Now hopefully by Friday tournament statistics will be out to support (or debunk) my claim.
TLMC Map Analysis - Page 2
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iTzSnypah
United States1738 Posts
Now hopefully by Friday tournament statistics will be out to support (or debunk) my claim. | ||
althaz
Australia1001 Posts
On June 06 2013 14:18 CrEiK wrote: Tell me when protoss will be able to take a third..... In the spring (which is the northern hemisphere's Fall). | ||
Fatam
1986 Posts
p.s. - is putting space sharks on maps actually funny to anyone anymore? I thought it was funny like once or twice. IMO find a new mapping meme. The sharks just look dumb / ruin the continuity of the aesthetic themes @ this point | ||
RFDaemoniac
United States544 Posts
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PredY
Czech Republic1731 Posts
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FrostedMiniWheats
United States30730 Posts
My money is on Frost winning it all. Ravage and Electric Circuit seem pretty sexy as well. | ||
Gamegene
United States8308 Posts
the third bases are very refreshing | ||
Timetwister22
United States538 Posts
On June 06 2013 15:44 Fatam wrote: I disagree with a couple of the map comparisons (insidious and keru compared to muspelheim and match point is enough of a reach that just leaving those comparisons out would have probably been better), and some of the points made in the descriptions, but pretty decent write-up overall. p.s. - is putting space sharks on maps actually funny to anyone anymore? I thought it was funny like once or twice. IMO find a new mapping meme. The sharks just look dumb / ruin the continuity of the aesthetic themes @ this point 1) The spaceshark is awesome. 2) It's how we at ESV sign our maps. We're not really supposed to put logos or names of real brands, companies, or organizations on a map. So instead we just used a spaceshark. Nowadays though, it seems Blizzard doesn't really mind all the logos on the maps with tournaments, such as GSL, using them. Yet, the spaceshark has become a recognizable and traditional means for us at ESV to sign our maps, so we've kept it around. | ||
y0su
Finland7871 Posts
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Kuzmorgo
Hungary1058 Posts
Overall very exciting maps! | ||
marvellosity
United Kingdom36156 Posts
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MavivaM
1535 Posts
Edit: not that the others aren't ofc! They are awesome. It's just that Khalim somehow sticks out | ||
Ragoo
Germany2773 Posts
On June 06 2013 16:47 PredY wrote: why no 3p maps? 3p maps are A LOT of extra work. Not only are they technically much harder to make (no copy paste you could use) but also resulting from that they are much less explored in SC2. Basically no top level mapmaker chose to make a 3p map. And unless you give them extra incentive to do so like saying the TLMC maps will go to ladder for sure and 3p maps have higher chance to be picked for example, you won't see many people put in the extra work. edit: That said I often thought about things I would do in a 4p rotational but that would work out much better in a 3p map, so I hope in the future we see more 3p maps. | ||
Jedclark
United Kingdom903 Posts
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LoveTool
Sweden143 Posts
Except Koprulu, which looks very anti-zerg. Especially ZvT looks like a complete nightmare. The ground rush distance between nat and third is long and both are wide open to harass. The ground distance between the fourth and the third just below it it insanely long. Also, there is no fast access ramp between the high ground fourth down to outside of the dbl sided third, so ling defense vs drops on that base is impossible even when on 4 bases (muta only defense vs 2/2+ marines is a recipie for giving games away). This feature alone should have been a red flag. A simple mid game push for the fourth combined with a dbl drop at the third will be ridiculously strong. Taking both dbl sided bases is even more impossible to hold because of the larger distance and same problems. To make things even worse, the main/nat area is so easily defendable. One tank on the high ground cliff overlooking nat choke shuts down all-ins with slow roaches/banes and multiple tanks the same with later timings. Timing attacks can't even get to the (PFed) third behind the minerals either, so you are forced to attack through that choke. Once terran gets on three bases it will require hive tech to attack, something zerg will likely never get on this map since it requires at least 8 gasses/4bases. So this is a map where zergs only choice is .... well, maybe to go very heavy muta (which is weak in HotS even when not forced into it)? It is also expensive on gas which further weakens hive tech late game. No, I can't think of a ZvT strategy that would work well. TLDR; This map needs major balance changes for ZvT. | ||
Gorribal
Canada186 Posts
Also does anyone else think Electric Circuit looks like that one map we had in the very beginning of SC2? The tileset was like space or something and there was like debris around the third. It looks similar to that one to me. | ||
Naganis
Italy125 Posts
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FragQuenz
Germany21 Posts
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Serek
United Kingdom459 Posts
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x2fst
1272 Posts
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