question is, are they less terrible than kulas/DO?
New ladder maps! - Page 18
Forum Index > SC2 General |
MangoTango
United States3670 Posts
question is, are they less terrible than kulas/DO? | ||
Beastman
31 Posts
| ||
mOnion
United States5651 Posts
On October 07 2010 13:01 DreamSailor wrote: Colossus can also abuse the cliffs to attack refineries ala Steppes of War. lol colossus dont do nearly as much damage to buildings and have 4 less rang when upgraded. and cant be reparied. its not even close to the same comparison. | ||
Beef Noodles
United States937 Posts
| ||
Fisher
United States119 Posts
On October 07 2010 12:57 Drowsy wrote: Ladder map pool should just be metalopolis 8 times with different terrains!!! I agree! :D | ||
Blisse
Canada3710 Posts
On October 07 2010 12:55 mOnion wrote: all you said was the difference between workers "getting to minerals" and "getting BACK to minerals" then said something ambiguous and hit post Yes, because the rate they gather at is important. If I said that, I meant returning the minerals. On 1 base, 30 workers in Brood War mine slower than 20 workers, because the pathing crashes them into each other on the way back. Similarly, 100 workers in Brood War will mine slower than 20 workers, because again, they crash into each other. In Starcraft 2, they never crash, so your income always increases to a certain point with larger numbers of workers. It was the reason why you said you kept making workers, which goes beyond the worker harvest rate. But yes, we have drifted terribly off topic. I dislike how Blizzard is making small maps to promote aggression and fast paced play to please the casuals. Metalopolis gets annoying when Colossi walk up and down your cliff on close air positions. But the game would be so boring if we only have one kind of map. That's why I enjoyed Desert Oasis, but this is ridiculous. | ||
Shakes
Australia557 Posts
| ||
Effen
227 Posts
| ||
JustPlay
United States211 Posts
On October 07 2010 13:01 MangoTango wrote: I don't know considering Steppes, Blistering Sands, and Delta Quadrant are all worse than Kulas. lolol peopel don't like these maps. question is, are they less terrible than kulas/DO? | ||
Artosis
![]()
United States2138 Posts
but like everyone else, i haven't played them enough to know for sure. | ||
SpiDaH
France198 Posts
| ||
archwaykitten
90 Posts
Desert Oasis was my favorite map in the pool, though. It inspired unique games and seemed relatively balanced (that is to say, it seemed fine for Zerg). | ||
Madkipz
Norway1643 Posts
On October 07 2010 13:09 Effen wrote: i like how every thread still turns into a zerg cry thread. blizzard removes the one map that zergs hated most, and then they still complain. unreal lol After the changes to desert oasis it was shaping up to become a good map, only thing there are some issues with siegetanks behind those new destructible rocks that can shoot into your base and a new cannon rush involving placing your pylon down there to get a power grid that goes into the zergs base. AND NO there wont be creep to save you against that kind of rush, you gotta scout it and make a crawler as you see the probe go down to make his pylon but other than that it was shaping up to become a better map. and then they removed one of the few maps you could play macro wars on replacing it with RETARDED maps that by the looks of it zergs will hate even more,. | ||
Subversion
South Africa3627 Posts
On October 07 2010 13:12 Artosis wrote: so far i quite like the maps. but like everyone else, i haven't played them enough to know for sure. Wait... what? Mind = blown. Artosis you like Shakuras? Against Terran? In Vertical positions? REally? :O I'm so confused! They can shell your nat from their own nat for goodness sake ![]() | ||
smegged
Australia213 Posts
On October 07 2010 13:09 Effen wrote: i like how every thread still turns into a zerg cry thread. blizzard removes the one map that zergs hated most, and then they still complain. unreal lol Zerg are most adversely effected by bad map design, which is why there is so much QQ in here. | ||
Beef Noodles
United States937 Posts
I'll go first. Jugle Basin: decent spawn distances, so I 15 pool, 14 gas, 15 hatch. (obviously the rest of the decisions depend on what the Terran is doing) But, for strategy's sake, just know that I am using lings and blings to hold off for mutas. At this point, I start destroying the rocks by my nat as my first mutas pop. I keep making mutas to keep the terran in his base as I take my 3rd and power drones. As I feel the mutas becoming ineffective (as the terran gets multiple thors, marines, and turrets). I make a small arch of spine crawlers (maybe 2-4) at my third (taking advantage of the line of sight blocker). Power units (lings, blings, mutas, with infestors already done or on the way -- depending on how long the muta harass delayed the terran push) If I can stop his push, I take a 4th and tech to ultra. Ok, so I know this is 100% theory-crafting and I didn't put a ton of thought into this, but I see this as a reasonable game on this map. Please feel free to intelligently disagree with me and come up with strategies that tear my idea apart! | ||
Sixes
Canada1123 Posts
On October 07 2010 13:09 Effen wrote: i like how every thread still turns into a zerg cry thread. blizzard removes the one map that zergs hated most, and then they still complain. unreal lol My vetos don't include Kulas. It is actually less painful than Steppes, BS and DQ. At least on Kulas you have half a chance at getting an expand up. As I recall Cool vetoed Steppes in the finals, not Kulas. DO with the rocks was actually not a bad map I don't think. On the other hand removing a back door like DO to add 2 more maps with back doors and shorter rush distances seems silly. We'll see how it plays out, for now I think I still need my vetoes on the three stated above so I guess I'll be playing these maps. | ||
Sixes
Canada1123 Posts
On October 07 2010 13:20 Beef Noodles wrote: I have a great idea. Let's turn this thread into a "discuss strategies on those maps" thread. I'll go first. Jugle Basin: decent spawn distances, so I 15 pool, 14 gas, 15 hatch. (obviously the rest of the decisions depend on what the Terran is doing) But, for strategy's sake, just know that I am using lings and blings to hold off for mutas. At this point, I start destroying the rocks by my nat as my first mutas pop. I keep making mutas to keep the terran in his base as I take my 3rd and power drones. As I feel the mutas becoming ineffective (as the terran gets multiple thors, marines, and turrets). I make a small arch of spine crawlers (maybe 2-4) at my third (taking advantage of the line of sight blocker). Power units (lings, blings, mutas, with infestors already done or on the way -- depending on how long the muta harass delayed the terran push) If I can stop his push, I take a 4th and tech to ultra. Ok, so I know this is 100% theory-crafting and I didn't put a ton of thought into this, but I see this as a reasonable game on this map. Please feel free to intelligently disagree with me and come up with strategies that tear my idea apart! I don't see a single valid reason not to 14 hatch on that map. | ||
Artosis
![]()
United States2138 Posts
On October 07 2010 13:18 Subversion wrote: Wait... what? Mind = blown. Artosis you like Shakuras? Against Terran? In Vertical positions? REally? :O I'm so confused! They can shell your nat from their own nat for goodness sake ![]() i haven't played vert. positions vs terran on it yet. but lets look at how its awesome: the natural can be defended. thats a huge improvement on like 6 of the current ladder maps? huge props for being able to defend the natural. metal has2 close spots also, so maybe it will turn out like that where you love far spots, but close ones are hard. but dunno yet! gotta play more! | ||
Beef Noodles
United States937 Posts
![]() | ||
| ||