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[D] Let's Play Shakuras Plateau! - Page 8

Forum Index > SC2 General
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Phlatline
Profile Blog Joined December 2007
Croatia176 Posts
October 07 2010 13:24 GMT
#141
I dont think this maps are any worse then DO or Kulas for that matter. Like the change
DarkspearTribe
Profile Joined August 2010
568 Posts
October 07 2010 13:29 GMT
#142
On October 07 2010 12:40 mOnion wrote:
Show nested quote +
On October 07 2010 12:35 motbob wrote:
On October 07 2010 12:29 mOnion wrote:
On October 07 2010 12:24 Ryalnos wrote:
Rumor has it that in 1v1, close positions won't occur.


wtf thats garbage lol that makes odds rushing 100% effective

...just like in any 1v1 map? What is so bad about this?


4 player maps should have different dynamics than a 2player map.

Well then imagine its 2 player map

problem solved.
Pekkz
Profile Joined June 2009
Norway1505 Posts
October 07 2010 14:16 GMT
#143
Watching this map beeing played on giasados stream, hyperdub vs a protoss. Really entertaining game even tho the protoss suck. Map will never spawn you vertically so map should be pretty balanced, maby with the exeption of some early all inn to take down dobbel back door rocks.
SiegeMode
Profile Joined August 2010
United States206 Posts
October 07 2010 15:01 GMT
#144
Most of the shakuras games on gisado have been epic macro wars, this bodes well for the future.

Hyperdub just pulled off an awesome comeback after flubbing a ghost rush TvT and ending up way behind.
Karkadinn
Profile Joined August 2010
United States132 Posts
October 07 2010 15:08 GMT
#145
On October 07 2010 22:20 kojinshugi wrote:
Show nested quote +
On October 07 2010 22:12 ParasitJonte wrote:
First off it's pretty dull. The first natural is placed good. It's fairly easy to expand but not for free. However, the starting positions are a bit weird. The game develops very differently depending on the starting positions. This results in a randomness playing a part in who wins and who doesn't (because, for example, zerg likes cross positions).


I don't think it decides who wins and who doesn't. Of course Zerg likes cross positions, but it's not an automatic loss to spawn in other positions. This "randomness" is pretty much the point of playing 1v1 on a 2v2 map. Of course it's really not so much "random" as it is 3 maps in one. If you have a solid strategy for all positions you're not really doing anything random.

For a spectator (looking at SC2 as an esport) it adds very easily understood variables to the game. Things that work cross positions don't work so well close, and vice versa. It's information you have from the start but the players don't until they scout.

Tournaments where every now and then you're forced to diverge from norms like "I get to expand away from my opponent" are more interesting. I just don't understand this insistence on safety in what's basically a war game.


It's fine for maps to force you out of your comfort zone every once in a while. It's not fine for maps to penalize some factions more than others.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
October 07 2010 15:11 GMT
#146
The fact that you can't spawn vertically actually makes this a pretty damn good map, IMO. An interesting combination of being reasonably macro-oriented, while still having some unique features.

90% of the complaints seem to be from people who haven't realized you can't spawn vertically. They're all saying things like, "cross-positions and horizontal is fine, but vertical is sooo broken, FFFFUUUUUU bli$$ard". But, in fact, thats been taken into account.

I think once people give this map a try they're actually gonna like it a lot.
He drone drone drone. Me win. - ogsMC
optical630
Profile Joined August 2010
United Kingdom768 Posts
October 07 2010 15:13 GMT
#147
loved shakuras during beta,


sad that desert is getting removed though with the destructable rocks it made zerg alot easier lol
whipple
Profile Joined August 2010
United States13 Posts
October 07 2010 15:13 GMT
#148
On October 08 2010 00:11 awesomoecalypse wrote:
The fact that you can't spawn vertically actually makes this a pretty damn good map, IMO. An interesting combination of being reasonably macro-oriented, while still having some unique features.

90% of the complaints seem to be from people who haven't realized you can't spawn vertically. They're all saying things like, "cross-positions and horizontal is fine, but vertical is sooo broken, FFFFUUUUUU bli$$ard". But, in fact, thats been taken into account.

I think once people give this map a try they're actually gonna like it a lot.


Haha yup. And everyone told that first guy saying you cant spawn vertically a liar

Anyone know how GSL2 map pool is gonna work?
sylverfyre
Profile Joined May 2010
United States8298 Posts
October 07 2010 15:17 GMT
#149
On October 08 2010 00:11 awesomoecalypse wrote:
The fact that you can't spawn vertically actually makes this a pretty damn good map, IMO. An interesting combination of being reasonably macro-oriented, while still having some unique features.

90% of the complaints seem to be from people who haven't realized you can't spawn vertically. They're all saying things like, "cross-positions and horizontal is fine, but vertical is sooo broken, FFFFUUUUUU bli$$ard". But, in fact, thats been taken into account.

