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Active: 3450 users

please fix Scrap Station imbalance - Page 11

Forum Index > SC2 General
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Flavalanche
Profile Joined May 2010
United States164 Posts
September 26 2010 23:34 GMT
#201
On September 23 2010 07:53 Aylear wrote:
That's a pretty ridiculous map flaw right there.

Remind me again why Blizzard won't let skilled map makers create SC2 maps for ladder?
They're just a bit too proud
Sup.
MusiK
Profile Joined August 2010
United States302 Posts
September 27 2010 00:17 GMT
#202
Lol... I was staring at the top of the image and asking, WHERE IS THE CREEP?!?! IMBA

But i looked at the bottom. Verry glaring disadvantage the right side has.

You are E-famous because Artosis and Tasteless mentioned this problem in their cast (no doubt that they read your post.) Congrats
BOOM!!! ~ Tasteless
Craton
Profile Blog Joined December 2009
United States17294 Posts
Last Edited: 2010-09-27 00:21:36
September 27 2010 00:21 GMT
#203
On September 23 2010 07:48 Ketara wrote:
This is something that we should really be ramming down Blizzards throats on their own forums.

We've been complaining about it since beta, but thus far they've been content to ignore the asymmetry of maps; try searching about it, you should find plenty.
twitch.tv/cratonz
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
September 27 2010 00:22 GMT
#204
On September 26 2010 09:17 Geiko wrote:
Didn't want to make a new thread about this so i'll just post it here, but i think Delta Quadrant is ridiculously imbalanced... If you spawn close position, the farthest away clockwise has such an advantage because he his able to expand AWAY from his opponent. He can abuse those high ground cliffs which are close to his base and it seems impossible to defend the natural...
[image loading]



TBH, i don't think i have ever taken that back natural, unless for a specific build. But as for the natural flow for getting a third, i always just opt for a gold. Since if you spawn close pos, you have the option to then expand away. Plus you dont have to worry about harrasment via cliff. The only thing you have to worry about is ground harrasment, which is countered just by having good map vision.
Coaching for 1v1 and Team games at Gosucoaching.com
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
October 01 2010 18:41 GMT
#205
Honestly, I think Blizzard is relatively good at map design, but their technical flaws are ridiculous. IMO they should bring back Twisted Meadows (and maybe Terenas Stand) from Warcraft 3 and dump some of the imbalanced maps.
i c u
mathemagician1986
Profile Joined February 2010
Germany549 Posts
October 01 2010 20:09 GMT
#206
I once read that on Lost Temple reapers can hit the natural expansion while on top of the cliff on some positions, but can't on others.

Can anyone confirm this? Would be another thing to fix.
greendestiny
Profile Blog Joined May 2010
Bosnia-Herzegovina114 Posts
October 07 2010 08:38 GMT
#207
I kind of understand why the maps have such glaring flaws.
When they were being made, the focus was on showcasing game engine/map editor/special abilities and thus haven't been thoroughly tested for abuses.
That wouldn't be a problem, though, if only Blizzard paid more attention to us, the players...
How I appear to you is a reflection of you, not me.
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
October 07 2010 09:21 GMT
#208
Nice find.
For people that pushing for Blizzard to use ICCup maps, its not happening, since most ICCUP maps are just make over of Kespa SC:BW map.
With the situation between Blizzard and Kespa rightnow, there is no way Blizzard will obtain the rights to use these maps for SC2.

Speaking of which, I dont think why Blizzard has to make SC2 maps themselves. The Korean are the BEST at making maps. Why dont just oursourcing map making to some Korean firms.
Is Mapdori(the one who map many famous SC:BW map) a individual company in Korea?
Terran
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 07 2010 09:29 GMT
#209
Why do maps need to be absolutely symmetrical? They're already asymmetrical for Terran since starting positions dictate building placement due to addons. Being at 12 o clock on LT means you can have addons and a bling proof wall. Being at 6 o clock means goodbye addons if blings come.

And you're looking at Scrap Station in a vacuum. Yes, the creep spread is not identical. Doesn't the other base have any other benefits? One immediately apparent bonus is that the close air side is much smaller on the 12 o clock base, making it easier to defend against air harassment and drops.

It's very easy to make assumptions (symmetry is always better) and then cherry pick things that support that assumption (creep spread is slightly harder on this map due to asymmetry).
whatsgrackalackin420
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 07 2010 09:33 GMT
#210
Caphe, I'm pretty sure Blizzard will eventually use outside maps.

But I can assure you they won't be ICCup maps, not least of all because Diamond is so utterly unprofessional as their spokesperson.

"Blizzard, your maps and all your design decisions are absolute garbage, our maps are clearly superior and counter to your shitty design decisions, use those".

Why does anyone think this kind of approach is a good idea?
whatsgrackalackin420
kariido
Profile Joined December 2007
Saudi Arabia179 Posts
October 07 2010 10:16 GMT
#211
Please start using iCCup maps people, Blizzard won't integrate them on their own. They need to see that players prefer and want the iCCup maps.
http://campaignforliberty.org/
Ichabod
Profile Joined May 2010
United States1659 Posts
Last Edited: 2010-12-04 19:38:22
December 04 2010 19:36 GMT
#212
The top position is still a little bit closer, but now it just takes two tumors on each side.
For patch 1.2 on scrap station:
South Spawn normal creep:+ Show Spoiler +
[image loading]

North spawn normal creep:+ Show Spoiler +
[image loading]

South spawn 1 tumor:+ Show Spoiler +
[image loading]

North spawn 1 tumor:+ Show Spoiler +
[image loading]
I'm pretty sure I put the tumors in the right places, or close enough anyway to demonstrate.
(since creep spreading got changed in 1.2, I assumed it would be fine to bring up this topic..and since another related one was closed)
Ketara
Profile Blog Joined August 2010
United States15065 Posts
December 05 2010 01:04 GMT
#213
The problem still exists in the new patch. The change made creep spread 1 square farther to the north, not to the south.

For further Scrap Station related issues, please use this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171033
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
December 22 2010 00:57 GMT
#214
On October 07 2010 18:33 kojinshugi wrote:
Caphe, I'm pretty sure Blizzard will eventually use outside maps.

But I can assure you they won't be ICCup maps, not least of all because Diamond is so utterly unprofessional as their spokesperson.

"Blizzard, your maps and all your design decisions are absolute garbage, our maps are clearly superior and counter to your shitty design decisions, use those".

Why does anyone think this kind of approach is a good idea?


well yeah Diamonds approach isn't the best but if Blizzard starts to look deep into iCCup Maps, at some point they'll BEG for the rights to use them, even tough there will be some maps that will attract less attention but with some good maps at a point Blizzard will fall
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
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