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[D] HotS beta maps

Forum Index > SC2 Maps & Custom Games
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a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-09-07 13:33:13
September 05 2012 17:57 GMT
#1
prefix, i do not have beta.

it seems as though blizzard has a slew of new maps ready for hots. at initial thought they seem to be a fair bit more competent that their attempts in WoL. thirds are still rock'd off in some manner, but general design is a step up.

but then as per this forum, i have to bring up community mapping involvement once again. what are your feelings towards the potential lack of community maps ... once again? blizzard managed to include all of two [non-gsl] maps through 9 'seasons' of wol. do any of you feel hots will be more favorable towards the rest of the community ... or just more of the same?



mod edit:

HQ images courtesy of Timetwister22

Howling Peaks
+ Show Spoiler +
[image loading]


Akilon Wastes
+ Show Spoiler +
[image loading]


Star Station
+ Show Spoiler +
[image loading]


Korhal City
+ Show Spoiler +
[image loading]


Fractured Glacier
+ Show Spoiler +
[image loading]
starleague forever
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 05 2012 18:08 GMT
#2
Honestly I feel the opposite, I feel like these maps are a massive step backwards. The naturals are hard to hold, the thirds on some are almost impossible. There was one (maybe star station?) where the third was shared between long distance spawns. The maps really don't look that great.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
moskonia
Profile Joined January 2011
Israel1448 Posts
September 05 2012 18:10 GMT
#3
Looking through the minimap or through gameplay is not enough for me, can anyone with a beta invite can go to the editor and extract the maps so we can see their overview?
archonOOid
Profile Blog Joined March 2011
1983 Posts
September 05 2012 18:50 GMT
#4
the most played maps in wol are based on the current meta game in wol and maybe the hots maps could be used as a stepping stone in the hots map pool? The same way the horrid wol beta maps was pushed away from the wol map pool.
I'm Quotable (IQ)
a3den
Profile Joined April 2012
704 Posts
Last Edited: 2012-09-05 20:20:01
September 05 2012 20:19 GMT
#5
The 2p map with the backdoor rocks to the third is the best I've seen so far. The 4p rotational map with the inbase natural and the new type of rocks at the third is terrible imo. The Protoss themed one is probably the ugliest of the bunch.
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2012-09-05 20:28:23
September 05 2012 20:28 GMT
#6
All the Rocks are stupid. But, harder to hold Naturals and Thirds I'm okay with. To many maps these day are turtle to 3 base Attack at the 12-15 min mark. I miss all the timing attacks and all-ins people used to do. The game needs a balance between Cheese and Econ Cheese.

Cheese - Early Pressure - Timing Attacks - Safe Standard - FE - Econ Cheese.

Were at a point were maps are so big and Turtley that Econ Cheese is Standard Play. The problem is that people believe any attack before max is cheese or all in.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Mr. Black
Profile Blog Joined May 2011
United States470 Posts
September 05 2012 20:32 GMT
#7
I like the new tilesets! I like that they are trying an in-base hatch for a ladder map.

My hope is that the new units allow for more variation in viable, balanced map designs. However, there is bound to be massive imbalances at the outset and it should be fun to see which of the new map mechanics punish each race, and how.
Make more anything.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 05 2012 20:35 GMT
#8
Need pics to judge better - from stream i'm not quite sure what to say so far.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 05 2012 21:27 GMT
#9
Almost every map has stuff on it that I hate. Tons of proportion issues, weird ramps and other oddities. The maps are no better than the first batch of WoL maps.
Administrator~ Spirit will set you free ~
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 06 2012 00:47 GMT
#10
It seems like they have every intention of supporting UMS maps but no intention of helping melee maps at all. There isn't even a melee or "standard" category in the arcade, not even a real category for maps like monobattles or build order testers. Its like they are actively trying to monopolize melee mapping.
~ ~ <°)))><~ ~ ~
ilikeredheads
Profile Joined August 2011
Canada1995 Posts
September 06 2012 01:05 GMT
#11
I would like to see the pics of the maps first before jumping to conclusions. Any links will be appreciated.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-09-06 02:07:53
September 06 2012 02:07 GMT
#12
[image loading]
This map is a bit weird, the central bases are a bit weird as well. If the open nat works in hots, I'm not too worried, but it seems like it's not, so I'm not so sure.
3rd design is awk as well, lots of airspace too

[image loading]
Aesthetically, it's actually very beautiful - it seems like they improved on their ulnaar idea but better. It seems like it wont go well with other textures I think, and some of the tiles are off-theme also.
But... 4p mirror map T.T I dun know if all the spawn work.

