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[D] Season 3 1v1 Ladder Maps - Page 5

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 6 Next All
GypsyBeast
Profile Joined December 2010
Canada630 Posts
July 27 2011 06:14 GMT
#81
super excited to play Abyssal Caverns but i havent rolled it yet, looks like it will allow for an interesting midgame in all matchups
Ya? Well ill BM you harder! Another win in 10 seconds flat! -Rainbow Dash playing SC2.
Emporio
Profile Blog Joined December 2010
United States3069 Posts
July 27 2011 06:30 GMT
#82
I don't know if there's a way to figure out from the files, but do any of the new maps prevent any particular spawn locations like Shakuras did? Some of the maps seem like they would have some tough close positions.
How does it feel knowing you wasted another 3 seconds of your life reading this again?
arew
Profile Blog Joined September 2006
Lithuania1861 Posts
July 27 2011 07:40 GMT
#83
Anyone knows when people will be seeded into GM league? Within 2 weeks of new season start or?
750/750 emotions fully stacked
Terrorcore
Profile Joined September 2010
Canada132 Posts
Last Edited: 2011-07-27 11:23:20
July 27 2011 11:22 GMT
#84
On July 27 2011 16:40 arew wrote:
Anyone knows when people will be seeded into GM league? Within 2 weeks of new season start or?


Its 2 weeks, yes.


On July 27 2011 15:30 Emporio wrote:
I don't know if there's a way to figure out from the files, but do any of the new maps prevent any particular spawn locations like Shakuras did? Some of the maps seem like they would have some tough close positions.



I don't think there is any prevention regarding the spawn locations unfortunately...
fenX
Profile Joined February 2011
France127 Posts
July 27 2011 13:42 GMT
#85
Nerazim Crypt
The ramp is too far away. The destructible rocks in the natural are useless, it's not a bad idea but the choke is too big it makes no difference with or without the rocks. The middle is probably too open, you can't get out of your base against zerg (assuming you didn't exploit the short rush distances to cheese them to death early on).

Searing Crater
I kinda like the reaper stairway at the back of the main and the DR at the 3rd, but that ridge in the natural is just ugly and plain stupid.

Antiga Shipyard
Seems ok

Abyssal Caverns
I like the colors used, not the lack of doodads. Does Blizzard have a time limit to make each map, like 15 minutes per map ?
Still it looks like a good map for the general idea, I kinda like it, except for that :
[image loading]
cheapest way to secure 5 bases ever XD
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
mki
Profile Blog Joined November 2010
Poland882 Posts
July 27 2011 14:33 GMT
#86
I like the maps actually. I was very skeptical but now that I've played them they don't seem that bad :D
Head of New Business at Team Kinguin :: https://www.teamkinguin.com
Rkie
Profile Blog Joined October 2009
United States1278 Posts
July 27 2011 14:52 GMT
#87
After playing each of them for a bit, I have come to dislike most of the new maps. On Abyssal Caverns, I have yet to play anything but a PvZ, but it always gets into strange situations.
Nezarim Crypt. It's, okay, but not great. I may like it, but for now, not really.
Antiga Shipyard: I actually haven't played a straight up macro game here, but it is a fun map. This is the one that I cant really complain about.
Searing Crater: I hate this map. The natural is retarded and the giant wall preventing movement along with 3 potential openings to the nat makes it rather hard to FE at all, but I guess not all maps are designed for that. Also, the distance between ramps of vertical position naturals is literally a gold base.
lefix
Profile Joined February 2011
Germany1082 Posts
July 27 2011 14:52 GMT
#88
they might have poor aesthetics, but if players adept to them and accept them and blizzards balances the game around them, then we as mapmakers will have alot more possibilities soon
Map of the Month | The Planetary Workshop | SC2Melee.net
sCnDiamond
Profile Joined January 2011
Germany340 Posts
July 27 2011 18:34 GMT
#89
On July 27 2011 23:52 lefix wrote:
they might have poor aesthetics, but if players adept to them and accept them and blizzards balances the game around them, then we as mapmakers will have alot more possibilities soon
I don't get that post. So you think we'll be allowed to make shitty imba maps in the future, too?
Or did i just not get the irony?
formerly spinnaker.
fenX
Profile Joined February 2011
France127 Posts
July 27 2011 22:27 GMT
#90
if blizzard makes only ugly imbalanced maps then good mapmakers will have more possibilities to get their maps played in tournaments
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
koshiii
Profile Joined July 2011
Germany2 Posts
July 27 2011 22:33 GMT
#91
Thank god (or Blizzard) that these evil Scrap Station and Slag Pits maps are finally history! But Metalopolis?! C'mon, this was a very enjoyable and balanced map!

Don't know if I will like or hate Nerazim Crypt as I just got steamrolled by a Marauder Rush from a Diamond player having his Season 3 placement match against me poor Silver leaguer... :-(
http://sc2casual.com --- http://sc2casual.spreadshirt.net --- http://twitter.com/sc2casual
Cloud9157
Profile Joined December 2010
United States2968 Posts
Last Edited: 2011-07-28 00:29:12
July 28 2011 00:17 GMT
#92
So I experimented with a wall off at natural for PvZ on the new maps.

