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New Map Pool

Forum Index > StarCraft 2 Strategy
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Allred
Profile Joined November 2010
United States352 Posts
August 21 2019 01:55 GMT
#1
I used to play this game quite heavily then fell away for a while. Came back last season and really enjoyed it. I think I am going to give up on it again though. Not because the game isn't good, because it is. But I really hate this new map pool
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 21 2019 02:22 GMT
#2
You're really overwhelming us with all the details about why you hate the new map pool.
Poopi
Profile Blog Joined November 2010
France12912 Posts
August 21 2019 06:48 GMT
#3
As a terran player these maps seem impossible to win (except in mirror ofc), they are way too big so protoss and zergs can take heavy economic advantage and crush you, and you have a hard time attacking early enough since you need upgrades / medivac for that.

Balance asides too big maps ain't fun anyways. Quite a disappointing and depressing season already.
WriterMaru
yxme
Profile Joined May 2019
15 Posts
August 21 2019 07:20 GMT
#4
I'm playing terran currently on m3 and I'm loving these maps, maybe I'm too bad for them to make a difference though.
EESCLuna
Profile Joined February 2017
Spain53 Posts
August 21 2019 10:23 GMT
#5
This maps make flanking more critical than ever. So since Mass BC and lategame Zerg are broken, protoss is gonna suffer on the following months/years/centuries
Balance means nerf Protoss
Uni1987
Profile Joined September 2010
Netherlands642 Posts
August 21 2019 13:33 GMT
#6
All races suffer in the eye of the beholder.
.............
Dingodile
Profile Joined December 2011
4139 Posts
August 21 2019 13:48 GMT
#7
I don't play anymore because of the Maps.
Same Problem with coop maps.
Grubby | ToD | Moon | Lyn | Sky
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2019-08-21 15:05:52
August 21 2019 15:05 GMT
#8
On August 21 2019 19:23 EESCLuna wrote:
This maps make flanking more critical than ever. So since Mass BC and lategame Zerg are broken, protoss is gonna suffer on the following months/years/centuries

The dreaded mass battlecruiser build in TvP
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Ben...
Profile Joined January 2011
Canada3485 Posts
August 21 2019 19:42 GMT
#9
On August 22 2019 00:05 Ej_ wrote:
Show nested quote +
On August 21 2019 19:23 EESCLuna wrote:
This maps make flanking more critical than ever. So since Mass BC and lategame Zerg are broken, protoss is gonna suffer on the following months/years/centuries

The dreaded mass battlecruiser build in TvP
I haven't seen it in pro games much but it's a thing turtle mech terrans have been doing for a bit now on ladder. It's not fun to face at all. They just yamato all your stuff then blink away all the damaged BCs so unless you have enough tempests to one-shot BCs you're kinda fucked since you can't fight them cost-effectively.

As a protoss I don't like this new map pool at all. The thirds are quite spread out on several of them with lots of space around them which makes defensive posturing against stuff like mass roach busts difficult. Tank pushes seem quite strong on some of them (the third on the disco map comes to mind. It has that narrow choke they can park tanks outside of).

I don't know if it's just the tile set or what, but my FPS on that disco map is also noticeably lower than on other maps. It was the same for turbo cruise so that makes me think it is partly the tileset.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Gomas
Profile Blog Joined March 2010
Poland312 Posts
August 21 2019 21:36 GMT
#10
These maps feel life Heart of the Swarm which I ended up not playing at all. So many large open spaces and awkwardly positioned bases.
Allred
Profile Joined November 2010
United States352 Posts
August 22 2019 03:15 GMT
#11
The reason I don't like the new map pool, it feels like the new maps heavily favor 1 race over the other. The maps feel either heavily favored or unfavored depending on the matchup. Good maps have aspects that are good for all races in different ways. These current maps do not do this.
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
Pol_24
Profile Joined August 2019
1 Post
August 22 2019 13:03 GMT
#12
Is this a bug on world of sleepers? So there's the ledge beside the main where the reaper can jump right across the low minerals. Thought i already blocked it with 1 supply depot to deny reapers from jumping but apparently i was wrong. So i tried it in custom after the game and even after 1 supply depot + barracks or any building the reaper can still jump in it.imgur.com
Crozo64
Profile Joined May 2016
64 Posts
August 23 2019 02:12 GMT
#13
On August 22 2019 04:42 Ben... wrote:

I don't know if it's just the tile set or what, but my FPS on that disco map is also noticeably lower than on other maps. It was the same for turbo cruise so that makes me think it is partly the tileset.


