New Maps in 1v1 Pool - Page 23
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whatthefat
United States918 Posts
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TheDominator
New Zealand336 Posts
Sad to see shakuras go, it was my fav map. ![]() | ||
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Mephiztopheles1
1124 Posts
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. | ||
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TemplarCo.
Mexico2870 Posts
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kretz
United States29 Posts
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Ribbon
United States5278 Posts
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? | ||
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Zelniq
United States7166 Posts
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. ...... | ||
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Asparagus
United States269 Posts
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dim2thesum
United States65 Posts
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Diamond
United States10796 Posts
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 ![]() | ||
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Welmu
Finland3295 Posts
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 :/ | ||
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TERRANLOL
United States626 Posts
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. | ||
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Kid-Fox
Canada400 Posts
Strangely enough I think I'll miss Shakuras, even with its backdoors. I just liked that map for some reason =/ | ||
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HackBenjamin
Canada1094 Posts
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TERRANLOL
United States626 Posts
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.. | ||
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TheTenthDoc
United States9561 Posts
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. | ||
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blade55555
United States17423 Posts
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. | ||
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avilo
United States4100 Posts
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! | ||
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Arcanne
United States1519 Posts
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entrust
Poland196 Posts
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