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[D] What can be learned from Calm Before the Storm?

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
mutantmagnet
Profile Joined June 2009
United States3782 Posts
November 24 2011 19:23 GMT
#1
This is by far the best map in the GSL. Even the games that are rated as terrible in the live reports are way above other maps in entertainment value compared to games from other maps regardless of how they are rated.

Games played on this map pump me up to the same level I have when watching Broodwar games. So why does this map work so well compared to the others? What can be taken away from this map when creating new maps for the scene?

Sbrubbles
Profile Joined October 2010
Brazil5705 Posts
November 24 2011 19:26 GMT
#2
Can you post pictures of the map and link to some games in it? I have no idea what you're talking about.
Bora Pain minha porra!
wheelchairs
Profile Joined February 2010
United States145 Posts
November 24 2011 19:28 GMT
#3
Love calm before the storm. Great map, excellent huge size, excellent name for it too.
The sheer giant size of it makes for some interesting builds, cc first/nexus first being possible and easily defendable
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
November 24 2011 19:29 GMT
#4
On November 25 2011 04:26 Sbrubbles wrote:
Can you post pictures of the map and link to some games in it? I have no idea what you're talking about.


Pretty much this, I'm not always in the loop with GSL ):
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
juicyjames *
Profile Joined August 2011
United States3815 Posts
Last Edited: 2011-11-24 19:52:22
November 24 2011 19:33 GMT
#5
http://wiki.teamliquid.net/starcraft2/Calm_Before_the_Storm
[image loading]

    Overview
  • This map was introduced for GSL November. This map is a reinterpretation of Delta Quadrant, it is a map designed for macro play with many bases to take.

    Notable Features
  • 16 bases (0 gold bases)
  • Nat to nat - 32 seconds
  • Ramp leading down to in base expansion at every starting location.
  • One Xel'Naga Tower located in the middle of the map inside a LOS blocker.
  • Very narrow ramp to the natural third.
  • Destructible Rocks blocking the fourth base location.

    Notable Games
  • [GSL] 97% / 68 People Recommended: oGsTheStC vs STCurious, TvZ
  • [GSL] 96% / 162 People Recommended: MVPDream vs SlayerSBoxeR, TvT
  • [GSL] 93% / 90 People Recommended: MVPGenius vs TSLSymbol, PvZ
  • [GSL] 89% / 25 People Recommended: IMHappy vs TSLKiller, TvP - Click Match 4
  • [GSL] 89% / 34 People Recommended: IMMinSeOk vs SlayerSYuGiOh, ZvZ
    [GSL] 77% / 77 People Recommended: EGHuK vs TSLClide, PvT

This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
Last Edited: 2011-11-24 19:37:30
November 24 2011 19:37 GMT
#6
Easy 3rd in conjunction with relatively difficult 4th/5th make for hilariousness.

Also, makes carrier mothership possible :3
Canucklehead
Profile Joined March 2011
Canada5074 Posts
November 24 2011 19:37 GMT
#7
Almost every game on calm is an epic game. One of the best maps out there.
Top 10 favourite pros: MKP, MVP, MC, Nestea, DRG, Jaedong, Flash, Life, Creator, Leenock
OnFiRe888
Profile Joined October 2010
United States629 Posts
November 24 2011 19:37 GMT
#8
to be honest, it is pretty pvt favored in the gsl.
"Life isn't measured by the breaths you take, but by skill in Starcraft"
MaV_gGSC
Profile Blog Joined November 2010
Canada1345 Posts
November 24 2011 19:39 GMT
#9
Wow I need to play this map on sc2. IT LOOKS AMAZING
Life's good :D
Archile
Profile Joined June 2011
United States403 Posts
November 24 2011 19:40 GMT
#10
GSL clearly does their fair share of map testing to have a map as good as this....... are we maybe going to see full map pools of maps even close to BW level? maybe? hopefully?
Just a bad player trying to be a little less bad
Shrewmy
Profile Joined May 2010
Australia199 Posts
Last Edited: 2011-11-24 19:41:50
November 24 2011 19:40 GMT
#11
It does seem pretty cool, have any ZvX matches been played on it? I haven't had much of a chance to watch much of GSL November.
Drake
Profile Joined October 2010
Germany6144 Posts
November 24 2011 19:40 GMT
#12
On November 25 2011 04:37 OnFiRe888 wrote:
to be honest, it is pretty pvt favored in the gsl.


