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[D] Season 3 1v1 Ladder Maps - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 Next All
lefix
Profile Joined February 2011
Germany1082 Posts
July 26 2011 20:10 GMT
#61
you are in the mapping forums, of course we are going to criticize blizzard if they're doing a sloppy job. we care about this stuff here
Map of the Month | The Planetary Workshop | SC2Melee.net
TerrorandLove
Profile Joined May 2011
United States9 Posts
Last Edited: 2011-07-26 21:24:35
July 26 2011 21:20 GMT
#62
Mistake
"The only difference bewtween a flower and a weed is EXACTLY and ONLY this: The choice of the Gardener" - Vergere
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 26 2011 21:39 GMT
#63
typhoons brick/tile textures dont work as well as the other tilesets with that same combo but the rest of that map looks pretty solid.

and the reason why they are lowering the doodad count is because its rediculous on lower end pcs, which they should have done in the first place. xel naga in the middle is very taxing.

gameplay wise i think the new maps are fine. that space one reminds me of colosseum i think?
Cloud9157
Profile Joined December 2010
United States2968 Posts
July 26 2011 22:04 GMT
#64
Only played on Abyssal Caverns, but I think its safe to say that Protoss should down vote that map. Close by air PvT is a damn joke.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
Amui
Profile Blog Joined August 2010
Canada10567 Posts
July 26 2011 22:21 GMT
#65
On July 27 2011 07:04 Cloud9157 wrote:
Only played on Abyssal Caverns, but I think its safe to say that Protoss should down vote that map. Close by air PvT is a damn joke.


Watching Tyler's stream the only map-specific strat I can see causing protoss headaches is marine tank. once set up, it becomes near impossible to break out because of the narrow choke, not to mention the ramp is completely exposed.

It is a VERY good map for PvZ though. So ridiculously easy to forcefield the ramp. Not to mention you are almost always attacking with a superior concave.
Porouscloud - NA LoL
TroubL
Profile Joined February 2011
Lithuania126 Posts
July 26 2011 23:23 GMT
#66
what do you think about Xel'naga on Abyssal Caverns? looks like it woulds be hard for zerg to kill tank from the other side?
''Special Tactics since 1998'' - WhiteRa
RAGEMOAR The Pope
Profile Joined February 2011
United States216 Posts
July 26 2011 23:37 GMT
#67
The new maps are awful. I wish I had enough downvotes for all of them. It's nearly impossible to take a 3rd base in many close positions, and they're pretty close positions.

Even though Scrap, DQ, and Slag were removed, the entire map pool got worse.
Elite__
Profile Joined February 2011
Canada976 Posts
July 26 2011 23:39 GMT
#68
searing crater so far has been a nightmare for me, the natural is soooo awkward T_T
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 26 2011 23:42 GMT
#69
Whiplash has discovered that Abyssal Cavern's is not symmetric, even cross-spawns. Seriously, how fucking difficult is that to do?

Specifically relating to offensive cannon placement, certain bases are much easier to cannon than others.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Theoren
Profile Joined October 2010
Canada810 Posts
July 26 2011 23:55 GMT
#70
On July 27 2011 08:37 RAGEMOAR The Pope wrote:
The new maps are awful. I wish I had enough downvotes for all of them. It's nearly impossible to take a 3rd base in many close positions, and they're pretty close positions.

Even though Scrap, DQ, and Slag were removed, the entire map pool got worse.


Excluding Searing Crater, the shortest position between bases is close spawns on nerazim crypts and even that is a little further than the distance between Metalopolis close air positions. On the other two maps the close positions are the same as close positions on both Terminus SE, and Tal'Darim Altar.
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 27 2011 00:04 GMT
#71
On July 27 2011 08:42 iGrok wrote:
Whiplash has discovered that Abyssal Cavern's is not symmetric, even cross-spawns. Seriously, how fucking difficult is that to do?

