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Korean News - New Proleague maps revealed - Page 5

Forum Index > News
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MoNKeYSpanKeR
Profile Blog Joined May 2007
United States2869 Posts
March 24 2008 22:00 GMT
#81
On March 25 2008 01:30 Atrioc wrote:
DOES EVERY SINGLE MAP NEED TO HAVE NATURAL EXPANSIONS THAT CAN BE CLIFFED?

IS IT BECAUSE THEY ARE PREPARING FOR THE DROPSHIP MASTER BOXER TO RETURN FROM THE ARMY?

IS HANNIBAL NOT SIMPLY THE COOLEST FUCKING 2v2 MAP YOU HAVE EVER SEEN IN BOTH DESIGN AND IDEA?

These are probably my 3 main questions. I'm sure they are all answered, specifically, in the release interviews, just translate the korean.

It's preperation to make the terran resurgance a little easier for them, flash started it up, now they are just making the ball roll a little faster
<3's Mani and Seraphim, thx for the second chance. TSL Name: TSL-mSLeGenD
Avius
Profile Joined October 2007
Iraq1796 Posts
March 24 2008 22:12 GMT
#82
hunters wtf? :D i dunno, i wanna see it tbh, hunters games could be fun
aka. Samael
Mariodude
Profile Joined March 2008
United States2 Posts
March 24 2008 22:29 GMT
#83
lol imma be laughing if hunters is an apirl fool joke.. i hope so
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
March 24 2008 22:41 GMT
#84
As 2Pacalypse- said. Hunters is not that imbalanced, less imba than katrina. You who are dissing Hunters are most likely clueless about how to play the map.

I'm soo looking forward to hunters being used, going to be soo sweet.

I've seen hunters used before in progames with mixed male/female 2:2 teams. Dont really remember what that was about, but hunters has been used earlier. While they could have used Deep Purple or The Huntress the 8player version is the coolest.
I have the best fucking lawyers in the country including the man they call the Malmis.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-03-24 22:43:51
March 24 2008 22:43 GMT
#85
There's probably a reason koreans have used The Hunters as the standard 2v2 map for the past decade

I don't play it much, not my type of map really, but can't see OGN picking a bad map, not when it's as old as the hunters.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
zatic
Profile Blog Joined September 2007
Zurich15327 Posts
March 24 2008 22:47 GMT
#86
Hunters 5,6,7 are not really "save", they can siege each other.

Oh, and of course: Hunters wtf?!?
ModeratorI know Teamliquid is known as a massive building
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
March 24 2008 22:58 GMT
#87
Hunters WTF o.O O.o
Hunters is April's Fool
HUnters will be replaced by a contest of MapMaking to give no korea MapMaking a chance(of course they got backup if all of em suxs) xD
I KNow I KNow keep dreaming
Be kind whenever possible. It is always possible.
Wasabi
Profile Blog Joined August 2006
United States3085 Posts
Last Edited: 2008-03-24 23:00:55
March 24 2008 22:59 GMT
#88
--- Nuked ---
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-03-24 23:21:57
March 24 2008 23:03 GMT
#89
There are so many imbalances on Hunters, it's almost impossible to name them all. Sure, on lesser skill levels it can be a fun map because you have so many macro, micro and timing weaknesses that map imbalances aren't going to make a big difference often, but if you're that good the map WILL ruin your game.
Imagine a Z+T team getting 6 + 7 position. That's almost auto win already. 11+12 is also good.
T walls in at choke, Z does FE -> muta, T goes tank/gol + drop. Some naturals can be sieged easily. In that situation, this team controls the 9 expansion and the 5 expansion automatically. If any one of the opposing team starts there, he's at a disadvantage right from the start, has to expand somewhere far away instead, plus his units are getting shot at when they walk out of the base, which is REALLY bad.
Some mains can also be cliff dropped, others can't.
There's also a lot of pathing issues, e.g. workers getting in the way of your units and things like that.
And that's just some of the problems.

