[M] (2) Crux Frost - Page 4
Forum Index > SC2 Maps & Custom Games |
Uvantak
Uruguay1381 Posts
| ||
Plexa
Aotearoa39261 Posts
| ||
myRZeth
Germany1047 Posts
| ||
SiskosGoatee
Albania1482 Posts
| ||
yakitate304
United States655 Posts
On August 26 2013 08:48 Sumadin wrote: They seem to have purpose enough to me. A single unit is enough to cover each bridge. But their is still options to go around on the outer bridges which is always nice. You can agree with them or not, but i would not really say they are purposeless. It seems fairly obvious. The thing is, a single unit was enough to cover each bridge BEFORE the Watchtowers were added, which still promotes map awareness without letting players be lazy about it and gaining extra vision. | ||
SiskosGoatee
Albania1482 Posts
| ||
algue
France1436 Posts
On September 21 2013 18:12 Semmo wrote: No Totalbiscuit Post on Frost... Please post on my map too. Thanks. Also, I mean obviously there are some map flaws to Yeonsu, which gives advantage to certain races. And I don't know if the map makes those map flaws in delibration or whatever. But the map is different from the rest of the map pool, which isn't so bad. And it's too late to change it, since Blizzard really didn't test it or consult anyone. My suggestions: - Remove towers - Add another pathway on the sides of map - Fix main ramp - Fix Main, make map bigger or something I've voted for your map in the TLMC but I've always felt that something was missing something Eventhough the map is really big, I see a ton of one sided games on this map and very few great macro games like we used to see on whirlwind or Taldarim altar. There's something wrong with this map imo (It's usually some 2 or 3 base aggression and a player gets his 4th base when the opponent is almost dead). I don't think that blizzard will make any major change to it but they should. At the moment it's way too easy to attack the third base while denying/harrassing the 4th and taking a 5th base isn't even a possibility Semmo, are you ok with the kind of games that are played or your map or did you expect it to be the new macro game map replacing whirlwind ? What changes would you make (if you think the map needs some changes) ? | ||
Semmo
Korea (South)627 Posts
I guess most of the games you see only go to 3 Bases but in the Pro games that I have seen (RSL and GSL and stuff), game went to 4 Bases+. I think currently Watchtower is pretty bad, so next season the watchtowers will probably be removed. I asked Blizzard at least. Also, my map isn't supposed to replace whirlwind. It is supposed to show very different play depending on spawns. My plan was: Horizontal: Quite agressive, but you can still take 4th. It should play out like Newkirk, but with opportunities to create flanks or counter attacks through the bridge. Also you could actually both take the bases near the bridge, which can create tension. Vertical: Focus is on two attack paths, which I see being used a lot (one thing I'm happy about). I didn't think 4th would be taken as much as horizontal or diagonal, as it is quite far away. (But still I don't think it's harder than, say, Antiga for example). Diagonal: This spawn I guessed would have more macro. So yeah. I didn't think it would create 4base + games on vertical, but on 3 bases it is still "macro", I think. And hopefully as the map gets played a lot (200+ games) It will be what I expected. | ||
algue
France1436 Posts
The way people play on this map eventhough it's huge has always bugged me. | ||
moskonia
Israel1448 Posts
| ||
lorestarcraft
United States1046 Posts
On September 21 2013 23:51 moskonia wrote: I find that people are really not adapting to maps, whenever I get a Zerg on horizontal position I win because they build the base that is close to me which allows me to siege it from above with my ranged units. Overall when I first saw the map I did not like it that much, but after so many games on it, its my favorite map on the pool. Yeah, I played a zerg that sixpooled here thinking it was cross only. Turns out we were cross positions! I still won but the way people play on this map is so dumb haha. | ||
lolfail9001
Russian Federation40169 Posts
On September 21 2013 23:51 moskonia wrote: I find that people are really not adapting to maps, whenever I get a Zerg on horizontal position I win because they build the base that is close to me which allows me to siege it from above with my ranged units. Overall when I first saw the map I did not like it that much, but after so many games on it, its my favorite map on the pool. Yeah, it is kind of funny how zergs keep on thinking it is cross only and go on with this close-to-horizontal-spawn base. And yes, it is sick map (zerg player here). | ||
EatThePath
United States3943 Posts
| ||
TotalBiscuit
United Kingdom5437 Posts
On September 21 2013 18:46 algue wrote: I'm not TB but even without your message I would have bumped it (consider that if TB isn't whining on this thread, you did a good job !) The way people play on this map eventhough it's huge has always bugged me. "Professional commentators are not allowed opinions on maps" - Random Teamliquid posters | ||
Uvantak
Uruguay1381 Posts
On September 26 2013 10:34 TotalBiscuit wrote: "Professional commentators are not allowed opinions on maps" - Random Teamliquid posters Yep you nailed it! + Show Spoiler + Any place where i can see/hear the exact reasons why you personally don't like this map TB? (i could search them by myself but i haven't had lots of time lately) | ||
TotalBiscuit
United Kingdom5437 Posts
On September 26 2013 10:52 Uvantak wrote: Yep you nailed it! + Show Spoiler + Any place where i can see/hear the exact reasons why you personally don't like this map TB? (i could search them by myself but i haven't had lots of time lately) I actually like Frost, I dunno where he got that from. My players like it too. My concern was over Yeonsu, which resulted in people calling me terrible and disregarding my opinion, so I provided quotes from pro-players that backed it up. | ||
eTcetRa
Australia822 Posts
| ||
Timetwister22
United States538 Posts
On September 26 2013 12:05 eTcetRa wrote: I've been having some really great ZvT's on this map. Most usually play to the late game and even had some go into the ultra late game. The towers are too powerful though, didn't like their addition I actually really like them a lot because of their power. They encourage the use of the side paths, as well as more harass such as drops. Additionally, they make the middle something to fight for in long macro games, which isn't seen on hardly any other map. | ||
EatThePath
United States3943 Posts
On September 26 2013 12:18 Timetwister22 wrote: I actually really like them a lot because of their power. They encourage the use of the side paths, as well as more harass such as drops. Additionally, they make the middle something to fight for in long macro games, which isn't seen on hardly any other map. I can definitely see both sides of this viewpoint. While I don't really like them in concept, overall I think I they are a good thing for the map. Crucially, it is hard to just camp out in the middle on the towers, because you'll get harassed or beaten back, so it's an active late game asset and not something for the player with the lead to lean on. | ||
Semmo
Korea (South)627 Posts
P.S. HUGE FAN BTW. | ||
| ||