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Huh wtf
Unnecessary cross position forcing(most of the time, you only need to force non-close. Why force cross on Shakuras and TDA?)
Aesthetic changes were fine until TDA imo. Most of them looked more bright - better to watch - but TDA Char tileset is retarded.
I also don't like the idea of all maps being non-gold, but it's at least acceptable.
Overall, many unnecessary changed.
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Cool, now at least we know the map pool is not bad. 
I think I'll enjoy the change of tile set styles in a spectator point of view, not sure how much trouble will it be for the players.
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It'd be nice if we could enjoy four player maps that had every spawn position be viable, like in BW. If the maps are truly a problem where we need to butcher them just to make it playable, they need to be removed.
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On November 27 2011 10:16 Zephirdd wrote: Huh wtf
Unnecessary cross position forcing(most of the time, you only need to force non-close. Why force cross on Shakuras and TDA?)
Aesthetic changes were fine until TDA imo. Most of them looked more bright - better to watch - but TDA Char tileset is retarded.
I also don't like the idea of all maps being non-gold, but it's at least acceptable.
Overall, many unnecessary changed.
I guess it is cross on Shakuras Plateau because that they might want it to go split/split on expo's, which I like. TDA has some map imbalances, judging by where you spawn. It can sometimes be hard to expand to your normal fourth if you got the "bad" position. That is a couple of reasons at least.
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Must suck to be approached to load a pre-existing map, click a button to change the tileset, plop down 4 neutral depots, and adjust spawn positions.
I hope at some point we can have BW style map systems where they are consistently changing from league to league and season to season.
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On November 27 2011 13:35 Warpath wrote: Must suck to be approached to load a pre-existing map, click a button to change the tileset, plop down 4 neutral depots, and adjust spawn positions.
I hope at some point we can have BW style map systems where they are consistently changing from league to league and season to season.
We did much more than click a button to change the tileset :p I hope in the future new maps can be introduced too though!
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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 =/ Show nested quote +On November 26 2011 15:01 jnkw wrote: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 Show nested quote +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 =/
All cross spawns. Mostly very open maps. No gold bases.
I've never said this before in my life but this tournament looks damn good for zerg...
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After playing the Shattered Temple tileswap, it's extremely appealing.
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TBH with all cross spawns on every map, and no gold, why do you even need the depot blocking the ramp? xD
Perhaps we should contact ESV and let them know what we think. But they'll probably check here too i guess.
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On November 27 2011 05:00 Diamond wrote:Show nested quote +On November 27 2011 04:21 monitor wrote: -GSL seems to only use korean maps from LS and JackyPrime This is the important part. The GSL uses one of the most closed off systems ever (only Prime maps) and refuses to accept any foreign maps. Gisado claims it's because we don't speak Korean but when I tweeted him in Korean that I have a translator and he could email me in Korean he never replied. So if you guys are sick of these maps, do something. Ask Gisado, Mr Chae or whomever for foreign maps. It's really maddening to get hated on for re skinning these maps when there is such a lack of demand for new maps that it won't happen. 
The entire map making situation is retarded, yes. But per this thread, what really did you expect ... all you did was retexture the maps. What is so special about that? What exactly are you looking for here?
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I think the maps could be pretty cool to be honest. I do feel that cross spawn only on Tal Darim is kind of dumb since distances are pretty big.
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On November 27 2011 15:29 Yoshi Kirishima wrote: TBH with all cross spawns on every map, and no gold, why do you even need the depot blocking the ramp? xD
Perhaps we should contact ESV and let them know what we think. But they'll probably check here too i guess.
It's WCG's call and they wanted it.
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Seeker
Where dat snitch at?36921 Posts
TDA space would've looked sexy.
All the other maps? Looks fine, can't wait to see the games being played.
Forced cross positions? Meh...... it is what it is.
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I realize it was WCG's call, not ESV's, but none of these changes make sense to me. I don't feel it was necessarily to change the textures at all, they actually look quite a bit worse visually now in my opinon... and why is Tal Darim force cross spawn? That map isn't imbalanced in any positions, always cross spawns on Tal'Darim is going to favor Zerg every game on that map.
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United Kingdom38149 Posts
Forced cross pos on Meta, Tal'Darim, and Shattered >___<
I don't really get the need to retexture everything either, but I guess if that's what WCG wants ><
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On November 27 2011 21:40 Asha` wrote: Forced cross pos on Meta, Tal'Darim, and Shattered >___<
I don't really get the need to retexture everything either, but I guess if that's what WCG wants ><
Atleast there isn't an island map.
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I love all the changes! I was a bit worried when I saw WCG using ladder maps in the Korean qualifier, but these changes seem good.
It is sad that they didn't choose to use some of the GSL maps which actually are balanced for all spawns, but this, I think, strikes a balance between familiarity (thanks to ladder) and balance. I'll definitely be using these in the future.
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Quite cool looking maps, wouldn't mind them on ladder for a change of scenery.
Also watch out for le space shark on metalopolis.
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On November 26 2011 11:57 Jedclark wrote: Tal'Darim looks AWFUL, but the rest look pretty good. It'll be cool to watch these maps we're so familiar with be so different.
Exactly my thoughts.
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