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![[image loading]](http://i.imgur.com/XmpDy.jpg) Overview:
![[image loading]](http://i.imgur.com/UfWJZ.jpg)
Bases: •+ Show Spoiler +
Aesthetics: •+ Show Spoiler +
*Map Name : Crux Abyssal City LE
*Published : KR (심해 도시)
*Tileset : 자쿨다스(황무지)
*Size : 144x128
*Suggest Players : 2 Players
*Amount Of Resourse :
본진 : 8m 2g (3 o'clock 9 o'clock) 앞마당 : 8m 2g (2개) 확장 : 8m 2g(2개) 1 o'clock 7 o'clock
8m 2g(2개) 6 o'clock 12 o'clock
8m 2g(2개) 5 o'clock 11 o'clock
*Version : 1.0
*Concept And History
Concepted by Abyssal City
Created by EastWind
TeamCrux.tistory.com ps94406@naver.com
*character
[언덕지상][복합][전면전][전술형]
*type
Strategy
Hey :D I'm Crux_EastWindy
This Map's Concept is Abyssal City
Abyssal City LE [심해 도시] 1.0ver Published.[KR]
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Oh.; I'm sorry i miss the title add [M]
Srry;;((
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+ Show Spoiler +
It's a beautiful map. It almost looks as if you're underwater yet clearly you can be because the land is above.
9.5/10 aesthetics.
I would give 10/10 but that bridge (?) in the dead center of the map looks out of place.
Can't speak to balance, no KR account.
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Beautiful aesthetics ^^ but sadly i dont have a kr account, can you please upload it to eu? :D
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Please, downowload this map to Eu server.
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Eye-gougingly beautiful. The lighting adds a very unique feel to it. The 2 tier surroundings is really clever, and works perfectly with the fog. The way top map makers use the same doodads as everyone else but manage to make them feel perfectly integrated with the theme they were going for always amazes me.
As for the layout, I like it a lot. It's not too macro (read turtle) friendly which I like, I think the main/nat/3rd layout is really unique and will provide some interesting dynamics. The only thing I have slight concerns over is siege tanks parked at the half base but it's probably unfounded. I would love to see some games on this, is it a potential GSL map?
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do you need somebody to upload it to EU?
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This is a work of art. Wow.
Obviously a lot of thought was put into the layout. My only reservation is that the corner 3rd base is so far away, very hard to defend in PvZ and maybe trouble for TvZ too, although terran will happily take the center base. Perhaps protoss can use a cannon strategy for a fast 3rd in the center too.
I can't wait to see this in action!
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and the highground pods continue their domination...
quite Muspelheim-esque.
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This looks really cool. I really like how you setup the third. My only concern is the length between the natural and third, but that might just be the angle of the picture.
Beautiful looking map!!!
EDIT: My last concern is that the towers are too powerful. Do they cover the entire walkway?
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The only thing I don't really like is the name. Abyssal City doesn't really say much about it imo. Also why is it LE? Will it be used for next season's ladder?
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Same question as the guy above me: Why LE? I have my doubts that this is a 'league edition' that's going to be on the ladder. Apart from that, looks very good, and if you upload to EU, I will have a chance to actually try it!
So upload to EU gogogo!
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the map is very balanced and beautiful.
I place it just under concrete kingdom for that matter.
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Very nice looking, as the others have said.
Not sure there is enough space inside the main/nat for terran and protoss production structures?
And my other concern is that this map would encourage very passive play, like "Entombed", because the 3rd basically only has 1 attack path.
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Why this map's version LE is.
Because I post on PlayXP.
And First version had too much Frame Drop.
And I made Low Edition version, i post on TL.
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:-O its so pretty... I particularly like the sealab 2020 cluster of doodads. I had a similar thought as EathThePath, my thought being that it would take a long time for queens to get down to the third base and there are nice spots to stick air units - doodad clusters and highground pods, but in the current meta game that just makes it more interesting... I hope this map catches on.
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A map with a different layout than normal! Excited to see how it works.
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On July 26 2012 23:00 CruxEWPrime wrote: Why this map's version LE is.
Because I post on PlayXP.
And First version had too much Frame Drop.
And I made Low Edition version, i post on TL.
LE normally means Ladder Edition, like Tal'Darim or Daybreak Ladder Editions without the half bases. It's confusing if you use LE = Low Edition.
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United States10154 Posts
With three chokes to defend to take your third, it seems a bit of a struggle. However, relooking at the map, since rush distances are so long, there shouldn't be too big of a problem with it, since one of them is easily walled off as well.
Very pretty map, love it a lot. Usually when a map has the middle mains, the corner expos behind the mains become very underused. Not the case here. I can see them coming into great use.
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On July 26 2012 23:00 CruxEWPrime wrote: Why this map's version LE is.
Because I post on PlayXP.
And First version had too much Frame Drop.
And I made Low Edition version, i post on TL.
Do you have any pretty pictures from the original version or are the aesthetics still pretty much the same?
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i think some other map makers made a map with similar style layout it turned into allot of 2 base all-in plays, how do you think this map differs?
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On July 27 2012 00:34 Dexington wrote: A map with a different layout than normal! Excited to see how it works.
I don´t see where this map is different? I can´t see any unique features.
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On July 27 2012 03:25 Aunvilgod wrote:Show nested quote +On July 27 2012 00:34 Dexington wrote: A map with a different layout than normal! Excited to see how it works. I don´t see where this map is different? I can´t see any unique features.
Ya, it's almost the exact same layout as Daybreak with different proportions.
That said, it's an amazing improvement. I really hope this goes to ladder.
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On July 27 2012 03:35 Syphon8 wrote:Show nested quote +On July 27 2012 03:25 Aunvilgod wrote:On July 27 2012 00:34 Dexington wrote: A map with a different layout than normal! Excited to see how it works. I don´t see where this map is different? I can´t see any unique features. Ya, it's almost the exact same layout as Daybreak with different proportions. That said, it's an amazing improvement. I really hope this goes to ladder.
Yes, that is the probably best comparison. It might also have heavy circle syndrome.
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dezi
Germany1536 Posts
Already seen this one on PlayXP - nice work. Is it up on EU yet?
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Except that you can realistically expand down either side from either spawn, depending on race/preferences. This could create some interesting tensions over the 4th base
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On July 27 2012 04:08 RFDaemoniac wrote:Except that you can realistically expand down either side from either spawn, depending on race/preferences. This could create some interesting tensions over the 4th base 
I am close to a 100% sure pros will just expand linear. But we might see.
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Please show ingame pictures with FPS counter open, i want to see the rate in often used areas
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On July 27 2012 01:10 FlaShFTW wrote: With three chokes to defend to take your third, it seems a bit of a struggle. However, relooking at the map, since rush distances are so long, there shouldn't be too big of a problem with it, since one of them is easily walled off as well.
Very pretty map, love it a lot. Usually when a map has the middle mains, the corner expos behind the mains become very underused. Not the case here. I can see them coming into great use.
I played it on the Kr server, the rush distance is quite short.
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On July 27 2012 04:08 RFDaemoniac wrote:Except that you can realistically expand down either side from either spawn, depending on race/preferences. This could create some interesting tensions over the 4th base 
This is how people will expand: + Show Spoiler +
Corner expansions are kinda neutral, yet so close to either expansion pattern that they are quite awkward for both sides to take.
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On July 27 2012 09:03 Ragoo wrote:Show nested quote +On July 27 2012 04:08 RFDaemoniac wrote:Except that you can realistically expand down either side from either spawn, depending on race/preferences. This could create some interesting tensions over the 4th base  This is how people will expand: + Show Spoiler +Corner expansions are kinda neutral, yet so close to either expansion pattern that they are quite awkward for both sides to take. Since I played and obbed on this map, let me say that people especially terrans in TvZ expand to the central expo as their third while being agressive. The conventional third is actually more difficult to secure than people think, that's the reason why people take the central expansion, I think.
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Beautiful Map
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On July 27 2012 09:44 kim9067 wrote:Show nested quote +On July 27 2012 09:03 Ragoo wrote:On July 27 2012 04:08 RFDaemoniac wrote:Except that you can realistically expand down either side from either spawn, depending on race/preferences. This could create some interesting tensions over the 4th base  This is how people will expand: + Show Spoiler +Corner expansions are kinda neutral, yet so close to either expansion pattern that they are quite awkward for both sides to take. Since I played and obbed on this map, let me say that people especially terrans in TvZ expand to the central expo as their third while being agressive. The conventional third is actually more difficult to secure than people think, that's the reason why people take the central expansion, I think.
Oh yeah, that's obviously another expansion pattern you could use. I was just trying to point out that the sixth are neutral-ish.
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Is anyone going to be able to get this up on NA anytime soon?
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United States10154 Posts
On July 27 2012 08:50 kim9067 wrote:Show nested quote +On July 27 2012 01:10 FlaShFTW wrote: With three chokes to defend to take your third, it seems a bit of a struggle. However, relooking at the map, since rush distances are so long, there shouldn't be too big of a problem with it, since one of them is easily walled off as well.
Very pretty map, love it a lot. Usually when a map has the middle mains, the corner expos behind the mains become very underused. Not the case here. I can see them coming into great use. I played it on the Kr server, the rush distance is quite short. really? with the main/nat setup, id expect them to be quite long...
nvm, relooked at the map, didnt see the smaller ramp that leads to the middle.
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Exceptionally well conceived map, it's exactly the type of map I like too. The aesthetics are just out of this world to boot, with some really classic sci-fi visuals. It does seem like a ton of doodads though, interested to see how it runs.
The proportions seem particularly good to me, and I enjoy small features like the "backdoor" path into the third. The distances between bases and possible expansion patterns reminds me of Cloud Kingdom, and this map reveals the same solidity in its initial base layout. The middle is much different, and even though it's reminiscent of Daybreak, it should play out rather differently, not in the least due to the watchtower placement. It encourages far more aggression throughout all stages of the game. Honestly, I feel the middle map is just about flawless.
I can't think of a more promising map in recent memory - I'm excited to play on this map and to see it really stress tested. I reckon and hope this map has a bright future.
EDIT: Actually, the one thing I can fault is the name: "Abyssal City" is a little underwhelming and doesn't quite roll of the tongue. I don't know if that's still subject to change though.
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What a beauty! CruX maps never cease to amaze me! Too bad it's not on EU T–T, but from what I can see on the overview it looks really solid.
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This map looks absolutely amazing. I could put it up on NA if you'd like, I really want to play on it!
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This map is absolutely stunning.
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Superb aesthetics but I'm not a fan of the layout. Too difficult to hold a 6th base, and for zerg, its hard to get up to 6 or 8 gases in lategame considering the middle expos are going to be nearly impossible to defend due to their close proximity to the opponent. The biggest problem is that the expos are all too close to the opponents expansions and the map is too small. I don't really have any suggestions to fix it on this map, but keep it in mind in the future when you make the expo layouts.
