Profile Joined November 2010
United States434 Posts
Last Edited: 2011-02-06 01:06:44
February 06 2011 01:05 GMT
#709
On February 06 2011 09:26 Defacer wrote:That's the big issue here. There's people playing tournaments with thousands of dollars at stake on shitty, shitty maps.
No disagreement there...

The cool thing with GOM doing their own maps (well for the most part) is they could in theory do their own unit balancing as well on a monthly basis. People forget that a large number of balance issues (not all) can be addressed with the unit map editor as long as people use your maps.

The ultimate solution is for blizzard to redesign their bnet interface so people can use custom maps... Right now custom maps are very impractical because you have go onto a chat and find people to play on your map which is a pain. The old system was better...display the most recent open games with a description, number of players, etc.. and one click and your in! So easy to find open games on custom it mystifies me why blizzard went to their current interface.

Stage 2 of blizzard's needed reform is to allow groups to form custom ladders... Say you have a GOM ladder which would have GOM maps only...you click to join a game and the system then best matches you with an available opponent of similar skill also wanting to play on the GOM maps.

Blizzard's main ladder could stay, but their map selection needs to be more democratic...maybe they could discard every week the map that was excluded the most and introduce a new map...in a way natural selection would then promote the best maps to the top. New maps could be introduced via the blizzard forums and voted upon for inclusion into the next open spot.

The big thing is blizzard has to allow community maps and community map matching to flourish...gamers are willing to invest their time for free to help improve their product and keep it fresh which blizzard should absolutely take advantage of to stay competitive against other RTS games.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
February 06 2011 01:19 GMT
#710
WHY? Why is there always destructible rocks everywhere?

I can't believe these map makers, its like they are obliged to use them... Every single map has to have fucking rocks.

And those stupid watch towers, revealing all the middle of the map. WTF? Its like they don't want you to be able to flank the enemy... I think the towers are the worst new feature in this game compared to BW.

I am really dissapointed with these new maps.
"When the geyser died, a probe came out" - SirJolt
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
February 06 2011 01:21 GMT
#711
There are destructible rocks everywhere because Blizzard balanced the game around 2-base play.
cosmo.6792
Profile Joined September 2010
161 Posts
February 06 2011 01:25 GMT
#712
On February 06 2011 08:42 ChThoniC wrote:
For example, it is impossible for a Zerg to do anything but one base on #3 against Protoss, because any 4-gate rush can infinitely block the unprotectable ramp while taking potshots at the expansion.



When did people get this idea that Zerg cannot defend a 4-gate without static defenses at their natural? I have found that +1 speedlings can counter most forms of early 4-gates without the need for spine crawlers.




On February 06 2011 08:42 ChThoniC wrote:
#4 has only 10 bases total... That's the same as Steppes of War, and the third is even harder to take than on that map. It's ridiculous also.


10 bases is also the exact number of bases on Xel'Naga caverns, which is largely considered among the most popular and balanced maps.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 06 2011 01:28 GMT
#713
On February 06 2011 09:17 sleepingdog wrote:
Show nested quote +
On February 06 2011 08:11 Ribbon wrote:
All I'm really saying is that Blizzard is doing their best to please everyone, with a significant but but exclusive focus towards the small minority here. I'm not saying don't criticize, but all the hatedom demanding Blizzard stop making maps altogether because they aren't pleasing us isn't really being fair to them.


Have you ever played wc3....ever?


Didn't care for it.

The maps in wc3 stayed pretty much the same and were 99% pure garbage. I/we complain because in fact we know better. We know from EXPERIENCE that blizz has never been able to produce good maps (with the occasional exception). Therefore all the hate that they refuse to incorporate the gsl-maps or iccup-maps that are a million times better (even if not flawless obviously).

The maps not only look bad (have never played on them admittedly!) but they also seem to have been made very "cheaply"....they are quite the opposite of creative either, especially map 4.


tl;dr: Blizzard sucks and should never do anything?

On February 06 2011 09:26 Defacer wrote:
Gawd, unit balancing takes months and months to resolve ... they could probably pump out, test and produce some maps that balanced the races in a matter of weeks.


IT'S JUST THAT EASY!
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
February 06 2011 01:47 GMT
#714
On February 06 2011 10:25 cosmo.6792 wrote:
Show nested quote +
On February 06 2011 08:42 ChThoniC wrote:
For example, it is impossible for a Zerg to do anything but one base on #3 against Protoss, because any 4-gate rush can infinitely block the unprotectable ramp while taking potshots at the expansion.




When did people get this idea that Zerg cannot defend a 4-gate without static defenses at their natural? I have found that +1 speedlings can counter most forms of early 4-gates without the need for spine crawlers.


And how do you get enough speedlings to defend 4 gate from one base?


Show nested quote +
On February 06 2011 08:42 ChThoniC wrote:
#4 has only 10 bases total... That's the same as Steppes of War, and the third is even harder to take than on that map. It's ridiculous also.


10 bases is also the exact number of bases on Xel'Naga caverns, which is largely considered among the most popular and balanced maps.


Xel'Naga caverns also has a third and fourth base that are within shouting distance of the third. The map is completely ridiculous for competitive play.
i c u
norsK
Profile Joined April 2009
United States131 Posts
February 06 2011 02:19 GMT
#715
On February 06 2011 02:01 Xain wrote:
Strange that Crota actually forgot to mention the small hallway between the 9 and 6 position and the 12 and 3 position... This is basically what make this map completely broken to me, instead of just inconfortable in close ground position (such as the 6 and 3 position).


I had a zerg make about 15 spinecrawlers and a few queens and lings and push through the rocks into my main. First game on the map.
The true sign of intelligence is not knowledge but imagination - einstein
cosmo.6792
Profile Joined September 2010
161 Posts
February 06 2011 02:34 GMT
#716
On February 06 2011 10:47 ChThoniC wrote:
And how do you get enough speedlings to defend 4 gate from one base?


Who said anything about getting +1 speedlings off of only one base?





On February 06 2011 08:42 ChThoniC wrote:
Xel'Naga caverns also has a third and fourth base that are within shouting distance of the third. The map is completely ridiculous for competitive play.


Interesting, but I wasn't disputing the complaint that the 3rd expansion is difficult to defend. I was disputing the foolish belief that 10+ bases is some kind of requirement for good maps.

ChThoniC
Profile Blog Joined April 2010
United States536 Posts
February 06 2011 03:38 GMT
#717
On February 06 2011 11:34 cosmo.6792 wrote:
Show nested quote +
On February 06 2011 10:47 ChThoniC wrote:
And how do you get enough speedlings to defend 4 gate from one base?


Who said anything about getting +1 speedlings off of only one base?





