It's gonna be overgrowth, because deep down we're all boring people.
I legit hate Overgrowth
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Cricketer12
United States13967 Posts
On June 23 2020 23:11 Nakajin wrote: Show nested quote + On June 23 2020 22:11 Cricketer12 wrote: Gonna be sad when neither KSS nor Cactus Hype win It's gonna be overgrowth, because deep down we're all boring people. I legit hate Overgrowth | ||
ThunderJunk
United States669 Posts
On June 22 2020 15:11 ZigguratOfUr wrote: My analysis: Group 5 Paladino Terminal is the most WoL of LotV maps. And it's not just the tileset or the anachronistic Line of Sight blocker corner in the main. It also repeats mistakes of the past. All the mapmakers thought the double opening to the nat. was an awful idea that had already been tried unsuccessfully over and over. All the TLMC voters hated the map as did all the pros. And yet by the grace of Blizzard and TLMC judges it ended up on ladder. Sky Shield is another GSL exclusive. In the words of the mapmaker it is "hard to remember as a good map" and has "bad balance except ZvP". Incidentally Jacky wrote a nice piece about the making of New Gettysburg: https://tl.net/forum/starcraft-2/511426-production-note-of-new-gettysburg. Now Metalopolis is a storied map. It was in the map pool for two years and came back for Dreampool. It's the OG map for lifting off to the gold. There's so many great games that happened on this map. It's hard to choose one, but for me it's always the IdrA vs HuK hallucination game that comes to mind. Triton's a nice balanced macro map. Typhon Peaks' a Blizzard map. Liquipedia tells me that it was not picked up for GSL and that's not much of a surprise given how poorly designed it looks. Moonlight Madness is a funny map. It's most distinctive feature is the droppable 'Lost Temple' style ledge. There's some "fun" games where the terran drops tanks on it, builds turrets there and does the most abusive things imaginable. There's a reason we don't do droppable ledges anymore. Metalopolis is the obvious choice for this group just for the history. Group 6 Whirlwind is arguably the best four player sc2 map ever. It saw play in both HotS and LotV, was decently balanced in both. It has a simple clean design, and while it has the same rotational issues that people always bring up with 4p map, it's still the best in its class. Maze is one of those experimental Proleague maps that we don't get enough of nowadays. Catalyst is the textbook standard medium sized LotV. Games of every type happened on it from the dirtiest cheese to extremely drawn out carrier split maps. It had lots of epic games. And it's so textbook that we've had half a dozen clones of it on ladder since, which means I now hate it. Stasis was on ladder for only something like two months which was roughly seven weeks too long. Terribly balanced, with crazy abusive stuff for terran around the narrow passages,, it's probably the LotV map I remember the least of possibly due to repressed memories. Ohana means family, and immortal sentry all-ins. It's another iconic map with lots of great games though most of them were rather short. My pick for the game to remember on Ohana would be the PartinG vs Suppy game where Suppy blind countered with a dozen spines but PartinG won anyways. Suppy went mass spines literally every game in that series because Scarlett had told him that PartinG was going to soul train every game. One of the original maps from WoL beta. I remember playing on it in 'practice' mode which meant there were rocks everywhere to enforce no rushing. It's a tough group with two contenders in Ohana and Whirlwind (three if you aren't biased against Catalyst like I am). In the end I chose Whirlwind since it holds up more as a map from a modern standpoint. Group 7 Waystation has the cool concept of two and one maps, and an absolutely horrendous execution which made the two in one concept feel like an utter coinflip to the pros. You'd win or lose on the close or far spawns. I have some fond memories of Entombed Valley and tanks sieging the area between the nat. and third. It was a pretty good and balanced map in its time. Yeah Backwater Gulch is another Blizzard map. Coda was a very solid map despite doing absolutely nothing interesting or new, and despite the drama and accusations that it was ripped off of Muspelheim. Mech Depot was a very average map. Fun fact: unlike most maps of that era it has no overlord pods because IronManSC was just coming back to mapmaking and forgot about them entirely. It's actually hilarious that Muspelheim and Coda are in the same group. This group is very weak overall. I'm voting for the 'imitation' in Coda over the lesser known original, since it just had that many more games on it. Group 8 Outboxer was another average map. Orbital Shipyard was the second best map after Dusk Towers in early LotV, but only because the other five maps were terrible. It wasn't terribly balanced. Klontas Mire and Fractured Glacier are more ladder map that never got played in any big tournament. Acid Plant was well liked, but I personally found it to be quite average and rather formulaic with tank pushes from across the debris, medivacs hiding in the dead space behind the main and so on. There were some quite good PvZ and PvTs on it despite the very long rush distances. Fruitland! You can mine the giant lemons for resources. And obviously I voted for it and you should too. How can you not mention Kulas Ravine! Disapprove. ![]() | ||
