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Favorite SC2 1v1 Map? - Page 2

Forum Index > Polls & Liquibet
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FortuneSyn
Profile Blog Joined July 2008
1826 Posts
March 22 2010 17:12 GMT
#21
Steppes is the shit.
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
March 22 2010 17:27 GMT
#22
I like Kulas but at the same time it sucks because theres no good open areas to get surrounds or outflank a turtling terran once he finally decides to move out everything is so narrow with a few side paths. I voted steppes because it's very versatile.
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
March 22 2010 17:32 GMT
#23
Metalopolis <3 <3
Kulas Ravine is awesome as well! Actually every 1v1 map is good so it's really a tough call;p

I like Desert Oasis slightly less, just because so many people opt for all-ins there and i remember only 1 fun game i played there
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
March 22 2010 17:44 GMT
#24
Ew, desert Oasis. How can anyone like that map?
GANDHISAUCE
haster27
Profile Blog Joined October 2009
Taiwan809 Posts
March 22 2010 17:56 GMT
#25
What, no "I don't have Beta Key" this time? They are evolving flee for the hills!
CursOr
Profile Blog Joined January 2009
United States6335 Posts
March 22 2010 18:11 GMT
#26
LOST TEMPLE!

...its back and its sweet
Really really gives the impact of an upgraded StarcraftBW to me.

Reminds me of when I was just as confused about Starcraft back in '99
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
mOnion
Profile Blog Joined August 2009
United States5660 Posts
March 22 2010 18:21 GMT
#27
how in the hell does Desert Oasis have 19 votes?

I love how close steppes of war starting positions are. it makes timing pushes really sexy but the well defended natural means you can get to the juicy midgames too ^_^
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
March 22 2010 18:31 GMT
#28
Yar, steppes. I love how easy it is to pressure with terran.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Dark.Carnival
Profile Blog Joined November 2006
United States5095 Posts
March 22 2010 18:34 GMT
#29
i don't really have a favorite, but i really dislike oasis and hate blistering sands/kulas. kulas just seems like they took their destructible and watchtower features and dumped all of it in kulas T_T
@QxGDarkCell ._.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
March 22 2010 18:42 GMT
#30
Anything but metalopolis. That map is so retarded for zerg...
Rofllisk
Profile Joined March 2010
45 Posts
March 22 2010 19:19 GMT
#31
I wish for terrans to develop some mega-nuke to destroy Desert Oasis completely.
Metalopolis and Scrap Station - don't like dark lighting palette (daylight Metalopolis would be good). Don't like KR palette too (KR from alpha battle report looked much better IMO).
So... Lost Temple.
Irrelevant
Profile Blog Joined June 2009
United States2364 Posts
Last Edited: 2010-03-22 19:21:17
March 22 2010 19:19 GMT
#32
Favorite most likely Steppes of War as it often leads to quick aggressive play

Only one I don't like is Blistering Sands
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 22 2010 19:21 GMT
#33
How the hell could ANYONE vote for desert oasis?

As for blistering sands I'm guessing everyone that voted for that is a zerg player lol.

I voted for metalopolis. Quality map, well balanced, good placement, no backdoors.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Wintermute
Profile Joined March 2010
United States427 Posts
Last Edited: 2010-03-22 19:28:59
March 22 2010 19:26 GMT
#34
Tough call, but I went with Steppes of war. It's an intense map without the gimmicky crap like destructible rock backdoors or a tight elevated base like Desert Oasis. You rush and defend the rush and harass without worrying about constant cheese and annoyance that's map based.

Lost temple is great too, the way that the dynamic changes completely depending on whether you are front to front, back to back, or cross map with your opponent. It plays like three different maps depending on how you get placed, plus you have cliffs overlooking the expos, raised areas in the middle, etc.


I don't understand how any one likes Desert Oasis or Blistering Sands. Horrible, horrible maps.
Don't let me say this, but you're no worse than me; it's crazy.
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
March 22 2010 20:03 GMT
#35
Kulas/Blistering Sands
The things that make them really different are the reasons why i like them
There are three types of people in the universe: those who can count, and those who cant.
Flopgun
Profile Joined August 2005
Germany274 Posts
March 22 2010 20:16 GMT
#36
lt
Jaedong fighting
G3nXsiS
Profile Joined July 2009
United States656 Posts
March 22 2010 20:35 GMT
#37
For me as a terran player its between Desert oasis and Lost temple. In desert oasis, I can open up with my reapers into banshee-viking build in TvT and TvP. Lost temple is just awesome because of the high ground which can do so much damage.
Hope is the first step on the road to dissapointment
QibingZero
Profile Blog Joined June 2007
2611 Posts
March 22 2010 20:43 GMT
#38
Steppes and then LT. Mostly picked steppes because I'm a fan of 2 player maps rather than 4. Either way, I feel much more comfortable playing on those two maps than any others.
Oh, my eSports
virpi
Profile Blog Joined August 2009
Germany3599 Posts
March 22 2010 20:46 GMT
#39
metalopolis, lt and steppes are cool.
scrap station and blistering sands suck.
first we make expand, then we defense it.
grax
Profile Joined June 2009
United States41 Posts
Last Edited: 2010-03-22 21:03:32
March 22 2010 21:02 GMT
#40
Steppes of War is awesome. The rocks and towers are useful without being obnoxious (control of the towers doesn't give you vision of the middle of the map). The overall layout is intuitive and solid.

Btw, I wonder whether SC2 in general would be better without towers, they look cool at first but then it seems like they often shut down all sorts of deceptive tactics that would be otherwise viable. They're analogous to glass walls in FPS games -- at first you add a few so that people can look through, see where the enemy is, and make predictions about where they'll go, but if there's too much glass/visbility then you start to cripple a player's ability to trick/outmaneuver the opponent.
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