Show nested quote +
On February 06 2011 08:42 ChThoniC wrote:
Xel'Naga caverns also has a third and fourth base that are within shouting distance of the third. The map is completely ridiculous for competitive play.


Interesting, but I wasn't disputing the complaint that the 3rd expansion is difficult to defend. I was disputing the foolish belief that 10+ bases is some kind of requirement for good maps.



How do you get speedlings from 2 bases when your ramp constantly has forcefield on it?
You don't, and there's no way to prevent it because of the structure of the map. They are two objectively bad maps, and the current pool would be worse if they were included.
i c u
cosmo.6792
Profile Joined September 2010
161 Posts
Last Edited: 2011-02-06 04:37:29
February 06 2011 04:20 GMT
#718
On February 06 2011 12:38 ChThoniC wrote:
How do you get speedlings from 2 bases when your ramp constantly has forcefield on it?




Are you saying it's not possible to get speedlings out of 2 bases before a 4-gate push starts?

ChThoniC
Profile Blog Joined April 2010
United States536 Posts
February 06 2011 04:39 GMT
#719
On February 06 2011 13:20 cosmo.6792 wrote:
Show nested quote +
On February 06 2011 12:38 ChThoniC wrote:
How do you get speedlings from 2 bases when your ramp constantly has forcefield on it?




Are you saying it's not possible to get speedlings out of 2 bases before a 4-gate push starts?



Are you saying you prevent 4-gate and apply pressure with pure speedling? What league are you in?
i c u
HenryGale
Profile Joined January 2011
United States23 Posts
February 06 2011 04:59 GMT
#720
Hey, sorry for the stupid question but where do I download the PTR client from? The FAQs that the blog post refers to simply says that I should already have a file called "Starcraft II Public Test.exe" but not only can I not find this but since I'm on a Mac I'm pretty sure that I couldn't run this even if it turns out that I do have it. Can anyone help me out?
cosmo.6792
Profile Joined September 2010
161 Posts
February 06 2011 05:35 GMT
#721
On February 06 2011 13:39 ChThoniC wrote:
Are you saying you prevent 4-gate and apply pressure with pure speedling?


No, I'm saying that pure +1 speedlings can stop most 4-gates from crushing my expansion. Applying pressure will obviously require more than just speedlings. I also said "most" because a heavy sentry/zealot composition will obviously require roaches instead of pure +1 speedlings.





On February 06 2011 13:39 ChThoniC wrote:
What league are you in?



I'm only in Platinum, but that hasn't stopped me from knowing how to get +1 speedlings out of 2 bases before a 4-gate push reaches my ramp. But maybe you should also be asking everyone in this long thread what league they're in, because they seem to think that Dimaga's +1 Speedling opener is a sound strategy.



Let me ask you this question ChThoniC.... how is defending a 4-gate on TestMap3 so different from defending a 4-gate on Scrap Station or Blistering Sands? Do we see Dimaga, Idra, Nestea, and Fruitdealer auto-lose on those maps against all Protoss just because spines can't defend the main & natural simultaneously?
Narkil
Profile Joined January 2011
38 Posts
February 06 2011 05:37 GMT
#722
test map 4 looks like metropolis with the gold positions moved outward.
woot
Servius_Fulvius
Profile Joined August 2009
United States947 Posts
February 06 2011 06:58 GMT
#723
I'm not going to try and read the 37 pages already loaded, I'm just recording my personal take.

General Thoughts:

Testmap 1 - I have a feeling that if they mess with Lost Temple enough they can draw a huge snake in the middle and call it "Python".

Testmap 3 - Looks like 4gate heaven, especially with the really wide natural and a ton of space in the main (easy to hide scouting probes and pylons). Though, I like how the gold expos are in high risk/high reward areas. If this were BW I would predict a healthy siege line guarding chokes down the middle and splitting the map early, but I'm not sure how the arrangement translates to SC2. I am a little concerned about the thin ramp getting bunkered, but no matter the arrangement someone will think of a clever all-in...

Testmap 2 - A lot of room means a lot of places to hide 4gate pylons. But it also means a lot of space to flank. This map has a kind of "Fighting Spirit" feel to it where the third bases are risky with multiple entrances while taking over a corner natural and main ensures a strong economic gain. The two rushing lanes also look like a pain to scout. The zerg in me is looking forward to trying this out.

Testmap 4 - I don't like the colors, but I'll live! Looks like third bases are hard to come by, so I predict a lot of zergs bitching about not getting into the late game. Anything but cross map positions looks like a REALLY close rush distance (if it's a 4 player map), so once again, I think zergs are going to endlessly bitch about it.

Testmap 5 - I'm real confused of what even to make of this. Can't really tell if there's 2 spawn position or 4. Either way, this would be one where I'd hammer out a bunch of games, see what happens, and see how others are dealing with it.

I'm glad that Blizzard is at least expanding the map pool. I'd imagine they need more data to fix units and they haven't varied the maps yet. Glad they're thinking about it!
NineteeN
Profile Joined October 2010
131 Posts
February 06 2011 08:47 GMT
#724
I confess, I was really excited about new maps. However, I'm growing more and more aggravated at Blizzards hatred of easy-to-defend naturals and obvious thirds. In this sense, Lost Temple is what I like to see (cross positions/ close by air only). None of these maps have easy-to-defend naturals, and that makes me sad.
ALPINA
Profile Joined May 2010
3791 Posts
February 06 2011 09:36 GMT
#725
On February 06 2011 10:25 cosmo.6792 wrote:
Show nested quote +
On February 06 2011 08:42 ChThoniC wrote:
For example, it is impossible for a Zerg to do anything but one base on #3 against Protoss, because any 4-gate rush can infinitely block the unprotectable ramp while taking potshots at the expansion.



When did people get this idea that Zerg cannot defend a 4-gate without static defenses at their natural? I have found that +1 speedlings can counter most forms of early 4-gates without the need for spine crawlers.


So what you mean is every game no matter what I need to get super fast evo chamber and get +1 because my opponent might go 4 gate, right? Man that's stupid thinking, you need to react for a 4 gate, but you suggest wasting 100/100 just to get +1 so you can counter 4 gate.

People are saying that a map is bad because he comes, makes a forcefield and you won't have any reinforcements from your main, but you are giving an advice which has nothing to do with a problem.
You should never underestimate the predictability of stupidity
clayn
Profile Joined November 2010
Germany444 Posts
February 06 2011 09:40 GMT
#726
these maps are quite terran favored imo..
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
February 06 2011 09:56 GMT
#727
On February 06 2011 14:35 cosmo.6792 wrote:
Show nested quote +
On February 06 2011 13:39 ChThoniC wrote:
Are you saying you prevent 4-gate and apply pressure with pure speedling?