[image loading]
HOLY AIRSPACE MAN
if they just rotate is 45 degrees, the map would be tight and be ok...
The inbase expo is interesting. The rock at third doesnt block expo, but the opponent can break it to make it so.
The textures are also very boring i think. No new cliffs T.T

[image loading]
Mmm I like the cliffs. I like the choosable third, it's their best map so far. But, airspace.. space efficiency.. they're all gah. The choke to the third is also too small i think. dunno if it'll work.

CONCLUSION:
some textures are good, cliffs are good as well.
Map design: they're trying new things, but not well. HOLY AIRSPACE BATMAN also.
Map pics courtesy to Ragoo
Mapmaker of Frost, Fruitland and Bridgehead
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 06 2012 02:21 GMT
#13
On September 06 2012 06:27 Plexa wrote:
Almost every map has stuff on it that I hate. Tons of proportion issues, weird ramps and other oddities. The maps are no better than the first batch of WoL maps.

I don't think it's fair to draw a connection between maps like Howling Peak, Star Station, and Akilon Wastes, with maps like Incineration Zone, Steppes of War, and Metalopolis. Hell, even Shakuras Plateau was a fluke, since it was originally a 2v2 map(which it's terrible at being). These maps are a large improvement to be sure, whether you like them or not despite that is up to you. My only beef personally is with Korhal City. The. Most. Generic. Fucking. Name. Ever.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 06 2012 09:29 GMT
#14
The korhal one has a double wide ramp and close spawns enabled...
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Sumadin
Profile Joined August 2011
Denmark588 Posts
September 06 2012 09:39 GMT
#15
On September 06 2012 18:29 Yonnua wrote:
The korhal one has a double wide ramp and close spawns enabled...


How was it not going to have that? It is rotational. Blizzard doesn't design 4p maps with cross spawn. At least you can't Pylon block on it.
The basic key to beating a priest is playing a deck that is terrible.
Stow.Wif
Profile Joined April 2011
France67 Posts
September 06 2012 10:32 GMT
#16
I don't know much about map making, but we need to keep in mind that Hots havec a different balance, so "good maps" won't exactly follow the same idea of wol good maps.
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 06 2012 11:04 GMT
#17
interesting maps atleast, they tried new stuff but thats normal for Blizzard and luckily they do. Just imagine if we never had gotten shakuras, wonder if someone would have thought about disabling close spawns, so early.
Maps still need the one easy to ramp block and defend out on the map expansion. Basetrades are just happening a bit to often on the tournament used community maps + antiga.

It is obvious though that they wanted to test out the new units, thats why maps have some specifics that help those units alot. I like the protoss map fighting on a ship in transit hell yeah.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
September 06 2012 13:16 GMT
#18
Some better overviews of the maps can be seen towards the bottom of this article http://gosugamers.net/starcraft2/features/3017.

I wouldn't mind if blizzard came out and said "with these maps we are testing out unique terrain layouts and how they work with the new HotS units, they are not intended to be tournament ready". These maps are clearly shitty in terms of almost all criteria that you would normally judge a map on. The fact that blizz hasn't commented on them makes me worried that they may think they are competitive maps, and even more worried that some tournament admin might think they are too.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Aunvilgod
Profile Joined December 2011
2653 Posts
September 06 2012 13:25 GMT
#19
These maps were never made for tournament play.

Blizzard likes to do extreme stuff to make it more entertaining and diverse for casual players. Personally I don´t care, we got more than enough decent community maps.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
September 06 2012 14:11 GMT
#20
well those maps suck 'cept for the tileset (hi star station), but at least they dont follow the 2-player map layout of 99% maps these days
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