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Blizzard about the map pool - Page 3

Forum Index > SC2 Maps & Custom Games
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Ragoo
Profile Joined March 2010
Germany2773 Posts
November 02 2012 18:14 GMT
#41
On November 02 2012 19:28 Plexa wrote:
Show nested quote +
On November 02 2012 18:49 archonOOid wrote:
Why can't we, the community, vote in and out 1-2 maps per season? Then the mapmakers could compete for slots each season.

Because, bluntly, the community has no idea what makes a good map. See metropolis for why this didn't work out.


This is the truth.

On November 02 2012 20:51 SiskosGoatee wrote:
[...]
- Some mapmaking teams style themselves authoritative in judging what a good map is, but they have no proof (numbers) to back this notion up. They also some-what embarrass themselves by repeatedly claiming that Antiga is TvZ imbalanced for instance while stats show it is not, doesn't make the impression you know what you're talking about.

[...]

- The community is angry and biased towards 'Blizzard maps' and had Newkirk City come from ESV people would've probably praised its 'interesting new layout'. I mean, let's be honest here, the flaws that exist on it also exist on Cherno and then some.



This is bullshit. First of all I can safely say that the good mapmakers DO know better, even without "statistical proof". And I don't get that part about Antiga, never heard that. It's just a bad designed map.

Secondly Blizzard maps are just bullshit, if anyone in the mapmaking community would make such maps he would be criticized for it
Also don't get the Cherno comparison. Cherno has vastly different limitations cos it's a 4p mirrored with all spwans enabled to begin with...

On November 02 2012 20:49 chuky500 wrote:
I hope this time the organizers put effort into picking decent judges too, this means what people suggested at the time of the 1st TLMC : judges representing shoutcasters, tournament organisers, pro players and mappers. Please don't pick random forum moderators this was a bad idea. I hope this time we don't end up with broken maps like Haven's Lagoon or Korhal Compound.


I somewhat agree with this part of your post.

I don't rly trust shoutcasters other than.. well Apollo and Artosis to have a meaningful opinion when analyzing a lot of maps. But there is certainly some pro players (Morrow!!, TLO!!) who would could be really helpful for a certain purpose.
And yes while I think the guys who judged/playtested last time probably had a long history in Starcraft and have certain qualifications to judge maps, the complete lack of any good and active mapmaker in the juging panel is somewhat idiotic tbh. (I realize it's because all good mapmakers submitted but there have to be ways around that)
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
crbox
Profile Joined August 2010
Canada1181 Posts
November 02 2012 18:27 GMT
#42
I wish they fucking add neutral supply depots
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 02 2012 18:34 GMT
#43
On November 03 2012 03:27 crbox wrote:
I wish they fucking add neutral supply depots


They already did
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2012-11-02 18:40:50
November 02 2012 18:40 GMT
#44
On November 03 2012 03:14 Ragoo wrote:
Show nested quote +
On November 02 2012 19:28 Plexa wrote:
On November 02 2012 18:49 archonOOid wrote:
Why can't we, the community, vote in and out 1-2 maps per season? Then the mapmakers could compete for slots each season.

Because, bluntly, the community has no idea what makes a good map. See metropolis for why this didn't work out.


This is the truth.

Show nested quote +
On November 02 2012 20:51 SiskosGoatee wrote:
[...]
- Some mapmaking teams style themselves authoritative in judging what a good map is, but they have no proof (numbers) to back this notion up. They also some-what embarrass themselves by repeatedly claiming that Antiga is TvZ imbalanced for instance while stats show it is not, doesn't make the impression you know what you're talking about.

[...]

- The community is angry and biased towards 'Blizzard maps' and had Newkirk City come from ESV people would've probably praised its 'interesting new layout'. I mean, let's be honest here, the flaws that exist on it also exist on Cherno and then some.



This is bullshit. First of all I can safely say that the good mapmakers DO know better, even without "statistical proof".
Okay, that's your claim, you can't safely say that, you can say that and then it's your word. Nothing more.