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dezi
Germany1536 Posts
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On July 30 2012 10:44 monitor wrote: Superb aesthetics but I'm not a fan of the layout. Too difficult to hold a 6th base, and for zerg, its hard to get up to 6 or 8 gases in lategame considering the middle expos are going to be nearly impossible to defend due to their close proximity to the opponent. The biggest problem is that the expos are all too close to the opponents expansions and the map is too small. I don't really have any suggestions to fix it on this map, but keep it in mind in the future when you make the expo layouts.
Too difficult to hold a 6th base!? Is this really a valid complaint!? There is no reason that every single SC2 game these days should go to 6 bases, zerg or not.
This map looks beautiful and I like the layout very much. I hope to see this uploaded to NA very soon, I would like to test it a bit more.
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On July 30 2012 20:50 CaptainCrush wrote:Show nested quote +On July 30 2012 10:44 monitor wrote: Superb aesthetics but I'm not a fan of the layout. Too difficult to hold a 6th base, and for zerg, its hard to get up to 6 or 8 gases in lategame considering the middle expos are going to be nearly impossible to defend due to their close proximity to the opponent. The biggest problem is that the expos are all too close to the opponents expansions and the map is too small. I don't really have any suggestions to fix it on this map, but keep it in mind in the future when you make the expo layouts. Too difficult to hold a 6th base!? Is this really a valid complaint!? There is no reason that every single SC2 game these days should go to 6 bases, zerg or not. This map looks beautiful and I like the layout very much. I hope to see this uploaded to NA very soon, I would like to test it a bit more.
I agree that not every SC2 game should go to sixth bases, but I also like to have maps that you can use every part of. If something is useless then it could be designed better. So yes, it is a valid complaint that there are at least 2 expansions that will never be taken in every game because they're too close to the opponent.
![[image loading]](http://i.imgur.com/HGO9Q.jpg)
The yellow indicates the expansion that is going to be very difficult to take. Same with the top left expansion. I could draw out more scenarios, but each time you get the players to 4 or 5 bases, there is an expo that is nearly impossible to defend. You'll notice that even on 5 bases, some of the distances are dangerously short.
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i share monitor's concern.
it would be a bit easier with a high ground ledge that stretches out from the pods and with either of the two lowground connections cut away, the other being transformed into a second ramp from the side.
this leads to less dynamics and a better chance to hold the corner base from one side - thinking about the closeness to the mains one could argue the SE base should belong to the eastern side, but then the high ground would be too strong against fourth i assume.
Considering the close proximity by air from the the main base again kind of forbids the corner bases belonging to the other side (east corner to western side), unless the corner base's rotation is changed like a lot and moved closer to fourth.
Yet from the flow of bases I would argue to gve the western player a better chance to get the SE corner base, e.g. zerg expanding all the way to the corner, before taking the base in front the main.
interestingly what we are discussing here was once branded circle syndrom. being someone who talked a lot about CS and was accused of not looking after not-having CS, i want to emphasize one issue here, regarding the question who should have which last base: So I am not saying that this or that is bad, or CS, etc.- i want to note that if the SE corner base should belong to eastern player than there opens up a great chance for expanding forward very strongly, and the whole balance of teh map could break down. So not saying this is bad, it is very interesting. Just imagine main-nat-frontbase-cornerbase. Could be fun turtling around the main.
I hope I got thai point clear, feeling a bit rusty really.
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I think on this map is a little to much deadspace, which makes dropships and drops in general way to strong. I think if you delete the deadspace behind the main the map would be way more fair in PvT. Also the highgrounds ( i hope im not mistaken) seem to favour terran highly in TvZ and make it really hard to engage and defend your 4th.
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Beautiful map, really nice. Can't see any initial flaws on it, but I would have to play on it to be certain.
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I'd like to post a dissenting opinion on the 6th. Daybreak has a similar 6th base situation - it is very hard to secure because it is very close to your opponent. In this case however, an army attacking into the 6th opens itself up to being flanked or surrounded by any units on the nearby highground pod. So sure, its extremely hard to take, but not really if you secure the nearby highground pod - in this way they serve more as tiebreaker bases or winner's bases.
Other maps have had super hard 6ths before - Metropolis, Cloud Kingdom, hell - some maps have a 4th base that is harder than that to take. And its not like those bases didn't serve a purpose. I've seen a game on Metropolis that was decided by the bases in the middle of the map. If your in the late, late game. one player might be forced to sit in their base which would actually enable the opponent to take the 6th. Also, an army attacking into that base is severely out of position. So while I agree that that base is almost never going to be taken, I think it isn't fair to say that it serves no purpose whatsoever.
I think a much more valid complaint about this map is the size of the distance between the 4th and 5th bases. It seems really easy to catch someone's army out of position since traveling north/south is much longer than attacking west/east. But all that has the effect of doing in my mind is rewarding good positioning and map awareness even more.
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i simply love the aesthetics on your map! Pictures 4&5, just so awesome, rly impressive work.
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According to this, this map (the GSL version of it) will be in GSL Season 4. Looks like it'll bring some interesting games!
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Hope this map does not end up being Abysmal.
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Looks terrific. Can't wait to play it on NA.
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Looks very good! hope it works great..
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Looks like a nice muta map.
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The middle of the map looks like a smaller version of Daybreak with the same kind of concept with the rocks in the middle and a 6m1g base being there.
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Grats on the GSL featuring.
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hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom. its mind-boggling how this kind of maps get into gsl every fucking time.
oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx)
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Layout is really solid and aesthetically, it's one of the most beautiful maps...ever I think. It's definitely something unique, to mix the Metropolis-esque urban and the cavern textures. I would love to see this used in tournaments, if for no other reason than because, visually, it is unlike any other map. Great work!
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On September 01 2012 22:11 Terranlover wrote: hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom. its mind-boggling how this kind of maps get into gsl every fucking time.
oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx)
Quoted for thruthness
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someone should really upload it to EU, i really wanna try that map!
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On September 01 2012 22:37 Ariuz wrote: someone should really upload it to EU, i really wanna try that map! YEAH I really want to test it.
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Honestly beautiful map, hope it shows good games in the GSL.
EDIT: Also this map looks like it will favour the 2011 Terran strategies again, which I like. Too many macrogames makes Jack a dull boy.
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A very aesthetically pleasing map, very pretty  My main reservation with the map is due to how far the third is away from the main, as it can be so easily killed in ZvP quick three base situations. I do think the ramp leading to the third could be shortened more, but that's my only real problem with the map.
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pretty aesthetic but I hate the map , makes me think of dualsight !
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Every person that's claiming this has CS and will lead to poor gameplay has absolutely no idea what they're talking about.
Each player has 4.5 clear bases, and the ground distance between bases gets larger as each expansion is taken. The 5th bases aren't very ambiguous, either.
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Some people are complaining because you can't secure a safe sixth base? Are you fuckin' serious?
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On September 02 2012 00:21 nokz88 wrote: Some people are complaining because you can't secure a safe sixth base? Are you fuckin' serious? Not exactly a balance concern, as a lot of maps only have 5 bases per player anyway. But the fact that there are six bases per player and you can only really take 5 unless you are already ahead is kinda frowned upon on these forums.
I don't think it's as hard as people think to take those bases later in the game, though. I think when we've seen situations like that, in actual games, the bases are taken more often then you would think. It's not exactly a comfortable base, you have to fight for it, and it puts you close an opposing base so one or the other might get killed off pretty easily, but it's not actually all that bad when it comes down to it. When you force players to take those difficult bases (at least pros) they end up managing pretty well.
If it comes to 6 base, though, the distance could have an effect on balance, being kinda bad for Zerg. But I think by that late in the game that doesn't apply so much, as BLs actually like short distances. Zerg doesn't really need to be ahead in bases at that point, either.
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Is this map uploaded to NA?
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That is a lot of dead space, isn't it? Almost half the map? Hope the map doesn't feel too cramped.
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On September 01 2012 23:35 Syphon8 wrote: Every person that's claiming this has CS and will lead to poor gameplay has absolutely no idea what they're talking about.
Each player has 4.5 clear bases, and the ground distance between bases gets larger as each expansion is taken. The 5th bases aren't very ambiguous, either.
the 4th and 5th are definitely the problem. they are very hard to defend. 4th is very wide open and has terrain disadvantage vs attacker. 5th is basically on the enemy's back door, unless you expand cw to the super far base.
On September 02 2012 02:45 Proseat wrote: That is a lot of dead space, isn't it? Almost half the map? Hope the map doesn't feel too cramped.
it will probably play out like daybreak in early game, but positioning of 4th/5th, i dont know how far games will get past that point. will reserve judgement until first games i see ...
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Nice map, When published on EU?
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This map looks soooo sexy. A lot of tight spaces and cliffs though, which makes me worry just a bit for ZvT/P. I really like how the 3rd is set up,
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I do think people are cutting this map a little too much slack just because it's really, really pretty.
a) It's another blink stalker map, no one wants to see that crap.
b) The 4th really is a problem. 1 large attack route that cuts off reinforcements from the main/nat/3rd, and 2 medium sized attack routes, 1 that comes off of a highground. It would make more sense if attackers had to come UP a ramp from the lowground, since then it would be 2 good attack paths and 1 bad attack path rather than 3 good attack paths which is probably too many.
I think if they fixed those 2 really-easy-to-fix issues this map would be amazing. It's already a good map, but this is the GSL, it needs to be better.
On the positive side, I do love the airspace; I think we've gotten way too used to maps that have almost none, as if that's how it always should be. If there's more than a little airpsace then we cry "imbalanced". Why? What's wrong with a map that promotes a little air play? I also like the space between the nat and the 3rd; it should make for some interesting situations.
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Lets make a petition, i want to see this beautiful map on Ladder :-))) some new maps would be really cool and new season didnt start yet =) so: GOGO!
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the map looks awesome, i hope its as good to play
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On September 01 2012 22:11 Terranlover wrote: hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom. its mind-boggling how this kind of maps get into gsl every fucking time.
oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx) Honestly, what is wrong with circle syndrome? I never saw a good argument why it is bad? I only saw a long and detailed post explaining what it is and basically then spending 3 sentences on why it is bad which honestly wasn't very convincing and relied on a lot of assumptions.
Some of the most epic and memorable games have in my opinion happened on maps which are notorious for their circle syndrome and maps which are the antitheses of circle syndrome create pretty boring turtle fests. Circle syndrome leads to base races, circle syndrome leads to counter attacks, circle syndrome leads to forcing players to spread their army out thinly to defend all their bases. I would go so far to say that circle syndrome is a good thing that generates exciting and tense games where expansions are constantly taken and constantly denied. Circle syndrome accomplishes two things: A: It allows expansions to easily be snuck in and hard to be scouted. B: It allows expansions to be easily sniped if you are out of position.
