[D] Let's Play Shakuras Plateau! - Page 8
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Phlatline
Croatia176 Posts
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DarkspearTribe
568 Posts
On October 07 2010 12:40 mOnion wrote: 4 player maps should have different dynamics than a 2player map. Well then imagine its 2 player map problem solved. | ||
Pekkz
Norway1505 Posts
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SiegeMode
United States206 Posts
Hyperdub just pulled off an awesome comeback after flubbing a ghost rush TvT and ending up way behind. | ||
Karkadinn
United States132 Posts
On October 07 2010 22:20 kojinshugi wrote: 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
United States2235 Posts
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$$ard". But, in fact, thats been taken into account. I think once people give this map a try they're actually gonna like it a lot. | ||
optical630
United Kingdom768 Posts
sad that desert is getting removed though ![]() | ||
whipple
United States13 Posts
On October 08 2010 00:11 awesomoecalypse wrote: The fact that you can't spawn vertically actually makes this a pretty damn good map, IMO. An interesting combination of being reasonably macro-oriented, while still having some unique features. 90% of the complaints seem to be from people who haven't realized you can't spawn vertically. They're all saying things like, "cross-positions and horizontal is fine, but vertical is sooo broken, FFFFUUUUUU bli$$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
United States8298 Posts
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
Sweden314 Posts
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ParasitJonte
Sweden1768 Posts
On October 07 2010 22:20 kojinshugi wrote: 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. | ||
AceAces
United States13 Posts
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HDPhoenix
Singapore83 Posts
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emythrel
United Kingdom2599 Posts
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. | ||
lindn
Sweden833 Posts
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Psychlone
Canada90 Posts
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bLuR
Canada625 Posts
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sleepingdog
Austria6145 Posts
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Ballistixz
United States1269 Posts
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
Canada413 Posts
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