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[GSTL] Map and Team Preview - Page 6

Forum Index > SC2 General
106 CommentsPost a Reply
Prev 1 4 5 6 All
labbe
Profile Joined October 2010
Sweden1456 Posts
February 08 2011 13:15 GMT
#101
On February 08 2011 15:13 Rokk wrote:
I don't understand this misconception that large "macro maps" won't have as much micro as smaller maps. There probably won't be as much cheese, but have you watched the two Taldarim matches? There was constant engagements between the two players, where each of the engagements were won and lost in micro. When there wasn't micro, that only shows that a player has room to improve, not that micro is unimportant. If anything, the larger maps allow a player the possibility to come back from an earlier mistake through good use of macro/micro.

Exactly, bigger maps = More micro intensive, clever play. Less A-move timing pushes and cheese.
purecarnagge
Profile Joined August 2010
719 Posts
February 08 2011 17:05 GMT
#102
On February 08 2011 12:05 monitor wrote:
Show nested quote +
On February 08 2011 12:02 SoLaR[i.C] wrote:
I may be the odd man out, but I absolutely hate the fact that it's so easy to secure several expansions on some of these maps.

I fear that the days of small, micro-intensive battles will soon be gone...


Well these maps take map size and close expansions to the max. I too feel that they are too big and will be big macro-fests. They are great concepts, but can only be balanced if they are much smaller. Tal'Darim Alter is something like 156x170... LT is 120x128 or so.


+ Show Spoiler +
you missed polt primes MM pwnage.
Fungal Growth
Profile Joined November 2010
United States434 Posts
February 09 2011 00:37 GMT
#103
So maybe I'm totally ignorant on all this...but what kept team liquid from participating in the GSTL?
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
February 09 2011 00:40 GMT
#104
On February 09 2011 09:37 Fungal Growth wrote:
So maybe I'm totally ignorant on all this...but what kept team liquid from participating in the GSTL?

Not enough players in the GSL resulting in not enough points to participate .. if i remember correctly..

You needed at least 8 players if i believe..

If ZeNex can use Zenith and Nex players.. i was hoping oGs/TL could use liquid guys.. oh well ><

+ Show Spoiler +
after oGs got slaughtered last night, we will have to wait until next season hehe
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
Rokk
Profile Joined March 2010
United States425 Posts
February 09 2011 01:44 GMT
#105
On February 09 2011 09:40 bkrow wrote:
Show nested quote +
On February 09 2011 09:37 Fungal Growth wrote:
So maybe I'm totally ignorant on all this...but what kept team liquid from participating in the GSTL?

Not enough players in the GSL resulting in not enough points to participate .. if i remember correctly..

You needed at least 8 players if i believe..

If ZeNex can use Zenith and Nex players.. i was hoping oGs/TL could use liquid guys.. oh well ><

+ Show Spoiler +
after oGs got slaughtered last night, we will have to wait until next season hehe


The difference is that ZeNex is a new team made up of Zenith and NEX players. oGs/TL is a partnership, but they are still two separate teams.
Dimitris
Profile Blog Joined August 2010
Belgium25 Posts
Last Edited: 2011-02-09 07:27:05
February 09 2011 07:25 GMT
#106
On February 09 2011 09:40 bkrow wrote:
Show nested quote +
On February 09 2011 09:37 Fungal Growth wrote:
So maybe I'm totally ignorant on all this...but what kept team liquid from participating in the GSTL?

Not enough players in the GSL resulting in not enough points to participate .. if i remember correctly..

You needed at least 8 players if i believe..


Not exactly eight people. Team Liquid needed one more guy in code A to get even in points with SlayerS, or one more guy in code S to beat SlayerS.
http://wiki.teamliquid.net/starcraft2/GSTL_Rankings
rexob
Profile Joined April 2010
Sweden202 Posts
February 10 2011 00:41 GMT
#107
Is it just me that feel like maps that has 4 starting locations and the main + the natrual point towards another main - is bad/umbalanced when two placers spawn close-position? let me try to show u. X=Main base/spawn and the arrow is where the natrual entrance is:

X <-X
\|/
/|\
X-> X

just like Crevasse and Terminus Re.
I just think that if a Terran spawn at 6 and P/Z spawn at 3, the terran player will can allways just load up a drop-ship and drop other player's main, kill of alot and then be back and def his natrual when his opponent pushes out. the player at 3 doesn't have the time to drop the other players main while he pushes out but the player at 6 does. and with the fact that drop ships are faster than a common coloussous/HT P army or an hydra/roach army off creep, I just think that some of the 4players-map is imbalanced when all natruals "points" towards a main
it's a good day to die
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