And I don't get that part about Antiga, never heard that. It's just a bad designed map.
Please, a lot of people claimed that it was TvZ imbalanced or TvP imbalanced. It has a minor TvP imbalance of like 3%, nothing substantial, it is by no stretch TvZ imbalanced.

Apart from that, it's your opinion that it's a badly designed map. This is the entire underlying point, that some people act like their opinions are facts. There's a reason GOMTV removed Ohana and kept Antiga and my hunch is that this is viewer numbers. Antiga has a certain inclination to generate 'memorable games' that people look vods up because the design lends itself to tense situations where both are highly mined out and have troubles securing a third, Ohana tends to create boring games that aren't memorable.

I will play a game in any matchup and watch it in any matchup any day of the week on Antiga before on Ohana, that's my opinion, this is subjective, these aren't facts that can be right or wrong, what are facts are balanced numbers and viewer numbers.

Secondly Blizzard maps are just bullshit, if anyone in the mapmaking community would make such maps he would be criticized for it
I disagree, it's a yes-no game at this point, neither side can prove their point.

Also don't get the Cherno comparison. Cherno has vastly different limitations cos it's a 4p mirrored with all spwans enabled to begin with...
It has the same airplay problems in some spawns.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
AnomalySC2
Profile Joined August 2012
United States2073 Posts
Last Edited: 2012-11-02 19:00:52
November 02 2012 19:00 GMT
#45
On November 03 2012 03:27 crbox wrote:
I wish they fucking add neutral supply depots


I wish terran could 15 CC free without worries. They should add a neutral depot for the zergs at the ramp, and add a controllable depot wall already in place for terrans. Also toss players should start with cannons at the expo. Now all the races can expand on 15 without worry, not just Zerg.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-11-02 20:25:28
November 02 2012 20:20 GMT
#46
On November 03 2012 03:40 SiskosGoatee wrote:
Show nested quote +
On November 03 2012 03:14 Ragoo wrote:
On November 02 2012 19:28 Plexa wrote:
On November 02 2012 18:49 archonOOid wrote:
Why can't we, the community, vote in and out 1-2 maps per season? Then the mapmakers could compete for slots each season.

Because, bluntly, the community has no idea what makes a good map. See metropolis for why this didn't work out.


This is the truth.

On November 02 2012 20:51 SiskosGoatee wrote:
[...]
- Some mapmaking teams style themselves authoritative in judging what a good map is, but they have no proof (numbers) to back this notion up. They also some-what embarrass themselves by repeatedly claiming that Antiga is TvZ imbalanced for instance while stats show it is not, doesn't make the impression you know what you're talking about.

[...]

- The community is angry and biased towards 'Blizzard maps' and had Newkirk City come from ESV people would've probably praised its 'interesting new layout'. I mean, let's be honest here, the flaws that exist on it also exist on Cherno and then some.



This is bullshit. First of all I can safely say that the good mapmakers DO know better, even without "statistical proof".
Okay, that's your claim, you can't safely say that, you can say that and then it's your word. Nothing more.

Show nested quote +
And I don't get that part about Antiga, never heard that. It's just a bad designed map.
Please, a lot of people claimed that it was TvZ imbalanced or TvP imbalanced. It has a minor TvP imbalance of like 3%, nothing substantial, it is by no stretch TvZ imbalanced.

Apart from that, it's your opinion that it's a badly designed map. This is the entire underlying point, that some people act like their opinions are facts. There's a reason GOMTV removed Ohana and kept Antiga and my hunch is that this is viewer numbers. Antiga has a certain inclination to generate 'memorable games' that people look vods up because the design lends itself to tense situations where both are highly mined out and have troubles securing a third, Ohana tends to create boring games that aren't memorable.

I will play a game in any matchup and watch it in any matchup any day of the week on Antiga before on Ohana, that's my opinion, this is subjective, these aren't facts that can be right or wrong, what are facts are balanced numbers and viewer numbers.

