[D] Season 3 1v1 Ladder Maps - Page 2
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hvalross
Norway32 Posts
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ColdLava
Canada1673 Posts
On July 26 2011 08:47 vindolol wrote: As always blizzard is in the end a disappointment . First they make a great game, then they ruin it bit by bit until it ends up like world of warcraft (destroyed since the end of TBC) Yeah! Just like what they did with WC3 and SC BW too right?! Oh wait... | ||
nvs.
Canada3609 Posts
On July 26 2011 10:18 ColdLava wrote: Yeah! Just like what they did with WC3 and SC BW too right?! Oh wait... Well shall have to wait and see what the first SC2 expansion actually brings to the table. | ||
Slayth
United States325 Posts
whelp, time to switch to terran User was warned for this post | ||
Probe1
United States17920 Posts
Thanks blizzey. You always know the right thing to do. | ||
emc
United States3088 Posts
Nerazim Crypt This map is basically metalopolis except the close spawns aren't nearly as bad, there seems to be a bit more distance between the close spawns. The layout of the map is virtually the same as Metalopolis, cross spawns will be great and there is no close by air positions. In fact I can see long drawn out games by spawning vertically from one another. Searing Crater This map is one I will veto, doesn't look very good as there are multiple entrances to the natural. I can't really see anyone liking this map. But actually, it could be a great map for zerg because it offers plenty of counter attack options, but I'm a zerg and will probably veto this. Antiga Shipyard This map reminds me of blizzards Terminus, same texture scheme except its a lot better. There does look to be some abusive things siege tanks can do to your 3rd from the main next to it but at that point you will have ways to deal with siege tanks. I think more likely, 2 base siege tank pushes might involve using the 3rd bases high ground to set up tanks which could be abusive. Looks like a nice macro map and cross spawns will bring about long games. Abyssal Caverns If I thought the 1st map was metalopolis, this one is even more so. It has close air spawns but spawning horizontally from one another doesn't look nearly as bad as meta's close spawns do. All of the open space around the map looks like a good map for mutas and drop play. I think this is one of the better maps as there are no real abusive areas for terrans or protoss to take advantage of however there are a lot of chokes making this map probably the most balanced. As for removing metalopolis I can't see why people are angry. The only spawn positioning that was optimal was cross spawns. Close spawns were terrible and close air spawns didn't have that much more distance to travel. Tournaments will still be using metalopolis with close spawns disabled, it's gone from ladder but it will still be played so give it a rest and stop raging I think it's a good thing we see it removed. | ||
enemy2010
Germany1972 Posts
![]() Bye bye Metalopolis ![]() Well, lets see how these maps are in competition. | ||
Sacar_cbs
Denmark9 Posts
Of couse if you focus on getting high on ladder, which eventually will come for me aswell, theres just not so much you can do, allthough - posting abot it, making blizzard aware of it is important But for the sake of becomming better ill still stick with UMS maps. and nvs: yes, let us hope for the best with the expansion. | ||
Sushbag
United States10 Posts
Abyssal Caverns: Automatic downvote. The map has no logical 3rd. I don't see any Zerg players even trying to play this, and I wouldn't blame them. Searing Crater: Confusing. Blizzard for some reason claims the natural is "easily protected," yet it has multiple entrances, a wall that tanks will love to sit behind, and the map is small enough to allow (if not outright encourage) early attacks that deny expanding. A baneling bust can reach any natural expo before the 6:00 mark, for instance. I don't like maps where the distance between naturals is that small. Downvote. Nerazim Crypt: The new version removes the blockaded gold expos, turning them into more standard 3rd bases. This map seems excellent in a far-position spawn game. And the closer spawn positions aren't nearly as bad as Metal or Temple. Way better than Abyssal and Searing. Antiga Shipyard: Good map. So, the Season 3 downvotes are looking to be Backwater, Abyssal Caverns and Searing Crater. | ||
DerNebel
Denmark648 Posts
On July 26 2011 15:01 Sushbag wrote: Abyssal Caverns: Automatic downvote. The map has no logical 3rd. I don't see any Zerg players even trying to play this, and I wouldn't blame them. Remember when we were all shitting on Shakurahs, and then it turned out that vertical spawn was impossible? Try assuming that for Abyssal. Now you get possibly the most easy to hold gold of all maps, that even is almost always your best third. | ||
Nightmare1795
