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[D] Season 3 1v1 Ladder Maps - Page 4
Forum Index > SC2 Maps & Custom Games |
lefix
Germany1082 Posts
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TerrorandLove
United States9 Posts
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WniO
United States2706 Posts
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
United States2968 Posts
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Amui
Canada10567 Posts
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. | ||
TroubL
Lithuania126 Posts
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RAGEMOAR The Pope
United States216 Posts
Even though Scrap, DQ, and Slag were removed, the entire map pool got worse. | ||
Elite__
Canada976 Posts
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iGrok
United States5142 Posts
Specifically relating to offensive cannon placement, certain bases are much easier to cannon than others. | ||
Theoren
Canada810 Posts
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
United States2706 Posts
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
926 Posts
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
Germany14 Posts
and also: just remove close spawn on metalopolis.. its not predictable at all !! | ||
Chargelot
2275 Posts
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. | ||
mipeirong
20 Posts
On July 27 2011 11:46 Chargelot wrote: Maps shouldn't be made with the idea of complete and total balance. stopped reading here. User was warned for this post | ||
bobwhiz
United States725 Posts
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iGrok
United States5142 Posts
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. | ||
Chargelot
2275 Posts
Then your post, and you, serve no purpose in this thread. Disparity forces ingenuity. | ||
Deleted User 61629
1664 Posts
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RBKeys
Canada196 Posts
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