On February 28 2011 05:41 Gecko wrote:
Where are the destructible rocks going to be?
Where are the destructible rocks going to be?
They're connecting all the mains with back doors, and blocking the path with destructible rocks.
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monitor
United States2408 Posts
On February 28 2011 05:41 Gecko wrote: Show nested quote + On February 28 2011 05:34 parn wrote: On February 28 2011 05:27 sAfuRos wrote: Anyone else think regular old LT was just fine? Yup, but it required skills for Zerg to handle the fast thor drop, so they just made the map even more flat: no more islands, no more natural cliffs, no more middle stuff, now it's almost football-field like. "Blizzard has a huge RTS knowledge to promote", here's the last new map idea they're working on (they're still not sure where to put the XT, need some test on PTR): Where are the destructible rocks going to be? They're connecting all the mains with back doors, and blocking the path with destructible rocks. | ||
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sushiman
Sweden2691 Posts
On February 28 2011 04:18 orotoss wrote: Anybody else feel like the new 2v2 maps encourage super early rush builds even more than the previous maps? Why are the teammates so far from one another? Every game is just speedling/zealot or speedling/hellion. The best 2v2 games also happened on Twilight Fortress, War Zone, or High Orbit. With these new maps, the average game time is less than 6 minutes. I've had almost only long macro games on the new 2v2 maps. The distance is long between the bases, but most of the ramps are tighter (except on two of the RSG mains) than other 2v2 maps, and potential 3rd expos are better placed than the old maps where one player on a team often had to get a badly positioned 3rd. I've longed for some teamplay maps where your bases aren't ridiculously close, it makes games a bit more like in BW. RSG is horrible though. | ||
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0neder
United States3733 Posts
We want surprise, we want luck, we want the unexpected! Ugh! | ||
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parn
France296 Posts
On February 28 2011 05:47 monitor wrote: Show nested quote + On February 28 2011 05:41 Gecko wrote: On February 28 2011 05:34 parn wrote: On February 28 2011 05:27 sAfuRos wrote: Anyone else think regular old LT was just fine? Yup, but it required skills for Zerg to handle the fast thor drop, so they just made the map even more flat: no more islands, no more natural cliffs, no more middle stuff, now it's almost football-field like. "Blizzard has a huge RTS knowledge to promote", here's the last new map idea they're working on (they're still not sure where to put the XT, need some test on PTR): Where are the destructible rocks going to be? They're connecting all the mains with back doors, and blocking the path with destructible rocks. Exactly. No need to say this map will be macro orientated. | ||
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Qntc.YuMe
United States792 Posts
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FrostedMiniWeet
United States636 Posts
On February 28 2011 05:57 DreamRaider wrote: so question: As a protoss, what maps should i omit? If you're not able to determine which maps you should omit, then you're almost certainly at a skill level where it doesn't really matter. | ||
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sleepingdog
Austria6145 Posts
On February 28 2011 05:29 Shifft wrote: Show nested quote + On February 28 2011 05:27 sAfuRos wrote: Anyone else think regular old LT was just fine? I think the paths to the "islands" are a good change, the changes to the middle of the map and the way the natural was reworked (namely making the choke so much wider) are bad changes. Pretty much nailed it. The fact that Blizz honestly thinks the small choke was a "bad" thing worth getting rid of shows just how little they know about how most of the community (who cares enough) wants the matches to play out. God forbid, the small choke to the natural actually was some sort of defenders-advantage.... On February 28 2011 05:59 FrostedMiniWeet wrote: Show nested quote + On February 28 2011 05:57 DreamRaider wrote: so question: As a protoss, what maps should i omit? If you're not able to determine which maps you should omit, then you're almost certainly at a skill level where it doesn't really matter. Hmm...I think it's not that easy. Against zerg I'd thumb down shattered temple, but against terran it's now more playable because abusive ledge-drops are gone and the third in the corner allows for an easy drop-defense (you only need to protect the third and will catch every dropship trying to get to your natural). | ||
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Lobotomist
United States1541 Posts
I'm totally ok with Shakuras getting removed. | ||
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Metatrone
5 Posts
Slag Pits - sucks, should be removed asap Typhon Peaks - is interesting, but up and down position is too easy to march in the natural through the destructable, in TvZ especially New Temple - is good, but a bit scary vZ cross position. Shakuras should be brought back | ||
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Porta-
Norway46 Posts
Gives me a bit of hope. | ||
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Roflhaxx
Korea (South)1244 Posts
enough said | ||
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TheRPGAddict
United States1403 Posts
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Caelixx
United States283 Posts
On February 28 2011 06:37 TheRPGAddict wrote: Why doesnt Blizz just make their lives easy and better for the community and add the GSL maps and add back Shakuras Plateau. Yeah, really. Why would they remove Shakuras Plateau and not Delta Quadrant anyways? All of my most epic ladder matches were on Shakuras and they removed it. Not quite sure of the reasoning. | ||
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TheRPGAddict
United States1403 Posts
On February 27 2011 10:14 Valette1565 wrote: Two of them are redone maps (backwater and shattered). Typhoon is a failed attempt at creating a decent macro map like the new GSL ones, I mean, compared to what it could be, it cannot compare, and Slag Pits is basically Metalopolis with closer positions, an open middle, and repositioned high yield expansions. I like the new maps. I think they are a bit of a concession to the players who want the larger maps, like those used in the GSL. Though I don't think this will completely satisfy all, I think, if given time, the maps will prove themselves to all. | ||
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SoapSC
Netherlands112 Posts
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GinDo
3327 Posts
On February 28 2011 05:23 hugman wrote: Typhon could be decent if it were reworked a bit, the natural in particular, but also the extra paths with destructible rocks. The natural is acutaly really easy to hold. Xelnaga's Natural is harder to hold. The only issue i feel with this map is Top Bottom. The back door route blocked by Rocks makes for stupid games where Collosi and Tanks Rape. | ||
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Bleak
Turkey3059 Posts
Aside from the slag pits, I think overall, the change brough fresh breath to the ladder. | ||
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Honeybadger
United States821 Posts
And what is this fetish with destructible rocks? They should be a flavor adder in a -few- maps, not the defining feature in -all- the maps. | ||
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Honeybadger
United States821 Posts
On February 28 2011 06:32 Roflhaxx wrote: Slag pits, spawning close pos ZvT enough saidTo quote the immortal jinro, "free win." | ||
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ki11z0ne
United States427 Posts
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