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please fix Scrap Station imbalance - Page 5

Forum Index > SC2 General
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ibreakurface
Profile Joined June 2010
United States664 Posts
September 23 2010 01:47 GMT
#81
Blizzard is known for not knowing how to make a balanced map.

We need iccup!
:) I play zerg. FOX AND KT ROLSTER COASTER FAN! Because I love everyone. Except bisu.
Floophead_III
Profile Joined September 2009
United States1832 Posts
September 23 2010 01:49 GMT
#82
Diamond is right. Blizzard maps have always been god awful and they still seem to be unaware of their incapacity to produce balanced maps. I honestly think they just don't understand. They probably think it's cool that spawns are different, like it adds flavor or something.

The solution to this is simple - stop playing blizz maps in tournies. When blizz sees $10000 tournaments without a blizzard map in there maybe they'll get the idea.
Half man, half bear, half pig.
drdoom21
Profile Joined September 2010
Canada1 Post
September 23 2010 01:52 GMT
#83
theres some other map like that, in 4v4 theres a place where terran can land a barrack on a hill, and kill all scv of another player

and in 2v2 one of the lava map, one need to put only a barrack and a supply depot to block entrance, and everyone else need 3 building at least
-Frog-
Profile Joined February 2009
United States514 Posts
September 23 2010 01:53 GMT
#84
On September 23 2010 10:49 Floophead_III wrote:
Diamond is right. Blizzard maps have always been god awful and they still seem to be unaware of their incapacity to produce balanced maps. I honestly think they just don't understand. They probably think it's cool that spawns are different, like it adds flavor or something.

The solution to this is simple - stop playing blizz maps in tournies. When blizz sees $10000 tournaments without a blizzard map in there maybe they'll get the idea.



Kind of like all the Broodwar tourneys that exclusively feature user made maps? Blizzard wants to dumb the maps down for the average gamer, and we can't really expect to blame them for that. The competitive Starcraft II community makes up a small percentage of all those who play SC2.
powered by coffee, driven by hate.
ryanAnger
Profile Blog Joined April 2008
United States838 Posts
September 23 2010 01:57 GMT
#85
Not only that, but the layout of the bases on a lot of maps makes hiding a Jurisdictional worm significantly easier. For instance, its a lot easier to hide one on the left spawn on Scrap Station, because of that little peninsula to the west.
On my way...
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
September 23 2010 02:01 GMT
#86
On September 23 2010 10:53 frog HERO wrote:
Show nested quote +
On September 23 2010 10:49 Floophead_III wrote:
Diamond is right. Blizzard maps have always been god awful and they still seem to be unaware of their incapacity to produce balanced maps. I honestly think they just don't understand. They probably think it's cool that spawns are different, like it adds flavor or something.

The solution to this is simple - stop playing blizz maps in tournies. When blizz sees $10000 tournaments without a blizzard map in there maybe they'll get the idea.



Kind of like all the Broodwar tourneys that exclusively feature user made maps? Blizzard wants to dumb the maps down for the average gamer, and we can't really expect to blame them for that. The competitive Starcraft II community makes up a small percentage of all those who play SC2.

Blizz has said they dont want difficult maps because of beginners, but several of the maps in the map pool directly contradict that. DO and kulas are much more difficult maps then what the community wants in the map pool.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 23 2010 02:07 GMT
#87
I think those are actually kinda okay once you get used to it. The rocks actually make DO worse because people will hide proxies on the other side of the rocks....
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
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Jaeger
Profile Joined December 2009
United States1150 Posts
September 23 2010 02:13 GMT
#88
If you forge fe pvz on blistering sands and they try to break down your backdoor with lings its much harder to both scout and have a reasonable wall off on top position.

The spacing between the rocks and the bushes is quite a bit different.
You can't have a spotter pylon and then add 2 gateway sized buildings and a cannon to damage the lings and you have to complete your wall off with units.

