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The #StarCraft2 map team has created some new exciting 1v1 maps. This one encourages a mobile force. http://bit.ly/6QBJXe Source: http://twitter.com/StarCraft/status/6901290769
I actually really like this map (maybe someone could make a SC version of it), or maybe the 3D-ness is just getting to me. Either way I'm really impressed with what the SC2 map team has been coming up with.
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It looks too small to me. I don't want to make any criticisms because I haven't played SC2, but if this were an SC1 map, I'd be pretty disappointed. Not enough room to set up a good flank as zerg, and it looks very linear to me. Seems like it would favor terran in SC1.
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On December 22 2009 10:05 EximoSua wrote: Blue Storm!
Not really...
I think it'd be better if there was a path around the cliff (unless there already is, but it doesnt look like it) that overlooks the uh, third? Top right and bottom left spots~
It does look pretty cramped; the expansions are spaced way too close IMO
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On December 22 2009 10:02 Sentient66 wrote: It looks too small to me. I don't want to make any criticisms because I haven't played SC2, but if this were an SC1 map, I'd be pretty disappointed. Not enough room to set up a good flank as zerg, and it looks very linear to me. Seems like it would favor terran in SC1. Ya, in sc1 this would definitely favour tanks.
I think the map looks pretty interesting. I would like to see how a game plays out on the map. Next br hopefully?
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well, i dunno how sc2's gameplay is, but sc1-wise: honestly theres a lot of space not used well, what's with the northeast/southwest corners just being empty. not enough expos to be interesting either, i would say they should put an "island" expo in that low ground that's not being used that i mentioned
otherwise very bland looking
much better than blizz's sc1 maps though which isn't saying much but hey
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Not used to seeing the maps in 3d graphics O.O I think it's a pretty good map, just basically trying to take control of the bridge... I can't seem to find the starting locatino symbol thing though o.o
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On December 22 2009 10:28 Abenson wrote: Not used to seeing the maps in 3d graphics O.O I think it's a pretty good map, just basically trying to take control of the bridge... I can't seem to find the starting locatino symbol thing though o.o There are no starting symbols, but I think it is pretty obvious that you spawn in the corners.
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Anyone else get dizzy looking at that?
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On December 22 2009 10:23 Mastermind wrote:Show nested quote +On December 22 2009 10:02 Sentient66 wrote: It looks too small to me. I don't want to make any criticisms because I haven't played SC2, but if this were an SC1 map, I'd be pretty disappointed. Not enough room to set up a good flank as zerg, and it looks very linear to me. Seems like it would favor terran in SC1. Ya, in sc1 this would definitely favour tanks. I think the map looks pretty interesting. I would like to see how a game plays out on the map. Next br hopefully?
Definately, if you walled at the 7 and 1o Clock expansions to the ramp you got like 4 bases secured early game. Just bunker up the rocks and your wall and your gold. Plus I think tanks could shell across the cliff to the 7 and 1o clock expansions.
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Artosis
United States2140 Posts
the image doesnt load for me? and when i try to view it or the link it brings me to starcraft2.com.
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Not liking it due to the way high ground works in SC2. Maybe the distances are just enough to make high ground harass ineffective to anything other than tanks. But if it was like SC1 tanks, liek someone said, then it'd be stupid.
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It looks like it's really, really hard to break a contain
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On December 22 2009 10:31 Colbert wrote: Anyone else get dizzy looking at that? Nope; just you. :D
On December 22 2009 10:35 Artosis wrote: the image doesnt load for me? and when i try to view it or the link it brings me to starcraft2.com. Try this: http://vgcache.com/images/3717
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once terran covers center with tanks, it's gg already
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I don't like dual ramp maps in general. i.e. maps with 3 levels like blue storm. Too many chokes also. Meh.
I'm sure the community and blizzard will come up with dozens if not hundreds of maps eventually.
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They should try to get some outside help on the maps. Blizz doesn't have the greatest track record with their in-house mapmakers.
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4th base doesn't look very viable 
and i guess this is the end of forge fe, with the two entrances to nat. and the scout towers look so freakin cheap >.<
i agree with the crampedness of the map, but one of my biggest complaints is that it looks very, very ugly.
