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[D] Season 3 1v1 Ladder Maps - Page 2

Forum Index > SC2 Maps & Custom Games
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hvalross
Profile Joined July 2011
Norway32 Posts
July 26 2011 00:36 GMT
#21
everybody has to stop raging about the metalopolis-removal. Blizzard are obviously just having a drunk party, and once they're sober again they'll relalise their mistake and fix it. Nothing big.
dont work hard, still play hard
ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
July 26 2011 01:18 GMT
#22
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.
Profile Blog Joined May 2010
Canada3609 Posts
July 26 2011 01:22 GMT
#23
On July 26 2011 10:18 ColdLava wrote:
Show nested quote +
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...


Well shall have to wait and see what the first SC2 expansion actually brings to the table.
Slayth
Profile Joined November 2010
United States325 Posts
July 26 2011 03:16 GMT
#24
>taking out metalopolis

whelp, time to switch to terran

User was warned for this post
Fanclubs I'm in: Destiny, EGHuK, EGIdrA, IMNestea, LiquidTLO, LiquidJinro, IMLosira, TypePhoeNix, MvPDongRaeGu, STJuly, WhiteRa. "this is more fucked up than lord of the flies" - Tasteless , "WHEN THERE'S NO INTERNET, LAN ROCKS" - Lim Yo-Hwan
Probe1
Profile Blog Joined August 2010
United States17920 Posts
July 26 2011 03:37 GMT
#25
So they removed the three maps I had vetoed (Slag, DQ, Scrap) took out metal and gave me three more new maps to veto and a tough call figuring out which one I dislike the least.

Thanks blizzey. You always know the right thing to do.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-07-26 04:05:32
July 26 2011 04:01 GMT
#26
I'd like to discuss the maps. The map pool isn't that bad, in fact I don't think I'll be using all my vetos but I'll have to see.

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
Profile Blog Joined October 2010
Germany1972 Posts
July 26 2011 04:40 GMT
#27
Yeah, i saw these maps last night, played one of it

Bye bye Metalopolis A shame, that they didn't leave that map in the pool.

Well, lets see how these maps are in competition.
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Sacar_cbs
Profile Blog Joined July 2011
Denmark9 Posts
July 26 2011 04:44 GMT
#28
Im really looking forward to http://www.notblizzladder.com/ comming to europe, and getting big in the whole - beeing able to chose maps myself BW style would be a huge benefit for training.
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
Profile Joined May 2010
United States10 Posts
July 26 2011 06:01 GMT
#29
Certainly nobody misses Slag Pits and Delta, and Scrap Station was getting old. The Metal removal is going to be a huge point of contention, as we can already see. On one hand, its removal does solve one of the worst problems Blizzard has with their pool. But if they had opted for the MLG version, then it becomes a great map that everyone likes. Outright removing it does solve the close spawn problem of course, but it also means one less map I can automatically include in my map selection.


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.
Clever girl...
DerNebel
Profile Blog Joined January 2008
Denmark648 Posts
July 26 2011 06:39 GMT
#30
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
Profile Joined June 2011
United States222 Posts
Last Edited: 2011-07-26 07:03:07
July 26 2011 07:01 GMT
#31
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
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-07-26 07:50:53
July 26 2011 07:47 GMT
#32
Nerazim Crypt

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 +
[image loading]
Administrator~ Spirit will set you free ~
zagster11
Profile Joined April 2011
18 Posts
July 26 2011 07:48 GMT
#33
I am really sad to see metal go as others said. Everytime I got that map I felt comfortable playing it and enjoyed many of my games on there. I Like the idea of new maps and the fact that they don't have as many 2 spawn maps. 2 spawn maps often shout cheese. I think 50% of the time I get Xel'naga I get cheesed. Most of the time I beat it, but i ladder to have some fun long macro games not cheesy 2gate, scv all-in, or 7 pooled.
omisa
Profile Joined January 2011
United States494 Posts
July 26 2011 09:05 GMT
#34
Whilst i am a bit sad to see metal go, I am thoroughly pleased to see all three of the maps i currently veto get removed from the pool.

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
\m/
lefix
Profile Joined February 2011
Germany1082 Posts
July 26 2011 09:13 GMT
#35
well, hopefully, this season will help community maps to gain some popularity
Map of the Month | The Planetary Workshop | SC2Melee.net
FooDSoldOne
Profile Joined October 2010
Germany27 Posts
July 26 2011 09:19 GMT
#36
To each map a little Statement:
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
Profile Blog Joined February 2010
Canada4267 Posts
July 26 2011 09:24 GMT
#37
All my previous map vetos were removed (thx blizzard!), so I'll only have to play on 1 of the 4 new maps. Thinking I won't veto Abyssal Caverns or Antiga Shipyard.

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 >-<
133 221 333 123 111
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
July 26 2011 09:27 GMT
#38
Will veto 2 of the new maps (judging from looking at pictures) and Backwater gulch.

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
Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
DerekJCEX
Profile Joined June 2009
United States64 Posts
July 26 2011 09:44 GMT
#39
So Abyssal Caverns has no rocks at the gold right? I see that as a viable 3rd for zerg in close positions.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 26 2011 10:31 GMT
#40
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.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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