On January 16 2012 11:09 RumbleBadger wrote: Edit: Also would it be possible to somehow get a drawing or something of how far the xel'naga range extends?
On the overview pic, you can see small white triangles which symbolize the tower radius
I think that's one of the toughest things for a tournament to do is to switch up the map mid-season. I suppose it's just some aesthetic changes but all of Ro32 in Code S had to play on the previous foggy version of cloud kingdom, why do the Ro16 players get a non-foggy version. Maybe the reason one of the Ro32 players lost on CK was because he couldn't see his units clearly etc etc etc.
Tbh, it's probably better to use the same version for the whole season unless of course it's something extremely major like some mineral/gas were bugged and you weren't able to mine them. Or some doodads were misplaced to block important areas etc etc.
On January 26 2012 17:24 SidianTheBard wrote: I think that's one of the toughest things for a tournament to do is to switch up the map mid-season. I suppose it's just some aesthetic changes but all of Ro32 in Code S had to play on the previous foggy version of cloud kingdom, why do the Ro16 players get a non-foggy version. Maybe the reason one of the Ro32 players lost on CK was because he couldn't see his units clearly etc etc etc.
Tbh, it's probably better to use the same version for the whole season unless of course it's something extremely major like some mineral/gas were bugged and you weren't able to mine them. Or some doodads were misplaced to block important areas etc etc.
Yes let's not update obvious flaws in maps because it's "mid-season". There is a company that does this with their maps.....
It's named Blizzard....
Edit: Also the fog was a spectator thing, it's not that bad in game but comes through bad on the LQ stream. It's not a player issue.
On January 26 2012 17:30 Diamond wrote: Yes let's not update obvious flaws in maps because it's "mid-season". There is a company that does this with their maps.....
It's named Blizzard....
Hey now, I'm not saying that's right. But thinking of a tournament trying to be "fair" it might be how they are thinking. Plus if the only flaw is it is too foggy, psh, I love the fog.
It is kind of a nuisance that the map makers can't just have the only published version of the map because I sure as hell know that if I'm going to fix some aesthetics in my maps it'll take me 30 seconds to fix it and another 30 seconds to republish it, yet when you've got to send the map file to somebody else so they can publish it it always seems to take days if not weeks. -_-
On January 26 2012 17:50 SidianTheBard wrote: It is kind of a nuisance that the map makers can't just have the only published version of the map because I sure as hell know that if I'm going to fix some aesthetics in my maps it'll take me 30 seconds to fix it and another 30 seconds to republish it, yet when you've got to send the map file to somebody else so they can publish it it always seems to take days if not weeks. -_-
Yes it's very stupid. Only works to make everyone's life harder, but hey tournies need to rape your load screens any chance they get.
I think this map is pretty much unwinnable for zerg, especially vs protoss. the whole map is way too tight and all those ramps make it impossible for zerg to engage. Also there is no airspace arround the mainbase which makes mutalisk play pretty uneffective since u only can harass the third and the natural but always have to go a long way arround.
the third base is easy to defend for protoss because there is only one real path to attack and so also only one path to defend. attacking up a 2 force field ramp is simply not possible while the third for zerg is pretty much undefendable.
vs terran i haven't played this map yet but its quite obvious not a good map for zvt. no space to mutalisk harass and no way to get good engagements once he has a decent position.
im thinking about not playing the playhem daily anymore just because of this map .. its too frustrating to only get the chance to advance if u get a lesser player or a mirror match in the 2nd round. sad story.
remeber crossfire? it didnt even have a free third and was way better for mutalisk and still quite obviously imbalanced because of all the ramps and tight paths. hope this map will disappear in the near future aswell.
crossfire was a very good map for mutalisk, ck isnt as i pointed out. have you ever played that map from a zerg perspective? its just impossible to punish a defensive macro style.
where do you see so much space when i can get hit by a colossus who isnt even up the ramp at my natural when i create a concave
almost all maps have either easy expos and wide open space (ST, taldarim, antiga) or this tight paths and not so easy bases (xelnaga, crossfire). maps that combine both easy to defend expos and a map layout with many ramps and tight paths are just not playable for zerg.
Because of the lack of airspace, there's also no room for medivac drops. Notice that? Even without airspace behind the mains, you can still do great harass with mutas. Check out the area behind the main that can hit both the main and the third. Interesting, isn't it? Did you also notice that pretty much every other map that has an easy to defend third is perfectly fine? Antiga Shipyard, Shakuras, Tal'Darim? And did you know that the map isn't actually tight at all? Do you see that the lowground areas have millions of angles for flanking? Did you check the rush distances? Do you know how many places there are you can counterattack from?