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New Maps in 1v1 Pool - Page 23

Forum Index > SC2 General
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Prev 1 21 22 23 24 25 68 Next
whatthefat
Profile Blog Joined August 2010
United States918 Posts
February 26 2011 05:51 GMT
#441
Well, I'm willing to give these maps a chance, they look interesting. But I'm as baffled as everyone else by the decision to retain Horrible Quandrant instead of Shakuras Plateau, and I say this despite having a pretty terrible record on the latter.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
February 26 2011 05:52 GMT
#442
Finally. They started to rotate the map pool, as well as removing some bad maps. And the new maps are larger too. This is epic
Sad to see shakuras go, it was my fav map.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
Mephiztopheles1
Profile Blog Joined December 2010
1124 Posts
February 26 2011 05:57 GMT
#443
Hmmmm, saw the new maps, started to re-ladder, lost seven in a row, got downgraded ;(

In a less personal note. I'm not liking the new LT, it really seems too short even in cross positions...

But at least JB and steppes are out of the picture.
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
February 26 2011 05:59 GMT
#444
...Really getting rid of Lost Temple (or adjusting it and changing)... T-T ...and Shakuras??!!... Will be playing in this maps definitely but yeah I think Blizzard should adjust to GSL map pool...

With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
kretz
Profile Joined May 2010
United States29 Posts
February 26 2011 06:10 GMT
#445
Got rushed 4 games in a row. I don't know if it was just coincidence or the maps
who let the k out
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2011-02-26 06:35:39
February 26 2011 06:34 GMT
#446
Wasn't there a test map that was a crappier version of Skahuras? I guess it was intended as a replacement? And then they decided not to because of the bad community reaction?

Since they took five maps out and put in 4...maybe Shakuras was intended to be replaced, they decided against it, but it got removed anyway by accident? Please?

Did anyone like Slag Pits, though? It's a big map with no bases on it....doesn't that please nobody?
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 26 2011 06:37 GMT
#447
from the map descriptions..

Backwater Gulch. "Destroying rocks will provide additional attack routes.."
Shattered temple. "Destroy rocks to reveal alternative attack paths.."
Typhon Peaks . "Destroying rocks will provide for additional attack paths"
Slag Pits. "Rocks open shorter attack routes"

Slag Pits close spawns there is 20 or 21 ingame seconds from bottom of your main ramp to opponent's ramp. On Metalopolis, it's 23 ingame seconds close spawn. ......

ModeratorBlame yourself or God
Asparagus
Profile Joined December 2010
United States269 Posts
February 26 2011 06:42 GMT
#448
This isn't a troll post, but can anyone list why Delta Quadrant was/is known as a bad map? I'm confused, I have the most even win% on this map (besides the obvious hard to take 3rd if he's across the map laterally.
This isn't the right quote!
dim2thesum
Profile Joined May 2010
United States65 Posts
February 26 2011 06:43 GMT
#449
no more LT
win some, lose some, dim sum
Diamond
Profile Blog Joined May 2009
United States10796 Posts
February 26 2011 06:47 GMT
#450
On February 26 2011 15:37 Zelniq wrote:
from the map descriptions..

Backwater Gulch. "Destroying rocks will provide additional attack routes.."
Shattered temple. "Destroy rocks to reveal alternative attack paths.."
Typhon Peaks . "Destroying rocks will provide for additional attack paths"
Slag Pits. "Rocks open shorter attack routes"

Slag Pits close spawns there is 20 or 21 ingame seconds from bottom of your main ramp to opponent's ramp. On Metalopolis, it's 23 ingame seconds close spawn. ......



So many rocks on those maps. and hard to defend naturals. Cool stuff
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
February 26 2011 06:53 GMT
#451
On February 26 2011 15:42 Asparagus wrote:
This isn't a troll post, but can anyone list why Delta Quadrant was/is known as a bad map? I'm confused, I have the most even win% on this map (besides the obvious hard to take 3rd if he's across the map laterally.