No, I'm saying that pure +1 speedlings can stop most 4-gates from crushing my expansion. Applying pressure will obviously require more than just speedlings. I also said "most" because a heavy sentry/zealot composition will obviously require roaches instead of pure +1 speedlings.





Show nested quote +
On February 06 2011 13:39 ChThoniC wrote:
What league are you in?



I'm only in Platinum, but that hasn't stopped me from knowing how to get +1 speedlings out of 2 bases before a 4-gate push reaches my ramp. But maybe you should also be asking everyone in this long thread what league they're in, because they seem to think that Dimaga's +1 Speedling opener is a sound strategy.



Let me ask you this question ChThoniC.... how is defending a 4-gate on TestMap3 so different from defending a 4-gate on Scrap Station or Blistering Sands? Do we see Dimaga, Idra, Nestea, and Fruitdealer auto-lose on those maps against all Protoss just because spines can't defend the main & natural simultaneously?


If you really think test map 3 is the same as scrap station for defending a 4 gate, you have no idea what i'm talking about and should probably stop arguing with someone who is much better than you at this game.
i c u
AesopsZerg
Profile Joined July 2010
United States52 Posts
February 06 2011 10:47 GMT
#728
Interesting maps.... although I wish they would also add the GSL maps.

The more, the merrier in my opinion! I'm so sick and tired of playing the same maps over-and-over again....
My Sc2 Blog: http://sc2daily.blogspot.com/
PiLoKo
Profile Joined January 2011
Mexico144 Posts
February 06 2011 11:02 GMT
#729
lol too much hate

They are new maps, actual maps sucks, adding new maps wich suck in some aspects is overall good, yeah we want "good" maps, that according to our standarts, in my case big macro maps with considerable rush distance so all ins can still happen, but we have to play what we´ve got, I mean, if you really want to play balanced maps, use iCCup channel, they are way better and as far as I`ve seen, there`s always people in it.

I`ve just decided that new maps is great, even if they arent so good. (=
I like to troll in-game :)
Hokay
Profile Joined May 2007
United States738 Posts
February 06 2011 11:45 GMT
#730
I played so many games today. The new LT is really macro oriented now. Bases are so easy to take and defend that I actually made a carrier switch late against a zerg for the win. It was the first time I ever used carriers and won lol. All my expos were easily defended with canons once I got the gold base to afford so many canons. It was a lot of fun to play, it reminded me of python..

Map 2 is huge and I played some pretty long macro games on it. It was crazy how my zerg opponent had the whole map covered in creep and had so many bases =/

The rest of the maps so far are meh, do have hard to defend naturals & thirds, but they still beat blistering sands, steppes of war and delta quadrant. The layouts are very interesting though. Overall an improvement of maps IMO.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
February 06 2011 12:25 GMT
#731
Damn I would have really liked for the ladder to be updated with the GSL maps.
I hate to see a split map pool, just makes the ladder less worthy of a practice place for the pro's and makes it less fun to watch pro games imo, as I won't be as familiar with 'their' maps.

They seem to be working along well with GSL regarding patch timings, they could also work together with maps imo.
Mooncat
Profile Joined October 2007
Germany1228 Posts
Last Edited: 2011-02-06 13:03:48
February 06 2011 13:03 GMT
#732
Man I really wish Blizzard would finally let go of their stupid rocks & watch towers. A few well placed rocks with maybe double their current HP similar to BW would be nice and maybe one watch tower per map max., but they're totally overdoing it imho.

Edit: Apart from that, at first glance the new maps do seem better than the current ones.
"[Lee Young Ho] With this victory, you’ve risen to Bonjwa status."
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
February 06 2011 13:39 GMT
#733
On February 06 2011 22:03 Mooncat wrote:
Man I really wish Blizzard would finally let go of their stupid rocks & watch towers. A few well placed rocks with maybe double their current HP similar to BW would be nice and maybe one watch tower per map max., but they're totally overdoing it imho.

Edit: Apart from that, at first glance the new maps do seem better than the current ones.


I agree, some of the maps have way too many rocks. Its almost like they want you to delay taking a third or fourth. Or maybe they want to prevent a FE to the gold :/ I dont know why they like their rocks so much but sometimes its excessive.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Smigi
Profile Joined April 2010
United States328 Posts
February 06 2011 14:03 GMT
#734
these maps are atrocious.

ICCUP/GSL maps are far superior to these maps.
Drone then Own
Snickersnee
Profile Blog Joined October 2010
United States241 Posts
February 06 2011 14:48 GMT
#735
I want to give these maps a chance before i just start yelling at them for been bad maps. Some look better then others but overall just having larger maps is nice. Also i understand why blizz doesn't use the gsl maps,but after we see how the team league goes i think it would be just stupid not to use them.
Had an idea that combines the intimate moment of delivering babies with Crazy Taxi last night. Can emotional arcade style gaming work?
Slago
Profile Joined August 2010
Canada726 Posts
February 06 2011 17:06 GMT
#736
I like the lost temple edit, that is so sweet for a Z player really happy with it
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
February 06 2011 17:28 GMT
#737
On February 06 2011 22:03 Mooncat wrote:
Man I really wish Blizzard would finally let go of their stupid rocks & watch towers. A few well placed rocks with maybe double their current HP similar to BW would be nice and maybe one watch tower per map max., but they're totally overdoing it imho.

Edit: Apart from that, at first glance the new maps do seem better than the current ones.


Yesss

Blizzard should listen to this.
"When the geyser died, a probe came out" - SirJolt
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
February 06 2011 19:01 GMT
#738
On February 06 2011 13:39 ChThoniC wrote:
Show nested quote +
On February 06 2011 13:20 cosmo.6792 wrote:
On February 06 2011 12:38 ChThoniC wrote:
How do you get speedlings from 2 bases when your ramp constantly has forcefield on it?




Are you saying it's not possible to get speedlings out of 2 bases before a 4-gate push starts?



Are you saying you prevent 4-gate and apply pressure with pure speedling? What league are you in?

You know who else said that you can crush a 4gate with pure speedling, IdrA.
Search for "JP and Friends": watch the first Youtube video with IdrA, in that video you will see IdrA crush a 4gate by Cruncher (who happened to win the TLopen) with pure speedling; then he goes on to recommend that people do that to defend 4gate.
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
DamnCats
Profile Joined August 2010
United States1472 Posts
February 06 2011 20:02 GMT
#739
So what you mean is every game no matter what I need to get super fast evo chamber and get +1 because my opponent might go 4 gate, right? Man that's stupid thinking, you need to react for a 4 gate, but you suggest wasting 100/100 just to get +1 so you can counter 4 gate.