Show nested quote +
Secondly Blizzard maps are just bullshit, if anyone in the mapmaking community would make such maps he would be criticized for it
I disagree, it's a yes-no game at this point, neither side can prove their point.

Show nested quote +
Also don't get the Cherno comparison. Cherno has vastly different limitations cos it's a 4p mirrored with all spwans enabled to begin with...
It has the same airplay problems in some spawns.


Antiga is an objectively poorly designed map because it is a 4p map yet has to be made in to a 2p map to 'fix' it. Regardless of the hard 4th, regardless of the near-impossible 5th, the fact that certain spawns had to be disabled retrospectively because of imbalances is poor design, and is something that a seasoned map maker would have spotted straight away.

You seem to be quite hung up on this idea of statistics 'proving' how good a map is. The problem with statistics is that they don't tell you the whole story, in fact they don't tell you all that much at all without them being more focussed than just winrates. Winrates don't take in to account how good the players are, what strategies were used, how easy expanding was,
game conditions (live/online/latency/hardware etc.) I could go on. A map might be perfectly balanced statistically until a player works out a certain tactic that is incredibly strong on it. On the whole, Blizzard maps are pretty garbage, experienced map makers and high level players all agree on this, and could list many reasons why it's true. The reason they don't is probably because they don't want to waste their time trying to convince people on an internet forum.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
WniO
Profile Blog Joined April 2010
United States2706 Posts
November 02 2012 20:25 GMT
#47
On November 03 2012 05:20 OxyGenesis wrote:
Show nested quote +
On November 03 2012 03:40 SiskosGoatee wrote:
On November 03 2012 03:14 Ragoo wrote:
On November 02 2012 19:28 Plexa wrote:
On November 02 2012 18:49 archonOOid wrote:
Why can't we, the community, vote in and out 1-2 maps per season? Then the mapmakers could compete for slots each season.

Because, bluntly, the community has no idea what makes a good map. See metropolis for why this didn't work out.


This is the truth.

On November 02 2012 20:51 SiskosGoatee wrote:
[...]
- Some mapmaking teams style themselves authoritative in judging what a good map is, but they have no proof (numbers) to back this notion up. They also some-what embarrass themselves by repeatedly claiming that Antiga is TvZ imbalanced for instance while stats show it is not, doesn't make the impression you know what you're talking about.

[...]

- The community is angry and biased towards 'Blizzard maps' and had Newkirk City come from ESV people would've probably praised its 'interesting new layout'. I mean, let's be honest here, the flaws that exist on it also exist on Cherno and then some.



This is bullshit. First of all I can safely say that the good mapmakers DO know better, even without "statistical proof".
Okay, that's your claim, you can't safely say that, you can say that and then it's your word. Nothing more.

And I don't get that part about Antiga, never heard that. It's just a bad designed map.
Please, a lot of people claimed that it was TvZ imbalanced or TvP imbalanced. It has a minor TvP imbalance of like 3%, nothing substantial, it is by no stretch TvZ imbalanced.

Apart from that, it's your opinion that it's a badly designed map. This is the entire underlying point, that some people act like their opinions are facts. There's a reason GOMTV removed Ohana and kept Antiga and my hunch is that this is viewer numbers. Antiga has a certain inclination to generate 'memorable games' that people look vods up because the design lends itself to tense situations where both are highly mined out and have troubles securing a third, Ohana tends to create boring games that aren't memorable.

I will play a game in any matchup and watch it in any matchup any day of the week on Antiga before on Ohana, that's my opinion, this is subjective, these aren't facts that can be right or wrong, what are facts are balanced numbers and viewer numbers.

Secondly Blizzard maps are just bullshit, if anyone in the mapmaking community would make such maps he would be criticized for it
I disagree, it's a yes-no game at this point, neither side can prove their point.

Also don't get the Cherno comparison. Cherno has vastly different limitations cos it's a 4p mirrored with all spwans enabled to begin with...
It has the same airplay problems in some spawns.


