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[D] What can be learned from Calm Before the Storm? - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 Next All
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 24 2011 20:08 GMT
#21
what can we learn?

that free expos are lame
starleague forever
PineapplePizza
Profile Joined June 2010
United States749 Posts
November 24 2011 20:08 GMT
#22
Why do they keep making these free-third-insane-forth maps with game-ending one-hit-kill 200/200 fights arrrrgh

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.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
S_SienZ
Profile Joined September 2011
1878 Posts
November 24 2011 20:15 GMT
#23
I agree. It's so hard to punish P's 3rd base on this map without going for some insane Polt / sC style timing push as T. Not sure what Z could do about it either except maybe take more bases and hope to have the econ to be able to afford to trade inefficiently.
DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
November 24 2011 20:17 GMT
#24
MMA vs FXOz at RO8 of the GSL showed that there might never be calm before the storm.
MMA took a really aggressive style and it was very intense from the beginning.

It all depends on the match-up (Races + Players)

In the beginning there was nothing... and then exploded
lefix
Profile Joined February 2011
Germany1082 Posts
November 24 2011 20:43 GMT
#25
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.
Map of the Month | The Planetary Workshop | SC2Melee.net
monitor
Profile Blog Joined June 2010
United States2409 Posts
November 24 2011 21:07 GMT
#26
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.
https://liquipedia.net/starcraft2/Monitor
Yoshi Kirishima
Profile Blog Joined July 2009
United States10380 Posts
November 24 2011 21:26 GMT
#27
I think it has to do with getting 3 really easy bases and there being almost no reason not to get 2 bases. This causes the game to speed up a shit ton with big battles coming much earlier. The long ground distances and the high number of bases promotes harassment, etc., and promotes air forces/harassment.

Very very very great map
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
undyinglight
Profile Joined December 2008
United States611 Posts
November 24 2011 21:31 GMT
#28
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.
Rise Up!
chuky500
Profile Blog Joined March 2010
France473 Posts
November 24 2011 21:44 GMT
#29
Almost nobody plays custom melee maps even though they're in major tournaments. If you don't find originality you won't attract anyone. Rather than trying to reproduce this map you'd better find new things that it doesn't have. Reading posts here looks like we're going to have another year of 4 player rotational maps. Just because mappers like that map based of that map that was based off that map that was based off that map.
Sablar
Profile Blog Joined December 2010
Sweden880 Posts
November 24 2011 22:17 GMT
#30
Map seems somewhat unbalanced intuitively but it has made for some cool games.

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
Profile Blog Joined January 2010
Switzerland1980 Posts
November 24 2011 23:31 GMT
#31
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?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
monitor
Profile Blog Joined June 2010
United States2409 Posts
November 24 2011 23:33 GMT
#32
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).
https://liquipedia.net/starcraft2/Monitor
Diamond
Profile Blog Joined May 2009
United States10796 Posts
November 24 2011 23:49 GMT
#33
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.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
November 24 2011 23:53 GMT
#34
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...
I AM THE UNIVERSAL CONSTANT
The Final Boss
Profile Joined February 2011
United States1839 Posts
November 25 2011 00:25 GMT
#35
One of my favorite parts of this map as compared to other huge maps such as Tal'Darim Altar is that not only is it possible to take an early CC/Nexus/Hatch with a good chance of it going unscouted for a while, it also is a lot more easy to defend.

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
Profile Joined February 2011
United States1839 Posts
November 25 2011 00:40 GMT
#36
On November 25 2011 08:53 zeehar wrote:
Show nested quote +
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...

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, (T)MMA placed 9th, (T)PuMa placed 10th, and (T)MarineKing placed 13th, but Mvp was the only Terran in the top 8.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
November 25 2011 01:23 GMT
#37
It's pretty imbalanced and needs rework. Maps can be big, but Protoss should not be allowed to have 3 bases for free. Maybe in future metagames/patches where Protoss late game is less ridiculous these kind of maps will be more balanced and worth using. It seems more fair for TvT, ZvZ, and TvZ, though, so maybe people should just veto this map when playing against Protoss and it can remain?
Creator of sc2unmasked.com
Eraserhead
Profile Joined October 2011
159 Posts
November 25 2011 02:18 GMT
#38
I think the map is too easy to deny drops, drop area at natural should have been made bigger, dropping the main is nearly impossible.
Zariel
Profile Blog Joined December 2010
Australia1312 Posts
November 25 2011 02:49 GMT
#39
Uhhhh, a smart protoss will still FFE at his natural (that leads to the rest of the map), then take a really quick third (because zerg's will probably take a third too).

I wonder if zergs can do some 3 hatch before pool build here
sup
Ruscour
Profile Blog Joined April 2011
5233 Posts
November 25 2011 03:21 GMT
#40
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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