Not sure if you realize this but that 100/100 you "wasted" helps for the entire rest of the game also... +1 melee ling are badass for 3 gate FE too unless the toss has super nice FF. Can usually snipe at least a few sentries, and keeping sentry numbers down is key shit.
Disciples of a god, that neither lives nor breathes.
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
February 06 2011 20:57 GMT
#740
On February 07 2011 04:01 CrazyF1r3f0x wrote:
Show nested quote +
On February 06 2011 13:39 ChThoniC wrote:
On February 06 2011 13:20 cosmo.6792 wrote:
On February 06 2011 12:38 ChThoniC wrote:
How do you get speedlings from 2 bases when your ramp constantly has forcefield on it?




Are you saying it's not possible to get speedlings out of 2 bases before a 4-gate push starts?



Are you saying you prevent 4-gate and apply pressure with pure speedling? What league are you in?

You know who else said that you can crush a 4gate with pure speedling, IdrA.
Search for "JP and Friends": watch the first Youtube video with IdrA, in that video you will see IdrA crush a 4gate by Cruncher (who happened to win the TLopen) with pure speedling; then he goes on to recommend that people do that to defend 4gate.


You're ignoring the whole part about where only half of your speedlings can get down the ramp because it's blocked by forcefield. The ramp that is un-defendable because of how far it is from the main and natural.

It's like another Blistering Sands, except your ramp is even farther from your natural and there's no backdoor rocks to help you later in the game or to help you get around your force-fielded ramp. It's just a bad design.
i c u
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
February 06 2011 21:00 GMT
#741
On February 07 2011 05:57 ChThoniC wrote:
Show nested quote +
On February 07 2011 04:01 CrazyF1r3f0x wrote:
On February 06 2011 13:39 ChThoniC wrote:
On February 06 2011 13:20 cosmo.6792 wrote:
On February 06 2011 12:38 ChThoniC wrote:
How do you get speedlings from 2 bases when your ramp constantly has forcefield on it?




Are you saying it's not possible to get speedlings out of 2 bases before a 4-gate push starts?



Are you saying you prevent 4-gate and apply pressure with pure speedling? What league are you in?

You know who else said that you can crush a 4gate with pure speedling, IdrA.
Search for "JP and Friends": watch the first Youtube video with IdrA, in that video you will see IdrA crush a 4gate by Cruncher (who happened to win the TLopen) with pure speedling; then he goes on to recommend that people do that to defend 4gate.


You're ignoring the whole part about where only half of your speedlings can get down the ramp because it's blocked by forcefield. The ramp that is un-defendable because of how far it is from the main and natural.

It's like another Blistering Sands, except your ramp is even farther from your natural and there's no backdoor rocks to help you later in the game or to help you get around your force-fielded ramp. It's just a bad design.

Did you even watch it?
He got all of his lings out before they could FF his ramp, it's not as nearly as hopeless as you are making it out to be.
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
Barca
Profile Blog Joined October 2010
United States418 Posts
February 06 2011 22:01 GMT
#742
Garbage maps. I didn't want to fast expand as a Protoss anyways.

Looks like all Blizzard got out of "Xel'naga is the least imbalanced map" was "Ima put 2+ entrances to your natural."

Thanks for that.
- I hate threads that end with "Thoughts?" -
Snake_Doc
Profile Joined July 2010
Australia98 Posts
February 06 2011 22:59 GMT
#743
I hope blizzard can look at what GSL is doing with the Map Pool and work with them to make the ladder maps.

:/
Betty Blue, copy
mprs
Profile Joined April 2010
Canada2933 Posts
February 06 2011 23:53 GMT
#744
On February 06 2011 18:36 Alpina wrote:
Show nested quote +
On February 06 2011 10:25 cosmo.6792 wrote:
On February 06 2011 08:42 ChThoniC wrote:
For example, it is impossible for a Zerg to do anything but one base on #3 against Protoss, because any 4-gate rush can infinitely block the unprotectable ramp while taking potshots at the expansion.



When did people get this idea that Zerg cannot defend a 4-gate without static defenses at their natural? I have found that +1 speedlings can counter most forms of early 4-gates without the need for spine crawlers.


So what you mean is every game no matter what I need to get super fast evo chamber and get +1 because my opponent might go 4 gate, right? Man that's stupid thinking, you need to react for a 4 gate, but you suggest wasting 100/100 just to get +1 so you can counter 4 gate.

People are saying that a map is bad because he comes, makes a forcefield and you won't have any reinforcements from your main, but you are giving an advice which has nothing to do with a problem.


So what you mean is every game no matter what I need to get a spawning pool before 50 food because my opponent might attack me, right? Man that's stupid thinking,..

Strategy in RTS games have constraints, you can't do anything you want when you want it just because you feel like you should...
We talkin about PRACTICE
Artisan
Profile Joined February 2010
United States336 Posts
Last Edited: 2011-02-07 04:23:01
February 07 2011 00:04 GMT
#745
Not important to most people but I noticed that on the new 4 player map that starting positions were off and not as near to the minerals as they could of been. The top left spawn was so far off I actually just started laughing the first time i spawned in that position. Does not give me a lot of faith in the map makers I hope the 1v1, 2v2, 3v3 maps are done correctly.

Picture

[image loading]

Edit: Blue Teal Purple Spawns are off the rest seem ok
RHMVNovus
Profile Joined October 2010
United States738 Posts
Last Edited: 2011-02-07 00:11:42
February 07 2011 00:11 GMT
#746
On February 07 2011 09:04 Artisan wrote:
Not important to most people but I noticed that on the new 4 player map that starting positions were off and not as near to the minerals as they could of been. The top left spawn was so far off I actually just started laughing the first time i spawned in that position. Does not give me a lot of faith in the map makers I hope the 1v1, 2v2, 3v3 maps are done correctly.

Picture

[image loading]


Love the file name. That's effing hilarious.

Are they being paid for this? Seriously, Blizzard, just hire the iCCup team. It'll make you look a lot less foolish.
Droning his sorrows in massive amounts of macro
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
February 07 2011 00:18 GMT
#747
Hire iccup? Why not ask for them for free. To be frank iccup isn't perfect. Yes they do have the occasional map that is really good, but many of their maps are imbalanced. I'm not comparing them to blizzard's but I'm just describing them by themselves.

You really think they would hire mapmakers when they can just find maps for free? (Which has been the "traditional" way, a la Kespa).

Sure money can help them focus on it, but there are always people devoted enough regardless of money. Anyways, the benefit a mapmaker gains is recognition and just being satisfied and happy.