ZigguratOfUr
Iraq16955 Posts
On June 24 2020 11:10 ThunderJunk wrote: Show nested quote + On June 22 2020 15:11 ZigguratOfUr wrote: My analysis: Group 5 Paladino Terminal is the most WoL of LotV maps. And it's not just the tileset or the anachronistic Line of Sight blocker corner in the main. It also repeats mistakes of the past. All the mapmakers thought the double opening to the nat. was an awful idea that had already been tried unsuccessfully over and over. All the TLMC voters hated the map as did all the pros. And yet by the grace of Blizzard and TLMC judges it ended up on ladder. Sky Shield is another GSL exclusive. In the words of the mapmaker it is "hard to remember as a good map" and has "bad balance except ZvP". Incidentally Jacky wrote a nice piece about the making of New Gettysburg: https://tl.net/forum/starcraft-2/511426-production-note-of-new-gettysburg. Now Metalopolis is a storied map. It was in the map pool for two years and came back for Dreampool. It's the OG map for lifting off to the gold. There's so many great games that happened on this map. It's hard to choose one, but for me it's always the IdrA vs HuK hallucination game that comes to mind. Triton's a nice balanced macro map. Typhon Peaks' a Blizzard map. Liquipedia tells me that it was not picked up for GSL and that's not much of a surprise given how poorly designed it looks. Moonlight Madness is a funny map. It's most distinctive feature is the droppable 'Lost Temple' style ledge. There's some "fun" games where the terran drops tanks on it, builds turrets there and does the most abusive things imaginable. There's a reason we don't do droppable ledges anymore. Metalopolis is the obvious choice for this group just for the history. Group 6 Whirlwind is arguably the best four player sc2 map ever. It saw play in both HotS and LotV, was decently balanced in both. It has a simple clean design, and while it has the same rotational issues that people always bring up with 4p map, it's still the best in its class. Maze is one of those experimental Proleague maps that we don't get enough of nowadays. Catalyst is the textbook standard medium sized LotV. Games of every type happened on it from the dirtiest cheese to extremely drawn out carrier split maps. It had lots of epic games. And it's so textbook that we've had half a dozen clones of it on ladder since, which means I now hate it. Stasis was on ladder for only something like two months which was roughly seven weeks too long. Terribly balanced, with crazy abusive stuff for terran around the narrow passages,, it's probably the LotV map I remember the least of possibly due to repressed memories. Ohana means family, and immortal sentry all-ins. It's another iconic map with lots of great games though most of them were rather short. My pick for the game to remember on Ohana would be the PartinG vs Suppy game where Suppy blind countered with a dozen spines but PartinG won anyways. Suppy went mass spines literally every game in that series because Scarlett had told him that PartinG was going to soul train every game. One of the original maps from WoL beta. I remember playing on it in 'practice' mode which meant there were rocks everywhere to enforce no rushing. It's a tough group with two contenders in Ohana and Whirlwind (three if you aren't biased against Catalyst like I am). In the end I chose Whirlwind since it holds up more as a map from a modern standpoint. Group 7 Waystation has the cool concept of two and one maps, and an absolutely horrendous execution which made the two in one concept feel like an utter coinflip to the pros. You'd win or lose on the close or far spawns. I have some fond memories of Entombed Valley and tanks sieging the area between the nat. and third. It was a pretty good and balanced map in its time. Yeah Backwater Gulch is another Blizzard map. Coda was a very solid map despite doing absolutely nothing interesting or new, and despite the drama and accusations that it was ripped off of Muspelheim. Mech Depot was a very average map. Fun fact: unlike most maps of that era it has no overlord pods because IronManSC was just coming back to mapmaking and forgot about them entirely. It's actually hilarious that Muspelheim and Coda are in the same group. This group is very weak overall. I'm voting for the 'imitation' in Coda over the lesser known original, since it just had that many more games on it. Group 8 Outboxer was another average map. Orbital Shipyard was the second best map after Dusk Towers in early LotV, but only because the other five maps were terrible. It wasn't terribly balanced. Klontas Mire and Fractured Glacier are more ladder map that never got played in any big tournament. Acid Plant was well liked, but I personally found it to be quite average and rather formulaic with tank pushes from across the debris, medivacs hiding in the dead space behind the main and so on. There were some quite good PvZ and PvTs on it despite the very long rush distances. Fruitland! You can mine the giant lemons for resources. And obviously I voted for it and you should too. How can you not mention Kulas Ravine! Disapprove. ![]() I must have deleted a few words when I wrote this. The sentence about "One of the original maps from WoL beta" was meant to be about Kulas Ravine. | ||
