that free expos are lame
[D] What can be learned from Calm Before the Storm? - Page 2
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a176
Canada6688 Posts
that free expos are lame | ||
PineapplePizza
United States749 Posts
And then they rock the 4ths. I don't want to play against protoss on this map, ever. I don't know if I even want to play on this map at all. | ||
S_SienZ
1878 Posts
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DrakanSilva
Chile932 Posts
MMA took a really aggressive style and it was very intense from the beginning. It all depends on the match-up (Races + Players) | ||
lefix
Germany1082 Posts
On November 25 2011 05:08 Ooshmagoosh wrote: Why do they keep making these free-third-insane-forth maps with game-ending one-hit-kill 200/200 fights arrrrgh i have to agree with this. games are easily misinterpreted as epic games, but in fact that's only due to players being able to macro up rather save and not being able to be agressive until later stages of the game. | ||
monitor
United States2400 Posts
On November 25 2011 05:08 a176 wrote: what can we learn? that free expos are lame Uhh... its the opposite according to the OP. Calm Before the Storm has the most epic games... why come in here and bash just for the sake of bashing? At least provide some sort of reasoning or description of why you think the inbase expos are lame. I think there are a couple factors that contribute to the broodwar-esque feel of Calm Before the Storm: 1) The inbase expansion- games usually start with either heavy macro or punishing expanding with aggression. This leads to the unusual macro openers that you don't see on many other maps. It also means lategame comes early. 2) Large map size (152x152)- you can have a lot of time to react to pushes. This means that timing attacks are less powerful than harass combined with macro play. Then as the game progesses, there are many large scale battles all over the map because of the long distances and reinforce time. 3) Lots of pathways- players can move throughout the map in many ways, around the edges and through the middle. This makes runbys easier than normal and more powerful since the side paths are hard to defend with an army. Also there are a ton of places to engage instead of having every single battle in the center of the map like XelNaga Caverns (with occasional fights in the natural or third). So overall I think the map is pretty good at encouraging epicness, but it could be improved by making harass more powerful. Something like a lowground cliff at the natural or minerals facing the center of the map at the fourth would just make harassment a bit more powerful and give opportunites for even more epic play. | ||
Yoshi Kirishima
United States10149 Posts
Very very very great map | ||
undyinglight
United States611 Posts
On November 25 2011 04:37 EtherealDeath wrote: Easy 3rd in conjunction with relatively difficult 4th/5th make for hilariousness. Also, makes carrier mothership possible :3 This is good, let the unexplored units have a chance to shine for once. | ||
chuky500
France473 Posts
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Sablar
Sweden880 Posts
Most of all I think this is due to the new options that such an easy exp is giving. So lesson would be.. make something different and new and interesting builds will emerge. | ||
FlopTurnReaver
Switzerland1980 Posts
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monitor
United States2400 Posts
On November 25 2011 08:31 FlopTurnReaver wrote: This is very confusing. 2 weeks ago the general consensus was that 3 base turtle maps without innovation are bad. Now suddenly it's the shit. Also I don't understand why people are saying the map would resemble the feeling of BW maps, when there are almost no BW maps with easy 3 bases. Maybe it's just the size? It resembles BW games because of the mutli-prong harassment throughout the game and many large-scale battles (the easy expansions promote that in SC2). | ||
Diamond
United States10796 Posts
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zeehar
Korea (South)3804 Posts
On November 25 2011 04:47 KAmaKAsa wrote: hmm mvp only terran in top 16 in mlg providence and now theyre gna fuck up terran in gsl aswell thats more of an indication of how far behind foreign terrans are... | ||
The Final Boss
United States1839 Posts
On Tal'Darim Altar, you have a big ramp to your natural and you don't even have a ramp from your nat into your main. Then, you have the blatant positional imbalances (so much so that if you spawn directly clockwise of your opponent, your opponent--if they abuse the map properly and attack your natural gas--gets a huge lead. Especially vT, if they siege up on the low ground near your natural, chances are it will die. Also, the rocks make it ridiculously difficult to get a third, whereas on CbtS the third can be taken as soon as they you feel comfortable taking it. It's like Tal'Darim Altar with less obvious map imbalances. Plus, the ability to take hidden expansions is at the same level as Tal'Darim Altar, which I think adds to the game, as it forces players to scout or else they run the risk of losing sense of timing and falling drastically behind. Features like hidden expos make for interesting games, and having gigantic maps such as TDA or CbtS promote hidden expos. That being said, I have a feeling that this map will favor Protoss, just due to the easiness of securing three bases. More than any other race, I feel that if Protoss can secure three bases, macro up, and then push, Protoss is the strongest. Not to mention, just looking at the map it appears as if there are a myriad of tight gaps which Protoss can abuse Forcefields and their AoE damage to decimate armies. I think that the map hasn't been played enough to really make a decisive statement as far as "This is balanced, this is imbalanced." Only time and--hopefully--more epic games will tell. But yeah, so far this map is pretty awesome. Hopefully we'll see more maps like this in the future. | ||
The Final Boss
United States1839 Posts
On November 25 2011 08:53 zeehar wrote: thats more of an indication of how far behind foreign terrans are... Couldn't the same argument be used for why Korean Protoss players don't do as well as their Terran counterparts? Personally I think that the game is fairly balanced (mainly depending on the level of play), but players like SeleCT, ThorZaIN, winDy (what a stupid name), Strelok, Kas, DeMusliM, SjoW, BRAT_OK or even Jinro (well in TvT at least) all are really good players. I think that all the talk of Terran being OP is absolute nonsense, as everybody points to Korea which had a system that made it impossible to drop out of GSL. I doubt we'll see a massive drop in Terrans in GSL, but I also think that continuing to make maps that seem to favor Protoss is not the correct answer. Also, that guy isn't correct, MMA placed 9th, PuMa placed 10th, and MarineKing placed 13th, but Mvp was the only Terran in the top 8. | ||
oOOoOphidian
United States1402 Posts
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Eraserhead
159 Posts
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Zariel
Australia1277 Posts
I wonder if zergs can do some 3 hatch before pool build here | ||
Ruscour
5233 Posts
On November 25 2011 08:49 Diamond wrote: I would not get too up in arms yet about CBTS. It's a pretty new map, and you remember that Daybreak at first lead to 100% epic games but as more people got used to it it became a normal-ish map with some potential HUGE imbalances. Out of curiosity, what's imbalanced about Daybreak? It seems to be one of the best balanced maps I've seen. | ||
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