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[D] Open Naturals - Page 2

Forum Index > SC2 Maps & Custom Games
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SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
October 01 2013 03:40 GMT
#21
Yeah, I see no reason to not at least soft wall vs Z. I guess the only advantage is not exposing any production.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
October 01 2013 03:56 GMT
#22
I'm all for it. Anything to make Protoss and Terran suffer ^^.

In all seriousness though, the only race this really impacts is Terran. I think Protoss will be totally fine securing their natural with the help of a MC. But, in my burning hatred of all Terran players, anything to make Terran not be able to easily wall off their natural is a good thing. Would be a nice way to even out a difficult match-up and reward Zerg aggression that is normally...pointless if Terran just sets up an easy walloff.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
moskonia
Profile Joined January 2011
Israel1448 Posts
October 01 2013 21:45 GMT
#23
If more people make new open nat maps I don't mind organizing a tournament with open naturals. I can also put in a few old maps like XNC and metalopolis if not enough maps are made, but I would love to see what interesting new ideas for making open naturals we can come up with.

I dunno how many people will actually show up to play a tournament with such weird maps, but I am sure we can get at least enough to run the tournament and if we can get a major figure to tweet about it we can get a good amount of viewers as well.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 02 2013 03:23 GMT
#24
I have a WIP map with an open natural, heavily inspired by the map that NegativeZero just posted in the WIP thread.

I would definitely be down to play in a tournament on these maps.
Elldar
Profile Joined July 2010
Sweden287 Posts
October 03 2013 17:45 GMT
#25
On October 02 2013 06:45 moskonia wrote:
If more people make new open nat maps I don't mind organizing a tournament with open naturals. I can also put in a few old maps like XNC and metalopolis if not enough maps are made, but I would love to see what interesting new ideas for making open naturals we can come up with.

I dunno how many people will actually show up to play a tournament with such weird maps, but I am sure we can get at least enough to run the tournament and if we can get a major figure to tweet about it we can get a good amount of viewers as well.


If any big tournament would have a weird maps I don't believe pros would skip that tournament. Maybe someone would whine since "learning" weird map is harder then playing on a standardize map.
moskonia
Profile Joined January 2011
Israel1448 Posts
October 03 2013 17:50 GMT
#26
I doubt weird maps will get into a tournament since it can backfire for the tournament if the map is bad, almost no one takes these risks, only gom.

What I was talking about is a community tournament, which could get some publicity because of its niche.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 03 2013 19:44 GMT
#27
Not walling is simply not an option in PvZ. You die to speedlings or you need to keep a bunch of army at your Nexus at all times.

Lings are much faster than in BW and with injects you can make a lot of them much faster. Hence why this is a problem in SC2 and not as much in BW.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
moskonia
Profile Joined January 2011
Israel1448 Posts
October 03 2013 20:40 GMT
#28
On October 04 2013 04:44 DinoMight wrote:
Not walling is simply not an option in PvZ. You die to speedlings or you need to keep a bunch of army at your Nexus at all times.

Lings are much faster than in BW and with injects you can make a lot of them much faster. Hence why this is a problem in SC2 and not as much in BW.

I think my map solves it very elegantly, since the minerals are only open from one side, it mean if you put a unit between 2 minerals it can only be attacked by 1 ling at a time, unlike 1 on either side like on normal maps. That fact makes it so you can leave 1 unit at the mineral line and it will guard the mineral line from runbys, this is the same as on hard wall-ins where you leave 1 unit at the wall.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
October 04 2013 08:59 GMT
#29
On October 04 2013 02:50 moskonia wrote:
I doubt weird maps will get into a tournament since it can backfire for the tournament if the map is bad, almost no one takes these risks, only gom.

What I was talking about is a community tournament, which could get some publicity because of its niche.
And even when GOM has relatively good and unusual maps like Icarus then Artosis is still complaining because he hates everythingt hat deviates from his standard epic macro game.

Icarus was pretty cool, you saw a lot of fresh strategies on this map. Not a single Z game I ever saw there was infestor/bl at the end of WoL. Any map where roaches are the standard meta vs T is certainly interesting.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Just_a_Moth
Profile Joined March 2012
Canada1951 Posts
October 04 2013 22:03 GMT
#30
Make third farther from natural and give it small choke/ramp, sames size as the main ramp. Problem solved.

It is harder to take initially but easier to hold once you get up and running. Will hopefully force more midgame play.
SpeedyTuyper
Profile Joined October 2013
England28 Posts
October 05 2013 02:24 GMT
#31
I like the idea of having open naturals, however there is a problem which occurs with this. Since it would be a heavy micro map, people in the lower leagues who focus mainly on micro and not macro will begin advancing in the ladder and have little macro skill. This will make the leagues alot easier again like they were in early WoL. Alot of peope will also have a false sense of skill as they will not think "oh man I'm gold now, so good" when really they should only be in silver or bronze due to poor macro but decent micro.
"The ark was built by amateurs, but professionals built the Titanic"
moskonia
Profile Joined January 2011
Israel1448 Posts
October 05 2013 08:50 GMT
#32
Whats wrong with having maps that put a greater emphasis on micro? The game does not care about how you win, but simply the win. I know a few cases of players that got to GM simply by doing some kind of all-in or cheese, and there is nothing wrong with it. By the way I don't see how the leagues will get easier, if you would have a large variety of maps then players who can adapt and think about builds specific to certain maps will get higher ranking, while players who do 1 build and simply macro will get a lower ranking.