I've concluded so far that you can FFE on upper left and bottom right spawn of Antiga Shipyard, you can do a wall off similar to Tal'Darim Altar on Nerazim Crypt(you don't even have to kill anything either, just destroy the rocks when you want to leave).

Finally, theres Abyssal Caverns. You can also doa full wall off like Tal'Darim with forge, cyber, and gateway.

Searing may have something to it, but the second opening at your natural is just screwing it all up.
"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
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-07-28 00:21:01
July 28 2011 00:20 GMT
#93
On July 27 2011 22:42 fenX wrote:
Nerazim Crypt
The ramp is too far away. The destructible rocks in the natural are useless, it's not a bad idea but the choke is too big it makes no difference with or without the rocks. The middle is probably too open, you can't get out of your base against zerg (assuming you didn't exploit the short rush distances to cheese them to death early on).

Searing Crater
I kinda like the reaper stairway at the back of the main and the DR at the 3rd, but that ridge in the natural is just ugly and plain stupid.

Antiga Shipyard
Seems ok

Abyssal Caverns
I like the colors used, not the lack of doodads. Does Blizzard have a time limit to make each map, like 15 minutes per map ?
Still it looks like a good map for the general idea, I kinda like it, except for that :
[image loading]
cheapest way to secure 5 bases ever XD


That's not the only path. But in a 5 base situation, I'm assuming 2rax and 2 tanks would go down in under 3.5 seconds.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
fenX
Profile Joined February 2011
France127 Posts
July 28 2011 01:09 GMT
#94
That was (half) a joke. That area just seems weird, the choke is too small for a center attack path in the middle of the map, that "2 separated sides" watchtower favors ranged units over melee units, and I think it favors heavily terrans in TvZ. Usually zergs can control XNT more often than terran and see big pushes coming, here terran will take vision on the center more easily, forcing zerg to avoid that area and run on much longer distances, with kinda negate the zerg advantage of faster units.
I'll wait and see how it plays, did't test it yet, I had only 2 games on Nerazim on ladder and none on the other maps.
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 28 2011 01:15 GMT
#95
On July 28 2011 10:09 fenX wrote:
That was (half) a joke. That area just seems weird, the choke is too small for a center attack path in the middle of the map, that "2 separated sides" watchtower favors ranged units over melee units, and I think it favors heavily terrans in TvZ. Usually zergs can control XNT more often than terran and see big pushes coming, here terran will take vision on the center more easily, forcing zerg to avoid that area and run on much longer distances, with kinda negate the zerg advantage of faster units.
I'll wait and see how it plays, did't test it yet, I had only 2 games on Nerazim on ladder and none on the other maps.


Just to help you with the mental side of the battle:

Terran doesn't have infinite units.
Terran doesn't have infinite money.

If he holes up in the center, you can win by simply going around. Truth is, I can't imagine any Terran player deciding to leave his tanks sieged so far away from a base. Even leaving an early game marine there would make Terran feel very insecure.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
eloist
Profile Joined September 2010
United States1017 Posts
July 28 2011 03:06 GMT
#96
On July 28 2011 10:09 fenX wrote:
That was (half) a joke. That area just seems weird, the choke is too small for a center attack path in the middle of the map, that "2 separated sides" watchtower favors ranged units over melee units, and I think it favors heavily terrans in TvZ. Usually zergs can control XNT more often than terran and see big pushes coming, here terran will take vision on the center more easily, forcing zerg to avoid that area and run on much longer distances, with kinda negate the zerg advantage of faster units.
I'll wait and see how it plays, did't test it yet, I had only 2 games on Nerazim on ladder and none on the other maps.

Mutas can kill those tanks without marines touching them.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 28 2011 03:46 GMT
#97
I don't get why everyone's so upset with Metalopolis beeing taken out. That map was in the pool for a whole year now, That's just waaaaay too long. Even good maps have to go sometime.

This comment would be even more justified if Blizz actually replaced it with some decent maps instead of that pile of bs they dropped on us.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
sCnDiamond
Profile Joined January 2011
Germany340 Posts
July 28 2011 05:59 GMT
#98
On July 28 2011 12:46 FlopTurnReaver wrote:
I don't get why everyone's so upset with Metalopolis beeing taken out. That map was in the pool for a whole year now, That's just waaaaay too long. Even good maps have to go sometime.

This comment would be even more justified if Blizz actually replaced it with some decent maps instead of that pile of bs they dropped on us.

I guess it's because there aren't new good maps coming in order to replace them. But i agree with you, one year is more than enough. I would also say that it's time to get XNC to retire.
formerly spinnaker.
Phadt
Profile Joined December 2010
Sweden92 Posts
July 28 2011 07:29 GMT
#99
GSL map pool 100% copied would make sc2 a much more fun game to ladder with.
peddaz55
Profile Joined October 2010
12 Posts
July 28 2011 16:19 GMT
#100
Bad for Zerg... as usual (except for Shipyard...)
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