RPR_Tempest
Australia7798 Posts
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Azzur
Australia6255 Posts
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[PkF] Wire
France24192 Posts
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Cricketer12
United States13967 Posts
On June 24 2020 22:08 [PkF] Wire wrote: I'm pretty sure KSS would win handily vs Daybreak / Overgrowth It deserves to, but it won't. Top 3 will be Overgrowth, CK, and Daybreak. | ||
Zzzapper
1791 Posts
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RPR_Tempest
Australia7798 Posts
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DSK
England1110 Posts
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ZigguratOfUr
Iraq16955 Posts
On June 25 2020 08:08 RPR_Tempest wrote: King Sejong had the easily siegable back rocks that kinda kill it for me. Not that it wasn't a great map, but it's not flawless. I think its a bigger issue than Overgrowth's gold bases and how hard Daybreak plays into turtle mech. The rocks were a much bigger problem when they brought it back for LotV imo. KSS was a great map in HotS, and was only kinda ok in LotV. And Daybreak has to deal with the stigma of all those BL/infestor games. | ||
Solar424
United States4001 Posts
+ Show Spoiler + ![]() ![]() ![]() ![]() Group 8 tiebreaker: Poll: Which of these maps do you consider to be the best? Acid Plant (27) Fruitland (17) 44 total votes Your vote: Which of these maps do you consider to be the best? Group 9: Poll: Which of these maps do you consider to be the best? Abyssal Reef (37) Neon Violet Square (11) Arid Plateau (2) Korhal City (2) Blitzkreig (1) CalDeum (1) 54 total votes Your vote: Which of these maps do you consider to be the best? (Vote): Neon Violet Square Group 10: Poll: Which of these maps do you consider to be the best? Polar Night (17) Blueshift (13) Dusk Towers (6) Ever Dream (6) Frozen Temple (4) Ruins of Seras (1) 47 total votes Your vote: Which of these maps do you consider to be the best? (Vote): Frozen Temple Group 11: Poll: Which of these maps do you consider to be the best? Redshift (14) Gwangalli Beach (12) Simulacrum (9) Dual Sight (9) Rak'Shir (1) Judgement (1) 46 total votes Your vote: Which of these maps do you consider to be the best? (Vote): Redshift Group 12: Poll: Which of these maps do you consider to be the best? Vaani Research Station (18) Ascension to Aiur (15) Acropolis (8) Dash and Terminal (2) Odyssey (2) New Fighting Spirit (1) 46 total votes Your vote: Which of these maps do you consider to be the best? (Vote): Acropolis | ||
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Olli
Austria24417 Posts
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ZigguratOfUr
Iraq16955 Posts
Neon Violet Square has an innovative design with the squares which impede larger units, and gave some pretty good games. The ones I mainly remember involve proxy shield battery tempests and taking the opponent's gold, or hiding proxy shield battery tempest in the pocket third, but there were also quite a few conventionally good hour-long slugfests with skytoss or late game terran. Given that it was only played at a Red Bull event Blitzkrieg is probably the least significant map of the contest. Abyssal Reef. Many people regard it as the best map in LotV. It stayed in the map pool for a full year (a rarity in LotV), gave loads of good games, and pros such as Snute were quite vocal in their appreciation of it. Some zergs didn't like ZvZ on it much, and other detractors will point out that you can turtle on 5 bases quite easily, but that's very much nitpicking. CalDeum's one of the wilder Proleague maps--very much in the spirit of BW. Arid Plateau and Korhal City are more poorly designed maps from Blizzard that never saw much play. Abyssal Reef is the obvious pick here. Group 10: Frozen Temple was surprisingly appreciated at the time given the endless 3-rax reapers, tank abuse and very constraining middle of the map. PvZ was kinda okay on it if you enjoy large numbers of immortals trying to break through lurkers. It was moderately influencial as seen below. Dusk Towers is a very poorly designed map--three bases behind a choke, a narrow middle that encourages split mapping, messy corners, and large amounts of unnecessary space near bases. It nevertheless was an exceedingly popular map simply because every other map in the pool was awful. Ranged liberator openings abounded and we did get quite a number of ultra-lategame scenarios with ghosts and nukes from players like ByuN. Tournaments like the 2016 SSL Season 2 got people absolutely sick and tired of Dusk Towers--the