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Non-Ladder Melee Maps - Page 2

Forum Index > StarCraft 2 HotS
Post a Reply
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SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
December 06 2012 14:37 GMT
#21
On December 06 2012 19:01 Sumadin wrote:
Show nested quote +
On December 06 2012 16:18 Hollandrock wrote:
Those are some awesome maps!! Hope they make the hots map pool soon enough...


Most likely won't. Actually almost certainly won't. From what we have heard Blizzard them self got about 20 melee maps done for HOTS and we have only seen 6 really(1 of them is in the Battle report). This is probably where any new map addtion to the beta ladder will come from.

That said it is still good to see innovation with the new map mechanics. I also read that Non-arcade maps got the same preview options as Arcade maps got now, can anyone confirm?

Personally i still wanna see a 1v1 island map.


The preview for the maps being the same as arcade is confirmed Sumadin. I fussed with it last night (didn't get around to publishing updates to Fortune Plango just yet) while in the editor.

As for a 1v1 Island map -- it's been tried multiple times I know. Could be more doable due to HotS though. Definitely will think on it and take a look.
https://johnemerson.artstation.com/
Sumadin
Profile Joined August 2011
Denmark588 Posts
Last Edited: 2012-12-08 20:13:27
December 08 2012 17:14 GMT
#22
Sounds nice.

Personally i did some analyses on Island maps in HOTS a while back. I think it really is all about trying to mittrigate the advantage for Terran while also Mitrigating the dissadvantage for Zerg.

I thought of something simmilar to Arkanoids Creep bases. Through i would say giving 3 bases on the main island is too much and crushes the hole concept.

You can read it here.

+ Show Spoiler +
Yea, It is alot of times the Air balance of SC2 that prevents Island maps.

Terran have a massive advantage. Asside from a much easier expanding it is also just the terran Air structure.
There are really no other air unit that really likes to engage vikings. Mutas and Phoenixes are technically cost efficiant but it is still a messy battle for both sides. Now if the terran adds Raven, then there are no way for to beat that air force.

There is also the scouting factor.

Alot of the changes coming in HOTS actually helps the potential balance for island map alot through. Protoss got research free Hallucination and Mothership core which means they finally got Air scouting early enough. Terrans got their scan or they can use a scouting factory(no really they wouldn't need it for anything else). And Zergs got their good old overlords.

Scouting would be sorted. Now for expansion pattern.

Zerg is screwed backwards three times over in this matter. Forcing Lair before even the natural can be taken will majorly hinder any chance of proper balance. A thought i have toyed with was to have a creepridden expansion on the main island where the tumor actually didn't block placing the expansion down. Now it would be far enough away so that once the tumor is removed it would take no longer than 10 seconds before the expansion can be placed down for Terran and Protoss.

This will allow Zerg to do a Hatch first, while Protoss will need to get a mothership core or do a forge fast expand. Terran will do a 1 rax expand wasting a scan for that. But Zerg will still need that Lair for getting their Third which is still bad. But better than for the natural.

Now as for the immence initial advantage of terran with their flying CCs, i think it could be mitrigated by making the island map a 4 player map. Terran got the least mobile initial air scouting. Overlords and hallu phoenixes will find your base eventually. But using scans purely for locating a base on four player map is risky. Letting Terrans play abit in the dark and having to play safe with their (Vastly superior) initial Air defences would force them to stop somewhat in the reckless initial expansion. Risking a 1 base Oracle rush or 2 base mutas with limited scouting options should limit the use of "4 CC into 9 port Viking/Raven/BC Build"

I think it could work in HOTS. I am not so sure about WOL.
The basic key to beating a priest is playing a deck that is terrible.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
Last Edited: 2012-12-08 19:56:23
December 08 2012 19:50 GMT
#23
On December 09 2012 02:14 Sumadin wrote:
Sounds nice.

Personally i did some analyses on Island maps in HOTS a while back. I think it really is all about trying to mitrigate the advantage for Terran while also Mirigating the dissadvantage for Zerg.

I thought of something simmilar to Arkanoids Creep bases. Through i would say giving 3 bases on the main island is too much and crushes the hole concept.

You can read it here.

+ Show Spoiler +
Yea, It is alot of times the Air balance of SC2 that prevents Island maps.

Terran have a massive advantage. Asside from a much easier expanding it is also just the terran Air structure.
There are really no other air unit that really likes to engage vikings. Mutas and Phoenixes are technically cost efficiant but it is still a messy battle for both sides. Now if the terran adds Raven, then there are no way for to beat that air force.

There is also the scouting factor.

Alot of the changes coming in HOTS actually helps the potential balance for island map alot through. Protoss got research free Hallucination and Mothership core which means they finally got Air scouting early enough. Terrans got their scan or they can use a scouting factory(no really they wouldn't need it for anything else). And Zergs got their good old overlords.

Scouting would be sorted. Now for expansion pattern.

Zerg is screwed backwards three times over in this matter. Forcing Lair before even the natural can be taken will majorly hinder any chance of proper balance. A thought i have toyed with was to have a creepridden expansion on the main island where the tumor actually didn't block placing the expansion down. Now it would be far enough away so that once the tumor is removed it would take no longer than 10 seconds before the expansion can be placed down for Terran and Protoss.

This will allow Zerg to do a Hatch first, while Protoss will need to get a mothership core or do a forge fast expand. Terran will do a 1 rax expand wasting a scan for that. But Zerg will still need that Lair for getting their Third which is still bad. But better than for the natural.

Now as for the immence initial advantage of terran with their flying CCs, i think it could be mitrigated by making the island map a 4 player map. Terran got the least mobile initial air scouting. Overlords and hallu phoenixes will find your base eventually. But using scans purely for locating a base on four player map is risky. Letting Terrans play abit in the dark and having to play safe with their (Vastly superior) initial Air defences would force them to stop somewhat in the reckless initial expansion. Risking a 1 base Oracle rush or 2 base mutas with limited scouting options should limit the use of "4 CC into 9 port Viking/Raven/BC Build"

I think it could work in HOTS. I am not so sure about WOL.


That is one nice analysis. I hope it proves correct.

Updated:

Added following maps:
      Wightbane Gorge by NewSunshine
      Clementine by Veloh15
      Frozen Empire by lorestarcraft
https://johnemerson.artstation.com/
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