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WCG 2011 Grand Finals Maps - Page 8

Forum Index > SC2 Maps & Custom Games
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amd098
Profile Blog Joined January 2011
Korea (North)1366 Posts
December 04 2011 09:48 GMT
#141
hmm so gold bases are being phased out by tournaments even more now
North Korea is best Korea!
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
December 04 2011 09:53 GMT
#142
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.


..or the players.
https://steamcommunity.com/id/*tlusernamehere*/
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
December 04 2011 10:21 GMT
#143
On December 04 2011 18:48 amd098 wrote:
hmm so gold bases are being phased out by tournaments even more now


Yeah, they are rather problematic balancewise, but I wish they would still be around on a few maps. Really, it is an interesting dynamic and should still exist one in awhile, but I think overall they are not needed.

What I like is how everyone once in awhile I saw a custom map with certain expos having a mix of gold and regular. I think that needs to be played with more.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Wodger
Profile Joined October 2008
Scotland380 Posts
December 04 2011 13:21 GMT
#144
Where is WCG Tau Cross?
DeadBull
Profile Joined August 2011
421 Posts
December 04 2011 14:39 GMT
#145
like it :D
but metalopolis rly shouldnt be in any map pool...
labbe
Profile Joined October 2010
Sweden1456 Posts
December 04 2011 14:54 GMT
#146
Great maps. Like the aesthetics changes as well.
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
December 04 2011 15:19 GMT
#147
Coming from the youtube changes thread to this one makes me laugh, so many people not liking change. I personally love that you've reskinned the maps. It'll make these passed-their-sell-by-date maps a bit more interesting at least.

Also, good initiative taking out golds, was one of GOM's better decisions they have made and you should be applauded for continuing this.

I feel like we need to make some kind of map petition going though because there will logically be a huge demand for new maps in both competitive play and on ladder. Time will tell
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
December 04 2011 15:25 GMT
#148
you guys should put wcg decals on the maps
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
MavivaM
Profile Joined November 2011
1535 Posts
December 04 2011 16:03 GMT
#149
I'm not into the forced cross position, but I like this idea.

As for the map pool, I think that WCG couldn't have done otherwise: it's the grand finals, they couldn't choose other than the classic maps since pros shouldn't be forced to adapt to new maps in a short amount of time.
But, excluding the fact that the maps aren't... "new"... it's a good step for the mapmaking comunity and the tournament as well: viewers can find the old maps more refreshing due to the new look and players will be comfortable since the map layout it's the same.

Also it's a good chance to mapmakers to get more deserved recognition: today it's just ESV Metalopolis, but tomorrow it could be ESV NewOriginalMap!
One step at the time, I hope that in the future we will get new solid maps.

I'd like to hear the mapmakers' opinion about this!
How does it feel to remake a blizzard map when you believe that you could make a better job with a new map of yours, instead?
At the same time do you get motivated to improve them graphically?

It's a real shame that there are so few chances to test new maps on real tournaments, but at the same time unless they are througly played people will always feel that they lack balance.
Also, a question: beside Map of the Month are there other tournaments that implement the most recent works?
I seriously wish you the best, mapmakers!
Your Opinion has been counted. Only 3 more Opinions needed for a reddit thread.
Thebbeuttiffulland
Profile Joined October 2011
Brazil288 Posts
December 04 2011 16:05 GMT
#150
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.

or with the maps
truth is out there
Proko
Profile Joined February 2011
United States1022 Posts
December 04 2011 17:50 GMT
#151
On November 26 2011 11:53 Goldbullet wrote:
cross positions only on every map now that something different. More zerg minded maps when having cross positions and no gold bases..


except antiga, which is a pretty good turtle terran turtle toss map.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
Tomken
Profile Joined January 2010
Norway1144 Posts
December 04 2011 18:25 GMT
#152
On November 26 2011 11:27 TehTemplar wrote:
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...