If they hire a team it better not be iccup but a team Blizzard themselves made. Meaning they check to make sure each member is outstanding and everything. But again hiring is quite... "untraditional" and unnecessary.

Anyways, think of this. Would Blizzard really hire a team from a website that helped people pirate Starcraft so easily? It's like they're hiring hackers to help make sure there are no bugs in the game.

Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
BlueBird.
Profile Joined August 2008
United States3889 Posts
Last Edited: 2011-02-07 00:28:55
February 07 2011 00:23 GMT
#748
These maps do little to inspire, they look unoriginal, and uninspiring. Sorry blizzard =(.

I am interested in playing new maps though, so maybe it's better than nothing.

Props to blizzard for using test realm for something useful!
Currently Playing: Android Netrunner, Gwent, Gloomhaven, Board Games
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
February 07 2011 01:12 GMT
#749
On February 07 2011 09:04 Artisan wrote:
Not important to most people but I noticed that on the new 4 player map that starting positions were off and not as near to the minerals as they could of been. The top left spawn was so far off I actually just started laughing the first time i spawned in that position. Does not give me a lot of faith in the map makers I hope the 1v1, 2v2, 3v3 maps are done correctly.

Picture

[image loading]

Two things:

1) Terran would be imba with those spawns olololol

2) Why did you mine 500+ minerals, build something, cancel it, and then probe rush?
W2
Profile Blog Joined January 2011
United States1177 Posts
February 07 2011 02:16 GMT
#750
Neo lost temple is pretty good for blink stalker PvZ. You can blink hurt stalkers onto the gold patches. Plus, there is a new area behind that gold that you can blink onto, and attack at a different angle (so spines don't all attack you)
Hi
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
Last Edited: 2011-02-07 02:59:25
February 07 2011 02:57 GMT
#751
I have been getting murdered by blink stalker all ins because of the odd ramp placement of most of these maps, its like warpgate heaven since you cant rely on spine crawlers for defense and reinforcements get cut by forcefield thanks to the ramp that aims outwards directly into the opponents attack patch.
Change a vote, and change the world
butter
Profile Blog Joined July 2009
United States785 Posts
February 07 2011 03:04 GMT
#752
On February 07 2011 09:18 Yoshi Kirishima wrote:
You really think they would hire mapmakers when they can just find maps for free? (Which has been the "traditional" way, a la Kespa).

OGN did not just "find" some maps for free on b.net, lol.
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-02-07 03:17:26
February 07 2011 03:16 GMT
#753
The naturals are WAY too wide in my opinion, it doesn't reinforce macro games at all, just makes people want to 1 base. These maps are pretty bad in general, but better than what we have. the new LT is great, I don't mind the natural's choke being a bit more wide open, that's a nice feature, but the expansions on test map 2, 4 and 5 are just way to wide. It's like they saw xelnaga being balanced and just thought having wide naturals is good when that's not always the case. I also very much dislike testmap 3, just isn't very good at all. If I have to say which ones are the best i'd say testmap 1 and testmap 5 are probably the only ones worth keeping.

btw, test map 5 is New Antioch in the blizzard maps and testmap 2 resembles the 8 person map, High Ground. New Antioch was definitely changed for the better but still not the best map, at least blizzard is going in the right direction.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
Last Edited: 2011-02-07 03:44:43
February 07 2011 03:43 GMT
#754
OGN did not just "find" some maps for free on b.net, lol.


You're putting words into my mouth...

I didn't say they found it on bnet. There are many ways of "finding" things. In this case, community and fan made maps that they (Kespa) "approved" and implemented.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
zyglrox
Profile Joined August 2010
United States1168 Posts
February 07 2011 04:01 GMT
#755
these are actually really annoying. i expand a lot, and it seems that if you plan on ever going beyond 2 bases you have to kill rocks everywhere, there is no quick 3rd options in most situations. also, the amount of paths and rocks into naturals and 3rds is going to make expand play a nightmare. yea, the maps are bigger but i'm pretty disappointed so far.
champagne for my real friends, and real pain for my sham friends.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50118 Posts
February 07 2011 04:29 GMT
#756
On February 07 2011 12:43 Yoshi Kirishima wrote:
Show nested quote +
OGN did not just "find" some maps for free on b.net, lol.


You're putting words into my mouth...

I didn't say they found it on bnet. There are many ways of "finding" things. In this case, community and fan made maps that they (Kespa) "approved" and implemented.


OMAT=OnGameNet Mapping And Architecture Team.

Hired by OGN to make maps,Mapdori is an official KeSPA Mapzone where they pay the map makers if their maps are good.

Rose.Of.Dream is an official KeSPA mapmaker who gets paid to make maps(Eg:Fighting Spirit).They are hired mapmakers,who used to be community mapmakers.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
terranghost
Profile Joined May 2010
United States980 Posts
February 07 2011 05:44 GMT
#757
I don't know if it has been noted yet but zergs should make killing the rocks closest to their main on testmap1 (lost temple 2) high priority. Or any race against terran (including other terrans) because siege tanks can hit the gold from the bases that were once islands (the geysers anyway). I don't think it will end up being that big of a deal is if you arent spawning close positions to the terran chances are it will be easy for you to take out the rocks with little resistence and if it is close positions as zerg you will likely pick somewhere else for you 3rd or 4th.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
SlapMySalami
Profile Joined August 2010
United States1060 Posts
February 07 2011 05:47 GMT
#758
Test map 1 is pretty sick its a lost temple without cliff drops and without islands. There are ramps leading to the new "islands" with rocks blocking the passages. Also the middle is a lot bigger and favors big engagements which may make it easier for them roach armies?

TvP on Testmap1 if you wanna watch
[image loading]

+ Show Spoiler +

I did put a help thread up asking what I did wrong if you wanna post in that too
http://www.teamliquid.net/forum/viewmessage.php?topic_id=191003
marineking will u huk my bigtt1 ilu
teh_longinator
Profile Joined March 2010
Canada725 Posts
February 07 2011 06:37 GMT
#759
I am kinda disappointed that they did not choose to use the new GSL maps. Those things look baller.
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
February 07 2011 09:42 GMT
#760
People who say "you can make +1 zergling to counter 4gate" are clueless.
"But... Idra said so". Sorry, +1 speedlings are good against 4gate, but it's way harder to deal with a 4 gate with pure speedling than going with a bunch of roach and some ling plus spine. I almost always crush a 4gate with that mix, while speedling can be destroyed if the protoss is actually smart enough to build zealots and sentries and not go for a pure stalker and a pair of zealots.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
Spidinko
Profile Joined May 2010
Slovakia1174 Posts
February 07 2011 13:47 GMT
#761
On February 07 2011 18:42 WhiteDog wrote:
People who say "you can make +1 zergling to counter 4gate" are clueless.
"But... Idra said so". Sorry, +1 speedlings are good against 4gate, but it's way harder to deal with a 4 gate with pure speedling than going with a bunch of roach and some ling plus spine. I almost always crush a 4gate with that mix, while speedling can be destroyed if the protoss is actually smart enough to build zealots and sentries and not go for a pure stalker and a pair of zealots.

