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WCG 2011 Grand Finals Maps - Page 2

Forum Index > SC2 Maps & Custom Games
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emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-11-26 04:54:32
November 26 2011 04:53 GMT
#21
remove the rocks on the previous gold bases on shattered temple and thats about it. Looks good
windsupernova
Profile Joined October 2010
Mexico5280 Posts
November 26 2011 04:57 GMT
#22
Cool changes. I mean not something groundbreaking but at least will bring some variety to the old maps. Although I do think that cross pos only in Taldarim was a little bit of overkill.
"Its easy, just trust your CPU".-Boxer on being good at games
SidianTheBard
Profile Joined October 2010
United States2474 Posts
November 26 2011 05:11 GMT
#23
look good. Great job guys. I mean, Bel'shir Beach was changed to a different style to work with the seasons, why not change up these maps to bring some more spice to them.

I do think some of the maps don't have to be forced cross positions though, but /shrug, it's not that bad either way.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Ruscour
Profile Blog Joined April 2011
5233 Posts
November 26 2011 05:14 GMT
#24
It is IMPOSSIBLE to make a good looking lava map in SC2, unfortunately

Renaming the maps makes sense for lore but pro players would get confused and those guys get cranky pretty quick over pretty small things, so there's no way they'll do it.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10364 Posts
November 26 2011 05:47 GMT
#25
I agree the new look is quite nice but was it worth it? what's the point ? o.o

Also the depot thing makes sense, not sure if I like cross only on metal... especially since they took out the gold, too. Terran has a slightly higher win rate vs Zerg on there which can probably be helped a bit by removing the gold, but making it cross as well? not sure about that. It might make it even harder for PvZ.

On another hand, I like the generally brighter maps
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Adebisi
Profile Blog Joined June 2010
Canada1637 Posts
November 26 2011 05:57 GMT
#26
Woah, feels really bizarre, specially Tal'darim/Shakuras though, I think this is a kinda cool thing though... but I don't really see why every map needs to be cross spawn....
jnkw
Profile Joined November 2010
Canada347 Posts
Last Edited: 2011-11-26 06:02:59
November 26 2011 06:01 GMT
#27
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.


Heart of the Swarm's constructable rocks will fix it, never fear.

On topic: The map changes give them a fresh feel -- I'm sure it'll be nice to see when spectating!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10364 Posts
Last Edited: 2011-11-26 06:11:20
November 26 2011 06:04 GMT
#28
On November 26 2011 13:53 emc wrote:
remove the rocks on the previous gold bases on shattered temple and thats about it. Looks good


I agree, but that would totally fuck up the way the map is played lol. I think they should have kept that as a gold, it was fine =/


On November 26 2011 15:01 jnkw wrote:
Show nested quote +
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.


Heart of the Swarm's constructable rocks will fix it, never fear.

On topic: The map changes give them a fresh feel -- I'm sure it'll be nice to see when spectating!



Haha. Well maps are part of the game Plexa, so I think it's better just to say if there's something wrong with the "game", it can be safely fixed by the maps! :D

Either that or there is something wrong with the rules... lol


On November 26 2011 14:57 Adebisi wrote:
Woah, feels really bizarre, specially Tal'darim/Shakuras though, I think this is a kinda cool thing though... but I don't really see why every map needs to be cross spawn....



Wow wtf, I thought it was only metal. Well I don't have too much of a problem with cross spawn only, it'll give us more epic games hopefully, but I think it would be more balanced otherwise =/

Omg lol even tal'darim is cross...

Well, with all the golds gone, I hope Zerg won't be over-favored =/
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Tweleve
Profile Joined March 2011
United States644 Posts
November 26 2011 06:11 GMT
#29
I wouldn't mind having these tileset options on the ladder, as long as the actual maps are 100% the same
(╯°□°)╯︵ ┻━┻
jnkw
Profile Joined November 2010
Canada347 Posts
November 26 2011 06:23 GMT
#30
On November 26 2011 15:04 Yoshi Kirishima wrote:
Show nested quote +
On November 26 2011 13:53 emc wrote:
remove the rocks on the previous gold bases on shattered temple and thats about it. Looks good


I agree, but that would totally fuck up the way the map is played lol. I think they should have kept that as a gold, it was fine =/


The issue with removing the rocks on that third (even if non-gold) is it makes it ridiculously easy for Zerg to get a quick 3rd, since it's so close to the natural. It's sure to be a controversial issue, but I think the mapmakers ultimately made the right choice here.
Veritas.13
Profile Joined August 2010
United States48 Posts
November 26 2011 06:34 GMT
#31
I like this, who doesnt love the new snow belshir beach? Let the maps change over time at least this is changing something in the map pool...
"I rage a path of destruction across the open battlescarred fields of Battlenet."
Taefox
Profile Joined March 2010
1533 Posts
November 26 2011 06:38 GMT
#32
Everything is good but texture changes and force cross spawn every maps is awful
@taefoxy
AndreiDaGiant
Profile Joined October 2010
United States394 Posts
November 26 2011 06:46 GMT
#33
zerg will do very welll in this... force cross spawns is ridiculous on metal and shatered...
Terran Metal for the Win
butter
Profile Blog Joined July 2009
United States785 Posts
November 26 2011 06:48 GMT
#34
So is the short cross possible as well as the long cross on Shakuras?
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
Tamagoyaki
Profile Joined April 2011
United States7 Posts
November 26 2011 07:59 GMT
#35
wat positional imbalance is there for shattered and metalopolis for cross position?
Solo Operative, Right?
DeepBlu2
Profile Blog Joined April 2004
United States975 Posts
Last Edited: 2011-11-26 08:02:54
November 26 2011 08:01 GMT
#36
I like some of the changes but I don't see the point of changing the textures, backgrounds, and just graphical designs of the map. It really only adds negative effects for the players. I also think some of the changes are zerg favored, coming from a random player. One thing I don't like is forced cross-spawns on Tal'darim.
u gotta sk8
DivinitySC2
Profile Joined July 2011
United States244 Posts
November 26 2011 08:15 GMT
#37
The new textures are a mess, everything else was done well.
To Iterate is Human, to Recurse, Divine
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
Last Edited: 2011-11-26 08:24:58
November 26 2011 08:24 GMT
#38
So all you guys did was force cross spawns, add some neutral depots, replace the gold minerals, and paint it with new textures? I applaud the 2nd & 3rd changes, but I don't think forcing cross spawns was really necessary. You're basically saying zergs need all the help they can get on these maps, which is not true. Having close-air positions enabled gives players different strats & tactics to choose from, which is all gone now.

I also don't get why you gave the maps a makeover. I guess having something different to look at is always nice, but is that the only reason? Tal'Darim especially looks quite dark to me which I don't really like.

At least they're not using Xel'Naga Caverns. That's a good thing I guess.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Amornthep
Profile Blog Joined September 2011
Singapore2605 Posts
November 26 2011 08:24 GMT
#39
I find the new textures more distracting than appeasing. Sure, it will give us observers a new 'feel' but to the players, it's more distracting than anything else.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
November 26 2011 08:25 GMT
#40
I always thought that Metalopolis is very zerg favored map, now that you removed gold IMO the map is compleatly broken.
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