It's just ridiculous and a pure fun map, nothing else. If you use this map in a serious competition you're automatically implying that this league is a joke (at least the 2v2 matches).
It will be a test of luck instead of skill.
Really, I hope this is some sort of April fool's joke.
wanderer
Profile Blog Joined May 2007
United States641 Posts
March 24 2008 23:44 GMT
#90
i wish that i knew where i could download these maps.
Fuck you, I have a degree in mathematics and I speak 12 languages. (I called the World Cup final in 2008 btw)
beefhamburger
Profile Joined December 2007
United States3962 Posts
Last Edited: 2008-03-25 00:22:32
March 25 2008 00:00 GMT
#91
On March 25 2008 08:03 0xDEADBEEF wrote:
There are so many imbalances on Hunters, it's almost impossible to name them all. Sure, on lesser skill levels it can be a fun map because you have so many macro, micro and timing weaknesses that map imbalances aren't going to make a big difference often, but if you're that good the map WILL ruin your game.
Imagine a Z+T team getting 6 + 7 position. That's almost auto win already. 11+12 is also good.
T walls in at choke, Z does FE -> muta, T goes tank/gol + drop. Some naturals can be sieged easily. In that situation, this team controls the 9 expansion and the 5 expansion automatically. If any one of the opposing team starts there, he's at a disadvantage right from the start, has to expand somewhere far away instead, plus his units are getting shot at when they walk out of the base, which is REALLY bad.
Some mains can also be cliff dropped, others can't.
There's also a lot of pathing issues, e.g. workers getting in the way of your units and things like that.
And that's just some of the problems.

It's just ridiculous and a pure fun map, nothing else. If you use this map in a serious competition you're automatically implying that this league is a joke (at least the 2v2 matches).
It will be a test of luck instead of skill.
Really, I hope this is some sort of April fool's joke.


You say 6+7 with T is auto win? What keeps the 2 opposing player from raping that spread out wall (because the choke is quite huge there) while the zerg FEs? For example, for a PZ team, once they have scouted your wall, the P would probably opt for fast goons (or even just mass zealots for tank splash) if he hasn't done so already. The zerg could just mass ling and both would EASILY break down the wall, no matter how many scvs you have there. The distance between main and choke is very large and the time for him to transfer scvs in time would make his wall crumble. Even if he just leaves his SCVs at his choke, that is still a big hit to his eco. All the while, the Z on the PZ team could easily expand (or FE) as well with no threat from a closed off T and eco Z. If the Z lives long enough for his mutas, the other team would most likely have cannoned up by then or the Z may have matched him or had spores of his own.
If the 2 people at 6+7 decide to turtle up at their choke, nothing stops you from taking the other 8 expansion outside of their influence.They can only tank at most 2 expansions (not counting the middle) from their bases.

There are too many factors to judge how it will play out. It may be imbalanced a little, but it is no where near auto win for any race combo at any starting positions.

Tank drops are almost always shut down when they are expected in hunters. It only takes a little to prevent and usually, if there is a Z, there will most likely be mutas or scourge to protect the cliffs.
2Pacalypse-
Profile Joined October 2006
Croatia9501 Posts
March 25 2008 00:02 GMT
#92
The ignorance about Hunters in this thread really hurts my brain o.O

Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
March 25 2008 00:08 GMT
#93
Guys, where do I d/l hunters?
3 Lions
Profile Blog Joined October 2007
United States3705 Posts
March 25 2008 00:10 GMT
#94
new maps look cool
but wtf hunters -_-
conCentrate9
Profile Blog Joined December 2007
United States438 Posts
March 25 2008 00:18 GMT
#95
On March 25 2008 08:03 0xDEADBEEF wrote:
There are so many imbalances on Hunters, it's almost impossible to name them all. Sure, on lesser skill levels it can be a fun map because you have so many macro, micro and timing weaknesses that map imbalances aren't going to make a big difference often, but if you're that good the map WILL ruin your game.
Imagine a Z+T team getting 6 + 7 position. That's almost auto win already. 11+12 is also good.
T walls in at choke, Z does FE -> muta, T goes tank/gol + drop. Some naturals can be sieged easily. In that situation, this team controls the 9 expansion and the 5 expansion automatically. If any one of the opposing team starts there, he's at a disadvantage right from the start, has to expand somewhere far away instead, plus his units are getting shot at when they walk out of the base, which is REALLY bad.
Some mains can also be cliff dropped, others can't.
There's also a lot of pathing issues, e.g. workers getting in the way of your units and things like that.
And that's just some of the problems.

It's just ridiculous and a pure fun map, nothing else. If you use this map in a serious competition you're automatically implying that this league is a joke (at least the 2v2 matches).
It will be a test of luck instead of skill.
Really, I hope this is some sort of April fool's joke.