There are different kinds of 4gate. +1 speedlings are better in certain situations (where P isnt going sentries). If P goes 4gate with one gass you know he won't have enough sentries, thus going +1 sling is the right decision.
ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
February 07 2011 15:39 GMT
#762
Neatt.
Artosis : Clide. idrA : Shut up.
Bzzd
Profile Joined February 2011
Brazil6 Posts
February 07 2011 17:59 GMT
#763
I pray for LT without cliffs, but now without the islands (or, with them connected with the rest of map...) i think that the matchs will be very long [and lazy].

Anyway, now we have a map that a Zplayer can play and [maybe] confront Tplayers.

*This replay, OMFG, one of the most horrible matchs that i ever see. 2 noobies fighting for a place in the Noobies Community.
BR
universalwill
Profile Blog Joined August 2010
United States654 Posts
February 07 2011 18:24 GMT
#764
just the sight of third bases that can actually be taken and wider spaces for zerg on a few of these maps gives me hope that blizzard actually gives a fuck about fixing this game. I haven't even opened starcraft in three weeks. i've just been so sick of having to work twice as hard as protoss and three times as hard as a terran just to beat them.

maybe this will give me an incentive to stop replaying every RPG i've ever owned and get back to this game, huh?
sushiman
Profile Joined September 2003
Sweden2691 Posts
February 07 2011 18:42 GMT
#765
Interesting. TestMap 2 reminds me a lot of Rivalry, wonder if they looked back at that old map.

Any change to the map pool is good IMO, it gets stale so fast with the current ladder system. Also like that there seems to be at least some maps that don't have those goddamn shared bases in 2v2 - now get that for all types of teamgames and I'm happy.
1000 at least.
Playguuu
Profile Joined April 2010
United States926 Posts
February 07 2011 19:03 GMT
#766
Nice to see they're adding new maps but some of them look pretty terrible for zerg. 2 and 3 in particular.
I used to be just like you, then I took a sweetroll to the knee.
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
February 07 2011 20:26 GMT
#767
no balance tweaks though eh? still im psyched for a cliff-free Lost Temple
doomed
Profile Joined May 2010
Australia420 Posts
February 07 2011 22:42 GMT
#768
Ive had a few games on testmap2 and spawned a few times on the right side, top and buttom.

With plays like a 3 barracks stim timing the rocks between the 2 naturals take no time to take down, and the rush distance comes really hardcore, specially playing zerg. in those positions it feels like it becomes more like stepps, where you gotta be super aware and cut probe production to actually stay alive.
Steel
Profile Blog Joined April 2010
Japan2283 Posts
February 07 2011 23:23 GMT
#769
NEW MAPS

I am soooo happy Blizzard is doing great with SC2 so far!
Try another route paperboy.
Enyalus
Profile Joined September 2010
United States135 Posts
February 08 2011 00:38 GMT
#770
I really wish none of these maps had any rocks at all. I mean, they're so unnecessary. Xel'Naga is my favorite map to play on, and I think it would be ten times better without the rocks at the gold and blocking the path to the third expansion.

The one occasion where I don't have an issue with the destructible rocks/debris is on, say, Scrap Station. Or using it to cover up the Xel'Naga Towers (an ICCUP map had this feature. Pawn Re maybe? I forget.)

But seriously. If Blizzard just got rid of all the rocks on these new maps, and perma-blocked off some of the shorter paths, these maps would be SO much better. I'm hoping they'll listen to that kind of feedback.
Mystogun
Profile Blog Joined January 2011
United States392 Posts
February 08 2011 00:43 GMT
#771
The maps may not be exactly what we wanted, but they're still new maps, and that's awesome.

Hopefully they start doing this monthly, and in retail instead of PTR.
"What I'm sayin' is that there are known knowns and there are known unknowns, but there's also unknown unknowns, things that we don't know we don't know." | SC2: NoiSe.730 | LoL: Galladiator
Doof
Profile Joined October 2010
United States204 Posts
February 08 2011 01:14 GMT
#772
I think these maps are a step in the right direction. Blizzard hears the community that the current map pool is pretty broken and they're trying to address that. You gotta give some respect for.that. However, these maps aren't the answer. Some of them are okay, but they still suffer from being developed by such a limited group of people. Blizzard needs to seriously consider accepting some can-made maps onto the ladder pool. That's the best way that Blizzard can maintain the control that they want while also giving the players the better maps that they need.
Every day should be a good day to die
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
February 08 2011 01:56 GMT
#773
omg the ramps, whats the deal with blizzard and the ramps going outwards, these are all delta quadrant x2 in size...

I just cant understand how a company like blizzard can be so disconnected from the community that they make these things...so clueless!!
Change a vote, and change the world
DaBears57
Profile Joined December 2009
United States300 Posts
February 08 2011 04:56 GMT
#774
Match making not currently find games for me. I've been waiting 10 minutes and still no luck. Also, my new laddering acct is only plat so it shouldn't be hard to find games :/
Kao_Toss
Profile Joined July 2010
Canada15 Posts
February 08 2011 06:24 GMT
#775
Testmap 1 looks like LT w/o the cliff beside the nat and the islands.
I'm a force-a-nature! - Scout
PatouPower
Profile Joined September 2010
Canada1119 Posts
February 08 2011 15:43 GMT
#776
On February 08 2011 09:43 [NoiSe] wrote:
The maps may not be exactly what we wanted, but they're still new maps, and that's awesome.

Hopefully they start doing this monthly, and in retail instead of PTR.