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Looks very bland. The mains are shaped like such perfect rectangles it's like no imagination went into making the map. Guess we'll just have to see how it plays, but judging by the looks I'd say pretty bad.
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Looks nice... My only concern with this map is how close the golden expos are too each other. Terran favored much?o_O
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This one encourages a mobile force.
I see where a lot of people's criticism is coming from, and this would definitely apply if this were a BW map. Blizzard seems to be trying to force a certain style of play on this map (I'm inferring this out of the above quote), making all of these criticized aspects seem intentional to me. I guess we'll see how this map design philosophy plays out once beta comes out.
Speaking of beta; hopefully, the fact that they're working on maps now is a sign that its coming soon.
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On December 22 2009 10:02 Sentient66 wrote: It looks too small to me. I don't want to make any criticisms because I haven't played SC2, but if this were an SC1 map, I'd be pretty disappointed. Not enough room to set up a good flank as zerg, and it looks very linear to me. Seems like it would favor terran in SC1. This article talks about why 1vs1 maps are smaller now and how it should effect gameplay. http://kr.starcraft2.com/features/gameplay/multiplayer.xml
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Very Odd map. This would not work at all in SC1 with all the downward ramps to each base. Lucky ramps in SC2 are just chokes.
The positions that you need to secure to hold each expansion are quite unique. It looks like for almost every expansion you would want to secure a different position on the high ground near it. The blocked ramps may actually be used more for agression by the player who is on the low side of them to allow them easier access to the area their opponent is trying to hold to secure their 4th as much as they could be used to allow access to both natural expansion. I can't wait to see how this plays out.
The areas at the top right and bottom left to look a bit odd in this picture. But based on the size of the trees I'd say that they are not pathable terrain. They are drops to nowhere. Probably looks fine ingame.
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no way we can judje until we play the map in SC2 from BW perspective, though - it would be terran paradise, especially vs P
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On December 22 2009 11:41 TestSubject893 wrote:I see where a lot of people's criticism is coming from, and this would definitely apply if this were a BW map. Blizzard seems to be trying to force a certain style of play on this map (I'm inferring this out of the above quote), making all of these criticized aspects seem intentional to me. I guess we'll see how this map design philosophy plays out once beta comes out. Speaking of beta; hopefully, the fact that they're working on maps now is a sign that its coming soon. I guess the confusion would come from the fact that this map would encourage an immobile force if it was a BW map. With no beta, it is hard to see why it encourages a mobile force in SC2.
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looks as good as any of the sc1 maps
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Map looks pretty boring and too small to move your army around
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United States4796 Posts
David Kim favored, sorry.
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Definitely a map for Terran players when we look at it from a BW perspective. I wonder if cliff-jumpers will change it at all for SC2.
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Looks to be high yield minerals in the middle. Almost cant see them from the screenshot.
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Wonderful map, i liked it alot. Its not boring and the central ramp bring flavor to it.
I dont think there should be minerals on upper-right and lower-left diagonals. This would make the map dumb. Why every corner must have min-gas? But to make this area usable, perhaps they could be exploited as an alternative to cross the map without using the ramp. And the yellow mineral bases are too much close.
Its so wrong to judge the balance so this is not a factor to me.
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Well they said this map is to encourage a mobile force. So drops, cliff jumpers, etc. There are lots more mobility options in sc2 than there are in BW.
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On December 22 2009 10:05 EximoSua wrote: Blue Storm! Yeah, very similar. match point too, but thats basically blue storm with a different tileset
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lol @ people complaining of imbalances when they game isn't even out yet
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On December 22 2009 13:09 El.Divino wrote: David Kim favored, sorry. David Kim > T, P, Z, F, J, B. NERFFFFFF
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This actually looks quite plan and simple if u analyze it.
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Weird map.. My issues with it from a general standpoint of mapmaking, not game balance. 1) Empty space to the top right and bottom left corners. This would have been GREAT areas for valuable expo's. Since it could be assaulted from up a cliff. If you wall it off from the other player's half of the map you can have a awesome "outsideresque" map.
2) Too many ramps to go up to. Basically whenever you're going anywhere it is through a ramp. My suggestion would be to clear some of the middle to allow flanking positions for larger armies. But make sure to keep the cliff AND wall on the cliff near to the "future" top right and bottom left valuable expo's.
