[D] Season 3 1v1 Ladder Maps - Page 5
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GypsyBeast
Canada630 Posts
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Emporio
United States3069 Posts
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arew
Lithuania1861 Posts
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Terrorcore
Canada132 Posts
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
France127 Posts
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 : ![]() cheapest way to secure 5 bases ever XD | ||
mki
Poland882 Posts
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Rkie
United States1278 Posts
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
Germany1082 Posts
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sCnDiamond
Germany340 Posts
On July 27 2011 23:52 lefix wrote: I don't get that post. So you think we'll be allowed to make shitty imba maps in the future, too? 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 ![]() ![]() Or did i just not get the irony? ![]() | ||
fenX
France127 Posts
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koshiii
Germany2 Posts
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... :-( | ||
Cloud9157
United States2968 Posts
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. | ||
Chargelot
2275 Posts
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 : ![]() 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. | ||
fenX
France127 Posts
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. | ||
Chargelot
2275 Posts
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. | ||
eloist
United States1017 Posts
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
Switzerland1980 Posts
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. | ||
sCnDiamond
Germany340 Posts
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. | ||
Phadt
Sweden92 Posts
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peddaz55
12 Posts
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