It in every way rewards map awareness and I feel circle syndrome is therefore a good thing, not a bad thing. And honestly, maps which are noted for their lack of circle syndrome, Shakuras, Metropolis, Ohana, Terminus (even though the bases are in a circle). Basically barely saw any epic games compared to Dual Sight, Antiga, TDA.
a) It's another blink stalker map, no one wants to see that crap. Are you serious? I was under the impression that everyone wanted to see blink stalker harass?
What do you want to see then from Protoss honestly?
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On September 02 2012 17:47 SiskosGoatee wrote:Show nested quote +On September 01 2012 22:11 Terranlover wrote: hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom. its mind-boggling how this kind of maps get into gsl every fucking time.
oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx) Honestly, what is wrong with circle syndrome? I never saw a good argument why it is bad? I only saw a long and detailed post explaining what it is and basically then spending 3 sentences on why it is bad which honestly wasn't very convincing and relied on a lot of assumptions. Some of the most epic and memorable games have in my opinion happened on maps which are notorious for their circle syndrome and maps which are the antitheses of circle syndrome create pretty boring turtle fests. Circle syndrome leads to base races, circle syndrome leads to counter attacks, circle syndrome leads to forcing players to spread their army out thinly to defend all their bases. I would go so far to say that circle syndrome is a good thing that generates exciting and tense games where expansions are constantly taken and constantly denied. Circle syndrome accomplishes two things: A: It allows expansions to easily be snuck in and hard to be scouted. B: It allows expansions to be easily sniped if you are out of position. It in every way rewards map awareness and I feel circle syndrome is therefore a good thing, not a bad thing. And honestly, maps which are noted for their lack of circle syndrome, Shakuras, Metropolis, Ohana, Terminus (even though the bases are in a circle). Basically barely saw any epic games compared to Dual Sight, Antiga, TDA. Are you serious? I was under the impression that everyone wanted to see blink stalker harass? What do you want to see then from Protoss honestly?
I think the ideal map strikes a balance between turtley/deathballs-always-meet-in-the-middle and circle syndrome. Go too far in either direction and it can make for games which aren't as good to watch.
The problem with a map where blink stalkers are TOO good (it's ok for them to be decent or just good) is a) Terran has a very difficult time defending against it unless they read it very early. Bunkers at the front? What bunkers? Terran's best way to defend early-ish aggression is via bunkers but you can't really afford to have bunkers in your main AND nat. Even if you manage to defend both mineral lines, it's very possible that the stalkers are able to pick off the tech lab that's halfway done w/ stim or something which is devastating. b) PvP gets forced into blink stalker vs. blink stalker. You can't go robo if the map is too good for blink stalkers because at high levels the micro will pull robo apart. You can't go stargate, obviously. The matchup becomes 1 dimensional (when it's already the most criticized matchup.. we don't want that).
edit: as far as why Circle Syndrome is considered bad, I'm not sure what the common take on that is, but mine would be that the game isn't really balanced around base-racing. Also, base races can be exciting but they're kind of like hot chili fries; you only want them every once in a while, not all the time.
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On September 02 2012 18:20 Fatam wrote:Show nested quote +On September 02 2012 17:47 SiskosGoatee wrote:On September 01 2012 22:11 Terranlover wrote: hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom. its mind-boggling how this kind of maps get into gsl every fucking time.
oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx) Honestly, what is wrong with circle syndrome? I never saw a good argument why it is bad? I only saw a long and detailed post explaining what it is and basically then spending 3 sentences on why it is bad which honestly wasn't very convincing and relied on a lot of assumptions. Some of the most epic and memorable games have in my opinion happened on maps which are notorious for their circle syndrome and maps which are the antitheses of circle syndrome create pretty boring turtle fests. Circle syndrome leads to base races, circle syndrome leads to counter attacks, circle syndrome leads to forcing players to spread their army out thinly to defend all their bases. I would go so far to say that circle syndrome is a good thing that generates exciting and tense games where expansions are constantly taken and constantly denied. Circle syndrome accomplishes two things: A: It allows expansions to easily be snuck in and hard to be scouted. B: It allows expansions to be easily sniped if you are out of position. It in every way rewards map awareness and I feel circle syndrome is therefore a good thing, not a bad thing. And honestly, maps which are noted for their lack of circle syndrome, Shakuras, Metropolis, Ohana, Terminus (even though the bases are in a circle). Basically barely saw any epic games compared to Dual Sight, Antiga, TDA. a) It's another blink stalker map, no one wants to see that crap. Are you serious? I was under the impression that everyone wanted to see blink stalker harass? What do you want to see then from Protoss honestly? I think the ideal map strikes a balance between turtley/deathballs-always-meet-in-the-middle and circle syndrome. Go too far in either direction and it can make for games which aren't as good to watch. I would go so far to say as that I'm not sure if there is an optimum, the more circle syndrome the better I am inclined to say at this point.
The problem with a map where blink stalkers are TOO good (it's ok for them to be decent or just good) is a) Terran has a very difficult time defending against it unless they read it very early. Bunkers at the front? What bunkers? Terran's best way to defend early-ish aggression is via bunkers but you can't really afford to have bunkers in your main AND nat. Even if you manage to defend both mineral lines, it's very possible that the stalkers are able to pick off the tech lab that's halfway done w/ stim or something which is devastating. I don't see them being any better on any map where you can blink into the main easily like Antiga, Cloud Kingdom, Shakuras, blink all ins can be held there. You gotta pick the right strat for the map of course, doing a blink all in on Daybreak is pretty silly.
As far as all ins go. All ins that involve blink stalkers are some of my favourites to see. Everyone can make a pool at 6 and rally lings to salvation, gamble on an early dark shrine and win due to lack of detection or slam down 3 rax behind a wall, pull all the scvs and go for it. Blink all ins succeed due to micro and decision making and are honestly quite spectacular to watch.
b) PvP gets forced into blink stalker vs. blink stalker. You can't go robo if the map is too good for blink stalkers because at high levels the micro will pull robo apart. You can't go stargate, obviously. The matchup becomes 1 dimensional (when it's already the most criticized matchup.. we don't want that). I don't see a big problem if a MU is one dimensional on a certain map, you have to pick your strategy for the map. Shakuras or Ohana TvT will be mech mostly unless Polt or MKP are involved, they are just good for that style. Doesn't make the matchup stale because there are more maps out there on which TvT is played.
Personally, I find blinkobs vs blinkobs basically the most entertaining thing to watch in the game except muta/ling/bane versus MMM. Seldom does trying to positionally outwit your opponent go hand in hand with such amazing display of micro and split second decisions. blinkobs versus blinkobs is just extremely tactical, extremely strategical and extremely mechanical.
I think there's definitely a reason why Korean maps favour circle syndrome, I am absolutely not sold on the notion that circle syndrome is a bad thing at all. I also absolutely don't see why things like drops or blink harass should in any way be discouraged. Hell, if I made this map I made a little stepping stone a-la Antiga so that reapers could jump into the main, the more oppertunities for multi pronged attacks the better. Circle syndrome discourages deathballing and rewards splitting up your army well. It also all around just rewards map awareness since you have to start moving your army to defend your hatchery long before it's actually taking damage from whatever that is trying to kill it, and what's more, you have to split your army appropriately doing so because if you just 1-a it he will send a squad to the other side of the map to take out your other base which is very far apart.
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map looks very es to proxy stargates and starports on. as well as in base warp-ins in any protoss match-up.
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map:6.5/10 to many ramps in the natural and way to many chokes,and the main in base main(lol)has a upwards ramp,4 gate inc
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On September 02 2012 18:33 SiskosGoatee wrote:Show nested quote +On September 02 2012 18:20 Fatam wrote:On September 02 2012 17:47 SiskosGoatee wrote:On September 01 2012 22:11 Terranlover wrote: hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom. its mind-boggling how this kind of maps get into gsl every fucking time.
oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx) Honestly, what is wrong with circle syndrome? I never saw a good argument why it is bad? I only saw a long and detailed post explaining what it is and basically then spending 3 sentences on why it is bad which honestly wasn't very convincing and relied on a lot of assumptions. Some of the most epic and memorable games have in my opinion happened on maps which are notorious for their circle syndrome and maps which are the antitheses of circle syndrome create pretty boring turtle fests. Circle syndrome leads to base races, circle syndrome leads to counter attacks, circle syndrome leads to forcing players to spread their army out thinly to defend all their bases. I would go so far to say that circle syndrome is a good thing that generates exciting and tense games where expansions are constantly taken and constantly denied. Circle syndrome accomplishes two things: A: It allows expansions to easily be snuck in and hard to be scouted. B: It allows expansions to be easily sniped if you are out of position. It in every way rewards map awareness and I feel circle syndrome is therefore a good thing, not a bad thing. And honestly, maps which are noted for their lack of circle syndrome, Shakuras, Metropolis, Ohana, Terminus (even though the bases are in a circle). Basically barely saw any epic games compared to Dual Sight, Antiga, TDA. a) It's another blink stalker map, no one wants to see that crap. Are you serious? I was under the impression that everyone wanted to see blink stalker harass? What do you want to see then from Protoss honestly? I think the ideal map strikes a balance between turtley/deathballs-always-meet-in-the-middle and circle syndrome. Go too far in either direction and it can make for games which aren't as good to watch. I would go so far to say as that I'm not sure if there is an optimum, the more circle syndrome the better I am inclined to say at this point. Show nested quote +The problem with a map where blink stalkers are TOO good (it's ok for them to be decent or just good) is a) Terran has a very difficult time defending against it unless they read it very early. Bunkers at the front? What bunkers? Terran's best way to defend early-ish aggression is via bunkers but you can't really afford to have bunkers in your main AND nat. Even if you manage to defend both mineral lines, it's very possible that the stalkers are able to pick off the tech lab that's halfway done w/ stim or something which is devastating. I don't see them being any better on any map where you can blink into the main easily like Antiga, Cloud Kingdom, Shakuras, blink all ins can be held there. You gotta pick the right strat for the map of course, doing a blink all in on Daybreak is pretty silly. As far as all ins go. All ins that involve blink stalkers are some of my favourites to see. Everyone can make a pool at 6 and rally lings to salvation, gamble on an early dark shrine and win due to lack of detection or slam down 3 rax behind a wall, pull all the scvs and go for it. Blink all ins succeed due to micro and decision making and are honestly quite spectacular to watch. Show nested quote +b) PvP gets forced into blink stalker vs. blink stalker. You can't go robo if the map is too good for blink stalkers because at high levels the micro will pull robo apart. You can't go stargate, obviously. The matchup becomes 1 dimensional (when it's already the most criticized matchup.. we don't want that). I don't see a big problem if a MU is one dimensional on a certain map, you have to pick your strategy for the map. Shakuras or Ohana TvT will be mech mostly unless Polt or MKP are involved, they are just good for that style. Doesn't make the matchup stale because there are more maps out there on which TvT is played. Personally, I find blinkobs vs blinkobs basically the most entertaining thing to watch in the game except muta/ling/bane versus MMM. Seldom does trying to positionally outwit your opponent go hand in hand with such amazing display of micro and split second decisions. blinkobs versus blinkobs is just extremely tactical, extremely strategical and extremely mechanical. I think there's definitely a reason why Korean maps favour circle syndrome, I am absolutely not sold on the notion that circle syndrome is a bad thing at all. I also absolutely don't see why things like drops or blink harass should in any way be discouraged. Hell, if I made this map I made a little stepping stone a-la Antiga so that reapers could jump into the main, the more oppertunities for multi pronged attacks the better. Circle syndrome discourages deathballing and rewards splitting up your army well. It also all around just rewards map awareness since you have to start moving your army to defend your hatchery long before it's actually taking damage from whatever that is trying to kill it, and what's more, you have to split your army appropriately doing so because if you just 1-a it he will send a squad to the other side of the map to take out your other base which is very far apart.
