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New maps for GSTL got final updates for the league. I sent mapfiles to EU, NA, SEA, TW uploaders, and those maps will be updated on server soon. I also sent GomTV modified version of Lost Temple, Xel'Naga Cavarns, Metalopolis.
Thank you again [SCC]Faust(NA), [wh]_ForAlways(NA), MeLo(SEA). Beta(TW) and specially thank you smileyyy(EU).
Below screenshots are from the latest version. You can see lot of changes; resources, rocks, terrains, rush distances, neutral supply depots or something.
1. Crevasse (custom, 크레바스, KR EU NA SEA TW avilable) by JackyPrime
![[image loading]](http://imgur.com/cu7qL.jpg)
2. Crossfire SE(customized blizzard, 십자포화, KR EU NA SEA TW available) by JackyPrime
![[image loading]](http://imgur.com/SDCgt.jpg)
3. Terminus Re(customized Blizzard, 종착역, KR EU NA SEA TW available) by LSPrime
![[image loading]](http://imgur.com/qIzfW.jpg)
4. Tal'Darim Altar(custom, 탈다림 제단, KR EU NA SEA TW available) by LSPrime
![[image loading]](http://imgur.com/TjtDm.jpg)
5. GomTV Modified Lost Temple screenshot by smileyyy
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Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ?
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Crevasse looks awesome and I especially like the textures on that map
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On February 06 2011 19:48 Special Endrey wrote: Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ? Pre-installed destructible neutral supply depots to prevent entrance-blocking with two bunkers or three pylons.
You can see an example on Terminus RE.
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They look way better than the 1.2.1 maps. Am I the only one who finds it ironic that they removed most of the gold expansions or changed them back to blue ? I guess the boosts proved a bit too much.
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Props to GOM for really trying to balance the maps the best they can and making changes until they are balanced.
Maps like those look like the future of SC2 to me.
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On February 06 2011 19:52 Xeph wrote:Show nested quote +On February 06 2011 19:48 Special Endrey wrote: Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ? Pre-installed destructible neutral supply depots to prevent entrance-blocking with two bunkers or three pylons. You can see an example on Terminus RE.
Awesome.
I noticed on some of the maps the expos have only 7 mineral patches. Is this with terran in mind giving them better income that zerg or protoss percentage wise with their mules to account for the larger map sizes?
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These are all the changes I can see:
Crevasse: Scrap metal has replaced the rocks. There is a larger ramp from third to fourth base. No more rocks at third. Other slight dimension changes. Gold minerals changed to normal minerals.
Crossfire SE: No changes as far as I can tell
Terminus RE: No longer scrap metal at the fourth. Orientation of third base changed. Neutral supply depot on main base ramp.
Tal'Darim Altar: No more rocks at third expansion. All gold bases removed.
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These maps are great. I can't wait.
I LOVE how they removed the rocks from the potential thirds on Taldarim and Crevasse.
They were just annoying more than anything.
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these maps so big! 16 bases in a 1v1
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is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)
Wow, I think Terminus RE is the most exciting map ^_^
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Hmm it's great they fixed the bunker / pylon blocking but I find this a rather clumsy solution. Surely there has to be a more elegant solution?
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wtb these maps to go on ladder. they look so sexy<3
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is taldarim altar smaller or did they just remove the gold expos?
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On February 06 2011 20:08 Licmyobelisk wrote: is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)
Wow, I think Terminus RE is the most exciting map ^_^
Having played it a few times, I kind of enjoy it, as a muta/ling player, bigger maps=more gas=more mutas!! and I can't be killed as easily by 2 base timings that hit before I have any appreciable number of mutas up. I can see your point with the pathing but it's too big to effectively control with a big death ball or tanks without some of them being undefended. Just my opinion and experiences though.
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On February 06 2011 20:08 Licmyobelisk wrote: is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)
Wow, I think Terminus RE is the most exciting map ^_^ I don't think it will be terrible. It could be a good candidate for veto depending on what original ladder maps are still in the pool but its still a large map with lots of freedom to expand. Most of the current ladder maps have similarly dangerous terrain features, shorter rush distance, and fewer viable expansions to boot.
Also, if large macro based maps like these do turn out to tip the balance of the game too far in zergs favor then features like these that favor tanks and colossus may be necessary to restore map balance.
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crevasse and crossfire look awesome :D
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Crossfire looks unbelievably big
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They removed the stupid rocks at the 3rd \o/ This is great.