OK im not alone, yes it's the tileset that lower the fps and i REALLY hate it, plz mapmakers consider it when making a map dont go with 50000 particles effect or whatever because it hinder lower end pc and i just veto maps litteraly just because of this ( turbo cruise and disco exactly like ben ).
Slydie
Profile Joined August 2013
1935 Posts
August 23 2019 15:57 GMT
#14
On August 21 2019 19:23 EESCLuna wrote:
This maps make flanking more critical than ever. So since Mass BC and lategame Zerg are broken, protoss is gonna suffer on the following months/years/centuries


I'll set up a tank flank, then kappa.

Siege tanks seem almost useless for offence, too far to travel and too easy to get flanked and surrounded with lots of open spaces. Even good siege locations when you finally get there seem sparse.

Maybe drops are ok??
Buff the siegetank
MarcusRife
Profile Joined March 2011
343 Posts
September 12 2019 23:37 GMT
#15
I think opening the middle of DBB would be an improvement. It currently has no flow.

+ Show Spoiler +

[image loading]
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 13 2019 06:14 GMT
#16
On September 13 2019 08:37 MarcusRife wrote:
I think opening the middle of DBB would be an improvement. It currently has no flow.

+ Show Spoiler +

[image loading]


While I'd tend to agree that Disco Bloodbath's middle lacks flow and results in excessive (48 seconds) rush distances, adding an opening like that absolutely wrecks the map. Most of the other passages lose their purpose and armies just run straight down the middle.
MarcusRife
Profile Joined March 2011
343 Posts
September 13 2019 15:30 GMT
#17
I don't know about wrecks the map.That is my issue with it. It is over designed. It wants the players to use the outside so it disallows traveling through the middle. Other maps see movement around the outside and still have a path through the middle. You need both to make the map dynamic.This is what gives it no flow. What pushes movement to the outside is the big army in the middle of it and the fact that the bases are out there. You don't need to restrict the middle so much.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 13 2019 17:56 GMT
#18
On September 14 2019 00:30 MarcusRife wrote:
I don't know about wrecks the map.That is my issue with it. It is over designed. It wants the players to use the outside so it disallows traveling through the middle. Other maps see movement around the outside and still have a path through the middle. You need both to make the map dynamic.This is what gives it no flow. What pushes movement to the outside is the big army in the middle of it and the fact that the bases are out there. You don't need to restrict the middle so much.


Maps with passage straight down the middle (e.g Catalyst) generally try to make it so there's a tradeoff to going through the shortest path to avoid completely invalidating the passages to either side of it. Here there's very little reason to go anywhere other than through the middle (excepting for backstabs and runbys).
Inrau
Profile Joined June 2019
35 Posts
September 23 2019 22:51 GMT
#19
Why not put a hole in the middle of Disco Blood Bath. Force armies to go either way, and make the map more positional based.
Mettis
Profile Joined June 2019
84 Posts
September 26 2019 23:37 GMT
#20
I don't think I've seen many significant engagements in the middle of Disco so not sure what that would accomplish. Most fights happen around the 3rd bases. A lot of interesting ones around the triangle 3rd especially.
Avexyli
Profile Blog Joined April 2014
United States711 Posts
September 27 2019 04:44 GMT
#21
On September 24 2019 07:51 Inrau wrote:
Why not put a hole in the middle of Disco Blood Bath. Force armies to go either way, and make the map more positional based.


This is usually avoided because of automatic pathing - two armies would naturally pass eachother and lead to basetrade scenarios more often than not (except at the highest levels).
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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