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[M] (2) ESV Ohana LE - Page 10

Forum Index > SC2 Maps & Custom Games
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whereismymind
Profile Blog Joined March 2011
United Kingdom717 Posts
Last Edited: 2012-04-18 22:35:06
April 18 2012 22:34 GMT
#181
Third and forth on this map is really pain in ZvT(Hellions). I like GSL version more, since third has ramp and is in higher position.
one day.. i'll lose my mind
VTPerfect
Profile Blog Joined March 2011
United States487 Posts
April 22 2012 00:56 GMT
#182
this map is trash, Zerg way too heavily favored plz remove

User was warned for this post
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 23 2012 22:19 GMT
#183
On April 22 2012 09:56 VTPerfect wrote:
this map is trash, Zerg way too heavily favored plz remove

User was warned for this post


Not really. TvZ, based on statistics so far, favors terran, while ZvP is relatively even.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
The WingNut
Profile Joined February 2012
United States35 Posts
April 25 2012 15:35 GMT
#184
I was a little skeptical at first, but now I'm a huge fan of this map. I have had some epic games on ladder already. Mech is very fun and seems very powerful on this map. I know you put tons of work into this. Thank you!
Kaesebrot
Profile Joined April 2012
Germany128 Posts
April 25 2012 16:05 GMT
#185
I get this map all the time on the ladder. Its great for proxy marauder in tvt. But too bad the water got removed -_-
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 10 2012 09:09 GMT
#186
Ohana in Proleague Season 2!

http://www.teamliquid.net/forum/viewmessage.php?topic_id=336363
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Sumadin
Profile Joined August 2011
Denmark588 Posts
May 10 2012 13:10 GMT
#187
Ladder versions? Does that mean no depots and close spawn antiga and entombed? We need to know more. Personally i would love a tournement to take that step, but as a startup for proleage? Well this is going to be intresting.
The basic key to beating a priest is playing a deck that is terrible.
Gl!tch
Profile Joined December 2010
United States573 Posts
May 10 2012 14:17 GMT
#188
Now that this thread popped up again, i'm curious. Does Blizzard plan on making small changes to maps during season changes? and if so would they let you? Now that the map has had so much exposure and testing i'm sure you have some statistics that you could use to further balance it (not that it isn't balanced, I personally find PvP PvZ and PvT to be pretty 50/50 on this map, which is all I can speak for).
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 10 2012 18:02 GMT
#189
On May 10 2012 22:10 Sumadin wrote:
Ladder versions? Does that mean no depots and close spawn antiga and entombed?


LE - ladder edition, so yes, that means no depot I'm afraid, unless they're lying to us

On May 10 2012 23:17 Gl!tch wrote:
Now that this thread popped up again, i'm curious. Does Blizzard plan on making small changes to maps during season changes? and if so would they let you? Now that the map has had so much exposure and testing i'm sure you have some statistics that you could use to further balance it (not that it isn't balanced, I personally find PvP PvZ and PvT to be pretty 50/50 on this map, which is all I can speak for).


So far the statistics for Ohana are:

TvZ: 50-37 (57.5%) | ZvP: 33-36 (47.8%) | PvT: 32-29 (52.5%)

Blizzard did mention to one of the other mappers on ESV (monitor/superouman) that changes would be allowed between seasons, but we don't know for sure when that's available to us or if they're really going to change it. The fact that they mentioned it gives a good chance.

As far as balancing Ohana, this is a very cautious thing I have to do, as now I can kind of understand blizzard when they balance the game. If there was anything I would consider changing, it would be to remove the destructible rocks at the 4ths, since they serve more as an offensive tool and serve no defensive purposes whatsoever, which explains why players (zergs especially), break them down early enough to avoid getting choked up there.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
May 10 2012 18:14 GMT
#190
Well, while Zergs have had trouble on this map, they are also being buffed with the overlord speed and queen range now. It's hard to say what big of an effect that will have, but I think it's difficult to pinpoint any balance changes to be made now.

However, I fully support removal of the rocks at the fourth. I think generally they emphasize 3-base play too much. You've said that a concept in Ohana is sort of an easy third base and more difficult fourth, but I'm not a big fan of that, as it seems like it's playing to the weaknesses of SC2. The game is already designed in a way that it has a bit of a 3-base cap issue, and I don't really like how Ohana emphasizes that, it's not great for gameplay and makes it hard for Zerg. The only downside to making the fourth a bit easier, that I can see, would be problems with players taking all four bases quite quickly and then running out of bases, seeing as there's only five per player. I don't think that's too big of a deal, though.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 10 2012 18:33 GMT
#191
On May 11 2012 03:14 Gfire wrote:
Well, while Zergs have had trouble on this map, they are also being buffed with the overlord speed and queen range now. It's hard to say what big of an effect that will have, but I think it's difficult to pinpoint any balance changes to be made now.

However, I fully support removal of the rocks at the fourth. I think generally they emphasize 3-base play too much. You've said that a concept in Ohana is sort of an easy third base and more difficult fourth, but I'm not a big fan of that, as it seems like it's playing to the weaknesses of SC2. The game is already designed in a way that it has a bit of a 3-base cap issue, and I don't really like how Ohana emphasizes that, it's not great for gameplay and makes it hard for Zerg. The only downside to making the fourth a bit easier, that I can see, would be problems with players taking all four bases quite quickly and then running out of bases, seeing as there's only five per player. I don't think that's too big of a deal, though.


This does not remove the prime purpose of this map's concept design, which is designed to create aggressive macro play. Taking three bases will always be easy. You will always have to fight over your 4th and/or 5th bases to maintain a steady economic advantage over your opponent. On most maps, you can sit back on 5 or 6 bases, while your opponent is on 3 or 4. That's a compromise. On Ohana, you have to be aggressive to come out on top, and that's produced a lot of great games, even TvZ!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
May 10 2012 19:28 GMT
#192
Oh yeah, I really like how you have to fight for a fourth base. It's a nice change of pace. I think the rocks make it harder to take and defend, while it's forward position makes it easy to assault for the opponent. I guess, potentially, the rocks might discourage players from taking it in the first place, which actually discourages fighting. I could be wrong, but removing the rocks might increase both aggression and macro play.
all's fair in love and melodies
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