it goes a bit more further than just putting bases in a circle. how the bases themselves are designed is important. this map will inevitably be compared to daybreak in the way the general terrain is laid out. take for example the [far] fourth on daybreak; while pretty far from the rest of the bases, the terrain layout gives the defender the advantage, esp in putting down defensive buildings and walloffs. even the middle 5th, while it cannot be walled off, defensive buildings can be effective here, and its basically right on your doorstep meaning its easy to reinforce with units.
this map, you can wall off the fourth towards the ccw path, but its so ridiculously exposed it wont make a difference. and not to mention giving the attacker terrain advantage right at that spot too.
tldr; nothing intrinsically wrong with putting bases in a circle as long as you give the defender an adequate chance for defense. this map = very hard to defend 4th and 5th
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Looks fine, can't really say too much without playing it and testing some of the finer details.
Definite blink stalker map and lift shenanigans etc but that's fine with me. I have a hunch it's not really a good map for zerg with all the tight spaces and fairly distant third but that shouldn't be too bad.
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seems this map is going to be used for GSL4.
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On September 03 2012 00:10 a176 wrote:Show nested quote +On September 02 2012 18:33 SiskosGoatee wrote:On September 02 2012 18:20 Fatam wrote:On September 02 2012 17:47 SiskosGoatee wrote:On September 01 2012 22:11 Terranlover wrote: hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom. its mind-boggling how this kind of maps get into gsl every fucking time.
oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx) Honestly, what is wrong with circle syndrome? I never saw a good argument why it is bad? I only saw a long and detailed post explaining what it is and basically then spending 3 sentences on why it is bad which honestly wasn't very convincing and relied on a lot of assumptions. Some of the most epic and memorable games have in my opinion happened on maps which are notorious for their circle syndrome and maps which are the antitheses of circle syndrome create pretty boring turtle fests. Circle syndrome leads to base races, circle syndrome leads to counter attacks, circle syndrome leads to forcing players to spread their army out thinly to defend all their bases. I would go so far to say that circle syndrome is a good thing that generates exciting and tense games where expansions are constantly taken and constantly denied. Circle syndrome accomplishes two things: A: It allows expansions to easily be snuck in and hard to be scouted. B: It allows expansions to be easily sniped if you are out of position. It in every way rewards map awareness and I feel circle syndrome is therefore a good thing, not a bad thing. And honestly, maps which are noted for their lack of circle syndrome, Shakuras, Metropolis, Ohana, Terminus (even though the bases are in a circle). Basically barely saw any epic games compared to Dual Sight, Antiga, TDA. a) It's another blink stalker map, no one wants to see that crap. Are you serious? I was under the impression that everyone wanted to see blink stalker harass? What do you want to see then from Protoss honestly? I think the ideal map strikes a balance between turtley/deathballs-always-meet-in-the-middle and circle syndrome. Go too far in either direction and it can make for games which aren't as good to watch. I would go so far to say as that I'm not sure if there is an optimum, the more circle syndrome the better I am inclined to say at this point. The problem with a map where blink stalkers are TOO good (it's ok for them to be decent or just good) is a) Terran has a very difficult time defending against it unless they read it very early. Bunkers at the front? What bunkers? Terran's best way to defend early-ish aggression is via bunkers but you can't really afford to have bunkers in your main AND nat. Even if you manage to defend both mineral lines, it's very possible that the stalkers are able to pick off the tech lab that's halfway done w/ stim or something which is devastating. I don't see them being any better on any map where you can blink into the main easily like Antiga, Cloud Kingdom, Shakuras, blink all ins can be held there. You gotta pick the right strat for the map of course, doing a blink all in on Daybreak is pretty silly. As far as all ins go. All ins that involve blink stalkers are some of my favourites to see. Everyone can make a pool at 6 and rally lings to salvation, gamble on an early dark shrine and win due to lack of detection or slam down 3 rax behind a wall, pull all the scvs and go for it. Blink all ins succeed due to micro and decision making and are honestly quite spectacular to watch. b) PvP gets forced into blink stalker vs. blink stalker. You can't go robo if the map is too good for blink stalkers because at high levels the micro will pull robo apart. You can't go stargate, obviously. The matchup becomes 1 dimensional (when it's already the most criticized matchup.. we don't want that). I don't see a big problem if a MU is one dimensional on a certain map, you have to pick your strategy for the map. Shakuras or Ohana TvT will be mech mostly unless Polt or MKP are involved, they are just good for that style. Doesn't make the matchup stale because there are more maps out there on which TvT is played. Personally, I find blinkobs vs blinkobs basically the most entertaining thing to watch in the game except muta/ling/bane versus MMM. Seldom does trying to positionally outwit your opponent go hand in hand with such amazing display of micro and split second decisions. blinkobs versus blinkobs is just extremely tactical, extremely strategical and extremely mechanical. I think there's definitely a reason why Korean maps favour circle syndrome, I am absolutely not sold on the notion that circle syndrome is a bad thing at all. I also absolutely don't see why things like drops or blink harass should in any way be discouraged. Hell, if I made this map I made a little stepping stone a-la Antiga so that reapers could jump into the main, the more oppertunities for multi pronged attacks the better. Circle syndrome discourages deathballing and rewards splitting up your army well. It also all around just rewards map awareness since you have to start moving your army to defend your hatchery long before it's actually taking damage from whatever that is trying to kill it, and what's more, you have to split your army appropriately doing so because if you just 1-a it he will send a squad to the other side of the map to take out your other base which is very far apart. it goes a bit more further than just putting bases in a circle. how the bases themselves are designed is important. this map will inevitably be compared to daybreak in the way the general terrain is laid out. take for example the [far] fourth on daybreak; while pretty far from the rest of the bases, the terrain layout gives the defender the advantage, esp in putting down defensive buildings and walloffs. even the middle 5th, while it cannot be walled off, defensive buildings can be effective here, and its basically right on your doorstep meaning its easy to reinforce with units. this map, you can wall off the fourth towards the ccw path, but its so ridiculously exposed it wont make a difference. and not to mention giving the attacker terrain advantage right at that spot too. tldr; nothing intrinsically wrong with putting bases in a circle as long as you give the defender an adequate chance for defense. this map = very hard to defend 4th and 5th I know what circle syndrome is, I'm not sure where you get from that I think it's about bases being put in a circle, as I said in that post. Terminus has extremely low circle syndrome.
And as I said, I consider far away placed expansions which are hard to defend and easy to sneak in which forces players to go out of their way to attack and defend them a good thing, not a bad thing. It leads to epic games.
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Pretty map i dont see more beatiful map but i dont know if this is good balanced and i miss map size by map show.
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On September 03 2012 02:51 SiskosGoatee wrote:Show nested quote +On September 03 2012 00:10 a176 wrote:On September 02 2012 18:33 SiskosGoatee wrote:On September 02 2012 18:20 Fatam wrote:On September 02 2012 17:47 SiskosGoatee wrote:On September 01 2012 22:11 Terranlover wrote: hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom. its mind-boggling how this kind of maps get into gsl every fucking time.
oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx) Honestly, what is wrong with circle syndrome? I never saw a good argument why it is bad? I only saw a long and detailed post explaining what it is and basically then spending 3 sentences on why it is bad which honestly wasn't very convincing and relied on a lot of assumptions. Some of the most epic and memorable games have in my opinion happened on maps which are notorious for their circle syndrome and maps which are the antitheses of circle syndrome create pretty boring turtle fests. Circle syndrome leads to base races, circle syndrome leads to counter attacks, circle syndrome leads to forcing players to spread their army out thinly to defend all their bases. I would go so far to say that circle syndrome is a good thing that generates exciting and tense games where expansions are constantly taken and constantly denied. Circle syndrome accomplishes two things: A: It allows expansions to easily be snuck in and hard to be scouted. B: It allows expansions to be easily sniped if you are out of position. It in every way rewards map awareness and I feel circle syndrome is therefore a good thing, not a bad thing. And honestly, maps which are noted for their lack of circle syndrome, Shakuras, Metropolis, Ohana, Terminus (even though the bases are in a circle). Basically barely saw any epic games compared to Dual Sight, Antiga, TDA. a) It's another blink stalker map, no one wants to see that crap. Are you serious? I was under the impression that everyone wanted to see blink stalker harass? What do you want to see then from Protoss honestly? I think the ideal map strikes a balance between turtley/deathballs-always-meet-in-the-middle and circle syndrome. Go too far in either direction and it can make for games which aren't as good to watch. I would go so far to say as that I'm not sure if there is an optimum, the more circle syndrome the better I am inclined to say at this point. The problem with a map where blink stalkers are TOO good (it's ok for them to be decent or just good) is a) Terran has a very difficult time defending against it unless they read it very early. Bunkers at the front? What bunkers? Terran's best way to defend early-ish aggression is via bunkers but you can't really afford to have bunkers in your main AND nat. Even if you manage to defend both mineral lines, it's very possible that the stalkers are able to pick off the tech lab that's halfway done w/ stim or something which is devastating. I don't see them being any better on any map where you can blink into the main easily like Antiga, Cloud Kingdom, Shakuras, blink all ins can be held there. You gotta pick the right strat for the map of course, doing a blink all in on Daybreak is pretty silly. As far as all ins go. All ins that involve blink stalkers are some of my favourites to see. Everyone can make a pool at 6 and rally lings to salvation, gamble on an early dark shrine and win due to lack of detection or slam down 3 rax behind a wall, pull all the scvs and go for it. Blink all ins succeed due to micro and decision making and are honestly quite spectacular to watch. b) PvP gets forced into blink stalker vs. blink stalker. You can't go robo if the map is too good for blink stalkers because at high levels the micro will pull robo apart. You can't go stargate, obviously. The matchup becomes 1 dimensional (when it's already the most criticized matchup.. we don't want that). I don't see a big problem if a MU is one dimensional on a certain map, you have to pick your strategy for the map. Shakuras or Ohana TvT will be mech mostly unless Polt or MKP are involved, they are just good for that style. Doesn't make the matchup stale because there are more maps out there on which TvT is played. Personally, I find blinkobs vs blinkobs basically the most entertaining thing to watch in the game except muta/ling/bane versus MMM. Seldom does trying to positionally outwit your opponent go hand in hand with such amazing display of micro and split second decisions. blinkobs versus blinkobs is just extremely tactical, extremely strategical and extremely mechanical. I think there's definitely a reason why Korean maps favour circle syndrome, I am absolutely not sold on the notion that circle syndrome is a bad thing at all. I also absolutely don't see why things like drops or blink harass should in any way be discouraged. Hell, if I made this map I made a little stepping stone a-la Antiga so that reapers could jump into the main, the more oppertunities for multi pronged attacks the better. Circle syndrome discourages deathballing and rewards splitting up your army well. It also all around just rewards map awareness since you have to start moving your army to defend your hatchery long before it's actually taking damage from whatever that is trying to kill it, and what's more, you have to split your army appropriately doing so because if you just 1-a it he will send a squad to the other side of the map to take out your other base which is very far apart. it goes a bit more further than just putting bases in a circle. how the bases themselves are designed is important. this map will inevitably be compared to daybreak in the way the general terrain is laid out. take for example the [far] fourth on daybreak; while pretty far from the rest of the bases, the terrain layout gives the defender the advantage, esp in putting down defensive buildings and walloffs. even the middle 5th, while it cannot be walled off, defensive buildings can be effective here, and its basically right on your doorstep meaning its easy to reinforce with units. this map, you can wall off the fourth towards the ccw path, but its so ridiculously exposed it wont make a difference. and not to mention giving the attacker terrain advantage right at that spot too. tldr; nothing intrinsically wrong with putting bases in a circle as long as you give the defender an adequate chance for defense. this map = very hard to defend 4th and 5th I know what circle syndrome is, I'm not sure where you get from that I think it's about bases being put in a circle, as I said in that post. Terminus has extremely low circle syndrome. And as I said, I consider far away placed expansions which are hard to defend and easy to sneak in which forces players to go out of their way to attack and defend them a good thing, not a bad thing. It leads to epic games. I think, in theory, when you have the expansions closer to the opponent and quite open, you need to dedicate a ton of units to defend it. If it's further away and tighter, you need fewer units defending which means you can use some of your units doing other stuff.
Of course if the players still choose to turtle on a map like that, then it doesn't really help (and is probably worse.) But at least they don't need to use their entire deathball army to defend if they want to take a fourth base.
The tough thing for mappers is about how much you trust the players to do a good job making good games. Certain styles of maps can encourage better play, but you can also give the players more freedom to do whatever they wish and trust they will show something good.
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On September 03 2012 05:19 Gfire wrote:Show nested quote +On September 03 2012 02:51 SiskosGoatee wrote:On September 03 2012 00:10 a176 wrote:On September 02 2012 18:33 SiskosGoatee wrote:On September 02 2012 18:20 Fatam wrote:On September 02 2012 17:47 SiskosGoatee wrote:On September 01 2012 22:11 Terranlover wrote: hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom. its mind-boggling how this kind of maps get into gsl every fucking time.
oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx) Honestly, what is wrong with circle syndrome? I never saw a good argument why it is bad? I only saw a long and detailed post explaining what it is and basically then spending 3 sentences on why it is bad which honestly wasn't very convincing and relied on a lot of assumptions. Some of the most epic and memorable games have in my opinion happened on maps which are notorious for their circle syndrome and maps which are the antitheses of circle syndrome create pretty boring turtle fests. Circle syndrome leads to base races, circle syndrome leads to counter attacks, circle syndrome leads to forcing players to spread their army out thinly to defend all their bases. I would go so far to say that circle syndrome is a good thing that generates exciting and tense games where expansions are constantly taken and constantly denied. Circle syndrome accomplishes two things: A: It allows expansions to easily be snuck in and hard to be scouted. B: It allows expansions to be easily sniped if you are out of position. It in every way rewards map awareness and I feel circle syndrome is therefore a good thing, not a bad thing. And honestly, maps which are noted for their lack of circle syndrome, Shakuras, Metropolis, Ohana, Terminus (even though the bases are in a circle). Basically barely saw any epic games compared to Dual Sight, Antiga, TDA. a) It's another blink stalker map, no one wants to see that crap. Are you serious? I was under the impression that everyone wanted to see blink stalker harass? What do you want to see then from Protoss honestly? I think the ideal map strikes a balance between turtley/deathballs-always-meet-in-the-middle and circle syndrome. Go too far in either direction and it can make for games which aren't as good to watch. I would go so far to say as that I'm not sure if there is an optimum, the more circle syndrome the better I am inclined to say at this point. The problem with a map where blink stalkers are TOO good (it's ok for them to be decent or just good) is a) Terran has a very difficult time defending against it unless they read it very early. Bunkers at the front? What bunkers? Terran's best way to defend early-ish aggression is via bunkers but you can't really afford to have bunkers in your main AND nat. Even if you manage to defend both mineral lines, it's very possible that the stalkers are able to pick off the tech lab that's halfway done w/ stim or something which is devastating. I don't see them being any better on any map where you can blink into the main easily like Antiga, Cloud Kingdom, Shakuras, blink all ins can be held there. You gotta pick the right strat for the map of course, doing a blink all in on Daybreak is pretty silly. As far as all ins go. All ins that involve blink stalkers are some of my favourites to see. Everyone can make a pool at 6 and rally lings to salvation, gamble on an early dark shrine and win due to lack of detection or slam down 3 rax behind a wall, pull all the scvs and go for it. Blink all ins succeed due to micro and decision making and are honestly quite spectacular to watch. b) PvP gets forced into blink stalker vs. blink stalker. You can't go robo if the map is too good for blink stalkers because at high levels the micro will pull robo apart. You can't go stargate, obviously. The matchup becomes 1 dimensional (when it's already the most criticized matchup.. we don't want that). I don't see a big problem if a MU is one dimensional on a certain map, you have to pick your strategy for the map. Shakuras or Ohana TvT will be mech mostly unless Polt or MKP are involved, they are just good for that style. Doesn't make the matchup stale because there are more maps out there on which TvT is played. Personally, I find blinkobs vs blinkobs basically the most entertaining thing to watch in the game except muta/ling/bane versus MMM. Seldom does trying to positionally outwit your opponent go hand in hand with such amazing display of micro and split second decisions. blinkobs versus blinkobs is just extremely tactical, extremely strategical and extremely mechanical. I think there's definitely a reason why Korean maps favour circle syndrome, I am absolutely not sold on the notion that circle syndrome is a bad thing at all. I also absolutely don't see why things like drops or blink harass should in any way be discouraged. Hell, if I made this map I made a little stepping stone a-la Antiga so that reapers could jump into the main, the more oppertunities for multi pronged attacks the better. Circle syndrome discourages deathballing and rewards splitting up your army well. It also all around just rewards map awareness since you have to start moving your army to defend your hatchery long before it's actually taking damage from whatever that is trying to kill it, and what's more, you have to split your army appropriately doing so because if you just 1-a it he will send a squad to the other side of the map to take out your other base which is very far apart. it goes a bit more further than just putting bases in a circle. how the bases themselves are designed is important. this map will inevitably be compared to daybreak in the way the general terrain is laid out. take for example the [far] fourth on daybreak; while pretty far from the rest of the bases, the terrain layout gives the defender the advantage, esp in putting down defensive buildings and walloffs. even the middle 5th, while it cannot be walled off, defensive buildings can be effective here, and its basically right on your doorstep meaning its easy to reinforce with units. this map, you can wall off the fourth towards the ccw path, but its so ridiculously exposed it wont make a difference. and not to mention giving the attacker terrain advantage right at that spot too. tldr; nothing intrinsically wrong with putting bases in a circle as long as you give the defender an adequate chance for defense. this map = very hard to defend 4th and 5th I know what circle syndrome is, I'm not sure where you get from that I think it's about bases being put in a circle, as I said in that post. Terminus has extremely low circle syndrome. And as I said, I consider far away placed expansions which are hard to defend and easy to sneak in which forces players to go out of their way to attack and defend them a good thing, not a bad thing. It leads to epic games. I think, in theory, when you have the expansions closer to the opponent and quite open, you need to dedicate a ton of units to defend it. If it's further away and tighter, you need fewer units defending which means you can use some of your units doing other stuff. Of course if the players still choose to turtle on a map like that, then it doesn't really help (and is probably worse.) But at least they don't need to use their entire deathball army to defend if they want to take a fourth base. The tough thing for mappers is about how much you trust the players to do a good job making good games. Certain styles of maps can encourage better play, but you can also give the players more freedom to do whatever they wish and trust they will show something good. Well, I think that in practice, despite people complaining that maps like antiga and dual sight give you 'impossible to defend fourths' or whatever, they have in general given us some of the more epic and memorable bases that frequently came down to constant action, expo killing and long distance mining whereas maps low in CS like Ohana, I can't remember a single epic game on that map for the ages? Most games on that map seem to be decided by a single engagement.
I think the level of play on the pro level is currently advanced enough to take advantage of CS and generate epic games from it. I also really don't see the problem with the 6th on this map. (ohana doesn't even give you a 6th). I like it if maps have bases of which it isn't quite clear to which player they belong honestly. Dual Site also had that, it was never quite clear whose 'gold base' was whose, meaning there was more contest over them.
