WCG 2011 Grand Finals Maps - Page 6
Forum Index > SC2 Maps & Custom Games |
Klaxon
Canada34 Posts
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InsidiA
Canada1169 Posts
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Yaki
France4234 Posts
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Amlitzer
United States471 Posts
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Diamond
United States10796 Posts
On November 28 2011 07:08 Yaki wrote: lol what is the point of these changes ? WCG likes to be different. | ||
Amlitzer
United States471 Posts
On November 28 2011 08:05 Diamond wrote: We have heard the feedback everyone and will re do Tal'Darim totally and also look to spruce up ST. Orginally these were to be used in WCG Korea and we had all (iirc) 36 hours notice so I admit we could have done better. Will post updates when we have them. WCG likes to be different. I'm glad you listen to the community, but I don't think you should have to brake your back for us. You already spoiled us by making retextured maps, and no matter what you do people are going to complain about maps. It's all just a matter of personal taste. | ||
Diamond
United States10796 Posts
On November 28 2011 08:18 Amlitzer wrote: I'm glad you listen to the community, but I don't think you should have to brake your back for us. You already spoiled us by making retextured maps, and no matter what you do people are going to complain about maps. It's all just a matter of personal taste. We always aim to make people happy ![]() | ||
RoninShogun
United States315 Posts
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k10forgotten
Brazil260 Posts
On November 28 2011 09:21 RoninShogun wrote: It's probably been said, but if it hasn't removing the gold on Shattered Temple is probably one of the dumbest things I've ever seen from non-Blizzard map-making. "Destroy these rocks to take a base with two less mineral patches than a base that is more tucked away and easier to defend." I think. Unless they made it have equal patches to the back, but its still sort of iffy 8 mineral patches in every base. (: | ||
Duka08
3391 Posts
Oh well, still interesting =P | ||
Rikke
Germany302 Posts
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Diamond
United States10796 Posts
On November 28 2011 11:25 Duka08 wrote: Thought they were going to say something shocking (in an intelligent way) like "maps recolored so players/casters/refs KNOW when the right or wrong map has been hosted, to avoid issues." Oh well, still interesting =P That's actually a REALLY unintended but true scenario. There will be no doubt if it's the right version. Also I looked at ST, aside for the center, the map looks pretty sick in game. We will spruce that up but the overview really does not do it justice. | ||
Welmu
Finland3295 Posts
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The Final Boss
United States1839 Posts
On November 26 2011 13:24 TehTemplar wrote: Yes, unfortunately. That is why I make 2 player maps :/ Edit: And do you really need cross positions on tal'darim? Because the close positions are long enough... I don't really know about other match-ups, but I know that in TvP and TvT especially, if you spawn in "close positions" such that your natural is closer to your opponent than your natural ramp, a smart opponent who sieges up or attacks your natural with Colossi can be extremely difficult to beat (especially since the third is blocked by rocks. I think that of all the maps, Tal'Darim seems to be the one that I don't mind them enforcing spawn positions. At the same time, I think that enforcing spawns on Metalopolis, Shattered Temple, and Shakuras Plateau is pointless. Close air positions may favor a certain race, but so do cross spawns. I've heard Zergs complain about close air positions in TvZ on Metalopolis or Shakuras, but I have troubles winning cross positions as a Terran player as well. It seems pointless to enforce those positions and will make every single TvT proxy Marauder rushes. | ||
The Final Boss
United States1839 Posts
On November 28 2011 13:42 Diamond wrote: That's actually a REALLY unintended but true scenario. There will be no doubt if it's the right version. Also I looked at ST, aside for the center, the map looks pretty sick in game. We will spruce that up but the overview really does not do it justice. Personally I think it looks pretty interesting. The problem is just the fact that Shattered Temple is a boring map. Lost Temple had too many abusable, gimmicky terrain features, then they made Shattered Temple which was completely and entirely void of them. Also, just as a note to the map makers, I personally really like the new textures. I really enjoy watching something fresh--it's what makes Brood War great (along with a lot of other things). It's not really new maps, but it will be a pleasant change. | ||
AsBan
Norway94 Posts
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Baseic
Netherlands310 Posts
Don't agree with every forced spawn though. | ||
johnnywup
United States3858 Posts
though tal'darim should be all spawns.. | ||
johnnywup
United States3858 Posts
On November 28 2011 09:21 RoninShogun wrote: It's probably been said, but if it hasn't removing the gold on Shattered Temple is probably one of the dumbest things I've ever seen from non-Blizzard map-making. "Destroy these rocks to take a base with two less mineral patches than a base that is more tucked away and easier to defend." I think. Unless they made it have equal patches to the back, but its still sort of iffy its an extra base, no matter the mineral patches, you'll want more. and the gas is important as well | ||
Andreas
Norway214 Posts
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