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New Maps in 1v1 Pool - Page 54

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akaname
Profile Joined July 2010
United Kingdom599 Posts
February 27 2011 23:07 GMT
#1061
i like em, and i like that blizzard are map rotating. maybe slag pits is a bit silly, can TD that. this is definitely a move in the right direction at least for the non-pros. really dont think the GSL maps would be good at lower levels.

hmmm maybe Blizzard should force feed us pumpkin pie, so we realise that chicken is actually better...
There can be only none
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
February 27 2011 23:09 GMT
#1062
you know in the best case SC2 will die off, some Korean company buys the ownership of SC1, and we all go back to bw.
But come to think of it, the hard to defend 3rd shouldn't hurt zerg too much since a 3rd is never easy to defend anyways, and given creep it hardly matters. I think it actually hurts terran and protoss more, which I feel comfortable.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
February 27 2011 23:10 GMT
#1063
On February 28 2011 08:07 akaname wrote:
really dont think the GSL maps would be good at lower levels.
.


why?
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
DasHawk
Profile Joined August 2010
Denmark362 Posts
Last Edited: 2011-02-27 23:13:44
February 27 2011 23:12 GMT
#1064
On February 28 2011 08:10 evanthebouncy! wrote:
Show nested quote +
On February 28 2011 08:07 akaname wrote:
really dont think the GSL maps would be good at lower levels.
.


why?


I agreed with his statement, i think many lower level players would feel akward on alot of the bigger maps. At least thats what i hear from some of my more SC2 newbie friends. They like the smaller simpler maps more...
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
February 27 2011 23:12 GMT
#1065
On February 28 2011 08:09 evanthebouncy! wrote:
you know in the best case SC2 will die off, some Korean company buys the ownership of SC1, and we all go back to bw.
But come to think of it, the hard to defend 3rd shouldn't hurt zerg too much since a 3rd is never easy to defend anyways, and given creep it hardly matters. I think it actually hurts terran and protoss more, which I feel comfortable.


iunno about that theory, since jungle basin had undefendable thirds and protoss/terran pretty much autowin vs zerg in that map.
We spend our youth attaining wealth, and our wealth attaining youth.
branflakes14
Profile Joined July 2010
2082 Posts
February 27 2011 23:13 GMT
#1066
On February 28 2011 08:10 evanthebouncy! wrote:
Show nested quote +
On February 28 2011 08:07 akaname wrote:
really dont think the GSL maps would be good at lower levels.
.


why?


Apart from Crossfire, they're just too big. Hell, even at higher levels they strike me as a wee bit large.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
February 27 2011 23:17 GMT
#1067
On February 28 2011 08:12 AssuredVacancy wrote:
Show nested quote +
On February 28 2011 08:09 evanthebouncy! wrote:
you know in the best case SC2 will die off, some Korean company buys the ownership of SC1, and we all go back to bw.
But come to think of it, the hard to defend 3rd shouldn't hurt zerg too much since a 3rd is never easy to defend anyways, and given creep it hardly matters. I think it actually hurts terran and protoss more, which I feel comfortable.


iunno about that theory, since jungle basin had undefendable thirds and protoss/terran pretty much autowin vs zerg in that map.


Ah but that's more to do with the linear attack path and in fact, a 3rd is rediculously easy to hold as Terran, just get the highground right?

You are saying the 3rd is hard to defend for zerg, not for terran/toss who push straight.

The newer maps have a circular feel to them, that's what I like the most. Sure the attack path is closer, but there's a lot more flanking possibilities. Remember Rush Hour? It was a great map because of its circular dynamics.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
NexUmbra
Profile Blog Joined June 2009
Scotland3776 Posts
February 27 2011 23:17 GMT
#1068
On February 28 2011 08:13 branflakes14 wrote:
Show nested quote +
On February 28 2011 08:10 evanthebouncy! wrote:
On February 28 2011 08:07 akaname wrote:
really dont think the GSL maps would be good at lower levels.
.


why?


Apart from Crossfire, they're just too big. Hell, even at higher levels they strike me as a wee bit large.


I don't exactly see why a lower level player wouldn't like GSL maps, they may not know why they are *better* I think it would help lower levels as cheese can be easier to hold off on the bigger maps :/
Life has won two GSLs and a Blizzard Cup. NOT three GSLs.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
February 27 2011 23:18 GMT
#1069
On February 28 2011 08:13 branflakes14 wrote:
Show nested quote +
On February 28 2011 08:10 evanthebouncy! wrote:
On February 28 2011 08:07 akaname wrote:
really dont think the GSL maps would be good at lower levels.
.


why?


Apart from Crossfire, they're just too big. Hell, even at higher levels they strike me as a wee bit large.


I guess. But my newb friends all they do is 7 roach rush hahHAha, maybe they'll stay nub, that's okay i guess...
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
archwaykitten
Profile Joined May 2010
90 Posts
February 27 2011 23:20 GMT
#1070
On February 28 2011 07:42 Ribbon wrote:
I feel like Blizzard maps are good for the game, even if they're not good as maps.