Rush distance so short and natural entrance sooo wide :/
Progamertwitter.com/welmu1 | twitch.com/Welmu1
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
February 26 2011 06:54 GMT
#452
On February 26 2011 08:24 RndmGdNck wrote:
Thank god I'll actually start laddering again. But no Shakuras??? error maybe?


They keep removing and returning Shakuras. They must have something that's hinting to them it needs to be done. Perhaps a race isn't doing too well on that map.
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
February 26 2011 07:04 GMT
#453
I really don't like blizz's map-making thought process. I'm not too sure what makes a map "good", like python. however, I'm pretty damn sure it's not "adding depth" to maps by putting letting players be "sneaky" and take down backdoor rocks. For this reason, I'm glad blistering sands and jungle basin are gone.
Strangely enough I think I'll miss Shakuras, even with its backdoors. I just liked that map for some reason =/
HackBenjamin
Profile Blog Joined January 2011
Canada1094 Posts
February 26 2011 07:05 GMT
#454
Typhon seems almost unplayable for zerg. The paths are so narrow that they can't seem to get enough surface area on my units, and you follow up with some well placed force fields behind them and proceed to victory. If Helen Keller were alive, she could beat a zerg handily on this map.
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
February 26 2011 07:06 GMT
#455
On February 26 2011 16:04 Kid-Fox wrote:
I really don't like blizz's map-making thought process. I'm not too sure what makes a map "good", like python. however, I'm pretty damn sure it's not "adding depth" to maps by putting letting players be "sneaky" and take down backdoor rocks. For this reason, I'm glad blistering sands and jungle basin are gone.
Strangely enough I think I'll miss Shakuras, even with its backdoors. I just liked that map for some reason =/


Yeah. I really don't like the rocks mechanic that much. Although, I think that's just a result of being a terran player, as the point of being a meching, macro style terran player is to control the point of engagement, and rocks make this more difficult..
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
February 26 2011 07:07 GMT
#456
On February 26 2011 15:42 Asparagus wrote:
This isn't a troll post, but can anyone list why Delta Quadrant was/is known as a bad map? I'm confused, I have the most even win% on this map (besides the obvious hard to take 3rd if he's across the map laterally.


Positional imbalance is present in every matchup including mirrors. One player's back expo is much closer to the other player's base by air. There are a few other tiny things that give one player an advantage due to spawn locations.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 26 2011 07:09 GMT
#457
On February 26 2011 13:30 RoyalFlush1994 wrote:
lets take the best terran map and make it zerg favored nice work blizzard


how's it zerg favored? Would like to hear this lol.
When I think of something else, something will go here
avilo
Profile Blog Joined November 2007
United States4100 Posts
February 26 2011 07:10 GMT
#458
On February 26 2011 15:37 Zelniq wrote:
from the map descriptions..

Backwater Gulch. "Destroying rocks will provide additional attack routes.."
Shattered temple. "Destroy rocks to reveal alternative attack paths.."
Typhon Peaks . "Destroying rocks will provide for additional attack paths"
Slag Pits. "Rocks open shorter attack routes"

Slag Pits close spawns there is 20 or 21 ingame seconds from bottom of your main ramp to opponent's ramp. On Metalopolis, it's 23 ingame seconds close spawn. ......



yah man, it's pretty bad I played a few ladder games as Z on these and early/mid game is absolutely ridiculous to defend your nat versus all the things p/t can do. But I can see if the games go late that Z has a nice advantage.

And that new lost temple thing is pretty damn awesome for Z with the huge open middle.

I think everyone agrees - GSL/iccup maps plz!
Sup
Arcanne
Profile Joined August 2010
United States1519 Posts
February 26 2011 07:10 GMT
#459
Maps are a joke
Professional tech investor, part time DotA scrub | Follow @AllMeasures on Twitter
entrust
Profile Joined February 2011
Poland196 Posts
February 26 2011 07:16 GMT
#460
I like the new maps. PPL gonna hate. I'd also rather have GSL maps cus they are so nice, but this maps are better than the previous one and the new lost temple is sweet, not for me cus i always used the ramps to win my games :D anyway I still like it.
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