The goal of a PTR is tot est things before they come out, thus putting the maps on it BEFORE the retail. Blizzard is very careful about this; they can't change things weekly like they did in the beta. They put maps in the PTR version to try and get rid of bugs/glitches/imbalances, and if there are too many they will simply not put it in the the retail. It's perfect like that IMO.
Aragos
Profile Joined October 2010
France182 Posts
February 08 2011 17:09 GMT
#777
Nice maps !
labbe
Profile Joined October 2010
Sweden1456 Posts
February 08 2011 18:25 GMT
#778
Blizzard should just add the new GSL-Maps instead of trying to make their own tbh.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
February 08 2011 18:58 GMT
#779
Just wondering is anyone even playing these? There was 0 people on the PTR when I went to try them out
GinDo
Profile Blog Joined September 2010
3327 Posts
February 08 2011 21:19 GMT
#780
On February 09 2011 03:58 floor exercise wrote:
Just wondering is anyone even playing these? There was 0 people on the PTR when I went to try them out


Yeah i've been trying to play some games, but nobody is ever on

Kinda sad when people just blindly qq.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Ownos
Profile Joined July 2010
United States2147 Posts
February 08 2011 22:32 GMT
#781
On February 06 2011 17:47 NineteeN wrote:
I confess, I was really excited about new maps. However, I'm growing more and more aggravated at Blizzards hatred of easy-to-defend naturals and obvious thirds. In this sense, Lost Temple is what I like to see (cross positions/ close by air only). None of these maps have easy-to-defend naturals, and that makes me sad.


My guess is that it's for the zerg players. Zerg players want more attack area to surround and flank. But it makes it harder for T or P to FE. Basically tells me to 4 gate on these maps first before expanding. But let me tell you, it is much easier to 4 gate a zerg natural if it's wide open. Metal or Xel'Naga is great to 4 gate on because you can attack from any angle to avoid any crawlers or tuck yourself in behind the minerals (every zerg will get pissed at you if you do that, it's impossible for them to dig you out). Or even worse in the case of XN, you can just walk right into their main and FF the ramp.

On February 06 2011 22:03 Mooncat wrote:
Man I really wish Blizzard would finally let go of their stupid rocks & watch towers. A few well placed rocks with maybe double their current HP similar to BW would be nice and maybe one watch tower per map max., but they're totally overdoing it imho.

Edit: Apart from that, at first glance the new maps do seem better than the current ones.


What's wrong with rocks and towers? In the case of gold, it has to be there or zerg will just FE to it. And when taking a third they fall down easily enough that it's trivial.
...deeper and deeper into the bowels of El Diablo
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
February 08 2011 23:39 GMT
#782
On February 09 2011 07:32 Ownos wrote:
Show nested quote +
On February 06 2011 17:47 NineteeN wrote:
I confess, I was really excited about new maps. However, I'm growing more and more aggravated at Blizzards hatred of easy-to-defend naturals and obvious thirds. In this sense, Lost Temple is what I like to see (cross positions/ close by air only). None of these maps have easy-to-defend naturals, and that makes me sad.


My guess is that it's for the zerg players. Zerg players want more attack area to surround and flank. But it makes it harder for T or P to FE. Basically tells me to 4 gate on these maps first before expanding. But let me tell you, it is much easier to 4 gate a zerg natural if it's wide open. Metal or Xel'Naga is great to 4 gate on because you can attack from any angle to avoid any crawlers or tuck yourself in behind the minerals (every zerg will get pissed at you if you do that, it's impossible for them to dig you out). Or even worse in the case of XN, you can just walk right into their main and FF the ramp.

Show nested quote +
On February 06 2011 22:03 Mooncat wrote:
Man I really wish Blizzard would finally let go of their stupid rocks & watch towers. A few well placed rocks with maybe double their current HP similar to BW would be nice and maybe one watch tower per map max., but they're totally overdoing it imho.

Edit: Apart from that, at first glance the new maps do seem better than the current ones.


What's wrong with rocks and towers? In the case of gold, it has to be there or zerg will just FE to it. And when taking a third they fall down easily enough that it's trivial.

If the benefit of taking a base such as the gold is high enough, it should be in a place where it is at increased risk of being scouted and killed. The fact you need to cover for shoddy mapmaking by saying "shit, they can take and hold this too easily, I know, ROCKS" is really really bad.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
TrinitySC
Profile Joined December 2010
101 Posts
February 09 2011 02:39 GMT
#783
The maps... they burn my eyes... Imagine yourselves this image macro:

Make big maps
*trollface*
Same number of bases as Steppes of War
tsuxiit
Profile Joined July 2010
1305 Posts
February 09 2011 04:43 GMT
#784
#5 is the worst map I've ever had to play. Good luck defending a push through the rocks in close air positions as Zerg.
dargul
Profile Joined May 2010
Russian Federation125 Posts
Last Edited: 2011-02-09 10:06:33
February 09 2011 10:04 GMT
#785
Played some ZvT on this map.
[image loading]

And it's awful for zerg. If it's not crossrespawn than this map is just like steps of war, because your naturals are ridiculously close may be even closer then on steps of war.

But that's not the end - there is highground right in the middle between your bases.
So what will be the common scenario in ZvT on this map? Let's suppose Zerg spawn on topright and terran on bottomright.

Terran either allin with marrins + scv because rush distance is very(i mean VERY) close or terran takes his natural and tank push. T can just place some tanks on highground on the way to your base and may be bunker with marines. This highground will defend shortest way to terran base and allow him to easily threat zerg. Then terran destroy rocks and push right into your base - nice.

All what zerg can do in such situation is try to allin from 1 base and over game before any tanks, or try to take long way through the center(because shortest way is blocked by tanks on highground) and base trade with terran, but 1 plan fortress o some well placed tanks will make it almost impossible.

In any case i'm not surprised that we won't see this map on gsl. Imho even steps of war is better for tvz then this map.
In Stim We Trust
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
February 09 2011 14:26 GMT
#786
I don't really like the new maps as zerg, even after playing them all weekend. The wide open naturals kind of suck, you can't cover your natural + your ramp with one spine crawler and it takes longer to link them with creep so I would either die to 2rax pressure or have to expand way late, not sure how zergs will adjust to these if they go live. Then to make it worse if you spawn close position you get REALLY close positions on some maps.
http://shroomspiration.blogspot.com/
dargul
Profile Joined May 2010
Russian Federation125 Posts
February 09 2011 15:15 GMT
#787
I think if blizzard makes so that you spawn ALLWAYS on cross respawns(like they limited it on shacuras plato) then this maps will be rather ok.
In Stim We Trust
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
February 09 2011 17:33 GMT
#788
Blizzard should quit it and just buy the maps from the iccup mapmakers, I'm pretty sure they will be happy to get 1k a piece for a well done, depurated map.

I guess the reason they don't want to support the iccup map makers is because iccup basically encouraged piracy during all the time it existed, it just does not make sense from a business ethics standpoint...
Change a vote, and change the world
magha
Profile Joined March 2010
Netherlands427 Posts
February 09 2011 17:46 GMT
#789
On February 10 2011 02:33 TheBlueMeaner wrote:
Blizzard should quit it and just buy the maps from the iccup mapmakers, I'm pretty sure they will be happy to get 1k a piece for a well done, depurated map.