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On September 03 2012 06:05 SiskosGoatee wrote:Show nested quote +On September 03 2012 05:19 Gfire wrote:On September 03 2012 02:51 SiskosGoatee wrote:On September 03 2012 00:10 a176 wrote:On September 02 2012 18:33 SiskosGoatee wrote:On September 02 2012 18:20 Fatam wrote:On September 02 2012 17:47 SiskosGoatee wrote:On September 01 2012 22:11 Terranlover wrote: hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom. its mind-boggling how this kind of maps get into gsl every fucking time.
oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx) Honestly, what is wrong with circle syndrome? I never saw a good argument why it is bad? I only saw a long and detailed post explaining what it is and basically then spending 3 sentences on why it is bad which honestly wasn't very convincing and relied on a lot of assumptions. Some of the most epic and memorable games have in my opinion happened on maps which are notorious for their circle syndrome and maps which are the antitheses of circle syndrome create pretty boring turtle fests. Circle syndrome leads to base races, circle syndrome leads to counter attacks, circle syndrome leads to forcing players to spread their army out thinly to defend all their bases. I would go so far to say that circle syndrome is a good thing that generates exciting and tense games where expansions are constantly taken and constantly denied. Circle syndrome accomplishes two things: A: It allows expansions to easily be snuck in and hard to be scouted. B: It allows expansions to be easily sniped if you are out of position. It in every way rewards map awareness and I feel circle syndrome is therefore a good thing, not a bad thing. And honestly, maps which are noted for their lack of circle syndrome, Shakuras, Metropolis, Ohana, Terminus (even though the bases are in a circle). Basically barely saw any epic games compared to Dual Sight, Antiga, TDA. a) It's another blink stalker map, no one wants to see that crap. Are you serious? I was under the impression that everyone wanted to see blink stalker harass? What do you want to see then from Protoss honestly? I think the ideal map strikes a balance between turtley/deathballs-always-meet-in-the-middle and circle syndrome. Go too far in either direction and it can make for games which aren't as good to watch. I would go so far to say as that I'm not sure if there is an optimum, the more circle syndrome the better I am inclined to say at this point. The problem with a map where blink stalkers are TOO good (it's ok for them to be decent or just good) is a) Terran has a very difficult time defending against it unless they read it very early. Bunkers at the front? What bunkers? Terran's best way to defend early-ish aggression is via bunkers but you can't really afford to have bunkers in your main AND nat. Even if you manage to defend both mineral lines, it's very possible that the stalkers are able to pick off the tech lab that's halfway done w/ stim or something which is devastating. I don't see them being any better on any map where you can blink into the main easily like Antiga, Cloud Kingdom, Shakuras, blink all ins can be held there. You gotta pick the right strat for the map of course, doing a blink all in on Daybreak is pretty silly. As far as all ins go. All ins that involve blink stalkers are some of my favourites to see. Everyone can make a pool at 6 and rally lings to salvation, gamble on an early dark shrine and win due to lack of detection or slam down 3 rax behind a wall, pull all the scvs and go for it. Blink all ins succeed due to micro and decision making and are honestly quite spectacular to watch. b) PvP gets forced into blink stalker vs. blink stalker. You can't go robo if the map is too good for blink stalkers because at high levels the micro will pull robo apart. You can't go stargate, obviously. The matchup becomes 1 dimensional (when it's already the most criticized matchup.. we don't want that). I don't see a big problem if a MU is one dimensional on a certain map, you have to pick your strategy for the map. Shakuras or Ohana TvT will be mech mostly unless Polt or MKP are involved, they are just good for that style. Doesn't make the matchup stale because there are more maps out there on which TvT is played. Personally, I find blinkobs vs blinkobs basically the most entertaining thing to watch in the game except muta/ling/bane versus MMM. Seldom does trying to positionally outwit your opponent go hand in hand with such amazing display of micro and split second decisions. blinkobs versus blinkobs is just extremely tactical, extremely strategical and extremely mechanical. I think there's definitely a reason why Korean maps favour circle syndrome, I am absolutely not sold on the notion that circle syndrome is a bad thing at all. I also absolutely don't see why things like drops or blink harass should in any way be discouraged. Hell, if I made this map I made a little stepping stone a-la Antiga so that reapers could jump into the main, the more oppertunities for multi pronged attacks the better. Circle syndrome discourages deathballing and rewards splitting up your army well. It also all around just rewards map awareness since you have to start moving your army to defend your hatchery long before it's actually taking damage from whatever that is trying to kill it, and what's more, you have to split your army appropriately doing so because if you just 1-a it he will send a squad to the other side of the map to take out your other base which is very far apart. it goes a bit more further than just putting bases in a circle. how the bases themselves are designed is important. this map will inevitably be compared to daybreak in the way the general terrain is laid out. take for example the [far] fourth on daybreak; while pretty far from the rest of the bases, the terrain layout gives the defender the advantage, esp in putting down defensive buildings and walloffs. even the middle 5th, while it cannot be walled off, defensive buildings can be effective here, and its basically right on your doorstep meaning its easy to reinforce with units. this map, you can wall off the fourth towards the ccw path, but its so ridiculously exposed it wont make a difference. and not to mention giving the attacker terrain advantage right at that spot too. tldr; nothing intrinsically wrong with putting bases in a circle as long as you give the defender an adequate chance for defense. this map = very hard to defend 4th and 5th I know what circle syndrome is, I'm not sure where you get from that I think it's about bases being put in a circle, as I said in that post. Terminus has extremely low circle syndrome. And as I said, I consider far away placed expansions which are hard to defend and easy to sneak in which forces players to go out of their way to attack and defend them a good thing, not a bad thing. It leads to epic games. I think, in theory, when you have the expansions closer to the opponent and quite open, you need to dedicate a ton of units to defend it. If it's further away and tighter, you need fewer units defending which means you can use some of your units doing other stuff. Of course if the players still choose to turtle on a map like that, then it doesn't really help (and is probably worse.) But at least they don't need to use their entire deathball army to defend if they want to take a fourth base. The tough thing for mappers is about how much you trust the players to do a good job making good games. Certain styles of maps can encourage better play, but you can also give the players more freedom to do whatever they wish and trust they will show something good. Well, I think that in practice, despite people complaining that maps like antiga and dual sight give you 'impossible to defend fourths' or whatever, they have in general given us some of the more epic and memorable bases that frequently came down to constant action, expo killing and long distance mining whereas maps low in CS like Ohana, I can't remember a single epic game on that map for the ages? Most games on that map seem to be decided by a single engagement. I think the level of play on the pro level is currently advanced enough to take advantage of CS and generate epic games from it. I also really don't see the problem with the 6th on this map. (ohana doesn't even give you a 6th). I like it if maps have bases of which it isn't quite clear to which player they belong honestly. Dual Site also had that, it was never quite clear whose 'gold base' was whose, meaning there was more contest over them.
Wait... what? I wasn't planning on stepping in here but I think I will join the conversation.
Antiga's fourth is nearly impossible to defend, as you say. That doesn't mean that the games aren't epic. Good players usually make things very entertaining and action-packed if the map is decent enough. Yes there have been lots of great games on Antiga, but there are also numerous imbalances and the games we get aren't necessarily as good as we could have with better maps. I'd bet money that we could have new maps that would provide better games than Antiga (and that would allow comebacks, because the lack of a fourth makes short games that aren't easy to recover from mistakes). Dual Sight barely had any "epic" (long macro with tons of harass, micro, etc.) games and it was somewhat imbalanced, so I don't know what you're talking about there. Don't get me wrong, I don't mind neutral bases like the golds, but the circle syndrome didn't help the gameplay on Dual Sight.
Ohana has low CS but it has other issues that prevent the epic games that you mention. I consider quite of few of the WCS Korea games on the map quite intense and good though. Anyway the fourth and fifth are very difficult for Zerg to defend, like on Antiga. They are just too close to the opponent so there isn't any time to react to pushes and counterattacks aren't as effective since the retreat path is so short. The map is also very choked in the lategame unlike Entombed, for example. It's silly to say that low CS is the reason it plays badly, because that is just wrong. Metropolis has low CS but it plays completely oppositely... from a map design perspective, it isn't a good design (linear bases, turtle-friend, low harass potential, lots of wasted space, etc.) but the gameplay is pretty exciting most of the time.
Daybreak and Cloud Kingdom have very low circle syndrome by my definition of the word, because most of the expansions are not neutral and players tend to expand in the same pattern each game, give or take the order of the fourth bases. There are still lots of things that I dislike about their map deigns however. Daybreak has very limited pathing options, there is not much potential for cliff harassment, drops, etc. except for the fact that the fourth base and main are easy to drop. Also the expansions are very linear and don't require any map control, although SC2 doesn't have much map control in any Z matchup since zerg controls the whole map.
I can't give any great examples of new maps that have low CS that I think we should use. There just aren't many amazing/fantastic new maps. But I do believe it is possible. I know a lot of mapmakers have been working a lot behind the scenes to produce some new, high quality maps that are very experimental. And I promise some of the maps will make a dent in the scene, its just a matter of time (because all of the mapmakers are doing it).
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On September 03 2012 06:24 monitor wrote:
Wait... what? I wasn't planning on stepping in here but I think I will join the conversation. We have room for another.
Antiga's fourth is nearly impossible to defend, as you say. That doesn't mean that the games aren't epic. Good players usually make things very entertaining and action-packed if the map is decent enough. Yes there have been lots of great games on Antiga, but there are also numerous imbalances and the games we get aren't necessarily as good as we could have with better maps. I'd bet money that we could have new maps that would provide better games than Antiga (and that would allow comebacks, because the lack of a fourth makes short games that aren't easy to recover from mistakes). Firstly, is Antiga truly so imbalanced: http://www.teamliquid.net/tlpd/sc2-korean/maps/500_Antiga_Shipyard_1.2 ?
I think it's a pretty decent map as far as balance goes.
That out of the way, yes, fourths are hard to take and defend on Antiga, I call that 'skill ceiling', that elusive thing that everyone claims they want in this game, but in reality secretly actually don't. The same people who scream high and low that the skill ceiling of SC2 is too low don't play BW any more because they've been spoilt by a UI that macros for you. The same people complain about ultralisks 'derping out' and want them to run over lings because it supposedly makes them 'useless', rather than a unit which with good control and management becomes a powerful tool in the hands of a master. Antiga's layout rewards map awareness. It is no secret that Stephano absolutely loves this map in ZvT, and what is he known for? The guy with the supreme map awareness, the first player who could answer every drop without needing to make a single mutalisk, his lings are there before your medivacs unload every single time; consequently he can take a fourth on Antiga and defend it because he always has an answer to your drops, which is what the map rewards as his opponents cannot as they have no answer for his ling runbies ravaging their scv lines.
Dual Sight barely had any "epic" (long macro with tons of harass, micro, etc.) games and it was somewhat imbalanced, so I don't know what you're talking about there. Don't get me wrong, I don't mind neutral bases like the golds, but the circle syndrome didn't help the gameplay on Dual Sight. I beg to differ. Dual Site was the original map on which DRG originally made all his splashes, he always choose this map and the map suits his supreme reaction speed and mechanics, he would practice runbies with lings at multiple angles while defending drops himself. Leenock also always favoured picking this map and had similar highly exciting games on it. The MMA vs DRG game in the Blizzard Cup finals was also pretty amazing to watch honestly. Dual Site has generated some of the most tense, nailbiting and exciting games.