3) Mineral and gas positions should be tweaked a bit, ESPECIALLY at the 3rd expo(The one on the cliff, below the wall) Those geysers are so vulnerable, but I guess that was the intention.
4) The cliffs which lead to the empty areas in the corners appear to be unequal. The upper one is obviously passable by reapers, yet I'm unsure about the lower one.
5) High Yield minerals in the middle are only 4 fields? I guess you accounted for the fact that *IF* in the unlikely occurrence someone takes either of those expo's he's basically taking both of em.
6) obviously a unfinished version of the map, I'd like to see some terrain eye candy. Perhaps its just this top down view of the entire map, but it seems kinda bleak, spice it up!
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Cant wait to get my hands on those Xel'Naga watch towers.
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United Kingdom12022 Posts
Loving the look of this map. :>
One thing I love is to even consider securing your fourth you need to be putting pressure on your enemy. I like that in a map.
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The problem with the way many of you are thinking is that this is not SC1. Tanks in sc2 are quite weak TBH. Thus it's not necessarily terran favored at all.
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This isn't SC1 though, and from what I've read Terran are a lot more mobile and aren't the slow-push race anymore. Also from what I've read, producing 9001 tanks isn't as viable as it used to be (Mostly because Marauders do the job just as well), so it's a bit pre-mature to say this map favors Terran. If it did, though, I'd be more worried about Reapers marching straight from a player's natural to the other's third.
What jumps out at me about the map is how it borrow's Fighting Spirit's "triangle" in the starting corners. Once a player expands twice, his main will be fairly safe from drops.
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On December 22 2009 17:44 HuskyTheHusky wrote: Cant wait to get my hands on those Xel'Naga watch towers. lmao
you hate them so much
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On December 22 2009 15:40 Comeh wrote:David Kim > T, P, Z, F, J, B. NERFFFFFF Acronym for Stork is not B, but S :|
I like this map, and i agree that it will probably work differently for SC2 than it would for SC:BW, so hope to see it in action
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Well, protoss gets teleporting units really early in SC2, and they get a unit that can teleport other units way faster than they get the arbiter in SC1. (Though of course SC2 is contantly changing). This map would suck for SC!, and it may very well suck for SC2 as well, but it could also work well for SC2, considering the added mobility Protoss gets. My only concern is that the middle expansions are so damn close to each other, it's like Command & Conquer 3: Tiberium Wars...
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I don't think a map like this would work in SC1. Any kind of contains would be very strong and tank contains would be damned near unbreakable. With the miss chance up hill gone in SC2 it would still be difficult to break contains, but easier. You would still have to contend with keeping spotting and filing through a narrow ramp. You would still definitely be at a big positional disadvantage.
The natural and the third seem way to small, barely big enough for the cc/hatch/nexus and a few defensive structures. Unfortunately the main isn't THAT much bigger. This seems like either a rush map or at least a race to contain type of map. It is definitely cramped. Overall, I think it is ok, but I don't particularily like it.
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in B4 nightmarejoo.
Wasted space in the corners.
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I wanna play so bad... I'm at the point where I look at screenshots of maps and imagine where my tanks would be.
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own the middle cliff, prevent anyone from expanding below it or moving into the middle, and own two yellow mineral clumps. I guess it's not as bad with so many cliff-hopping units, but it seems like siege tank heaven
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Terran map for sure. Everyone else will have to play it like an island map imo. I'm thinking in terms of BW mind you.
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Since no one else bothered, and because I was bored: + Show Spoiler +
I think it's an okay map. Every strong point has a weakness. XeNWaTs and Rocks in good places. A bit cozy, but nice.
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On December 22 2009 11:41 TestSubject893 wrote:Blizzard seems to be trying to force a certain style of play on this map (I'm inferring this out of the above quote), making all of these criticized aspects seem intentional to me. I guess we'll see how this map design philosophy plays out once beta comes out. Trying to make a variety of maps that force specific styles of play seems like a good idea for a game that's just starting. The mapping community can see which maps get the most (professional) play and which are the most fun, and combine traits of those maps to make ones that are more interesting. If we started with a bunch of "generic" maps then any attempts to spice things up could be seen as gimmicky; worse yet, the type of map Blizzard's map-makers thought was "generic" might not be the best type of map for the game.
