On behalf of all Terrans, I apologize to all Zerg players.
[D] Season 3 1v1 Ladder Maps - Page 3
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Chargelot
2275 Posts
On behalf of all Terrans, I apologize to all Zerg players. | ||
imareaver3
United States906 Posts
On July 26 2011 19:59 Chargelot wrote: + Show Spoiler + On behalf of all Terrans, I apologize to all Zerg players. I don't get it--isn't that possible on every map in the pool with a ramp? | ||
Chargelot
2275 Posts
On July 26 2011 20:16 imareaver3 wrote: I don't get it--isn't that possible on every map in the pool with a ramp? The scouting distance is so short it's not just possible, it's viable (at low-mid level play). Not to mention, the ramp is significantly far away from the creep in Zerg's main. | ||
DL_henu
Finland10 Posts
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SockArms
United States591 Posts
is it jsut me or is the main on Antiga Shipyard really really small. it won't hurt me to bad as a Zerg player but i feel it'll get over crowded with buildings for terran and protoss. | ||
Xadar
497 Posts
On July 26 2011 06:31 graNite wrote: I already played a few TvZs at Searing Crater. It's so easy to siege in front of the zergs natural, behind the wall. Zerg can do nothing about it. Will definitly not vote it ![]() You will get very few tvz on that map, cause nearly every zerg is gonna veto it (including me) | ||
Archvil3
Denmark989 Posts
Aight, first map to slaughter. I find this map to be extremely imbalanced, not as much racialy imbalanced as I think that it is positionaly imbalanced. If you are going to make a rotational symetry map the most important bit is to make sure that it's as good to spawn clockwise from your opponent as it is to spawn counter clockwise. A map I think is actually pretty bad because of this is tal'darim altar because of how difficult it can be to get a fourth in some positions and how easy it is to siege your opponents natural if you as terran spawn clockwise from your opponent. Still Tal'darim is not half as bad as Nerazim Crypt. Spawning counter clockwise from your opponent will give you an easy third while the clockwise spawn will easily be forced to stay on 2 bases. The third will be so hard and awkward to defend. I am personally not a huge fan of rotational symetry because of so many potential imbalances that you got to take into account that you dont have to worry about in other styles of maps. And if you are going to make one anyway you better know what the fuck you are doing. Searing Crater The layout is potentially good but in its current shape it is pretty terrible. The major flaws is the short rushdistance(anyone got analyzer pics of this already, not sure how bad it is exactly) and the really awkward natural. The ramp is poorly positioned, the mineral line can be sieged from the lowground and the 2 paths into it makes it impossible defend both the ramp and the mineral line. In TvZ this is going to be an absolute nightmare for the zerg player. Quite a shame really, with a better rush distance and a less stupid natural this could have been a good map. Antiga Shipyard I actually like this map a lot. Dunno about siege tanks from main to the third but it looks like the distance is long enough to not be an issue. The gold bases are kinda useless but I dont think it is a problem balance wise. Definetly the best of the 4 new maps. Abyssal Caverns I umm well ehhhh, getting tirred og this now. Vertical and cross positions are probally playable, dunno how they imagine anyone should expand beyond your natural in horisontal positions. A few changes could make this a decent map I guess but by the looks of it now, it is garbage. So which maps to downvote? I play zerg so Searing Crater can GTFO. Nerazim Crypt, Abyssal Caverns and Shattered Temple have a chance of spawning in really bad positions while you can still get lucky and spawn in good positions and get a decent game out of it. Backwater Gulch and Typhon Peaks got some pretty bad flaws as well that I dont like as zerg, so I dont know, wish I could downvote all the maps I mentioned. | ||
kodas
United States418 Posts
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dlcofls21
71 Posts
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OhMyGawd
United States264 Posts
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kawaiiryuko
United States368 Posts
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Hanako
United Kingdom57 Posts
On July 26 2011 22:50 kodas wrote: I'm debating on whether to veto the new maps just to avoid the numerous amount of TvT there will be since all the Zergs will veto it. It doesn't work that. When two players are matched up on ladder, a map is chosen from the pool left when the veto's of the two players is considered. Your veto's have no effect on your match-ups. | ||
dezi
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Germany1536 Posts
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WniO
United States2706 Posts
On July 27 2011 03:45 dezi wrote: Even their texturejob is so awful is laughable. yeah youre right these are so terrible ![]() ![]() wait, no they are not. ill tell you why these maps and pretty much all of blizzards maps look good. its because you dont need to adjust your eyes to understand what is going on. everything just feels right and how it should be. with so many of our own mappers theres just too much "creativity" if you can call it that thrown in and rarely do you get a clean map that just works. for example + Show Spoiler + there is just too much shit going on. so before you just simply scoff and write off the maps looks, actually look at it. and the most impressive thing about them? they do it with so few doodads. | ||
Mereel
Germany895 Posts
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Archvil3
Denmark989 Posts
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sCnDiamond
Germany340 Posts
On July 27 2011 03:45 dezi wrote: Even their texturejob is so awful is laughable. stop reading my mind, dezi ^_^! I already thought this when i first glanced at Slag Pits and Shattered Temple. Those new maps continue this. They are bad in terms of layout, but also in execution. It can even be expressed in numbers: Old Maps: Metalopolis: ~900 doodads Blistering sands: ~850 doodads Lost Temple: ~1.000 doodads Xel'Naga Caverns: ~600 doodads Shakuras Plateau: ~1.250 doodads Tal'Darim Altar: ~1.250 doodads New maps: Abyssal caverns: ~350 doodads Searing Craters: ~450 doodads Nerazim Crypts: ~500 doodads Antiga shipyards: ~650 doodads Sure, it's a bit like measuring apm. But if you take their quality into account, we can see that most of the doodads on the old maps are not randomly tossed onto the map, but fit it quite well and contribute to its atmosphere. On the new ones, it seems like they got mostly just spammed. Take this example: this is what the periphery of Lost Temple looks like: ![]() and this is what the periphery of Abyssal Caverns looks like: ![]() | ||
lefix
Germany1082 Posts
typhon peaks has got to be the worst texturing job ever done, the texture styles don't match, they didn't bother blending them well. and you can see they moved the minerals, but didn't bother moving the texture cracks... ![]() | ||
lizzard_warish
589 Posts
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Ragoo
Germany2773 Posts
On July 27 2011 05:00 lizzard_warish wrote: People are so god damn whiny. The maps look fine, if your actually bothered by that texture than your clearly not enjoying the game for uh, the game. They arent eye sores and its easy to tell whats going on, therefore its perfect. Screw flair. As to the balance, yeah your all possibly right, but this degree of cynicism is ridiculous given its the first day. It appears "rush distance imba!" has replaced the BW addage of "cliff imba cliff imba" [which was always proven wrong]. No they are not damn whiny, they are hobby mapmakers, making maps in their spare time that are better balanced and have way way better aesthetics. (edit: In fact Blizzard just fucking sucks for ignoring the incredible work that is done by these people. They don't support it with ladder, they don't promote these maps at all and they don't even have a good custom game system!!) It's just sad that Blizzard gives us maps with this kind of aesthetical work. I can understand that they have a certain map philosophy that isn't the same we e-sport fans have (well actually I can't really understand that either but whatever), but for me the name Blizzard always stands for quality and having texture work like this is NOT a sign of quality. It's rather ridiculous, their maps should look like the best maps this mapmaking community can produce. And I totally agree on Typhon's textures. Since I first noticed how bad it is I have never been able to unsee it :/ | ||
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