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[M] (4) Abaddon Blaze - Page 2

Forum Index > SC2 Maps & Custom Games
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purakushi
Profile Joined August 2012
United States3302 Posts
December 15 2012 04:01 GMT
#21
Good changes. I am also for removing watchtowers, especially those that provide vision of basically everything.
T P Z sagi
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 15 2012 05:27 GMT
#22
On December 15 2012 13:01 purakushi wrote:
Good changes. I am also for removing watchtowers, especially those that provide vision of basically everything.

I don't think removing watchtowers from all maps is reasonable, but ya, some maps just don't seem to need them. Abaddon Blaze is one of those maps IMO.
Twitter: @iamcaustic
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
January 25 2013 06:29 GMT
#23
UPDATE - Map has (finally!) been published to the EU server, thanks to the power of Global Play.
Twitter: @iamcaustic
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
February 11 2013 18:04 GMT
#24
I really like this map from what I've seen of it so far, however I do hold the opinion that close ground spawns could probably be eliminated.
aka: KTVindicare the Geeky Bartender
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 11 2013 18:13 GMT
#25
About the towers, I think maps are succeeding without towers because the metagame is very stable these days. I can't think of any major new timings that have been introduced lately and the scouting required to react is pretty well understood. The towers will be very important in HotS for mitigating the wild west of new types of attacks. Not really relevant for this map in particular but I just wanted to share my two cents. I think it's a fine change here.
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 11 2013 18:27 GMT
#26
Towers are cool, a token tower in the centre of the map that does exactly nothing except giving you 5 more seconds to respond to an attack are useless. If you add bushes it adds some strategic element of ambush which is kind of cool.

I feel towers are best used in combination with los blockers or high ground to create an interesting strategic position.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 12 2013 01:02 GMT
#27
On February 12 2013 03:04 Vindicare605 wrote:
I really like this map from what I've seen of it so far, however I do hold the opinion that close ground spawns could probably be eliminated.

You can never go wrong with forcing cross spawn, as cross is always bound to work out (unless a map is REALLY messed up). That said, one of the key interests with this map is the presence of adjacent spawning locations. In Wings of Liberty, we've nearly eliminated the concept for anything outside of huge, 160x160ish maps, which I think is a real shame.

While some maps, like Antiga Shipyard, had to be forced into cross-only due to abusive terrain features and consequential rush distances (you only had to travel half the width/height of the map to start elevating into an opponent's main), the only time that's an issue here is when someone accidentally expands toward their opponent. We did see that for one unfortunate game during the recent iMpulse $100 tournament, but that player quickly corrected themselves after getting punished for it (though it was too late for them to salvage a victory in the end).
Twitter: @iamcaustic
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 12 2013 07:22 GMT
#28
I wouldn't mind a super large map that has all spawns but cross spawn to limit the rush distance, would be an interesting twist.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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