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Nice n00bonic, really makes those wasted corners glaringly obvious... imo they should put a ramp opposite the watchtower, 2 routes, keep the enemy guessing.
This does look quite wip, those bases are so square. Can anyone see any tall grass ? or any good places to put it ? Imo the path between the 2 naturals should be full of it, so you could sneak forces between them even if the cliff was covered.
*shrug* looks nice I guess but the proof is in the playing...
(btw get ready to change your sig to ??/??/10 =p)
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On December 23 2009 09:30 emikochan wrote: Nice n00bonic, really makes those wasted corners glaringly obvious... imo they should put a ramp opposite the watchtower, 2 routes, keep the enemy guessing.
This does look quite wip, those bases are so square. Can anyone see any tall grass ? or any good places to put it ? Imo the path between the 2 naturals should be full of it, so you could sneak forces between them even if the cliff was covered.
*shrug* looks nice I guess but the proof is in the playing... Yeah, I'm not sure what's goin' on in those wasted corners. I can't tell if their impassable terrain or just blank space.
On December 23 2009 09:30 emikochan wrote: (btw get ready to change your sig to ??/??/10 =p) lol I totally forgot about my sig over here :D
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Do the bases look kinda small in a way where you would really have to squeeze in all your buildings?
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Yeah it looks pretty tight to me.
Think this'll be the one we'll see in BR5?
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One thing to keep in mind is the cliff scaling units. It shifts the possible focus from ramp holding turtling to spending resources on cliff scalers and air. Perhaps thats what they meant by mobile? Its definitely a skirmish map in its scope at least how I see it. Quick decisive games where an exploited weakness means little chance for recovery.
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IMO this shouldn't be BR5, but that's because I want to see a 2v2 battle report lol. They said they are making maps with team games specifically in mind - so we won't just have to use like 4 player 1v1 maps. But all we have seen of them so far were a couple low quality matches on youtube. They should do at least one 2v2 BR. It would hopefully let us see a wider variety of units and what not.
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Looks pretty plain, needs more detail.
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I love the little neon signs in SC1.
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United States33374 Posts
I thought three seasons of Gauntlet ZvZ would have taught Blizzard not to make super long walking distance 1v1 maps.
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On December 23 2009 10:02 n00bonicPlague wrote: Yeah, I'm not sure what's goin' on in those wasted corners. I can't tell if their impassable terrain or just blank space.
Gotta be impassable, looks even more retarded to have land JUST for cliffclimbers, op for terrans floating stuff there i'd imagine too (starports etc)
Agreeing with syn, the cliff scaling does make this map a lot faster/more intense at least, so many fronts to defend =p
I have a feeling getting creep everywhere might counter cliffclimbing with the huge speed boost.../signed for 2v2 br that gets to tier 3.
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Reminds me of all the original SC and BW 1.4 maps the games shipped with. When I'm playing vs my bad friends they always choose those random ass maps with a natural with like 3 mineral patches and 0 gas.... It's not that bad, but the smallness of the map gives me that feeling.
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You know what, this would be a lot better if the heights were inversed.
Think about it, you got the high ground to start off with so its easy to push out and break a contain, however its gonna be an up-hill battle to take out each expo and then finally the enemies main.
So you will have this constant 50/50 battle in the center, while encouraging troop transport.
At the moment, if you control the center you basically win the game, but with the heights inversed, controlling the center still allows the both sides to have an equal advantage.
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On December 24 2009 05:29 starcraft911 wrote: Reminds me of all the original SC and BW 1.4 maps the games shipped with. When I'm playing vs my bad friends they always choose those random ass maps with a natural with like 3 mineral patches and 0 gas.... It's not that bad, but the smallness of the map gives me that feeling. this is exactly what I thought. 2-3 expos available. Seems like you will need to be aggressibe, but I can also see some 1 base air unit openings.
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konadora
Singapore66160 Posts
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On December 24 2009 02:57 Waxangel wrote: I thought three seasons of Gauntlet ZvZ would have taught Blizzard not to make super long walking distance 1v1 maps. This. It was on the tip of my tounge. Hey that's like that one map... couldn't think of the name. Yeah!!! Gauntlet!!! Remember Ashrigo? Hahahaha.
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