Antiga is an objectively poorly designed map because it is a 4p map yet has to be made in to a 2p map to 'fix' it. Regardless of the hard 4th, regardless of the near-impossible 5th, the fact that certain spawns had to be disabled retrospectively because of imbalances is poor design, and is something that I seasoned map maker would have spotted straight away.

You seem to be quite hung up on this idea of statistics 'proving' how good a map is. The problem with statistics is that they don't tell you the whole story, in fact they don't tell you all that much at all without them being more focussed than just winrates. Winrates don't take in to account how good the players are, what strategies were used, how easy expanding was,
game conditions (live/online/latency/hardware etc.) I could go on. A map might be perfectly balanced statistically until a player works out a certain tactic that is incredibly strong on it. On the whole, Blizzard maps are pretty garbage, experienced map makers and high level players all agree on this, and could list many reasons why it's true. The reason they don't is probably because they don't want to waste their time trying to convince people on an internet forum.

ive been arguing and will continue to say blizzard maps are NOT just shit.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 02 2012 20:29 GMT
#48
On November 03 2012 05:20 OxyGenesis wrote:
Show nested quote +
On November 03 2012 03:40 SiskosGoatee wrote:
On November 03 2012 03:14 Ragoo wrote:
On November 02 2012 19:28 Plexa wrote:
On November 02 2012 18:49 archonOOid wrote:
Why can't we, the community, vote in and out 1-2 maps per season? Then the mapmakers could compete for slots each season.

Because, bluntly, the community has no idea what makes a good map. See metropolis for why this didn't work out.


This is the truth.

On November 02 2012 20:51 SiskosGoatee wrote:
[...]
- Some mapmaking teams style themselves authoritative in judging what a good map is, but they have no proof (numbers) to back this notion up. They also some-what embarrass themselves by repeatedly claiming that Antiga is TvZ imbalanced for instance while stats show it is not, doesn't make the impression you know what you're talking about.

[...]

- The community is angry and biased towards 'Blizzard maps' and had Newkirk City come from ESV people would've probably praised its 'interesting new layout'. I mean, let's be honest here, the flaws that exist on it also exist on Cherno and then some.



This is bullshit. First of all I can safely say that the good mapmakers DO know better, even without "statistical proof".
Okay, that's your claim, you can't safely say that, you can say that and then it's your word. Nothing more.

And I don't get that part about Antiga, never heard that. It's just a bad designed map.
Please, a lot of people claimed that it was TvZ imbalanced or TvP imbalanced. It has a minor TvP imbalance of like 3%, nothing substantial, it is by no stretch TvZ imbalanced.

Apart from that, it's your opinion that it's a badly designed map. This is the entire underlying point, that some people act like their opinions are facts. There's a reason GOMTV removed Ohana and kept Antiga and my hunch is that this is viewer numbers. Antiga has a certain inclination to generate 'memorable games' that people look vods up because the design lends itself to tense situations where both are highly mined out and have troubles securing a third, Ohana tends to create boring games that aren't memorable.

I will play a game in any matchup and watch it in any matchup any day of the week on Antiga before on Ohana, that's my opinion, this is subjective, these aren't facts that can be right or wrong, what are facts are balanced numbers and viewer numbers.

Secondly Blizzard maps are just bullshit, if anyone in the mapmaking community would make such maps he would be criticized for it
I disagree, it's a yes-no game at this point, neither side can prove their point.

Also don't get the Cherno comparison. Cherno has vastly different limitations cos it's a 4p mirrored with all spwans enabled to begin with...
It has the same airplay problems in some spawns.


Antiga is an objectively poorly designed map because it is a 4p map yet has to be made in to a 2p map to 'fix' it.


Your definition of 'objective' is objectively wrong. I don't think you know what it means. I have no problem with forcing cross on any map. What I think is that any non 2player map has a certain issue in that there are 'unused mains' and therefore they need to be balanced for both being mains aswell as being expansions. Which I personally don't like, this is a flaw in antiga shipyard in my opinion yes. But other factors balance it out to make it in my opinion a very enjoyable map to play on and watch games on.