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I think those maps are great! But I already saw some games on them and from what I saw I am pretty sure that those maps change the whole balance of the game e.g. Protoss can easily take 3 bases and build up a perfect army against zerg with maps like these we will need a lot of balance patches...
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On February 06 2011 20:27 imJealous wrote:Show nested quote +On February 06 2011 20:08 Licmyobelisk wrote: is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)
Wow, I think Terminus RE is the most exciting map ^_^ I don't think it will be terrible. It could be a good candidate for veto depending on what original ladder maps are still in the pool but its still a large map with lots of freedom to expand. Most of the current ladder maps have similarly dangerous terrain features, shorter rush distance, and fewer viable expansions to boot. Also, if large macro based maps like these do turn out to tip the balance of the game too far in zergs favor then features like these that favor tanks and colossus may be necessary to restore map balance.
The game will never be balanced for small and large maps. Right now, the game is not balanced for these maps. Not balanced in all aspects (units speed, units collizion size, strength of each race etc....).
Of course I'm still prefering these than the Blizzard terrible ones, but Blizzard will soon have to make a choice about the philosophy of their map pool. Imo, having such a secession with Blizzard even before the release of the expansions can bring nothing good.
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ALLEYCAT BLUES50118 Posts
On February 06 2011 20:08 zonic wrote: these maps so big! 16 bases in a 1v1
it used to be 20....lol
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What's this? No rocks blocking expansions?!?!
fuck yes.
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I think Terrans are going to like Crossfire
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On February 06 2011 21:08 TeWy wrote:Show nested quote +On February 06 2011 20:27 imJealous wrote:On February 06 2011 20:08 Licmyobelisk wrote: is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)
Wow, I think Terminus RE is the most exciting map ^_^ I don't think it will be terrible. It could be a good candidate for veto depending on what original ladder maps are still in the pool but its still a large map with lots of freedom to expand. Most of the current ladder maps have similarly dangerous terrain features, shorter rush distance, and fewer viable expansions to boot. Also, if large macro based maps like these do turn out to tip the balance of the game too far in zergs favor then features like these that favor tanks and colossus may be necessary to restore map balance. The game will never be balanced for small and large maps. Right now, the game is not balanced for these maps. Not balanced in all aspects (units speed, units collizion size, strength of each race etc....). Of course I'm still prefering these than the Blizzard terrible ones, but Blizzard will soon have to make a choice about the philosophy of their map pool. Imo, having such a secession with Blizzard even before the release of the expansions can bring nothing good.
The maps in 1.2.1 are pretty big, even the new LT has been opened up to make it seem larger than it is, so macro based maps are definitely on blizzards mind. Now we will have to wait and see how the statistics line up on blizzards end, but if match ups prove imbalanced on bigger maps then we may see balance changes. I really think that some maps like LT and meta should be rid of close positions and THEN balance the game, so that no map has close positions so then the game can be balanced and tested around games that last longer than one would in close positions.
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taking out the destructibles at the 3rd is a good move imho, overall these maps look great. Now we'll just have to wait and see how they play out in a truly competitive environment. Hoping for greatness!
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any one know how zvt is on crossfire?
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is this going to be the new version of LT?
![[image loading]](http://dl.dropbox.com/u/4781217/Maps/test%20map%201.jpg) its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol
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ALLEYCAT BLUES50118 Posts
On February 06 2011 22:51 imyzhang wrote: any one know how zvt is on crossfire?
It is terran favored,but not by much and mech is really good on the map.
@Drewbie,no the edited version spoke of is the one where you can't block the ramp with 2 bunkers.
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On February 06 2011 22:54 drewbie.root wrote:is this going to be the new version of LT? ![[image loading]](http://dl.dropbox.com/u/4781217/Maps/test%20map%201.jpg) its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol Will they name it Neo Lost Temple?
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The supply depot idea is pretty awesome!
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All Blizzard now would have to do is execute a "copy/paste"-command to increase the quality of the current mappool tremendously.
On February 06 2011 22:54 drewbie.root wrote:is this going to be the new version of LT? ![[image loading]](http://dl.dropbox.com/u/4781217/Maps/test%20map%201.jpg) its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol
With the exception that the close air positions look more like metalopolis/scrap-station...
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maps look crazy as shite... excited to see people start to play on them more so we can see how they actually play out!