Specifically relating to offensive cannon placement, certain bases are much easier to cannon than others.

even metalopolis had variations of symmetry so its nothing new and makes things more interesting imo. and i think, but i could be wrong they always do the shift symmetrical thing.
OsoVega
Profile Joined December 2010
926 Posts
July 27 2011 00:19 GMT
#72
On July 27 2011 08:42 iGrok wrote:
Whiplash has discovered that Abyssal Cavern's is not symmetric, even cross-spawns. Seriously, how fucking difficult is that to do?

Specifically relating to offensive cannon placement, certain bases are much easier to cannon than others.

Probably an homage to Metalopolis.
BronKo
Profile Joined June 2011
Germany14 Posts
July 27 2011 01:49 GMT
#73
they should remove searing crater soon, cause it will be one of the most imbalanced maps in history... i just dont understand why they dont put at least one gsl map in the ladderpool instead of experimenting with dump maps like searing crater, where you can see so much imbalanced stuff if you watch on the picture of the map for just 3 min.

and also: just remove close spawn on metalopolis.. its not predictable at all !!
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 27 2011 02:46 GMT
#74
On July 27 2011 08:42 iGrok wrote:
Whiplash has discovered that Abyssal Cavern's is not symmetric, even cross-spawns. Seriously, how fucking difficult is that to do?

Specifically relating to offensive cannon placement, certain bases are much easier to cannon than others.


I think the belief that all maps need to be 100% symmetric is bad. Yeah, it means that something can work on this base but not that base. But is it bad that players actually have to consider the map when they play?

Maps shouldn't be made with the idea of complete and total balance. Such a thing isn't ever possible to obtain. Hell, even Metalopolis was biased towards Zerg, giving them a 60%+ win ratio on it, despite the fact that we all thought differently. If a player spawns in base X, he says to himself "this is the cannon rushing base!" and if he has a Protoss opponent, he place his buildings, and prepares his early game, a little more safely.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
mipeirong
Profile Joined April 2011
20 Posts
July 27 2011 05:06 GMT
#75
On July 27 2011 11:46 Chargelot wrote:
Show nested quote +
On July 27 2011 08:42 iGrok wrote:
Whiplash has discovered that Abyssal Cavern's is not symmetric, even cross-spawns. Seriously, how fucking difficult is that to do?

Specifically relating to offensive cannon placement, certain bases are much easier to cannon than others.



Maps shouldn't be made with the idea of complete and total balance.


stopped reading here.

User was warned for this post
bobwhiz
Profile Blog Joined April 2011
United States725 Posts
July 27 2011 05:13 GMT
#76
Love how many people get really emotional about the maps, especially when 95% of them lose because of macro mechanics and unit selection rather than map unfairness. I've never used a veto.
Signatures are simply a cover for having no personality. -Kiante
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2011-07-27 05:24:06
July 27 2011 05:24 GMT
#77
On July 27 2011 14:13 bobwhiz wrote:
Love how many people get really emotional about the maps, especially when 95% of them lose because of macro mechanics and unit selection rather than map unfairness. I've never used a veto.

If you're going to talk shit like that, take it to the other thread. This is from a map standpoint, not a play standpoint.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 27 2011 05:35 GMT
#78
On July 27 2011 14:06 mipeirong wrote:
Show nested quote +
On July 27 2011 11:46 Chargelot wrote:
On July 27 2011 08:42 iGrok wrote:
Whiplash has discovered that Abyssal Cavern's is not symmetric, even cross-spawns. Seriously, how fucking difficult is that to do?

Specifically relating to offensive cannon placement, certain bases are much easier to cannon than others.



Maps shouldn't be made with the idea of complete and total balance.


stopped reading here.


Then your post, and you, serve no purpose in this thread. Disparity forces ingenuity.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
Last Edited: 2011-07-27 06:04:13
July 27 2011 05:56 GMT
#79
--- Nuked ---
RBKeys
Profile Blog Joined May 2010
Canada196 Posts
July 27 2011 06:13 GMT
#80
Already don't like searing because of the design of the natural, so I'll keep it veto'd. Still, it's refreshing to have new maps and I look forward to playing through them.
Thanks for the break :D
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