The funny thing is they totally intend to keep all of the imbalances in the map and aren't going to edit it all...

rawful.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
March 25 2008 00:33 GMT
#96
On March 25 2008 09:00 beefhamburger wrote:
You say 6+7 with T is auto win? What keeps the 2 opposing player from raping that spread out wall (because the choke is quite huge there) while the zerg FEs? For example, for a PZ team, once they have scouted your wall, the P would probably opt for fast goons (or even just mass zealots for tank splash) if he hasn't done so already. The zerg could just mass ling and both would EASILY break down the wall, no matter how many scvs you have there. The distance between main and choke is very large and the time for him to transfer scvs in time would make his wall crumble. Even if he just leaves his SCVs at his choke, that is still a big hit to his eco. All the while, the Z on the PZ team could easily expand (or FE) as well with no threat from a closed off T and eco Z. If the Z lives long enough for his mutas, the other team would most likely have cannoned up by then or the Z may have matched him or had spores of his own.
If the 2 people at 6+7 decide to turtle up at their choke, nothing stops you from taking the other 8 expansion outside of their influence.They can only tank at most 2 expansions (not counting the middle) from their bases.

There are too many factors to judge how it will play out. It may be imbalanced a little, but it is no where near auto win for any race combo at any starting positions.

Tank drops are almost always shut down when they are expected in hunters. It only takes a little to prevent and usually, if there is a Z, there will most likely be mutas or scourge to protect the cliffs.


Even if. Point would still stand for the 11+12 position (choke very small), and I doubt that it's that easy to kill a wall-in down there. Z could also 9pool before FEing, getting 6 lings to help.
Whatever... other negative aspects remain. Tanks are able to fire not only at the expansions (expanding farther away is a disadvantage because it makes it much harder to defend, especially against mutas or drops) but also at some of the choke points, hurting units moving through there.
In a T+Z team the Z can also actively protect the dropships/tanks with muta/scourge.
If you think all these potential and definite issues won't matter, you're probably too naive.
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
Last Edited: 2008-03-25 00:47:37
March 25 2008 00:44 GMT
#97
On March 25 2008 08:03 0xDEADBEEF wrote:
There are so many imbalances on Hunters, it's almost impossible to name them all. Sure, on lesser skill levels it can be a fun map because you have so many macro, micro and timing weaknesses that map imbalances aren't going to make a big difference often, but if you're that good the map WILL ruin your game.
Imagine a Z+T team getting 6 + 7 position. That's almost auto win already. 11+12 is also good.
T walls in at choke, Z does FE -> muta, T goes tank/gol + drop. Some naturals can be sieged easily. In that situation, this team controls the 9 expansion and the 5 expansion automatically. If any one of the opposing team starts there, he's at a disadvantage right from the start, has to expand somewhere far away instead, plus his units are getting shot at when they walk out of the base, which is REALLY bad.
Some mains can also be cliff dropped, others can't.
There's also a lot of pathing issues, e.g. workers getting in the way of your units and things like that.
And that's just some of the problems.

It's just ridiculous and a pure fun map, nothing else. If you use this map in a serious competition you're automatically implying that this league is a joke (at least the 2v2 matches).
It will be a test of luck instead of skill.
Really, I hope this is some sort of April fool's joke.


Tank/gol + drop on hunters? Honestly you have no idea how to play the map. It's almost impossible to achive that tech with both you and your ally surviving. Especially when the Z ally goes FE against a most likely 9pool + 2gate build knocking on the choke.

I am pretty certain that you are a very skilled player but hunters is a rather different map were you do not use "normal" strats. Also it has to be really late game for siegeing expos to come into play since you barely expand on a normal hunters game.
I have the best fucking lawyers in the country including the man they call the Malmis.
Infundibulum
Profile Blog Joined May 2003
United States2552 Posts
March 25 2008 00:53 GMT
#98
first off, lol@hunters

I like Othello, the easy 3 gas is countered by cliffable expos, and it looks like you'll need 4 workers on gas at anywhere other than main.

Coloseum and Andromeda also look fun, but i'm no good at analyzing these things. On the other hand, where are the 2 and 3 players maps? Those are my favorites :S.
LoL NA: MothLite == Steam: p0nd
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-03-25 00:57:22
March 25 2008 00:55 GMT
#99
I'm not "very skilled", but no noob either and I know the map... in 3v3 you wouldn't get so far, yes, but in a 2v2 with two teams starting where I mentioned and getting up a wall-in it is definitely possible to do this. And even if tank/gol wouldn't turn out to be great, you could also do tank/vult, tank/M&M or whatever... doesn't really matter, the imbalances are still there, as long as you get a few tanks.
The other pro maps are all on the whole usually very balanced at first glance, but still may turn out to be imbalanced in certain matchups. Adding a map such as the original Hunters which already comes with a ton of potential problems can only end in disaster.
useLess
Profile Blog Joined January 2004
United States4781 Posts
March 25 2008 01:06 GMT
#100
On March 25 2008 09:02 2Pacalypse- wrote:
The ignorance about Hunters in this thread really hurts my brain o.O



Its not "hunters wtf imba shit", its "hunters wtf olde asse 8-player blizzard map"
Moonlight Shadow
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