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On February 06 2011 21:22 emc wrote:Show nested quote +On February 06 2011 21:08 TeWy wrote:On February 06 2011 20:27 imJealous wrote:On February 06 2011 20:08 Licmyobelisk wrote: is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)
Wow, I think Terminus RE is the most exciting map ^_^ I don't think it will be terrible. It could be a good candidate for veto depending on what original ladder maps are still in the pool but its still a large map with lots of freedom to expand. Most of the current ladder maps have similarly dangerous terrain features, shorter rush distance, and fewer viable expansions to boot. Also, if large macro based maps like these do turn out to tip the balance of the game too far in zergs favor then features like these that favor tanks and colossus may be necessary to restore map balance. The game will never be balanced for small and large maps. Right now, the game is not balanced for these maps. Not balanced in all aspects (units speed, units collizion size, strength of each race etc....). Of course I'm still prefering these than the Blizzard terrible ones, but Blizzard will soon have to make a choice about the philosophy of their map pool. Imo, having such a secession with Blizzard even before the release of the expansions can bring nothing good. The maps in 1.2.1 are pretty big, even the new LT has been opened up to make it seem larger than it is, so macro based maps are definitely on blizzards mind. Now we will have to wait and see how the statistics line up on blizzards end, but if match ups prove imbalanced on bigger maps then we may see balance changes. I really think that some maps like LT and meta should be rid of close positions and THEN balance the game, so that no map has close positions so then the game can be balanced and tested around games that last longer than one would in close positions.
Yeah, and big maps are good for everyone, from the noobiest casual player, to the professional players.
Casual players often whines when they get "rushed", so there's no reason not to make bigger maps.
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I really like these maps alot, i'm just so happy to have distance!
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ALLEYCAT BLUES50118 Posts
On February 06 2011 23:00 Blasterion wrote:Show nested quote +On February 06 2011 22:54 drewbie.root wrote:is this going to be the new version of LT? ![[image loading]](http://dl.dropbox.com/u/4781217/Maps/test%20map%201.jpg) its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol Will they name it Neo Lost Temple?
they will probably name it not-a-python.
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awesmoe maps! I sincerely hope that blizzard will add these to the ladder map pool
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I just wished some of the maps were made 2 player maps and not 4 players. That way the excessive amount of expansions could be cut out.
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It looks like Terminus got some re-texture work. It still looks awful, but less so than before. Don't know why they didn't just use the original tileset on that one.
Can't wait to see how these maps work out.
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Great Maps! I dream of being able to play ladder games on maps this good. Maybe by summer (when I'm done teaching & have time to play again) the ladder map pool will be stronger.
One question--and please excuse it it seems silly--is there any significance to the blue & green hexagons on Tal'Darim Altar & Crevasse?
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On February 06 2011 22:54 drewbie.root wrote:is this going to be the new version of LT? ![[image loading]](http://dl.dropbox.com/u/4781217/Maps/test%20map%201.jpg) its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol
it's what lost temple would have been from the start if they'd have left all the not so good design decisions out.
On February 06 2011 23:31 debasers wrote: I just wished some of the maps were made 2 player maps and not 4 players. That way the excessive amount of expansions could be cut out.
Looking at the maps now that are any way decent it's obvious that when blizz does maps for 4p that's where the magic happens. imho they can keep doing 4p maps
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i dont see why you wold need to modify naga caverns?
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United States7481 Posts
Hm, did crevasse always have the destructible debris on the main ramp?
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On February 07 2011 00:09 Antoine wrote: Hm, did crevasse always have the destructible debris on the main ramp?
Nope check this picture of the old version. TerminusRe got some major updates too
+ Show Spoiler +
Btw this is how the ramps have been modified: Lost Temple. :o
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wow cool. can't wait to see these in GSTL.
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I'm liking the fact that you can't block the ramp anymore.
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On February 07 2011 00:18 smileyyy wrote:Show nested quote +On February 07 2011 00:09 Antoine wrote: Hm, did crevasse always have the destructible debris on the main ramp? Nope check this picture of the old version. TerminusRe got some major updates too + Show Spoiler +Btw this is how the ramps have been modified: Lost Temple. :o ![[image loading]](http://imgur.com/7UwAg.jpg) Thank you for your LT screenshot. Can you take a screenshot of others too?
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On February 07 2011 00:55 Xeph wrote:Show nested quote +On February 07 2011 00:18 smileyyy wrote:On February 07 2011 00:09 Antoine wrote: Hm, did crevasse always have the destructible debris on the main ramp? Nope check this picture of the old version. TerminusRe got some major updates too + Show Spoiler +Btw this is how the ramps have been modified: Lost Temple. :o ![[image loading]](http://imgur.com/7UwAg.jpg) Thank you for your LT screenshot. Can you take a screenshot of others too? It is always the same method anyways / looks identical. Every main ramp has these 2 extra squares on which you cant build.