to be honest, every tvp i saw on this map in gsl the terran throw away a 99% win ...
its just a map where bad decisions and good make a DIFFERENCE and thats great
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
sabas123
Profile Blog Joined December 2010
Netherlands3119 Posts
November 24 2011 19:40 GMT
#13
how is a protoss able to take a 4th base on the map vs zerg?
The harder it becomes, the more you should focus on the basics.
Arachne
Profile Blog Joined December 2010
South Africa426 Posts
November 24 2011 19:42 GMT
#14
I think what adds to it, more so then crevasse did, is that you don't know, for 100%, DID HE TAKE THAT BASE?

I mean, ye that sound silly, but if u over scout the wrong way, or ur probe dies and ur doing a FFE and u didnt scout both nat's... whats coming? Did he triple expand? Or is he one basing?

It makes scouting more nb AND harder at the same time, and also encourages a wider range of tactics at the same time as its no longer a given that he WILL FFE such like taldarim, where a 1 gate sentry expand is doable coz u can expand behind yourself safely, and things like that
If I were a rich man, I wouldn't be here
stokes17
Profile Joined January 2011
United States1411 Posts
November 24 2011 19:43 GMT
#15
On November 25 2011 04:40 CoR wrote:
Show nested quote +
On November 25 2011 04:37 OnFiRe888 wrote:
to be honest, it is pretty pvt favored in the gsl.


to be honest, every tvp i saw on this map in gsl the terran throw away a 99% win ...
its just a map where bad decisions and good make a DIFFERENCE and thats great

Yea basically this is demonstrated in the sang ho vs happy game

Killer just made better decisions throughout the game, and the way this map works, great decisions all game allow you to lose and army or two and still win the game

This is something that its extremely uncommon in ladder pool PvT where if you lose an army (for either side) its basically gg regardless of other factors
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
November 24 2011 19:44 GMT
#16
On November 25 2011 04:40 sabas123 wrote:
how is a protoss able to take a 4th base on the map vs zerg?


By controlling the square of high ground near his natural, then walling off his 4th with Gateways and Cannons. Assuming we're talking about standard Roach/Hydra/Infestor into Infestor/BL here. If it's Muta/ling, then don't bother with a 4th for AGES. Just turtle on your 3 easy bases.
RumbleBadger
Profile Joined July 2011
322 Posts
November 24 2011 19:46 GMT
#17
Obviously we just need more 4p rotational symmetry maps.

Honestly though, I think it's just the in base nat without rocks. It allows for very early expands for all races (especially helps toss) and then the third is very easy. Thus large armies are built up fast.

Then the competition for a fourth comes, as the fourths are harder to hold. This promotes a lot of army movement and therefore engagements as well as rewarding risky play which is always more interesting to see.

Just mah $.02
Games before dames.
KAmaKAsa
Profile Joined July 2011
Finland210 Posts
November 24 2011 19:47 GMT
#18
hmm mvp only terran in top 16 in mlg providence and now theyre gna fuck up terran in gsl aswell

User was warned for this post
Breach_hu
Profile Joined August 2009
Hungary2431 Posts
November 24 2011 19:58 GMT
#19
Pure toss map.
Give thanks and praise!
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 24 2011 20:07 GMT
#20
That if you have extremely easy 3 base players gonna macro and Protoss has a good time.

Wait, I already knew that.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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