I guess the reason they don't want to support the iccup map makers is because iccup basically encouraged piracy during all the time it existed, it just does not make sense from a business ethics standpoint...


They dont have to buy iccups maps, they already own them. Theyre just to ignorant to use them.
KissKiss
Profile Joined July 2010
United Kingdom136 Posts
February 09 2011 20:27 GMT
#790
I tend to think a more open natural is better for Zerg. The chokepoint doesn't benefit you as much as it does the other races (unless you like getting a bunch of Spine Crawlers). Ok, it'll help against Hellion harass and the like, but you'll also have a much harder time punishing T/P FE builds and I don't think it really helps you at all against the majority of attacks.

These maps don't actually look too bad. Its definitely about time they started expanding the map pool and these look a whole lot better than the previous offerings.
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2011-02-09 20:43:33
February 09 2011 20:41 GMT
#791
On February 10 2011 05:27 KissKiss wrote:
I tend to think a more open natural is better for Zerg. The chokepoint doesn't benefit you as much as it does the other races (unless you like getting a bunch of Spine Crawlers). Ok, it'll help against Hellion harass and the like, but you'll also have a much harder time punishing T/P FE builds and I don't think it really helps you at all against the majority of attacks.

These maps don't actually look too bad. Its definitely about time they started expanding the map pool and these look a whole lot better than the previous offerings.


Yeah but current zerg strategy depends on the ability to defend a FE, not on the ability to punish a P/T FE. I don't think it's as big a deal in ZvP but in ZvT it is pretty horrid, other than hellion harass 2rax pressure also becomes very difficult to deal with because you already have so little time to prepare a defense, zergs really depend on having one spine crawler to assist with defense but it doesn't seem viable with the new maps. Then at the same time P/T will just sim city their natural so the choke is almost irrelevant, I see this hurting zerg play far more than it helps it. It would be different if the maps had longer rush distances to offset this but some of them can be stupidly close.
http://shroomspiration.blogspot.com/
TheGiftedApe
Profile Blog Joined September 2010
United States1243 Posts
February 09 2011 21:39 GMT
#792
There a so many new maps out right now, I feel like I can only learn so many maps at once. As well, there is no guarantee any of these maps will be in the next patch, so I'd rather not fall in love with(play 40 times in a row) a map only to have it not make it into the next patch, just my feelings.
xO-Gaming.com || [xO]TheGiftedApe.364 || xO-Gaming Manager.
fenixdown
Profile Blog Joined April 2004
Colombia320 Posts
February 10 2011 05:19 GMT
#793
Did anybody put these new maps on the tool for analysing maps where you get rush distances and build area?
I love protoss because it is tough and straight. It is a race for the men. - Reach
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
February 10 2011 05:20 GMT
#794
Blizzard should quit it and just buy the maps from the iccup mapmakers, I'm pretty sure they will be happy to get 1k a piece for a well done, depurated map.

I guess the reason they don't want to support the iccup map makers is because iccup basically encouraged piracy during all the time it existed, it just does not make sense from a business ethics standpoint...


Yup. Also, there is still hope. Although they probably won't put iCCup maps in, it's possible they'll put in a couple GSL maps (especially Crossfire SE since it's so close to a Blizzard map, and if not I hope they put in the non-GOM-edited Crossfire at least).

We'll just have to wait til the ladder reset/new season. If you see the interview recently of Dustin Browder, he says the new season has been pushed much later than he wanted; he wanted seasons of about 3-4 months.

Hope hope hope! :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
butter
Profile Blog Joined July 2009
United States785 Posts
February 10 2011 07:14 GMT
#795
On February 10 2011 14:19 fenixdown wrote:
Did anybody put these new maps on the tool for analysing maps where you get rush distances and build area?

Page 16.
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2011-02-10 10:38:45
February 10 2011 10:37 GMT
#796
So, on a scale of 1 to 10, how do you rank these maps?

Test Map 1: 8/10. Are there any Zergs who would be sad if Lost Temple was replaced by this? No cliff shenanigans and the more open center are reasons enough to approve. I'm still not a fan of close spots, but in no way is this anything but an improvement.

Test Map 2: 9/10. On far positions, this map is fantastic. It's basically a 4-player Xelnaga caverns with the main/natural/third setup, except with an easier to take and hold third. The worst positions for Zerg are vertical, but that short nat-to-nat distance can't be rushed early due to the rocks (which means, incidentally, that this map uses rocks in the same way the GSL map Crevasse does), and the rocks going to the side of your nat are easier to defend than the rocks going into your main on Shakuras. Vertical positions TestMap2 is far better for Zerg than close Metal or close LT (or close Shakuras?), and far distances are great. I think this is the best map Blizzard's ever made (though you can argue if that's a low bar or not).

Test Map 3: 5/10. I don't hate it....but I don't really like it either. The ramp placement actually makes SCV all-ins hard to beat again. If the ramp were moved to be closer to the expansion...close positions would still be pretty damn close.

Test Map 4: 2/10. This map has no defining features that aren't both terrible and well-qqued over.

Test Map 5: 1/10. If they disabled close spawns, this map would be merely mediocre.
genius_man16
Profile Joined February 2011
United States749 Posts
February 10 2011 20:32 GMT
#797
So is the PTR Matchmaking system just not working? I tried last night to play a map and was waiting for 40 mins, lol.

I even had one of my friends get on and try to join a map hoping we could play each other on B.net but apparently there wasn't anyone online, lol.

Would be nice if Blizzard would let us know when stuff breaks or whatever.
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
February 17 2011 06:30 GMT
#798
So is the PTR done?
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 9h 55m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 265
StarCraft: Brood War
Britney 24055
Sea 14590
Backho 204
PianO 58
Mind 57
Sacsri 42
Shine 23
Noble 21
Bale 15
NaDa 3
Dota 2
NeuroSwarm109
Counter-Strike
Stewie2K1137
Super Smash Bros
Mew2King84
Other Games
summit1g10272
hungrybox347
Trikslyr26
Organizations
Other Games
gamesdonequick2938
BasetradeTV22
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH361
• Light_VIP 72
• practicex 42
• OhrlRock 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• iopq 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Lourlo1288
• Stunt431
Upcoming Events
uThermal 2v2 Circuit
9h 55m
Replay Cast
17h 55m
The PondCast
1d 3h
OSC
1d 6h
WardiTV European League
1d 9h
Replay Cast
1d 17h
Epic.LAN
2 days
CranKy Ducklings
3 days
Epic.LAN
3 days
CSO Contender
3 days
[ Show More ]
BSL20 Non-Korean Champi…
3 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
4 days
Online Event
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
6 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Liquipedia Results

Completed

CSL 17: 2025 SUMMER
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.