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On February 07 2011 01:00 smileyyy wrote:Show nested quote +On February 07 2011 00:55 Xeph wrote:On February 07 2011 00:18 smileyyy wrote:On February 07 2011 00:09 Antoine wrote: Hm, did crevasse always have the destructible debris on the main ramp? Nope check this picture of the old version. TerminusRe got some major updates too + Show Spoiler +Btw this is how the ramps have been modified: Lost Temple. :o ![[image loading]](http://imgur.com/7UwAg.jpg) Thank you for your LT screenshot. Can you take a screenshot of others too? It is always the same method anyways / looks identical. Every main ramp has these 2 extra squares on which you cant build. Okay, thank you. I modified OP with your screenshot.
BTW I prefer neutral supply depot method. At least, it is destructible.
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On February 07 2011 00:00 homeless_guy wrote: Great Maps! I dream of being able to play ladder games on maps this good. Maybe by summer (when I'm done teaching & have time to play again) the ladder map pool will be stronger.
One question--and please excuse it it seems silly--is there any significance to the blue & green hexagons on Tal'Darim Altar & Crevasse? They're just decorative.
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Very glad they've removed rocks blocking expansions. I never could understood that. What advantage is there to controlling an important position on the map if you can't expand behind it? Really looking forward to the GSTL now.
EDIT: But please allow us to save replays
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only change i noticed was Crevasse no longer has the 4 gold bases
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On February 07 2011 02:21 Dark-Storm wrote: only change i noticed was Crevasse no longer has the 4 gold bases If you look at both the new and the old version at once you'll see a bit more. - Ramp to main is twice the size, but half blocked by destructable rocks. - Map in general smaller, more mashed down. - Slight modifications to the edges, slightly increased/reduced space. - Different textures, size and angle on the main destructable rocks (the ones seperating bases)
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Does anyone know if the new ramps prevent the Rax + Supply Depot wall in?
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can't wait to see games on them
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On February 07 2011 02:21 Dark-Storm wrote: only change i noticed was Crevasse no longer has the 4 gold bases hmm the 4th ( the 4 bases in the middle close to the towers) have only geyser but its a rich geyser which returns 6 instead of the usual 4 gas and there are only 6 mineral patch
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These look so much better than the new blizz maps. I hope they include them in ladder at some point.
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these maps are good for me to turtle and mass 3/3 bcs and orbitals
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On February 06 2011 23:00 Blasterion wrote:Show nested quote +On February 06 2011 22:54 drewbie.root wrote:is this going to be the new version of LT? ![[image loading]](http://dl.dropbox.com/u/4781217/Maps/test%20map%201.jpg) its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol Will they name it Neo Lost Temple?
Call it Found Temple.
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whats the differences on the gomtv modified lost temple? i can't tell.
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On February 07 2011 03:21 beat farm wrote: whats the differences on the gomtv modified lost temple? i can't tell.
I think there are three extra squares of unbuildable ground.
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On February 07 2011 03:21 beat farm wrote: whats the differences on the gomtv modified lost temple? i can't tell.
You can no longer wall off the ramp with two bunkers.
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I am really depressed that we don't get these on the ladder
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On February 07 2011 03:43 floor exercise wrote: I am really depressed that we don't get these on the ladder
Lol this...on the one hand, I'm so excited to see the maps on GSTL, on the other hand, I'm deeply sad inside that we probably won't be able to play on any of these on ladder
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On February 07 2011 02:34 Lexvink wrote: Does anyone know if the new ramps prevent the Rax + Supply Depot wall in?
Looking at the picture, yes they do.
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could we get a re-up with spawning positions? they're especially confusing on the first two.
also, can you reup the ramps with "buildable squares in a seperate color from walkable squares? thanks! nice work
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On February 06 2011 21:07 Lunat!c wrote: I think those maps are great! But I already saw some games on them and from what I saw I am pretty sure that those maps change the whole balance of the game e.g. Protoss can easily take 3 bases and build up a perfect army against zerg with maps like these we will need a lot of balance patches... Terrible mindset. New maps will require new strats and innovation in play, yes. It's not very constructive to just assume that balance patches will be needed.
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Ähm Iam not sure but...where/how can I download those maps ? Are they not released yet or is this GSL specific stuff ? Would love to try these out, even the older versions.
