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New ladder maps! - Page 18

Forum Index > SC2 General
Post a Reply
Prev 1 16 17 18 19 20 35 Next All
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
October 07 2010 04:01 GMT
#341
lolol peopel don't like these maps.

question is, are they less terrible than kulas/DO?
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Beastman
Profile Joined May 2010
31 Posts
October 07 2010 04:02 GMT
#342
They brought Shakuras back? They took that terrible map out in the early days of beta. What the hell is the logic behind bringing it back.
Kaboom! Baby!
mOnion
Profile Blog Joined August 2009
United States5660 Posts
October 07 2010 04:02 GMT
#343
On October 07 2010 13:01 DreamSailor wrote:
Show nested quote +
On October 07 2010 12:57 Shifft wrote:
DO was like my favourite map in the pool...Jungle Basin looks awful as fuck and Shakuras Plateau has a 2/3 chance of being terrible, and 1/3 chance of only being terrible against a Terran who abuses tanks.


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.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
October 07 2010 04:03 GMT
#344
you can preemptively put 3-4 lings attacking the rocks like a minute before you plan to take a third and it works fine. 3-4 lings will not be missed from the majority of zerg mid-games
Fisher
Profile Joined July 2010
United States119 Posts
October 07 2010 04:04 GMT
#345
On October 07 2010 12:57 Drowsy wrote:
Ladder map pool should just be metalopolis 8 times with different terrains!!!


I agree! :D
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2010-10-07 04:09:28
October 07 2010 04:07 GMT
#346
On October 07 2010 12:55 mOnion wrote:
Show nested quote +
On October 07 2010 12:50 vica wrote:
On October 07 2010 12:46 mOnion wrote:
??? its incredibly obvious you dont actually know what you're talking about when you nitpick tiny little things like that

that doesn't mean anything those are just changes


You said worker efficiency means less workers. I said worker efficiency does not mean anything. You argued you needed more workers to saturate a base for income. I replied you saturated faster with less workers.


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.


On October 07 2010 13:04 Fisher wrote:
Show nested quote +
On October 07 2010 12:57 Drowsy wrote:
Ladder map pool should just be metalopolis 8 times with different terrains!!!


I agree! :D


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.
There is no one like you in the universe.
Shakes
Profile Joined April 2010
Australia557 Posts
October 07 2010 04:07 GMT
#347
Is there something special about the number 9? I don't really understand why to add maps to the pool they have to take out the same number of maps.
Effen
Profile Joined September 2010
227 Posts
Last Edited: 2010-10-07 04:10:07
October 07 2010 04:09 GMT
#348
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
JustPlay
Profile Joined September 2010
United States211 Posts
October 07 2010 04:11 GMT
#349
On October 07 2010 13:01 MangoTango wrote:
lolol peopel don't like these maps.

question is, are they less terrible than kulas/DO?
I don't know considering Steppes, Blistering Sands, and Delta Quadrant are all worse than Kulas.
Artosis *
Profile Blog Joined June 2004
United States2140 Posts
October 07 2010 04:12 GMT
#350
so far i quite like the maps.

but like everyone else, i haven't played them enough to know for sure.
Commentatorhttp://twitter.com/Artosis
SpiDaH
Profile Joined March 2010
France198 Posts
October 07 2010 04:13 GMT
#351
holy shit it's that old 2v2 beta ladder map. It was also used in FFA I think, anyways, probably one of the most ridiculous ladder maps ever brought to the pool. I can see fast voidray + gate pushes in aerial close position with charging on the rocks. Oh boy...
archwaykitten
Profile Joined May 2010
90 Posts
October 07 2010 04:13 GMT
#352
The trouble I have with these maps is they seem far too similar to the other maps in the pool. Say what you will about the imbalances of Kulas Ravine, but at least it was different. It demanded a different play style than the other maps, and that's why I liked it. (Even though I never did figure out how to consistently win on it as a Zerg player).

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
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-10-07 04:16:06
October 07 2010 04:15 GMT
#353
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,.
"Mudkip"
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
Last Edited: 2010-10-07 04:19:30
October 07 2010 04:18 GMT
#354
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
Profile Joined August 2010
Australia213 Posts
October 07 2010 04:18 GMT
#355
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.
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
October 07 2010 04:20 GMT
#356
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!
Sixes
Profile Joined July 2010
Canada1123 Posts
October 07 2010 04:20 GMT
#357
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
Profile Joined July 2010
Canada1123 Posts
October 07 2010 04:21 GMT
#358
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 *
Profile Blog Joined June 2004
United States2140 Posts
October 07 2010 04:21 GMT
#359
On October 07 2010 13:18 Subversion wrote:
Show nested quote +
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


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!
Commentatorhttp://twitter.com/Artosis
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
October 07 2010 04:21 GMT
#360
Well then even better
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