Ohana has low CS but it has other issues that prevent the epic games that you mention. I consider quite of few of the WCS Korea games on the map quite intense and good though. Anyway the fourth and fifth are very difficult for Zerg to defend, like on Antiga. They are just too close to the opponent so there isn't any time to react to pushes and counterattacks aren't as effective since the retreat path is so short. The map is also very choked in the lategame unlike Entombed, for example. It's silly to say that low CS is the reason it plays badly, because that is just wrong. Metropolis has low CS but it plays completely oppositely... from a map design perspective, it isn't a good design (linear bases, turtle-friend, low harass potential, lots of wasted space, etc.) but the gameplay is pretty exciting most of the time. Yes and no. Metro and Ohana have differing flaws, I don't like either map, but their low CS both leads to the same thing: a lack of counter attacks and base races. Dual Site featured a lot of them because the high CS of the map forces you to spread yourself thin defending all your bases.
Daybreak and Cloud Kingdom have very low circle syndrome by my definition of the word, because most of the expansions are not neutral and players tend to expand in the same pattern each game, give or take the order of the fourth bases. There are still lots of things that I dislike about their map deigns however. Daybreak has very limited pathing options, there is not much potential for cliff harassment, drops, etc. except for the fact that the fourth base and main are easy to drop. Also the expansions are very linear and don't require any map control, although SC2 doesn't have much map control in any Z matchup since zerg controls the whole map. Indeed, and Daybreak and Cloud Kingdom see very little base races and counter attacks and very passive games compared to Dual Site and Antiga.
Not to say that I think these maps are extremely flawed, I think DayBreak hass some flaws and Cloud Kingdom is about as good as a map can get without a lot of CS for me.The way the attack paths in CK work sort of allows a player to force CS if he wants to attack optimally because you have to indeed go arround stuff and take the side paths to get optimal engagements even though you can attack straight through but you'll be facing ramps and tighter chokes.
I can't give any great examples of new maps that have low CS that I think we should use. There just aren't many amazing/fantastic new maps. But I do believe it is possible. I know a lot of mapmakers have been working a lot behind the scenes to produce some new, high quality maps that are very experimental. And I promise some of the maps will make a dent in the scene, its just a matter of time (because all of the mapmakers are doing it). I look foward, I think CK is an excellent model because as I said above, the map sort of says 'You have to play it CS if you want an optimal attack path but you can play it with less CS if you want to attack through a choke or ramp.', which sort of gives you the best of both worlds I guess.
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Firstly, is Antiga truly so imbalanced: http://www.teamliquid.net/tlpd/sc2-korean/maps/500_Antiga_Shipyard_1.2 ? I think it's a pretty decent map as far as balance goes. That out of the way, yes, fourths are hard to take and defend on Antiga, I call that 'skill ceiling', that elusive thing that everyone claims they want in this game, but in reality secretly actually don't. The same people who scream high and low that the skill ceiling of SC2 is too low don't play BW any more because they've been spoilt by a UI that macros for you. The same people complain about ultralisks 'derping out' and want them to run over lings because it supposedly makes them 'useless', rather than a unit which with good control and management becomes a powerful tool in the hands of a master. Antiga's layout rewards map awareness. It is no secret that Stephano absolutely loves this map in ZvT, and what is he known for? The guy with the supreme map awareness, the first player who could answer every drop without needing to make a single mutalisk, his lings are there before your medivacs unload every single time; consequently he can take a fourth on Antiga and defend it because he always has an answer to your drops, which is what the map rewards as his opponents cannot as they have no answer for his ling runbies ravaging their scv lines. Stats aren't necessarily an indicator of the balance, like if you talk to players you'll hear ZvP is difficult if Protoss can take a third. ZvT is difficult if Terran controls the center. That aside, in the past three months, the games are a little worse:
TvZ: 98-103 (48.8%) | ZvP: 108-96 (52.9%) | PvT: 93-72 (56.4%) Past three months of Antiga stats
The difficult fourth bases reduces the skill ceiling. Yes, there is some skill in defending drops, but that isn't the reason its so hard to hold. The fourth is extremely far away for any race (not just zerg) and the push distance for the opponent is almost shorter than the defender's reinforcing distance. Hiding a fourth, controlling the center, or distracting the opponent enough or preventing them from leaving their base are really the only three viable ways to take it.
I beg to differ. Dual Site was the original map on which DRG originally made all his splashes, he always choose this map and the map suits his supreme reaction speed and mechanics, he would practice runbies with lings at multiple angles while defending drops himself. Leenock also always favoured picking this map and had similar highly exciting games on it. The MMA vs DRG game in the Blizzard Cup finals was also pretty amazing to watch honestly. Dual Site has generated some of the most tense, nailbiting and exciting games.
Those games you're talking about weren't hinging on the map design, imo. And of course Zerg players picked it! It was fantastic- two entrances into the natural, far and open third, and a wide open middle with lots of places for counters. Of course this is not what I'm talking about at all- those problems could be fixed easily by adjusting chokes. The problem is the lack of a good fifth (btw, the golds were removed not long into the maps history because of Terran favor). The fifth would almost always go down within two or three minutes of taking it because its so close to the opponent's fifth or natural, depending on the expansion direction.
I look foward, I think CK is an excellent model because as I said above, the map sort of says 'You have to play it CS if you want an optimal attack path but you can play it with less CS if you want to attack through a choke or ramp.', which sort of gives you the best of both worlds I guess.
I agree that CK is a well designed map, but I disagree that CS is required to have optimal attack paths. It would be SO easy to fix Daybreak without giving it circle syndrome. Simply using the space effectively would almost fix it. On Metropolis, the same fix is applicable. Also cliffs on fourth+ bases are something that could improve both maps, but of course Metropolis would have to be forced cross spawns then, not that it matters.
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On September 03 2012 07:21 monitor wrote:Show nested quote +Firstly, is Antiga truly so imbalanced: http://www.teamliquid.net/tlpd/sc2-korean/maps/500_Antiga_Shipyard_1.2 ? I think it's a pretty decent map as far as balance goes. That out of the way, yes, fourths are hard to take and defend on Antiga, I call that 'skill ceiling', that elusive thing that everyone claims they want in this game, but in reality secretly actually don't. The same people who scream high and low that the skill ceiling of SC2 is too low don't play BW any more because they've been spoilt by a UI that macros for you. The same people complain about ultralisks 'derping out' and want them to run over lings because it supposedly makes them 'useless', rather than a unit which with good control and management becomes a powerful tool in the hands of a master. Antiga's layout rewards map awareness. It is no secret that Stephano absolutely loves this map in ZvT, and what is he known for? The guy with the supreme map awareness, the first player who could answer every drop without needing to make a single mutalisk, his lings are there before your medivacs unload every single time; consequently he can take a fourth on Antiga and defend it because he always has an answer to your drops, which is what the map rewards as his opponents cannot as they have no answer for his ling runbies ravaging their scv lines. Stats aren't necessarily an indicator of the balance, like if you talk to players you'll hear ZvP is difficult if Protoss can take a third. ZvT is difficult if Terran controls the center. That aside, in the past three months, the games are a little worse: Meh, I'd trust stats over pro players, each one is very biased towards their own race of course, except Stephano, and I wouldn't trust Stephano on balance either because he will say that ZvP is Zerg favoured if he's the only Z player on the planet that has won a ZvP in the last 3 months.
It's kind of okay I guess, it also takes into consideration that T has been doing pretty abysmal the last three months.
The difficult fourth bases reduces the skill ceiling. Yes, there is some skill in defending drops, but that isn't the reason its so hard to hold. The fourth is extremely far away for any race (not just zerg) and the push distance for the opponent is almost shorter than the defender's reinforcing distance. Hiding a fourth, controlling the center, or distracting the opponent enough or preventing them from leaving their base are really the only three viable ways to take it. Yes, so, if you have great map awareness you can respond to the push well in time. I don't see the issue. Stephano with his supreme map awareness never has troubles securing fourths on that map and that's probably one of the reasons he always picks it against T.
Those games you're talking about weren't hinging on the map design, imo. And of course Zerg players picked it! It was fantastic- two entrances into the natural, far and open third, and a wide open middle with lots of places for counters. Of course this is not what I'm talking about at all- those problems could be fixed easily by adjusting chokes. The problem is the lack of a good fifth (btw, the golds were removed not long into the maps history because of Terran favor). The fifth would almost always go down within two or three minutes of taking it because its so close to the opponent's fifth or natural, depending on the expansion direction. Yap, and as I said, that is what I like to see, I like to see action, bases going down generates excitement, people not taking bases down doesn't generate excitement. Units shooting at stuff basically is stuff happening.
On maps with low CS. If your base is under attack the two options you basically always have is 'defend, sac if you cannot defend', that's it, with high CS you usually have 'defend, sac, counter attack', consequentrly, taking down a base on a map with high CS can come at a price of you commit too much to it because a counter will be devastating, you really have to know how much you want to commit to taking the base down. You cannot send your whole army because your main will be open. Which was one of the things DRG originally made his name with. Most Zergs followed the Nestea philosophy of making the bare mininum of units at the time. DRG didn't, he made a lot of units and always had a big army. The very threat of counter attacks protected his bases and where most Zergs would either play defensively or full frontal aggressively at the time. DRG player a very counter attack based style where he wouldn't defend expansions, he would pull his drones, sac the base, and counter attack to do more damage to the opponent than he sustained losing his expo. Which is something that is more suited for high CS maps.
I agree that CK is a well designed map, but I disagree that CS is required to have optimal attack paths. It would be SO easy to fix Daybreak without giving it circle syndrome. Simply using the space effectively would almost fix it. On Metropolis, the same fix is applicable. Also cliffs on fourth+ bases are something that could improve both maps, but of course Metropolis would have to be forced cross spawns then, not that it matters. Offering counter attacks can be done in many ways, CS is one form of it. If you want sweeping counter attacks to be possible is another subjective issue of course, but it does lead to a lot of action and, personally and subjectively, the players who are known to use counter attacks and base races a lot are the players I enjoy the most to watch since they create the games which I consider the most exciting.
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Yes, so, if you have great map awareness you can respond to the push well in time. I don't see the issue. Stephano with his supreme map awareness never has troubles securing fourths on that map and that's probably one of the reasons he always picks it against T.