Of course if there is a better way I'd like to know

[image loading]
[image loading]
https://www.dotabuff.com/players/8137911
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 23 2010 02:26 GMT
#89
yeah i remember reading once from a blizz developer that the reason why they dont have any maps with wide open areas is because they dont want to introduce maps with advanced features or that it would somehow make maps more difficult for newer players to play on

which makes almost no sense to me..not only is it not difficult to play on maps with wide areas but why would they design their maps around the beginner..that's what novice maps are for
ModeratorBlame yourself or God
darthcaesar
Profile Blog Joined June 2010
United States475 Posts
September 23 2010 02:46 GMT
#90
Another thing I would consider imba is the add-on wall of.
On blistering sands, Terran can wall off with an addon and a depot (with rax ofc) on the lower position.
On the top they cant. This is pretty big if facing a 6pool, for example.
He is wisest who knows he does not know. | (┛OДO)┛彡┻━┻
SilverPotato
Profile Joined July 2010
United States560 Posts
September 23 2010 02:49 GMT
#91
On September 23 2010 11:46 darthcaesar wrote:
Another thing I would consider imba is the add-on wall of.
On blistering sands, Terran can wall off with an addon and a depot (with rax ofc) on the lower position.
On the top they cant. This is pretty big if facing a 6pool, for example.


On the top of blistering sands you can wall off with one Rax and an addon at the base of the ramp :D
"The ability to learn faster than your competitors may be the only sustainable competitive advantage." ~Arie de Geus
Cofo
Profile Blog Joined June 2010
United States1388 Posts
September 23 2010 02:49 GMT
#92
You have no idea how badly I want ICCUP Matchpoint to be a ladder map.
+ Show Spoiler +
dabom88
Profile Blog Joined July 2010
United States3483 Posts
September 23 2010 02:51 GMT
#93
On September 23 2010 11:46 darthcaesar wrote:
Another thing I would consider imba is the add-on wall of.
On blistering sands, Terran can wall off with an addon and a depot (with rax ofc) on the lower position.
On the top they cant. This is pretty big if facing a 6pool, for example.


OFC?
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
September 23 2010 03:25 GMT
#94
On September 23 2010 11:51 dabom88 wrote:
Show nested quote +
On September 23 2010 11:46 darthcaesar wrote:
Another thing I would consider imba is the add-on wall of.
On blistering sands, Terran can wall off with an addon and a depot (with rax ofc) on the lower position.
On the top they cant. This is pretty big if facing a 6pool, for example.


OFC?


ofcourse.
sAviOr...
Assymptotic
Profile Joined February 2009
United States552 Posts
September 23 2010 03:34 GMT
#95
On September 23 2010 11:49 Cofo wrote:
You have no idea how badly I want ICCUP Matchpoint to be a ladder map.


Agreed, add on Fighting Spirit, and I'd cream my pants.
So close, and yet so far
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
September 23 2010 03:36 GMT
#96
I will go ahead and vote as well that I was reluctant to make iCCup maps standard until I played them the other day. They're pretty damn good.
vileEchoic -- clanvile.com
IdrA
Profile Blog Joined July 2004
United States11541 Posts
September 23 2010 03:38 GMT
#97
tournaments should definitely be moving to custom maps as soon as possible. thorough testing or not theyll be better than the blizz maps, which certainly havent been tested with balance and game quality in mind.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Carthage
Profile Joined May 2010
105 Posts
Last Edited: 2010-09-23 03:39:43
September 23 2010 03:39 GMT
#98
For terran, it would be nice if all ramps faced the same direction and all positions had identical sim-city with add-ons.

But because that is ludicrous, it would be even nicer if add-ons could be placed on either side of a building.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
September 23 2010 03:40 GMT
#99
On September 23 2010 12:38 IdrA wrote:
tournaments should definitely be moving to custom maps as soon as possible. thorough testing or not theyll be better than the blizz maps, which certainly havent been tested with balance and game quality in mind.


<3

Could not have said it better myself !
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
TCVeritas
Profile Joined September 2010
United States15 Posts
Last Edited: 2010-09-23 03:41:33
September 23 2010 03:41 GMT
#100
Hello guys, this is my first post. I am pretty new to Starcraft 2, a mid to low level gold protoss player, and want to thank all of you on TeamLiquid because I've been reading this since I've gotten the game (about 3 weeks) and it has helped me out immensely.

On topic, I have noticed as that some spawn positions are more difficult to wall off then others, but I had no idea that the map imbalances were as large as shown here. This seems like very sloppy map making and I believe what many have written that blizzard is not very good at making maps.

If I can ask a little different question, many of you mentioned ICCUP maps. I was wondering since I have never played Starcraft 1, well, I have but I was like 10 years old and didnt understand a thing, what makes a good map, other then the obvious that all spawn locations are equal and without the major flaws shown here. Are there any of the 1v1 maps in the game that are "good" maps?
Wait and Hope
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