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On February 07 2011 04:03 Mentymion wrote: Ähm Iam not sure but...where/how can I download those maps ? Are they not released yet or is this GSL specific stuff ? Would love to try these out, even the older versions.
I dunno about the newest versions, but the old ones have been on b.net for some time. You go into create map and search for "GSL". Then you DL them and create like that everytime, I think.
Also, I want these on ladder. nao.
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Watch and learn blizzard mapmakers.
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Rocks removed! Perfect.
I still don't know why they're throwing crossfire in there.
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i wonder if people will just bunker up the ramp
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Are these up on SEA yet? I can't find them. Only managed to search for Crevasse.
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I am really depressed that we don't get these on the ladder
There's still hope... Blizzard may possibly add a couple GSTL maps along with a couple of their Testmaps (depending on how balance/feedback goes) and keep 4 or so of their current maps (Shakuras, Xel Naga, Scrap Station, Metal, no LT because of LT 2.0 aka Testmap1) ending up with 8 maps.
I won't be surprised if they don't but I hope they do
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My opinion after only looking at these maps, and not really playing them much, is that they are definitely better then most of the maps we have in the ladder right now. Personally I feel like Crevasse and Terminus RE are by far the best of the group of maps. Tal Darim Altar looks like it may be a bit too big, and I have a hunch that Crossfire SE will be a bit Terran favored, but maybe not (I'm a bit undecided on that).
Anyways I'm really happy to see a shift in the type of maps in the map pool for tournaments, hopefully soon the general size and style of maps normalize so that it doesn't feel like you're playing totally different games depending on what map you're playing
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man we wont get to play this on ladder...
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The maps looks fucking terrific. I can't wait to see them used in GSL as well as GTSL. I hope blizzard wisens up and realizes their maps are mostly garbage and implement these.
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On February 06 2011 19:52 Xeph wrote:Show nested quote +On February 06 2011 19:48 Special Endrey wrote: Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ? Pre-installed destructible neutral supply depots to prevent entrance-blocking with two bunkers or three pylons. You can see an example on Terminus RE.
Why do they/you/anyone feel that you need to dictate the strategies used in the game? This just seems like a completely unecessary and overly drastic measure to something which is really not an issue anymore. Infact you could very easily argue that this is just removing a skill factor from the game (timing for zergs to patrol at the bottom of the ramp) and dumbing it down.
Whens the last time you even saw a pylon block in professional play? Whens the last time you saw a pylon block that then led onto Protoss winning in a professional game?
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yea i wish it was these maps on ladder, not the new blizzard maps.. but i hope the blizzard maps are good.
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On February 07 2011 15:32 Sakarabu wrote:Show nested quote +On February 06 2011 19:52 Xeph wrote:On February 06 2011 19:48 Special Endrey wrote: Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ? Pre-installed destructible neutral supply depots to prevent entrance-blocking with two bunkers or three pylons. You can see an example on Terminus RE. Why do they/you/anyone feel that you need to dictate the strategies used in the game? This just seems like a completely unecessary and overly drastic measure to something which is really not an issue anymore. Infact you could very easily argue that this is just removing a skill factor from the game (timing for zergs to patrol at the bottom of the ramp) and dumbing it down. Whens the last time you even saw a pylon block in professional play? Whens the last time you saw a pylon block that then led onto Protoss winning in a professional game? There were plenty of pylon blocks and cannon rushes back in the Dreamhack LAN tournament. Plus, I think this fix was more geared towards bunker-blocks, especially since Blizzard fixed pylon-blocks after their last patch. Many, many more games have been decided by these bunker-blocks.
Better safe than sorry, especially considering the shit-storm that usually arises if someone tries to bunker-block or pylon-block. GOM doesn't want people to freak out and stop watching GSL after one person does a ramp block in one game (i.e. Idra vs Jinro on Metalopolis).
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huge maps, I like them. They look cool and are suited for macro play.
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So it's still possible to block the ramp but you need to place 4 bunkers instead of 3 now... On the other hand it's not possible to block if you're a Protoss since it'd cost a fortune to do so.
Good changes though.
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Those look so sick holy cow
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btw they didnt change the thor->hatch thing on the cliff? such a tiny change that would fix zvt on lt (outside of maybe close positions)
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Only Crevasse is up on SEA from what I searched. The other maps are all the previous versions (before the modifications).
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I wish I can play on those maps on ladder. So I can do banneling burst all games while other guys trying to expand because they think they can safely expand on large map. It takes seconds for speedling to get to the other guy base.
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