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It's always left to right positions, never vertical. You can check for yourself in the editor.
Check it out:
Map -> Team Placement (advanced)
1v1a - bottom left spawn, enemy in top right or bottom right 1v1b - top left spawn, enemy in top right or bottom right 1v1c - top right spawn, enemy in bottom left or top left 1v1d - bottom right spawn, enemy in bottom left or top left
They all show placement of non-vertical positions. Basically, you'll always be using the middle of the map (or the area behind the destructible rocks in your main).
Good job Blizz. Except I can't 6 pool to victory every time now. Bad job.
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On October 07 2010 13:40 dimfish wrote:Show nested quote +On October 07 2010 13:36 Subversion wrote:On October 07 2010 13:27 Sylvr wrote:On October 07 2010 13:24 Sentenal wrote:On October 07 2010 13:20 Sylvr wrote:On October 07 2010 13:14 Subversion wrote:On October 07 2010 13:12 Sylvr wrote:On October 07 2010 12:53 Subversion wrote:On October 07 2010 12:51 AssuredVacancy wrote: If you spawn horizontal positions terran/protoss can just push directly into the zerg's main late game.. screw map dynamics in the middle when there's a direct path to your opponent's base. why break down the rocks at all when you can siege his mineral line from behind them? On October 07 2010 12:51 Sylvr wrote: This just in: Tanks have long range!
Seriously people, There will be spots on every single map ever where Tanks can be put to hit something that you don't want to be hit. Your complete lack of understanding about the game and the problem here is honestly mindblowing. Please don't post if its going to be garbage like that. That does not contribute anything to the discussion whatsoever. It contributes plenty. I'm showing that people are complaining about something that's always been in the game as though it's some new breaking news. (funny, I could have sworn I worded it perfectly to convey that point, but I guess some people just need it spelled out for them). There aren't many maps where you CAN'T shell someone's mineral line from somewhere that isn't immediately accessible. This instance isn't nearly as bad as Lost Temple or Kulas Ravine. At least here the tanks are on the low ground, and you still either need drops to get them there, or you need to break down 1 set of rocks. A single Spine Crawler (or any ranged unit) can keep it completely off of your mineral line/gas if you don't suck. Wow glad you have it all figured out. Can you tell me how a person who "doesn't suck" is going to stop a tank from shelling their nat from his own nat? Thanks. + Show Spoiler +Honestly your posts are so ridiculous I'm starting to think you're just a troll. I can tell you exactly how, actually. You don't spawn in Vertical positions. Wow, that was easy. Try reading the whole thread(s) next time. Can you tell me how a person who "doesn't suck" can avoid spawning in vertical positions? I've read both threads in their entirety. It has been stated several times that nobody (that has posted, admittedly) has yet spawned in vertical positions. The general consensus is that those spawn conditions are disabled. AKA, you CAN'T spawn in vertical positions. If someone can show otherwise, then I guess I'm wrong, but many people have been asking about it (who can't play it yet), and so far nobody has claimed to have spawned such yet. Do you realise how bad and lazy and sloppy your map design has to be that to fix a problem you DISABLE spawning positions? That is utterly pathetic. Just make a decent map Blizzard. That's a little harsh, yeah? Let's just, somehow, forget about Shakuras for a second. If you put right in the map description that only specific spawns are possible and made an interesting map out of it, that could be a cool new family of maps we didn't have in SC1. Right?
I don't think so. Shakuras has been around since early in the beta, and was removed because it was clearly terrible.
Now they just chuck it into the map pool, the only change being that they force spawning positions? Seems like they're just too damn lazy to actually make a decent map, so they just did a little quick fix on a crap map and threw it into the ladder pool.
That's pretty poor imo.
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On October 07 2010 13:45 Subversion wrote:Show nested quote +On October 07 2010 13:40 dimfish wrote:On October 07 2010 13:36 Subversion wrote:On October 07 2010 13:27 Sylvr wrote:On October 07 2010 13:24 Sentenal wrote:On October 07 2010 13:20 Sylvr wrote:On October 07 2010 13:14 Subversion wrote:On October 07 2010 13:12 Sylvr wrote:On October 07 2010 12:53 Subversion wrote:On October 07 2010 12:51 AssuredVacancy wrote: If you spawn horizontal positions terran/protoss can just push directly into the zerg's main late game.. screw map dynamics in the middle when there's a direct path to your opponent's base. why break down the rocks at all when you can siege his mineral line from behind them? On October 07 2010 12:51 Sylvr wrote: This just in: Tanks have long range!