United States222 Posts
On July 26 2011 05:52 Pandain wrote: Why would they get rid of Metalopolis.... NO! That's almost like the Lost Temple for Broodwar. It's been around since beta, heck, as long as I've played SC2. Through patches and tweaks Metalopolis has stayed. There was only one problem with Metalopolis, and that was it's close positions. And I just can't believe, I can't, that Blizzard feels that close positions are good for the game. But I have to wonder just that when instead of just making Metalopolis the "tournament standard" version, they removed this great map. And shattered staying instead is the greatest shame. Metalopolis is a far better map, with multiple paths across the center allowing for counter attacks. It was simple for the new players, yet complex for the old. Shattered is just an open natural, with a hard to harras third. I will miss you Metalopolis. May the games played in your glorious landscape live on in history. People saw how powerful Terran was in close positions and completely overlooked how powerful Zerg was in cross positions. Zerg won way over 50% of cross position games because taking expansions was way too easy on that map. Blizzard had the stats for all of the maps right there and saw that 2/3 spawns were imba for one race or another. I'll miss the simplicity of the map and not having to worry about rocks, but the truth is that the map wasn't working as well as they want their maps to. You can read about the decision here by the way- http://us.battle.net/sc2/en/forum/topic/2878771457 | ||
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Plexa
Aotearoa39261 Posts
This is going to be PvZ hell. Every game Protoss will open FFE and zerg will go for quick three base. Zerg can easily connect their three bases together with creep. 11 and 2 can block the choke with x2 3x3 buildings and a pylon, 5 and 7 need x3 3x3 buildings. The biggest thing that breaks the matchup, though, is the massive wide open spaces. Seriously, this map is more open than taldarim. Searing Crator wtf is this map. It looks like one of those maps original blizzard maps in SC1. Terrans will love this map imo, as a Protoss I have no idea how to play this map in any of the matchups. I want it to die. Antiga Shipyard Hands down the best map in the pool. Should be dominated by FE play into quick thirds. The option of the gold is nice as well. I can't spot any immediate imbalances either! Should be fun to play. Abyssal Caverns Bit of a meh map. Has some obvious positional imbalance but at least the map will be playable (read: 2base timing push every game). This picture is probably quite accurate + Show Spoiler + ![]() | ||
zagster11
18 Posts
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omisa
United States494 Posts
Antiga Shipyard is really the highlight of the new maps tho. An easy third with a gold right there too! This map puts the M in macro ![]() | ||
lefix
Germany1082 Posts
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FooDSoldOne
Germany27 Posts
Nerazim Crypt (4): Protoss makes a Forge Expand and then fuck the 3rd of Zerg -> GG Searing Crater (4) I think a pretty good map u must take down the rocks at ur natural then its ok against Terra. Good 4rd Thumps up. But 1 Base Tank Pushes are not holdable Antiga Shipyard (4) The best Map good to expand -> good for Macro -> good for the game Abyssal Caverns (4) Same think like at Nerazim Crypt -> unwinable for Zerg So I have 2 new Maps to veto and Backwater Gulch and Typhon Peeks so I have to play 1 terrible map *Thumps Up Blizzard* NOOOOT | ||
GenesisX
Canada4267 Posts
Nerazim Crypt is no third base Searing Crater is 1 second nat-nat walk time Antiga Shipyard is get gg'd by tanks at the main... Abyssal Caverns looks to be the only *decent* map Good to see metalopolis gone though, close positions on that map was hell... still a good Zerg map though >-< | ||
JoeAWESOME
Sweden1080 Posts
Too bad they removed metalopolis, it's the most played map and I rarely hear anything bad about it (except close pos). But would prefer if they changed it up a bit and removed close position | ||
DerekJCEX
United States64 Posts
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Ragoo
Germany2773 Posts
On July 26 2011 16:47 Plexa wrote: Antiga Shipyard Hands down the best map in the pool. Should be dominated by FE play into quick thirds. The option of the gold is nice as well. I can't spot any immediate imbalances either! Should be fun to play. I agree that the layout looks nice for Blizzard standards but I think the way the mirrored middle is used in a rotational map here is questionable. One thing I thought of: I imagine TvT close spawns and player X spawns at 8. Player X imo has a big advantage cause his blocked third ramp directly points at the gold giving him a great fourth, while the other player does not have this option. | ||
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