unique bo2 each player pick format meant that some days more than 50% of games played were on Dusk Towers. Ever Dream's a generic macro oriented version of Catalyst. Blueshift is 90% rotated Catalyst and 10% Frozen Temple. Polar Night has a pretty sick design with a backdoor to the nat. which made for some pretty unique games. This is also the map where Has cannon rushed Jaedong out of WCS by building a wall of 5 pylons across the width of the nat. to Mr. Bitter's disbelief. Ruins of Seras is one of the aforementioned awful contemporaries of Dusk Towers that made Dusk Towers such a mainstay of tournaments. This is the weakest group so far--I'll go with Polar Night because it's cool, but no matter which map gets picked I assume it'll get absolutely smashed in the next round. Group 11: The map originally named Backpfeifengesicht is one of those creative maps that annoy pro players no end. We saw some pretty unique games on it with proxy hatches, cannon rushes using pylons to push through the mineral wall and so on. One game that really encapsulates the essence of this map would be Stats vs Serral on Redshift during GSL vs the World. Gwangalli Beach (along with its visual twin Haeundae) look extremely cool, but in practice games on it were kinda meh. Conversely Simulacrum is one of those maps pros love due to being utterly boring in every respect. It wasn't even that balanced with PvZ being especially zerg favored. Dual Sight is one of those early maps which bring up old mapmaking debates about 'circle syndrome' and various other things about the difficulty of expanding. It was pretty average for the time. Some casters spent inordinate amount of times on it zooming in on the extremely loud waterfall doodads. Rak'Shir's a GSL only map. Games on it were kinda average. If it was on ladder people would spend all their time complaining about how dark it is. Judgement's an attempt at a 4 player Dusk Towers. Quite a terrible map that luckily saw little play. Well this group is even weaker. I'll go with Redshift. Group 12: Acropolis gave some good macro games especially in PvZ but was constantly plagued with balance issues and controversy from terrans who complained about the third, the one pylon reaper spot, the lack of airspace and so on. Balance on the map do bear out the terran complaints. Ascension to Aiur and Odyssey are both products of an era of LotV where maps were enormously bloated. During the TLnet map contests 7 and 8 there were rush maps (which were mostly unplayable garbage as discussed earlier during Paladino's Terminal) and there were macro maps, with no in between for standard maps. Additionally the judges really wanted these macro maps to be very macro with the rules at one point requiring macro maps to have a free third base (though that requirement later got dropped). Which means that of all the TLMC8 finalists there was only Hwangsan that was anywhere close to medium sized and the bulk of the maps were enormous like Ascension to Aiur, Odyssey, Blood Boil and Acolyte. Luckily the Standard category was brought in for TLMC9 though most of the 'standard' maps were still enormous like Eastwatch or Acid Plant. Despite being pretty bloated Ascension to Aiur was a solid map that gave good maps. The fact that TL writers named it 'map of the year' was a bit of a travesty given that Abyssal Reef was in the running, but w/e. Odyssey had a lot of ravager pushes, and some cheeky stuff with the gold base, but was overall an okay map though Blizzard kept a lot of the maps of that era in the map pool way too long so it got quite stale. New Fighting Spirit's another Proleague map. It's exactly what it says on the tin. Vaani gave some good games in HotS. Dear and Maru played some epic PvTs. And it was pretty balanced. However when it was brought back to LotV its balance was absolutely horrendous with not a single match-up being more balanced than 60-40. The game that exemplifies LotV Vaani is the one where Has throws an enormous lead against Maru by blinking an army of stalkers straight into Maru's base and a dozen siege tanks. Dash and Terminal was another strange map from TLMC6. It wasn't too well liked due to the bizarre natural. Ascension to Aiur is my pick. | ||
Phredxor
New Zealand15076 Posts
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[PkF] Wire
France24192 Posts
I found Fruitland ridiculous so I gave my vote to Acid Plant for the tiebreaker. 9 : Abyssal Reef 10 : Polar Night 11 : Dual Sight (I happen to have quite a lot of memories on it, Mvp Squirtle g6 for instance) 12 : Vaani (Ascension to Aiur was alright too, but Vaani had a cool design and some very fun games on, like that Rogue - Classic unforgettable cheese) | ||
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Nakajin
Canada8988 Posts
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Argonauta
Spain4902 Posts
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CloudCat
Singapore158 Posts
i missed a round thinking they'll be on the first page and totally ignoring all the dates ![]() | ||
Ej_
47656 Posts
4 weak groups | ||
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