Seriously people, There will be spots on every single map ever where Tanks can be put to hit something that you don't want to be hit. Your complete lack of understanding about the game and the problem here is honestly mindblowing. Please don't post if its going to be garbage like that. That does not contribute anything to the discussion whatsoever. It contributes plenty. I'm showing that people are complaining about something that's always been in the game as though it's some new breaking news. (funny, I could have sworn I worded it perfectly to convey that point, but I guess some people just need it spelled out for them). There aren't many maps where you CAN'T shell someone's mineral line from somewhere that isn't immediately accessible. This instance isn't nearly as bad as Lost Temple or Kulas Ravine. At least here the tanks are on the low ground, and you still either need drops to get them there, or you need to break down 1 set of rocks. A single Spine Crawler (or any ranged unit) can keep it completely off of your mineral line/gas if you don't suck. Wow glad you have it all figured out. Can you tell me how a person who "doesn't suck" is going to stop a tank from shelling their nat from his own nat? Thanks. + Show Spoiler +Honestly your posts are so ridiculous I'm starting to think you're just a troll. I can tell you exactly how, actually. You don't spawn in Vertical positions. Wow, that was easy. Try reading the whole thread(s) next time. Can you tell me how a person who "doesn't suck" can avoid spawning in vertical positions? I've read both threads in their entirety. It has been stated several times that nobody (that has posted, admittedly) has yet spawned in vertical positions. The general consensus is that those spawn conditions are disabled. AKA, you CAN'T spawn in vertical positions. If someone can show otherwise, then I guess I'm wrong, but many people have been asking about it (who can't play it yet), and so far nobody has claimed to have spawned such yet. Do you realise how bad and lazy and sloppy your map design has to be that to fix a problem you DISABLE spawning positions? That is utterly pathetic. Just make a decent map Blizzard. That's a little harsh, yeah? Let's just, somehow, forget about Shakuras for a second. If you put right in the map description that only specific spawns are possible and made an interesting map out of it, that could be a cool new family of maps we didn't have in SC1. Right? I don't think so. Shakuras has been around since early in the beta, and was removed because it was clearly terrible. Now they just chuck it into the map pool, the only change being that they force spawning positions? Seems like they're just too damn lazy to actually make a decent map, so they just did a little quick fix on a crap map and threw it into the ladder pool. That's pretty poor imo.
How about we wait and play a bit before we throw our hands up in disgust?
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I swear, more bad maps with abusable cliffs/tanks plus retarded empty space at the edge of the maps. Seriously, if you're air units get caught off guard in your enemy's base, they should not be able to just float a few inches to the corner and be completely safe. You already made your air to ground units absurdly strong, why should they have cover fire too.
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yuck!. what is this that i have just seen.
when we asked for new maps in the pool we expected them to be better then whats there already.
i can with 100% certainty, predict that gsl 2 will NOT use this map in anyway or form. unless blizzard twists their arms to show off their new terran buf.......i mean balanced map.
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At cross-positions, this should be fine for zerg, provided they play intelligently. Suppose the spawn is T at 1 and Z at 7. Z can safely take a 3rd at the 10 O'Clock base. The base at 6 might also be good, though the gas there is vulnerable to tank fire from the SE middle base. I think it'll be important to take down the destructable rocks in the middle to open that area up a bit more, making it tougher for the T to just camp it.
My concern would be that it seems rather easy for T to take as many as 4 bases without over-extending himself (1, then 2, then 12 and the NE middle). Frankly, I think it would be a better map without the bases at 12 and 6. The minerals at the natural also seem difficult to harass with muta.
Another interesting dynamic is how good this map seems for reaper play. There's just so many places for a reaper to enter from that it seems very difficult to defend them all. I'll probably open with at least one reaper vs. T and Z, possibly P as well.