Regardless of the hard 4th, regardless of the near-impossible 5th, the fact that certain spawns had to be disabled retrospectively because of imbalances is poor design, and is something that I seasoned map maker would have spotted straight away.
Why? Why is that wrong? I'm talking about Antiga with cross only here? Why is this 'objectively' bad? Explain that to me. I have no problems whatsoever with it. In fact, I much prefer it to a map where it's not forced cross because I don't like rationally symmetrical maps or maps with more than 2 spawns in general. I rather have a map where non cross spawns are so awful that it has to be cross-only and is made cross only than a map where non cross spawns are passable thereby forcing me to play on a non cross only map. I just dislike playing on a rotational map passionately. This is of course my personal opinion, though there is indeed a objective lackng of symmetry if it's not cross. If that is good or bad or indifferent is again subjective.

You seem to be quite hung up on this idea of statistics 'proving' how good a map is.
Nope, statistics prove imbalance, if that is good or bad is subjective, not objective.

The problem with statistics is that they don't tell you the whole story, in fact they don't tell you all that much at all without them being more focussed than just winrates. Winrates don't take in to account how good the players are, what strategies were used, how easy expanding was,
They don't, but everything except winrates is subjective, I'm sure there are people out there who like Steps of War exaclty for the reasons that most people dislike it, some people like rush maps. Blood Bath has its cult following you know.


On the whole, Blizzard maps are pretty garbage, experienced map makers and high level players all agree on this
Yeah, except that Rain has said he's a big fan of Nazarim Crypt. MKP listed Metalopolis as his favoured map, Stephano absolutely loves Antiga Shipyard, JackyPrime said condemned ridge is really cool and what not. Don't project your own opinion on the entire scene please.

and could list many reasons why it's true. The reason they don't is probably because they don't want to waste their time trying to convince people on an internet forum.
Yeah, or the reason is that they are pretty bad at convincing people they need to convince in general, as outlined in the mapmaking union thread. The people who believe that are also pretty bad at convincing tournament organizers.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
tree139
Profile Joined May 2011
United States9 Posts
November 02 2012 20:37 GMT
#49
There was a post about units or something on the battle.net website, and 9/10 of people who contributed said simply "new maps?" or "maps?" Like pages and pages of this.

And then the new ladder starts and it is the same old stagnant bunch. Similar to how in times past people were complaining of short rush distances and monotonous play, the current maps offer very long rush distances and monotonous play, only it takes 5-10 minutes longer to see any action. The map pool as it stands has turned the game into a snooze fest of Fast expand vs Fast expand, sometimes a quick third. This has killed spectating for me, as every game looks the same And is not action packed as they used to be.

The best solution I think would be to add some maps that have different spawning positions that entail different gameplay, as well as harder to hold naturals without a ramp and choke. Think Metalopolis or Shattered Temple. Close spawns had a tough time holding natural expansions, not to mention it was Very Difficult to secure a third. But cross spawns it could turn into 5base vs 5base split map. Thats cool to see, variances in gameplay and situational decisions that players have to make based upon the circumstances.

So yeah I understand that they are busy with HOTS, so why not rotate back in some old maps? Xel Naga Caverns, Metalopolis, Shattered Temple, etc. And make the map pool bigger and add more vetoes. People, myself included, are really getting bored of the same 8 maps for months and months. It's boring and killing the game. Especially considering how similar all of the current maps are: long rush, easy to take natural, third, and usually fourth bases, and just generally little variance in gameplay or pace of the games.
That's what would happen, if that happened.
WniO
Profile Blog Joined April 2010
United States2706 Posts
November 02 2012 20:42 GMT
#50
On November 03 2012 05:37 tree139 wrote:
There was a post about units or something on the battle.net website, and 9/10 of people who contributed said simply "new maps?" or "maps?" Like pages and pages of this.