I think once people give this map a try they're actually gonna like it a lot.

Yeah, I didn't realize you can't spawn in vertical positions - that's really neat. Backdooring is pretty annoying, but it's 2 sets of rocks. I'd also be worried about Terran "cutting the map in half" but I think the back doors might help mitigate that?

I guess it's not so bad.

Still not a fan of Jungle Basin, but eh. Better than Kulas.
Dudemeister
Profile Joined July 2010
Sweden314 Posts
October 07 2010 15:36 GMT
#150
This map is actually pretty good for zerg, if horizontal and they go through the backdoor you have a lot of time to make units. If diagonal the rush distance is medium size and the natural is quite easy to defend. Nice addition to the map pool I must say!
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
October 07 2010 15:54 GMT
#151
On October 07 2010 22:20 kojinshugi wrote:
Show nested quote +
On October 07 2010 22:12 ParasitJonte wrote:
First off it's pretty dull. The first natural is placed good. It's fairly easy to expand but not for free. However, the starting positions are a bit weird. The game develops very differently depending on the starting positions. This results in a randomness playing a part in who wins and who doesn't (because, for example, zerg likes cross positions).


I don't think it decides who wins and who doesn't. Of course Zerg likes cross positions, but it's not an automatic loss to spawn in other positions. This "randomness" is pretty much the point of playing 1v1 on a 2v2 map. Of course it's really not so much "random" as it is 3 maps in one. If you have a solid strategy for all positions you're not really doing anything random.

For a spectator (looking at SC2 as an esport) it adds very easily understood variables to the game. Things that work cross positions don't work so well close, and vice versa. It's information you have from the start but the players don't until they scout.

Tournaments where every now and then you're forced to diverge from norms like "I get to expand away from my opponent" are more interesting. I just don't understand this insistence on safety in what's basically a war game.


It's not necessarily a bad thing that different positions result in different type of games. But as someone else said, if certain positions favor one race over another and vice versa: then it's a problem. This was a major problem with Lost Temple in BW.

I don't know if Metalopolis is too bad in this respect. But again, it's just a pretty dull map. I want maps that are unique but still somehow has a structure that results in good games.
Hello=)
AceAces
Profile Joined September 2010
United States13 Posts
October 07 2010 17:12 GMT
#152
Interesting! I'm excited to test this map out.
HDPhoenix
Profile Joined August 2010
Singapore83 Posts
October 07 2010 17:19 GMT
#153
Thanks for the insight. I really dislike having minerals that are so exposed. It really favors races with long range units like Colossus and Tanks but I guess there has to be some variety in maps. Not all maps can have a protected natural
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
October 07 2010 19:24 GMT
#154
wow just played shakuras..... i had no fucking idea where i was lol. I was like "huh wtf did this map come from?".

Anyways I spawned top right, toss opponent bottom left..... i felt sooooooo safe the whole game. Main base was super easy to defend and the natural between the two mains is super easy to pick up as terran and safe as houses too.
When there is nothing left to lose but your dignity, it is already gone.
lindn
Profile Joined July 2010
Sweden833 Posts
October 07 2010 19:28 GMT
#155
are we ever gonna have the unplayed blizz maps? anyone, go check the custom game map list, find crossfire and tell me that's not an awesome map.
Psychlone
Profile Joined August 2010
Canada90 Posts
October 07 2010 21:07 GMT
#156
Horizontal spawn is horrible! Terran walls-off. Fast Factory, lifts his factory between the destructible rocks and shoots your gas from behind the rocks. The he just has to fortify this position and he can ROFLsteamroll you whenever he wants by destroying the rocks.
bLuR
Profile Blog Joined June 2010
Canada625 Posts
October 07 2010 21:34 GMT
#157
This map actually isnt that bad, i did lots of practice matches on it and it works fairly well imo
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-10-07 21:53:30
October 07 2010 21:41 GMT
#158
shakuras is an awsome map for void ray abuse, when you use the rocks behind to charge up you can go straight to gas and CC - just added a replay to show what I mean (custom game, opponent was completely unprepared...not a good player)

[image loading]
"You see....YOU SEE..." © 2010 Sen
Ballistixz
Profile Joined January 2010
United States1269 Posts
October 07 2010 22:17 GMT
#159
dont ya find it funny where only terran can abuse maps like this? is it so hard for blizz to actually make WIDE maps instead of have maps with such close rush distances/siegable locations? honestly...

do blizz hate macro THAT much or are they just retarded when it comes to map making? because these small ass maps are getting annoying.
Nayl
Profile Joined March 2010
Canada413 Posts
October 07 2010 22:49 GMT
#160
Blizzard should realize what balanced BW was partly due to the maps..Wonder if they look at statistics on each match up on each maps?
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