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On October 07 2010 13:40 prodiG wrote:Show nested quote +On October 07 2010 13:39 Torte de Lini wrote: You know, Blizzard can just save everyone's times here by just promoting and "officializing" well-made community-made custom maps instead of these sort of maps that would look more suitable in the Sunday Funnies. hey look, someone with the right idea :D
I wasn't the first to think that way :3
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I msy be missing something here...but if you guys have been unable to play this on the NA server, just go into single player and select Play Versus A.I. this map is in that map pool. Just seems like no one here has really even tried out the map.
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On October 07 2010 13:53 snakeyes wrote: I msy be missing something here...but if you guys have been unable to play this on the NA server, just go into single player and select Play Versus A.I. this map is in that map pool. Just seems like no one here has really even tried out the map.
its in the custom pool too im pretty sure - i know jungle basin is
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Thats alot of tank abuse on this map Going to be very hard to deal with just like on Delta and LT. I would of loved it if they would just put python into the map pool.
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On October 07 2010 13:57 Subversion wrote:Show nested quote +On October 07 2010 13:53 snakeyes wrote: I msy be missing something here...but if you guys have been unable to play this on the NA server, just go into single player and select Play Versus A.I. this map is in that map pool. Just seems like no one here has really even tried out the map. its in the custom pool too im pretty sure - i know jungle basin is Shakuras isn't in custom map pool for me (SEA server).
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On October 07 2010 13:36 Subversion wrote: Do you realise how bad and lazy and sloppy your map design has to be that to fix a problem you DISABLE spawning positions? That is utterly pathetic. Just make a decent map Blizzard.
Bad enough that you have to poop ugly rocks all over it? I think Shakuras might actually make a fun diagonal spawn 1v1 map. Horizontal and vertical positions just seem so thoroughly fucked though.
On October 07 2010 13:44 Bloodba7h wrote: It's always left to right positions, never vertical. You can check for yourself in the editor.
Check it out:
Map -> Team Placement (advanced)
1v1a - bottom left spawn, enemy in top right or bottom right 1v1b - top left spawn, enemy in top right or bottom right 1v1c - top right spawn, enemy in bottom left or top left 1v1d - bottom right spawn, enemy in bottom left or top left
They all show placement of non-vertical positions. Basically, you'll always be using the middle of the map (or the area behind the destructible rocks in your main).
Good job Blizz. Except I can't 6 pool to victory every time now. Bad job.
Nice work! Epic find! Thanks for putting that to rest.
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Yeah, I tried 6 times against AI and its always non-vertical positions.
Back door is actually good for zergs for counter attack or back stab.
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shouldn't this map be only for 2v2?
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I like this map. Besides the fact it looks amazing. Siege tank turtling = <3 (if I'm the one doing it, that is).
I'm glad they made it so you can't spawn in vertical positions, really doesn't seem like a map where such close positions would make for interesting gameplay.
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You know, I was skeptical when people were talking about how maps could completely change the game around, and how we couldn't fuss about balance until proper maps were made.
Then I played an ICCup map.
Yeah, I'm not going back to blizzard-made maps any time soon. Not with these kind of horrible ladder maps. I'm grateful that I met enough people through matches, custom games and school to be able to completely ignore the ladder and play the amazing maps being put out by the community. Thank you, ICCup. Thank you, Starcraft 2 Community.
Blizzard: please fire every person in your map making team, and hire some people who actually know how to make a proper map. Please.
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Blizzard needs to make a map that has snow on it ):
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I swear it's like some people won't be happy until the only two ladder maps are Metalopolis and Novice Blistering Sands.
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On October 07 2010 14:29 kojinshugi wrote: I swear it's like some people won't be happy until the only two ladder maps are Metalopolis and Novice Blistering Sands.
not even close to true. metalopolis isn't even that great and honestly its getting bland.
the map pool is just bad.
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The fact that you can literally tank the other nat from your own nat makes me physically ill.
Even if you always spawn at cross positions, this WILLLL become a factor at some point, and perhaps even more so in late game when you are dieing to get gas.
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