And then the new ladder starts and it is the same old stagnant bunch. Similar to how in times past people were complaining of short rush distances and monotonous play, the current maps offer very long rush distances and monotonous play, only it takes 5-10 minutes longer to see any action. The map pool as it stands has turned the game into a snooze fest of Fast expand vs Fast expand, sometimes a quick third. This has killed spectating for me, as every game looks the same And is not action packed as they used to be.

The best solution I think would be to add some maps that have different spawning positions that entail different gameplay, as well as harder to hold naturals without a ramp and choke. Think Metalopolis or Shattered Temple. Close spawns had a tough time holding natural expansions, not to mention it was Very Difficult to secure a third. But cross spawns it could turn into 5base vs 5base split map. Thats cool to see, variances in gameplay and situational decisions that players have to make based upon the circumstances.

So yeah I understand that they are busy with HOTS, so why not rotate back in some old maps? Xel Naga Caverns, Metalopolis, Shattered Temple, etc. And make the map pool bigger and add more vetoes. People, myself included, are really getting bored of the same 8 maps for months and months. It's boring and killing the game. Especially considering how similar all of the current maps are: long rush, easy to take natural, third, and usually fourth bases, and just generally little variance in gameplay or pace of the games.

exactly man thats why ive tried pushing blizzard to put this in the ladder smallmap its pretty balanced so far (30+games)
JDub
Profile Joined December 2010
United States976 Posts
November 02 2012 21:01 GMT
#51
On November 03 2012 05:42 WniO wrote:
Show nested quote +
On November 03 2012 05:37 tree139 wrote:
There was a post about units or something on the battle.net website, and 9/10 of people who contributed said simply "new maps?" or "maps?" Like pages and pages of this.

And then the new ladder starts and it is the same old stagnant bunch. Similar to how in times past people were complaining of short rush distances and monotonous play, the current maps offer very long rush distances and monotonous play, only it takes 5-10 minutes longer to see any action. The map pool as it stands has turned the game into a snooze fest of Fast expand vs Fast expand, sometimes a quick third. This has killed spectating for me, as every game looks the same And is not action packed as they used to be.

The best solution I think would be to add some maps that have different spawning positions that entail different gameplay, as well as harder to hold naturals without a ramp and choke. Think Metalopolis or Shattered Temple. Close spawns had a tough time holding natural expansions, not to mention it was Very Difficult to secure a third. But cross spawns it could turn into 5base vs 5base split map. Thats cool to see, variances in gameplay and situational decisions that players have to make based upon the circumstances.

So yeah I understand that they are busy with HOTS, so why not rotate back in some old maps? Xel Naga Caverns, Metalopolis, Shattered Temple, etc. And make the map pool bigger and add more vetoes. People, myself included, are really getting bored of the same 8 maps for months and months. It's boring and killing the game. Especially considering how similar all of the current maps are: long rush, easy to take natural, third, and usually fourth bases, and just generally little variance in gameplay or pace of the games.

exactly man thats why ive tried pushing blizzard to put this in the ladder smallmap its pretty balanced so far (30+games)

I think that map may be a little too small... unless we want to go back to close spawns Slag Pits.
WniO
Profile Blog Joined April 2010
United States2706 Posts
November 02 2012 21:08 GMT
#52
On November 03 2012 06:01 JDub wrote:
Show nested quote +
On November 03 2012 05:42 WniO wrote:
On November 03 2012 05:37 tree139 wrote:
There was a post about units or something on the battle.net website, and 9/10 of people who contributed said simply "new maps?" or "maps?" Like pages and pages of this.

And then the new ladder starts and it is the same old stagnant bunch. Similar to how in times past people were complaining of short rush distances and monotonous play, the current maps offer very long rush distances and monotonous play, only it takes 5-10 minutes longer to see any action. The map pool as it stands has turned the game into a snooze fest of Fast expand vs Fast expand, sometimes a quick third. This has killed spectating for me, as every game looks the same And is not action packed as they used to be.

