WCG 2011 Grand Finals Maps - Page 8
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amd098
Korea (North)1366 Posts
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HwangjaeTerran
Finland5967 Posts
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. | ||
TheAmazombie
United States3714 Posts
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. | ||
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Wodger
Scotland380 Posts
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DeadBull
421 Posts
but metalopolis rly shouldnt be in any map pool... | ||
labbe
Sweden1456 Posts
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Eishi_Ki
Korea (South)1667 Posts
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
Portugal3040 Posts
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MavivaM
1535 Posts
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! | ||
Thebbeuttiffulland
Brazil288 Posts
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 | ||
Proko
United States1022 Posts
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. | ||
Tomken
Norway1144 Posts
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. | ||
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FlaShFTW
United States10028 Posts
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Stiluz
Norway688 Posts
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Utopi
Denmark176 Posts
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Geordie
United Kingdom653 Posts
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Ehralur
Netherlands27 Posts
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
United States10796 Posts
On December 04 2011 22:21 Wodger wrote: Where is WCG Tau Cross? Coming up right behind WCG Paranoid Android 2.0 | ||
Zariel
Australia1277 Posts
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? | ||
Fnatic.SaSe
Sweden29 Posts
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