On January 12 2008 02:49 Chill wrote:
We'll have to wait and see how these maps turn out.
We'll have to wait and see how these maps turn out.
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drug_vict1m
844 Posts
On January 12 2008 02:49 Chill wrote: We'll have to wait and see how these maps turn out. | ||
Senix
Germany149 Posts
These maps truly feel new. Not standard maps with a little different layout. Cant wait to play them and especially to see the pros show off some cool stuff. @Chill Look at War3. Theyre playing Turtle Rock for years now. You hardly see some new interesting maps there. Just because people want to play the standard game (because its the one most balanced). | ||
Night[Mare
Mexico4793 Posts
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Pervert
Korea (South)89 Posts
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BlackSphinx
Canada317 Posts
Demon Forest looks awful. DMZ level awful. | ||
Chill
Calgary25954 Posts
On January 12 2008 03:17 Senix wrote: @Chill Look at War3. Theyre playing Turtle Rock for years now. You hardly see some new interesting maps there. Just because people want to play the standard game (because its the one most balanced). That has nothing to do with anything I said. You can have different maps that lend themselves to different tactics while they are using standard strategies. | ||
Sadist
United States7090 Posts
On January 12 2008 01:47 PsycHOTemplar wrote: So? I remember a lot of GGs on those maps. If you're talking about stats being imbalanced on those maps, the sample is way to small to make any judgments, even Katrina (a fan favourite), has really imbalanced stats. Honestly, statistics are stupid. It's up to good players to overcome maps (which maybe sounds brutal, but it's happened in the past). Ex: Think of every final in the past two years. How many of those had one player 'overcoming a map unfavourable to his race?' How many 'upsets' have happened, based on what people though about the map? ;P Show nested quote + Edit 2: The point is that an ideal map allows every strategy to be viable. Perhaps it pushs you in one direction because of terrain or whatnot, but they should all be viable. Having a completely dominant "winning" strategy because of people "trying new things" is beyond stupid and is the definition of a terrible map. You don't force gameplay decisions with maps, that's not the job of a mapper. Almost all maps today FORCE you to pretty much FE every game. How the fuck is that making all strategies viable? How often do you see one base strategies? NEVER, and you wanna know why? Because the maps make them near impossible to play! You'll never see a Terran with a StarPort before he's expoed these days, but it used to happen all the time. And I'm not saying any map should have a dominant "winning" strategy. I'm saying that strategy shouldn't always be macro whore. players are better nowadays too, thats why one base terran doesnt work as well, if you get down its almost impossible to comeback so its better to just expand. | ||
dybydx
Canada1764 Posts
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CoupMan
United States3 Posts
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jtan
Sweden5891 Posts
edit: troy looks pretty ugly with those geysers. | ||
2BearqLoza
134 Posts
On January 12 2008 06:28 jtan wrote: The tree map looks really cool! I don't see how protoss has a chance vs terran on it though. edit: troy looks pretty ugly with those geysers. Why? | ||
zobz
Canada2175 Posts
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oddeye
Canada716 Posts
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yakii
Korea (South)1448 Posts
Summery : 1 tile has 32X32 dots and unit path is determinded by dots and each units and ground buildings has different sizes(I.E, Assimilator is smaller than vespene gas layerm terran refinery, zerg extractor). so, if there are many dot spaces to the small biuldings, large units can path through. If not, only small units or no units can do. | ||
lake
Canada150 Posts
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fusionsdf
Canada15390 Posts
On January 12 2008 06:42 2BearqLoza wrote: Show nested quote + On January 12 2008 06:28 jtan wrote: The tree map looks really cool! I don't see how protoss has a chance vs terran on it though. edit: troy looks pretty ugly with those geysers. Why? because the trees will screw up (probably) the pathing for zealots. dragoons will suffer from the trees more than siege tanks. Really though, I dont see a way to play this map tvz without relying heavily on drops. | ||
lololol
5198 Posts
On January 12 2008 07:19 yakii wrote: If you can read Korean, I recommend to read this article by seung yeon, cho who made Persona. Summery : 1 tile has 32X32 dots and unit path is determinded by dots and each units and ground buildings has different sizes(I.E, Assimilator is smaller than vespene gas layerm terran refinery, zerg extractor). so, if there are many dot spaces to the small biuldings, large units can path through. If not, only small units or no units can do. Basicly what I said already... and "dots" = pixels. | ||
aeronexus
United States392 Posts
edit: ARGH I am a retard... they don't have the maps there as they have not actually been released yet >.< /facepalm | ||
Atlantian
United States302 Posts
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Chef
10810 Posts
downloads! Troy is here and Demon Forest is here but the download link is busted :X Read the first post on those pages please. The map download is filler because I wanted to upload the picture of the map to BWMN. It's actually a different map that has nothing to do with these. | ||
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