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GSL Custom Maps Info - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
January 09 2011 13:23 GMT
#41
in this game especially it's silly to care to much about from were tanks can shoot. I mean how you can say that tanks can shoot the expand is a flaw while the map is zerg favored? Mech on a huge map is not viable tvp so...

Further, do you only consider tanks or collossus as well?
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51080 Posts
January 09 2011 13:23 GMT
#42
On January 09 2011 22:07 sashkata wrote:
I love Tal'Darim Altar! So many expos and no stupid rocks blocking them. Love it!


every expo except for the nats are blocked by rocks according to what people say.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 09 2011 13:31 GMT
#43
On January 09 2011 22:23 BLinD-RawR wrote:
Show nested quote +
On January 09 2011 22:07 sashkata wrote:
I love Tal'Darim Altar! So many expos and no stupid rocks blocking them. Love it!


every expo except for the nats are blocked by rocks according to what people say.


oh they are not displayed on the map picture on tl. I think it's here to prevent zerg to mass expand too easily
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
NexUmbra
Profile Blog Joined June 2009
Scotland3776 Posts
January 09 2011 14:44 GMT
#44
Rich Vespene geysers, as I posted in the other thread.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=182734&currentpage=30#594
Life has won two GSLs and a Blizzard Cup. NOT three GSLs.
DarthXX
Profile Joined September 2010
Australia998 Posts
January 09 2011 16:30 GMT
#45
I always wondered why they never had Rich Vespene Geysers. The Terrazine Gas mission in campaign kinda indicated to me that it was implemented, but then removed. Good to see these might be added to GSL
monitor
Profile Blog Joined June 2010
United States2409 Posts
January 09 2011 16:33 GMT
#46
On January 10 2011 01:30 DarthXX wrote:
I always wondered why they never had Rich Vespene Geysers. The Terrazine Gas mission in campaign kinda indicated to me that it was implemented, but then removed. Good to see these might be added to GSL


Workers came out on wrong side of the rich vespene geysers until recently, so thats why we haven't used them.
https://liquipedia.net/starcraft2/Monitor
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
January 09 2011 16:45 GMT
#47
On January 10 2011 01:30 DarthXX wrote:
I always wondered why they never had Rich Vespene Geysers. The Terrazine Gas mission in campaign kinda indicated to me that it was implemented, but then removed. Good to see these might be added to GSL

They are in the map editor, just not used in any actual maps from Blizz (no idea if any customs use them).
You can easily add them to maps though.
HOLY CHECK!
Antares777
Profile Joined June 2010
United States1971 Posts
January 09 2011 16:45 GMT
#48
These maps are a very interesting choice of maps. Auir Gardens is definitely my favorite, and I dislike the other two. Biohazard is just... weird. I don't like where the thirds and high yields are. Tal'Darim Altar is huge and Zerg favored. Crossfire and Terminus RE are very good maps. Terminus RE might not be good gameplay wise because of the easy third, but I like that idea.
DarthXX
Profile Joined September 2010
Australia998 Posts
January 09 2011 16:52 GMT
#49
On January 10 2011 01:33 monitor wrote:
Show nested quote +
On January 10 2011 01:30 DarthXX wrote:
I always wondered why they never had Rich Vespene Geysers. The Terrazine Gas mission in campaign kinda indicated to me that it was implemented, but then removed. Good to see these might be added to GSL


Workers came out on wrong side of the rich vespene geysers until recently, so thats why we haven't used them.


Interesting, I'm curious as to what the best method for implementing these would be. I can't imagine having both high yield minerals and gas at 1 expo, or maybe it would work as it would be a much higher priority target.
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 09 2011 16:58 GMT
#50
On January 09 2011 21:32 Weavel wrote:
Show nested quote +
On January 09 2011 21:16 baskerville wrote:
"it seems they are intentionally looking for bigger maps to prevent cheese and short games."

it seems blizz and every other platform of sc2 wants the spectator factor to be higher than the progamers factor...mmmm, how not weird at all

edited typos
So you think that progamers want cheesy and short games?

almost all of bw iccup maps had destructible or resource blocked areas, yet no one complains about that...
forelmashi
Profile Blog Joined August 2007
421 Posts
Last Edited: 2011-01-09 17:23:22
January 09 2011 17:21 GMT
#51
I checked out all the maps and I LOVE it. they have a very slick professional, structured feel. do we know if the mapmakers were bw mapmakers?

really ++++++ 10/10. huge step forward in terms of depth and professionalism.
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-01-09 18:36:24
January 09 2011 18:27 GMT
#52
What we need ARE bigger maps, but testing has shown that the larve mechanic makes it too easy for a zerg to drone hard then make an army when he needs to. Does this mean the overall game balance is decided by how big or small a map is? That seems rediculous to me that SC2's balance is based on the maps. If more big maps are introduced into the ladder pool, will blizzard have to tweak the way zergs macro works? Will they keep it the same and figure a few small maps in the pool will balance that out?