The best solution I think would be to add some maps that have different spawning positions that entail different gameplay, as well as harder to hold naturals without a ramp and choke. Think Metalopolis or Shattered Temple. Close spawns had a tough time holding natural expansions, not to mention it was Very Difficult to secure a third. But cross spawns it could turn into 5base vs 5base split map. Thats cool to see, variances in gameplay and situational decisions that players have to make based upon the circumstances.

So yeah I understand that they are busy with HOTS, so why not rotate back in some old maps? Xel Naga Caverns, Metalopolis, Shattered Temple, etc. And make the map pool bigger and add more vetoes. People, myself included, are really getting bored of the same 8 maps for months and months. It's boring and killing the game. Especially considering how similar all of the current maps are: long rush, easy to take natural, third, and usually fourth bases, and just generally little variance in gameplay or pace of the games.

exactly man thats why ive tried pushing blizzard to put this in the ladder smallmap its pretty balanced so far (30+games)

I think that map may be a little too small... unless we want to go back to close spawns Slag Pits.

what? why? its pretty balanced, i just need to test more tvp and zvp now
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2012-11-02 21:15:29
November 02 2012 21:14 GMT
#53
On November 03 2012 06:01 JDub wrote:
Show nested quote +
On November 03 2012 05:42 WniO wrote:
On November 03 2012 05:37 tree139 wrote:
There was a post about units or something on the battle.net website, and 9/10 of people who contributed said simply "new maps?" or "maps?" Like pages and pages of this.

And then the new ladder starts and it is the same old stagnant bunch. Similar to how in times past people were complaining of short rush distances and monotonous play, the current maps offer very long rush distances and monotonous play, only it takes 5-10 minutes longer to see any action. The map pool as it stands has turned the game into a snooze fest of Fast expand vs Fast expand, sometimes a quick third. This has killed spectating for me, as every game looks the same And is not action packed as they used to be.

The best solution I think would be to add some maps that have different spawning positions that entail different gameplay, as well as harder to hold naturals without a ramp and choke. Think Metalopolis or Shattered Temple. Close spawns had a tough time holding natural expansions, not to mention it was Very Difficult to secure a third. But cross spawns it could turn into 5base vs 5base split map. Thats cool to see, variances in gameplay and situational decisions that players have to make based upon the circumstances.

So yeah I understand that they are busy with HOTS, so why not rotate back in some old maps? Xel Naga Caverns, Metalopolis, Shattered Temple, etc. And make the map pool bigger and add more vetoes. People, myself included, are really getting bored of the same 8 maps for months and months. It's boring and killing the game. Especially considering how similar all of the current maps are: long rush, easy to take natural, third, and usually fourth bases, and just generally little variance in gameplay or pace of the games.

exactly man thats why ive tried pushing blizzard to put this in the ladder smallmap its pretty balanced so far (30+games)

I think that map may be a little too small... unless we want to go back to close spawns Slag Pits.
Truth be told, I loved close spawns slag pits in PvT and TvP, I agree close spawns are a bit broken with any matchup involving Z though but in PvP, TvP and TvT close spawns can be pretty funny.

If it's balanced it's balanced though, the rest is subjective. You either like rush maps or you don't.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
WniO
Profile Blog Joined April 2010
United States2706 Posts
November 02 2012 21:22 GMT
#54
On November 03 2012 06:14 SiskosGoatee wrote:
Show nested quote +
On November 03 2012 06:01 JDub wrote:
On November 03 2012 05:42 WniO wrote:
On November 03 2012 05:37 tree139 wrote:
There was a post about units or something on the battle.net website, and 9/10 of people who contributed said simply "new maps?" or "maps?" Like pages and pages of this.