You could argue that the best way for practice is doing only 1 build and that this will hurt the low leaguers who want to improve, but I would argue that if the maps were really different from each other at the highest level, then macro would not be the most valuable skill to learn.
SpeedyTuyper
Profile Joined October 2013
England28 Posts
October 05 2013 12:41 GMT
#33
On October 05 2013 17:50 moskonia wrote:
Whats wrong with having maps that put a greater emphasis on micro? The game does not care about how you win, but simply the win. I know a few cases of players that got to GM simply by doing some kind of all-in or cheese, and there is nothing wrong with it. By the way I don't see how the leagues will get easier, if you would have a large variety of maps then players who can adapt and think about builds specific to certain maps will get higher ranking, while players who do 1 build and simply macro will get a lower ranking.

You could argue that the best way for practice is doing only 1 build and that this will hurt the low leaguers who want to improve, but I would argue that if the maps were really different from each other at the highest level, then macro would not be the most valuable skill to learn.


It will make the leagues easier because the people that have a inflated win rate because of a map with a open natural (the ones that can micro) will not be able to macro at the same level as the rest of the people in the league so when it comes to a normal map with a closed natural they wouldn't be able to do some all-in that is micro intensive aswell and they will lose games more easily.
"The ark was built by amateurs, but professionals built the Titanic"
moskonia
Profile Joined January 2011
Israel1448 Posts
October 05 2013 12:51 GMT
#34
For some the ladder will be easier, but for others it will be harder, depends on your style and how well you can adapt, but overall I think it would make for a better game and a longer lasting game, because there the metagame would need to adjust based on maps.
SpeedyTuyper
Profile Joined October 2013
England28 Posts
October 05 2013 17:36 GMT
#35
On October 05 2013 21:51 moskonia wrote:
For some the ladder will be easier, but for others it will be harder, depends on your style and how well you can adapt, but overall I think it would make for a better game and a longer lasting game, because there the metagame would need to adjust based on maps.


The meta does change depending on the map, large maps its standard to expand before any tech whereas on smaller maps its standard to open up with some kind of offensive production building first like barracks or pool. Also depending on the map you may go air over ground if the ground rush distance is long but air rush is short, its just not many people in the lower leagues know how to analyse a map to know what is best to do.
"The ark was built by amateurs, but professionals built the Titanic"
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 05 2013 18:44 GMT
#36
Clearly there is room for more variety in how maps encourage you to play. I'm not sure I understand your issue with this. What do you mean by inflated ladder score? Such a thing is impossible, your ladder score is what it is. Even if somebody had a GM telling them what to do while they laddered and they were in a higher league, I still wouldn't say that their ladder score is inflated. They are relying on a tool that they won't always have access to and certainly wouldn't be able to use in tournaments, but who really cares for players who aren't competing?
xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
October 05 2013 22:04 GMT
#37
from my pov ( protoss ) if you make open naturals i cant forge expand . and in mind with gate expand zerg can abuse me with going hatch before pool or 2 hatch before pool and be ahead .
1/4 \pi \epsilon_0
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 06 2013 04:38 GMT
#38
There's absolutely no way a zerg can two hatch before pool when you go gateway first. Wouldn't the msc alone do so much damage? You could also go forge first and put a cannon in each mineral line to defend against light numbers of zerglings. The entire point of gateway expand is to enable you to be more aggressive.
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-10-06 07:45:59
October 06 2013 07:01 GMT
#39
I would rather see a trend of more open and hard-to-get Third.

Today, every map's third is quite similar. No one dares to try something newer on the Third.
moskonia
Profile Joined January 2011
Israel1448 Posts
October 06 2013 07:44 GMT
#40
On October 06 2013 07:04 xsnac wrote:
from my pov ( protoss ) if you make open naturals i cant forge expand . and in mind with gate expand zerg can abuse me with going hatch before pool or 2 hatch before pool and be ahead .


FFE does not have to be possible in order for a map to be good, you simply have to learn to adapt. Anyways FFE is possible, but you have to put a cannon in the mineral line as well as being ready to block the open side of the mineral line with a gateway at all times,therefore gate expand is the better choice, although FFE can be used to surprise the opponent.


On October 06 2013 16:01 larse wrote:
I would rather say a trend of more open and hard-to-get Third.

Today, every map's third is quite similar. No one dares to try something newer on the Third.


If the 3rd is hard you will see 2 base all ins all day long, since 2 base all ins are much more viable than 1 base all ins. It would be interesting to see what would happen, but I assume that it will probably only be someone tries to take 3rd and gets denied, although it depends on the map design and with clever features it can turn out nice..
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