The more I think about it, the more angry I get at the way SC2 was balanced, the balancing was all done in alpha/beta with the same maps we see now! That means that a new map thrown in the pool that is too big might throw off the careful balance blizzard has been working towards. VERY INTERESTING INDEED.
DarthXX
Profile Joined September 2010
Australia998 Posts
Last Edited: 2011-01-09 18:40:45
January 09 2011 18:39 GMT
#53
On January 10 2011 03:27 emc wrote:
What we need ARE bigger maps, but testing has shown that the larve mechanic makes it too easy for a zerg to drone hard then make an army when he needs to. Does this mean the overall game balance is decided by how big or small a map is? That seems rediculous to me that SC2's balance is based on the maps. If more big maps are introduced into the ladder pool, will blizzard have to tweak the way zergs macro works? Will they keep it the same and figure a few small maps in the pool will balance that out?

The more I think about it, the more angry I get at the way SC2 was balanced, the balancing was all done in alpha/beta with the same maps we see now! That means that a new map thrown in the pool that is too big might throw off the careful balance blizzard has been working towards. VERY INTERESTING INDEED.


That's what happens when you balance the game off a small selection of (also small) maps. But as pointed out earlier, T/P econ builds havn't really been explored much as the timing pushes are much more effective.
Madsquare
Profile Joined April 2010
Germany157 Posts
January 09 2011 18:54 GMT
#54
The problem is, that these balance fixes lie far beyond what mappers can achieve.

We are talking about the very fundamentals of the game. This is something that was screwed up by blizzard and it cant be changed to easily. It would require another beta and all that things.
That is the reason why SC2 is the way it is.

Maybe it will be changed with HotS but I wouldnt bet on it.

I dont see it as too problematic however. There have been several good games, and there is a distance (its pretty close to meta cross pos) that you can hit to make cheese less attractive but possible.
I think we are actually fine concerning maps and rush distance with what the TL community has produced. The problem are blizz maps like jungle basin, steppes, Delta quadrant that have insanly short distances. These can be dealt with however - by replacing them with better suited maps.

cheers,
madsquare.
I do not obey any norms. I redefine standard with every thought I make.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
January 09 2011 19:15 GMT
#55
it makes me angry when i see a map like Crossfire... its basically Peaks of Baekdu
Treatin' fools since '87
monitor
Profile Blog Joined June 2010
United States2409 Posts
January 09 2011 20:12 GMT
#56
On January 10 2011 04:15 NastyMarine wrote:
it makes me angry when i see a map like Crossfire... its basically Peaks of Baekdu


Its Sin Peaks of Baekdu, indeed.
https://liquipedia.net/starcraft2/Monitor
[wh]_ForAlways
Profile Blog Joined May 2009
United States235 Posts
January 09 2011 20:35 GMT
#57
My one gripe is with Aiur Garden because creep does not reach far enough to sunken the ramp to your main.
ilion
Profile Blog Joined December 2010
United States65 Posts
January 09 2011 20:37 GMT
#58
On January 09 2011 21:16 baskerville wrote:
"it seems they are intentionally looking for bigger maps to prevent cheese and short games."

it seems blizz and every other platform of sc2 wants the spectator factor to be higher than the progamers factor...mmmm, how not weird at all

edited typos


More spectators= more money for progamers.
0neder
Profile Joined July 2009
United States3733 Posts
January 09 2011 20:52 GMT
#59
I don't think we should say that larger maps are zerg imba until we experiment with them for a long time. We still have much to learn about SC2.

One thing to consider is the supply ratio of works to army will be an important strategic decision to make. It seems many players in SC2 think that no amount of workers is too many, but I think larger maps will help us to understand where this balance may lie.
DarthXX
Profile Joined September 2010
Australia998 Posts
Last Edited: 2011-01-09 21:59:01
January 09 2011 21:55 GMT
#60
I feel the problem with zerg lies not with the inject mechanic. Let's face it, there were no queens to inject in SC BW, how did players compensate? THey made more hatcheries. The problem IMO is that zerg units cost way too much supply, which in turn allows you to produce ur 140food worth of units in 1 production cycle. in SCBW the ultralisk took up like 4 supply (I think?) now its 6, Hydra's move from 1-2 and roaches cost a flat 2 in fact the only 1 supply units zerg has are zerglings and drones. I feel if you adjusted these values down a bit and maybe weakened the units and cheapened the cost to compensate zerg would not nearly be so strong on huge maps. Also would bring the zerg back to feeling, you know zergy.
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