And then the new ladder starts and it is the same old stagnant bunch. Similar to how in times past people were complaining of short rush distances and monotonous play, the current maps offer very long rush distances and monotonous play, only it takes 5-10 minutes longer to see any action. The map pool as it stands has turned the game into a snooze fest of Fast expand vs Fast expand, sometimes a quick third. This has killed spectating for me, as every game looks the same And is not action packed as they used to be.

The best solution I think would be to add some maps that have different spawning positions that entail different gameplay, as well as harder to hold naturals without a ramp and choke. Think Metalopolis or Shattered Temple. Close spawns had a tough time holding natural expansions, not to mention it was Very Difficult to secure a third. But cross spawns it could turn into 5base vs 5base split map. Thats cool to see, variances in gameplay and situational decisions that players have to make based upon the circumstances.

So yeah I understand that they are busy with HOTS, so why not rotate back in some old maps? Xel Naga Caverns, Metalopolis, Shattered Temple, etc. And make the map pool bigger and add more vetoes. People, myself included, are really getting bored of the same 8 maps for months and months. It's boring and killing the game. Especially considering how similar all of the current maps are: long rush, easy to take natural, third, and usually fourth bases, and just generally little variance in gameplay or pace of the games.

exactly man thats why ive tried pushing blizzard to put this in the ladder smallmap its pretty balanced so far (30+games)

I think that map may be a little too small... unless we want to go back to close spawns Slag Pits.
Truth be told, I loved close spawns slag pits in PvT and TvP, I agree close spawns are a bit broken with any matchup involving Z though but in PvP, TvP and TvT close spawns can be pretty funny.

If it's balanced it's balanced though, the rest is subjective. You either like rush maps or you don't.

yeah what usually happens zvt on the map is some form of 7 pool or 15 14 (meta the rush) and just punishing the terran with drone harass. (zerg usually wins though) im not entirely happy with pvz though, as mostly the protoss can only do zealot rush or cannon contain, but ive worked with some different wall offs to make a sort-of normal game. if people want to test the map ill be on all night (channel motm.)
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2012-11-02 21:29:28
November 02 2012 21:29 GMT
#55
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
WniO
Profile Blog Joined April 2010
United States2706 Posts
November 02 2012 21:36 GMT
#56
On November 03 2012 06:29 Diamond wrote:

thats insightful - back on topic, i think we do need smaller style maps maybe not to the extreme i want, but even pro bw map pools had a variation of sizing, so it wasnt just fast expand then attack the first to make a third, with (YOU CANT ATTACK ME I HAVE A SIZE 2 RAMP.)
Gfire
Profile Joined March 2011
United States1699 Posts
November 02 2012 21:47 GMT
#57
On November 03 2012 06:36 WniO wrote:
Show nested quote +
On November 03 2012 06:29 Diamond wrote:

thats insightful - back on topic, i think we do need smaller style maps maybe not to the extreme i want, but even pro bw map pools had a variation of sizing, so it wasnt just fast expand then attack the first to make a third, with (YOU CANT ATTACK ME I HAVE A SIZE 2 RAMP.)

Yeah, I agree with that. Usually I think about structure and third bases and all this stuff but just making some smaller maps would be nice.
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
November 02 2012 22:21 GMT
#58
Regardless of which map you want to discuss (TDA, Antiga, etc.), I think it's worth noting that just because a map has matchup %s that are close to 50, doesn't make it a well-designed or fun map.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 02 2012 22:23 GMT
#59
On November 03 2012 05:25 WniO wrote:
ive been arguing and will continue to say blizzard maps are NOT just shit.

Woah.
I'm not the only one.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 02 2012 22:31 GMT
#60
On November 03 2012 07:21 Fatam wrote:
Regardless of which map you want to discuss (TDA, Antiga, etc.), I think it's worth noting that just because a map has matchup %s that are close to 50, doesn't make it a well-designed or fun map.
Yap, and what is fun and what isn't is subjective? I consider Antiga fun, OxyGenesis doesn't. There it ends, little more to debate a subjective difference opinion. What's next? Debating if Angelina Jolie or Megan Fox is prettier?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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