Well, scouting the push isn't the problem.. its that the distance is super duper short (same attack distance as defense) and players can't respond to the push. These aren't the absolute best examples of games, but here are some:
ZvT MMA controls the middle of the map and shuts down soulkey from taking a fourth http://www.gomtv.net/2012wcskorea/vod/70356
ZvT Jaedong struggles to hold the fourth all game and eventually loses http://www.gomtv.net/2012wcskorea/vod/70403/?set=2&lang=
ZvP Leenock loses fourth twice and can't hold the 3base Protoss push http://www.gomtv.net/2012wcskorea/vod/70415/?set=2&lang=
ZvT Jaedong manages to hold on for a while but can't get a fifth base and loses his fourth at the end http://www.gomtv.net/2012wcskorea/vod/70382
None of these situations happen on the other maps in the map pool. That, by definition, isn't necessarily a bad thing, but I believe that in this situation it actually doesn't allow the better player to win. Also I have seen plenty of games where Stephano can't keep up with drops and he loses the fourth/fifth bases. Side note: Ohana has nearly as many base trades as Dual Sight did.
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Is this not published on NA/EU?
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Italy12246 Posts
Not a big fan of the 3rd layout, it reminds me way too much of Dual Sight and Bel'Shir, especially for PvZ.
That said, the map does look really pretty
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United Kingdom12022 Posts
One thing I'll say is a lot of people are complaining about a lack of base races in here?
Maps that we have right now promote base races too much as the bases are so damned close together. In BW if you were to go attack a base you might kill their fourth and they might kill yours, but as it wasn't right next to your third you could actually then go back and defend rather than lose your whole main on the way back.
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This might just be my favorite SC2 map of all time now. The aesthetics are definitely my favorite, even better than Cloud Kingdom which I really love. The whole underwater theme is really unique and gorgeous, and the level design is great as well.
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I'm waiting for this on NA <3
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Looks beautiful, but a bit worried about the base layout. I'm excited to see how it ends up playing out in the GSL and seeing whether or not my fears are unfounded.
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I don't know if anyone had said this yet, but when units/buildings die they float upwards - fucking brilliant 10/10
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On September 07 2012 19:37 lost_artz wrote: I don't know if anyone had said this yet, but when units/buildings die they float upwards - fucking brilliant 10/10 I thought I was losing it the first time I noticed that; really nice/amusing touch.
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So like, can we get this on NA/EU, please?
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Yeah, it'll be awesome if it gets uploaded on NA&EU ) An awesome map 10/10
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It's been on NA for a few days, just search for crux in arcade.
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Meh, I'm going to refer to Mvp vs Jjakji in the GSTL as to why circle syndrome or this map really isn't that bad. It was a very good TvT and TvT is usually not my thing. People said those expansions would never be taken, but they were taken. Korean map layouts are in my opinion honestly a lot more interesting and better thought of than foreign map layouts which only seem to be concerned with 'Make easy to defend third, then create a path to the enemy'.' whereas Korean maps actually feature some terran and usage thereof.
I don't think they use that much circle syndrome because they are ignorant of its supposed problem, they use it as a design choice to create contention over space. The fact that a lot of Korean maps feature expansions of which it isn't really clear whose they are is a good thing, not a bad.
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"Korean map layouts are in my opinion honestly a lot more interesting and better thought of than foreign map layouts which only seem to be concerned with 'Make easy to defend third, then create a path to the enemy'.' whereas Korean maps actually feature some terran and usage thereof."
Whaaaat. Have you seen some of the maps on this forum? There's some crazy things going on in some of them. Granted, what you said may be somewhat true about some of the "famous" foreign maps, but that's not anyone's fault other than the tournaments and blizzard who made those maps famous instead of other more interesting ones.
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On September 10 2012 14:37 SiskosGoatee wrote: Meh, I'm going to refer to Mvp vs Jjakji in the GSTL as to why circle syndrome or this map really isn't that bad. It was a very good TvT and TvT is usually not my thing. People said those expansions would never be taken, but they were taken. Korean map layouts are in my opinion honestly a lot more interesting and better thought of than foreign map layouts which only seem to be concerned with 'Make easy to defend third, then create a path to the enemy'.' whereas Korean maps actually feature some terran and usage thereof.
I don't think they use that much circle syndrome because they are ignorant of its supposed problem, they use it as a design choice to create contention over space. The fact that a lot of Korean maps feature expansions of which it isn't really clear whose they are is a good thing, not a bad. TvT doesn't count because the defender's advantage is so high there. A map with too much CS in most matchups can be alright in TvT.
I'm fine with the map placement on this map, and some maps not belonging to one player or the other, but I think the further away bases are just too open.
I don't think Korean Maps are better than Foreign maps, but on TL you only see the GSL maps which are the best of the best of Korean maps. You see a lot of map foreign maps because they all get posted on TL, but there are tons of really terrible Korean maps out there that people don't see here.
On September 10 2012 14:52 Fatam wrote: Whaaaat. Have you seen some of the maps on this forum? There's some crazy things going on in some of them. Granted, what you said may be somewhat true about some of the "famous" foreign maps, but that's not anyone's fault other than the tournaments and blizzard who made those maps famous instead of other more interesting ones.
Partially true.
I think TL members are "brainwashed" into thinking certain things are good, and koreans as well, just not the same things. It's primarily down to bias and whose opinions you trust. The guys who get their maps in GSL, or the guys who've been posting authoritatively on the TL forums for years, since before we ever saw any Korean maps.
(But the important thing is that everyone is trained to think all Blizzard maps are terrible all the time no matter what.)
-- I don't tend to hold Korean map makers to the type of level I might hold Korean Pro Players because, afaik, the GSL map makers were amateurs when SC2 came out, and didn't come from a background in pro map making with kespa, so I don't think they're somehow more qualified or more skillful than foreign map makers, at least after the game's been out a few years. I guess there was a time when it seemed like the koreans were way better, and I think that was because we here at TL didn't see any hope for getting community maps into pools so we didn't push ourselves. GSL was the first tournament to use non-blizzard maps and everyone was impressed with maps like Terminus and Dual Sight. I think over time the foreign scene has become more motivated and has caught up in skill now that we realize we have a decent chance at getting our maps into pools like Ohana and Cloud Kingdom. It still sucks that GSL is the only tournament consistently introducing new maps, though.
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Please upload to EU too. I really like this map, want to play on it.
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Hello all !
I uploaded the map in the EU server , because i want it in my little tournaments !
I DON'T KNOW how i did it , i just opened my KR SC2 editor and download it . The Name is "CruX - Abyssal City " .
Sorry for my bad english !
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Is this gonna get put up on the NA server? I'd love to try it
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On September 14 2012 10:33 FlamingKitty wrote: Is this gonna get put up on the NA server? I'd love to try it
search crux in arcade
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Score graph is fixed in NA server.
Map name : GSL_Abyssal City
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On September 10 2012 15:36 Gfire wrote:Show nested quote +On September 10 2012 14:37 SiskosGoatee wrote: Meh, I'm going to refer to Mvp vs Jjakji in the GSTL as to why circle syndrome or this map really isn't that bad. It was a very good TvT and TvT is usually not my thing. People said those expansions would never be taken, but they were taken. Korean map layouts are in my opinion honestly a lot more interesting and better thought of than foreign map layouts which only seem to be concerned with 'Make easy to defend third, then create a path to the enemy'.' whereas Korean maps actually feature some terran and usage thereof.
I don't think they use that much circle syndrome because they are ignorant of its supposed problem, they use it as a design choice to create contention over space. The fact that a lot of Korean maps feature expansions of which it isn't really clear whose they are is a good thing, not a bad. TvT doesn't count because the defender's advantage is so high there. A map with too much CS in most matchups can be alright in TvT. I'm fine with the map placement on this map, and some maps not belonging to one player or the other, but I think the further away bases are just too open. I don't think Korean Maps are better than Foreign maps, but on TL you only see the GSL maps which are the best of the best of Korean maps. You see a lot of map foreign maps because they all get posted on TL, but there are tons of really terrible Korean maps out there that people don't see here. Show nested quote +On September 10 2012 14:52 Fatam wrote: Whaaaat. Have you seen some of the maps on this forum? There's some crazy things going on in some of them. Granted, what you said may be somewhat true about some of the "famous" foreign maps, but that's not anyone's fault other than the tournaments and blizzard who made those maps famous instead of other more interesting ones. Partially true. I think TL members are "brainwashed" into thinking certain things are good, and koreans as well, just not the same things. It's primarily down to bias and whose opinions you trust. The guys who get their maps in GSL, or the guys who've been posting authoritatively on the TL forums for years, since before we ever saw any Korean maps. (But the important thing is that everyone is trained to think all Blizzard maps are terrible all the time no matter what.) -- I don't tend to hold Korean map makers to the type of level I might hold Korean Pro Players because, afaik, the GSL map makers were amateurs when SC2 came out, and didn't come from a background in pro map making with kespa, so I don't think they're somehow more qualified or more skillful than foreign map makers, at least after the game's been out a few years. I guess there was a time when it seemed like the koreans were way better, and I think that was because we here at TL didn't see any hope for getting community maps into pools so we didn't push ourselves. GSL was the first tournament to use non-blizzard maps and everyone was impressed with maps like Terminus and Dual Sight. I think over time the foreign scene has become more motivated and has caught up in skill now that we realize we have a decent chance at getting our maps into pools like Ohana and Cloud Kingdom. It still sucks that GSL is the only tournament consistently introducing new maps, though. Sadly I think the "new" part of new maps created a lot of rose-tinted reception for the early GSL maps, even though they were really bad. The residual momentum from that "power in a vacuum" has created a stilted view of maps in the greater community, which is comprised mostly of idiots, at least when it comes to maps. (This is not a complaint or a judgement, just an observation.) Everyone keeps getting better though.
TvT is a completely useless example for judging the effects of CS.
edit: I should note that the GSL maps are at least as playable if not more than the older maps they replace, so it's not like it's a huge problem.
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didn't see a good game on this map atm. I don't know if it's the map or the players but I didn't see anything else but one sided game on this map. I hope it will get removed next season
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Just wanted to give props for the underwater theme. I just watched the Maru vs. Effort Code A game, and seeing the debris floating up during a battle is a really, really cool effect.
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On September 21 2012 02:25 algue wrote:didn't see a good game on this map atm. I don't know if it's the map or the players but I didn't see anything else but one sided game on this map. I hope it will get removed next season 
IMO the third is really the main issue and if it gets a little easier to hold as a non-zerg then I think this map could be really sick. Even if this map goes I hope EW uses the same aesthetic theme in another map. :D
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United Kingdom1381 Posts
On September 25 2012 19:45 AmericanUmlaut wrote: Just wanted to give props for the underwater theme. I just watched the Maru vs. Effort Code A game, and seeing the debris floating up during a battle is a really, really cool effect.
I noticed this yesterday when I called down a MULE and it's casing slowly drifted away, its a really nice touch. I guarantee Blizzard will remove this if it made it to the ladder pool though.
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would it be possible for someone to upload this to SEA server please?
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Artosis Bot 2000 spotted on ipl stream. Imba ps. nice map xP
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