Gold mineral is just lame, imba for terran.
MBCGame HERO FIGHTING!!!~
FlaShFTW
Profile Blog Joined February 2010
United States10233 Posts
December 04 2011 18:29 GMT
#153
maps look ugly as hell. tal'darim and shattered the most...
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Stiluz
Profile Joined October 2010
Norway688 Posts
December 05 2011 12:15 GMT
#154
I like the balance changes for the maps. The tilesets just confuses me. I'd like to see the high yield bases stay in one form or another since they bring an interesting dynamic, but as it they favor Terrans, would probably need to add a highyield gas if they wanted it to be as rewarding for Zerg or Protoss to take a high yield base.
Utopi
Profile Joined July 2010
Denmark176 Posts
Last Edited: 2011-12-05 13:14:11
December 05 2011 13:13 GMT
#155
Nice maps, encouraging macro play and hence a greater likelihood of the better players winning. Equally i believe it is also good for the overall viewer experience. I would, however, have liked to see daybreak instead of meta. As for the tileset i guess it spices things up a bit and gives the sensation that WCG is more special than usual tournaments.
no.
Geordie
Profile Blog Joined April 2011
United Kingdom653 Posts
December 06 2011 08:14 GMT
#156
Seems pretty OP how it will be forced cross on shattered + metal + TDA in TvZ... I mean seriously especially on metalopolis zerg will win just about every time providing they are relatively the same skill level -.-
Ehralur
Profile Joined September 2011
Netherlands27 Posts
December 06 2011 12:04 GMT
#157
On November 26 2011 13:25 Destructicon wrote:
I don't quite agree with the re-texturing of old maps, in particular I downright hate the new Tal'Darim and Shakuras. Tal'Darim just looks bad and Shakuras had its own unique fibe due to the lighting and the shakuras tileset. Also Shattered Temple middle looks extremely boring visually.

However what I disagree with the most is with forcing cross spawns on every map. I can understand it being necessary on say 4 spawn rotational maps, since the nature of them means one side might have a slight edge due to how the rotation works. However on maps like Metal, Shakuras and Shattered there is no reason to remove close by air.

Close by air encourages some more different approaches to the game and involves different strategies and tactics, drop play and air harass is more popular which can also lead to more diverse games.
Its also interesting to see how players adapt their strategies to close by air or cross spawn maps.

By forcing cross spawn you're basically cutting out tons of fun and potentially spectacular strategies and plays. Cloaked banshee play, early drop play, stargate pressure etc

I really wish we'd let the meta-game play out more before committing to such rash action.

I don't necessarily dislike the re-texturing except for Tald'Darim being too drastic, but otherwise I completely agree with this post.
Forcing cross spawns on maps that aren't rotational 4 player maps takes out alot of gameplay elements and will really cause a lower amount of exciting matches. This is not what the spectators want to see.

Cross spawns on Tal'Darim or Antiga is fine, but not necessary.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
December 08 2011 00:49 GMT
#158
On December 04 2011 22:21 Wodger wrote:
Where is WCG Tau Cross?


Coming up right behind WCG Paranoid Android 2.0
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Zariel
Profile Blog Joined December 2010
Australia1285 Posts
December 08 2011 01:31 GMT
#159
I think the only reason they changed the tileset was to make the map easier to see for the audience seeing how Shakuras, Antiga and Metal were quite dark maps but when I saw TDA it freakin just blew my logic out of my head.

Till this day, I still don't see any hint of logic behind 'only cross positions' or 'no close positions'. If that's the case, why the hell are we making 4 player maps in the first place?
sup
Fnatic.SaSe
Profile Joined January 2011
Sweden29 Posts
December 08 2011 02:00 GMT
#160
maps looks awesome but tileset is a big change for some players I think. All your sim city might get messed up. Can't believe they announce 5 maps 2 weeks before the tournament. Horrible And what the fuck, how can Char (Volcanic) be on one of the maps, it's so dark, doubt we will be able to see anything on the stream. At least that's the reason why I didn't play that map last patch^^
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