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New Maps in 1v1 Pool - Page 52

Forum Index > SC2 General
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monitor
Profile Blog Joined June 2010
United States2409 Posts
February 27 2011 20:47 GMT
#1021
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.
https://liquipedia.net/starcraft2/Monitor
sushiman
Profile Joined September 2003
Sweden2691 Posts
February 27 2011 20:47 GMT
#1022
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.
1000 at least.
0neder
Profile Joined July 2009
United States3733 Posts
February 27 2011 20:53 GMT
#1023
Why are XelNaga Towers so prevalent? Doesn't Blizzard understand that it's more exciting if players DON'T know everything that's going on in the middle of the map? I mean some of the descriptions even spell out that ALL KEY attack paths are covered by the towers. Why?

We want surprise, we want luck, we want the unexpected! Ugh!
parn
Profile Joined December 2010
France296 Posts
February 27 2011 20:54 GMT
#1024
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.
We are what we repeatedly do. Excellence, then, is not an act, but a habit.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
February 27 2011 20:57 GMT
#1025
so question: As a protoss, what maps should i omit?
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
February 27 2011 20:59 GMT
#1026
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.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-02-27 21:03:53
February 27 2011 21:01 GMT
#1027
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).
"You see....YOU SEE..." © 2010 Sen
Lobotomist
Profile Joined May 2010
United States1541 Posts
February 27 2011 21:05 GMT
#1028
I know as a zerg player that I'm supposed to like Shakuras Plateau because of the rush distance, but ZvP is difficult on that map, as the bases are difficult to assault due to the ramps, and protoss has an easy time going air due to the voidray charging station backdoor rocks. ZvT is pretty ugly half the time too, if you spawn close. Pushes through the rock path are very hard to stop.

I'm totally ok with Shakuras getting removed.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Metatrone
Profile Joined October 2010
5 Posts
February 27 2011 21:15 GMT
#1029
Backwater Gulch - could be good if they put the main entrance to point at the natural.
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
Porta-
Profile Joined December 2010
Norway46 Posts
February 27 2011 21:24 GMT
#1030
At least they're showing that they can improve the maps that are already in the pool.

Gives me a bit of hope.
Roflhaxx
Profile Joined April 2010
Korea (South)1244 Posts
February 27 2011 21:32 GMT
#1031
Slag pits, spawning close pos ZvT enough said
A game where the first thing you do is scout with a “worker”. Does that make any sense? Who scouts with a “worker”? That’s like sending out the janitor to perform recon, what general would do that? Retarded game.
TheRPGAddict
Profile Joined October 2010
United States1403 Posts
February 27 2011 21:37 GMT
#1032
Why doesnt Blizz just make their lives easy and better for the community and add the GSL maps and add back Shakuras Plateau.
Caelixx
Profile Joined September 2010
United States283 Posts
February 27 2011 21:39 GMT
#1033
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.
Fruitdealer proved that balance didn't stop good players from making good decisions. Balance whining only makes it acceptable to your mind for you to lose, which is ultimately unacceptable.
TheRPGAddict
Profile Joined October 2010
United States1403 Posts
Last Edited: 2011-02-27 22:19:51
February 27 2011 21:43 GMT
#1034
On February 27 2011 10:14 Valette1565 wrote:
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.
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.
SoapSC
Profile Joined February 2011
Netherlands112 Posts
February 27 2011 21:45 GMT
#1035
Why shakura's out?
umad?
GinDo
Profile Blog Joined September 2010
3327 Posts
February 27 2011 21:45 GMT
#1036
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.

ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
February 27 2011 22:00 GMT
#1037
I'm loving the Typhon Peaks. It has been my fav map. Backwater Gulch is also nice. Slag Pits is horrible, no way to get a reasonable 3rd or 4th, vetoed. Shattered Temple is nice, that third at the back is sweet. Also, the middle and the path to natural is much larger, allowing for better engagements.

Aside from the slag pits, I think overall, the change brough fresh breath to the ladder.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
Honeybadger
Profile Joined August 2010
United States821 Posts
February 27 2011 22:03 GMT
#1038
Who seriously thought slag pits was a good idea? Did anyone even try to play that game in a 1v1 before including it? you are -not- allowed to take a third. period.

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.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
Honeybadger
Profile Joined August 2010
United States821 Posts
February 27 2011 22:04 GMT
#1039
On February 28 2011 06:32 Roflhaxx wrote:
Slag pits, spawning close pos ZvT enough said


To quote the immortal jinro, "free win."
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
ki11z0ne
Profile Joined January 2011
United States427 Posts
February 27 2011 22:05 GMT
#1040
shattered temple is way TOO open in the middle centuries are USLESS
SC > halo
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