A lot of the Blizzard maps are full of ideas. Enough are bad that the maps as a whole aren't great, but people tend to focus exclusively on that and overlook the good ones. Whatever you think of Scrap Station as a whole, it proved that having the mains close by air but far by ground was a.) Conducive to a macro game, and b.) Balanced. That wasn't true in BW (See: Dreamliner), and it may have been a while before any one at ICCUP or GOM thought to try something that failed in BW, if they ever did. We learned something there, that we wouldn't have learned from a "good" map.

Pretty much every map Blizzard's made has had an idea that worked (with the exception of Blistering, which at least taught us some really interesting things about TvZ because the balance swung around). These ideas can later be added to better maps.

Slag pits has an idea that could work: Zerg needs more expos than the opponent. Making a lot of easy bases lets P and T turtle up a deathball too easily. Blizzard made a map where Zerg could deny bases easily. Does that work? Dunno. Catz seems to think so on his stream. It certainly not something I've seen GOM or ICCUP try. If it works, it heralds a lot of new info on balance and making good maps. If it doesn't....ah well. We tried.

A bad map with a gimmick is a lot better than a bad map that's forgettable. It's kind of annoying that Blizzard is using the ladder as a beta test of map ideas like that, but the game will be a lot better in 2012 than it would be if Blizzard copycatted GSL maps.

Chill on the hate a little, guys


Excellent post Ribbon.

We don't know what makes for an excellent map in SC2 yet. That being the case, I think map variety should be Blizzard's primary focus. I think it's good for the game to have some maps with close spawn distances and some maps with a lot of easily defended expansion potential. For now, anyway.
akaname
Profile Joined July 2010
United Kingdom599 Posts
Last Edited: 2011-02-27 23:28:57
February 27 2011 23:27 GMT
#1071
On February 28 2011 08:10 evanthebouncy! wrote:
Show nested quote +
On February 28 2011 08:07 akaname wrote:
really dont think the GSL maps would be good at lower levels.
.


why?


on the basis that i'm lower level and i've played them and they're too much. being caught miles away from your base and losing, after 10 minutes of nothing... not for me, thanks. oh, and i was winning my games, not satisfying compared to small skirmishes and rush possibilities.
NOTE: this is my own experience, that's why i said 'i think'. i got a bit flamed for saying this in another thread. but i do believe a lot of lower levels saying 'bring in GSL maps' don't really know what they're talking about - would be cool to have them in grandmaster league though
There can be only none
TheRPGAddict
Profile Joined October 2010
United States1403 Posts
February 27 2011 23:31 GMT
#1072
On February 28 2011 08:27 akaname wrote:
Show nested quote +
On February 28 2011 08:10 evanthebouncy! wrote:
On February 28 2011 08:07 akaname wrote:
really dont think the GSL maps would be good at lower levels.
.


why?


on the basis that i'm lower level and i've played them and they're too much. being caught miles away from your base and losing, after 10 minutes of nothing... not for me, thanks. oh, and i was winning my games, not satisfying compared to small skirmishes and rush possibilities.
NOTE: this is my own experience, that's why i said 'i think'. i got a bit flamed for saying this in another thread. but i do believe a lot of lower levels saying 'bring in GSL maps' don't really know what they're talking about - would be cool to have them in grandmaster league though
I am also a lower level player but I think that that is less of a map imbalance than it is a fault of the player. The maps force you to play fundamentally correct and better give the win to the more deserving player than those winning off of a fluke. That situation with proper play should not happen and if it does, is the fault of the player, not the map or a fluke.
akaname
Profile Joined July 2010
United Kingdom599 Posts
Last Edited: 2011-02-27 23:38:56
February 27 2011 23:36 GMT
#1073
On February 28 2011 08:31 TheRPGAddict wrote:
Show nested quote +
On February 28 2011 08:27 akaname wrote:
On February 28 2011 08:10 evanthebouncy! wrote:
On February 28 2011 08:07 akaname wrote:
really dont think the GSL maps would be good at lower levels.
.


why?


on the basis that i'm lower level and i've played them and they're too much. being caught miles away from your base and losing, after 10 minutes of nothing... not for me, thanks. oh, and i was winning my games, not satisfying compared to small skirmishes and rush possibilities.
NOTE: this is my own experience, that's why i said 'i think'. i got a bit flamed for saying this in another thread. but i do believe a lot of lower levels saying 'bring in GSL maps' don't really know what they're talking about - would be cool to have them in grandmaster league though
I am also a lower level player but I think that that is less of a map imbalance than it is a fault of the player. The maps force you to play fundamentally correct and better give the win to the more deserving player than those winning off of a fluke. That situation with proper play should not happen and if it does, is the fault of the player, not the map or a fluke.

actually, this sounds like an argument against me, but i kind of agree. i played on them against someone who i know i'm better than, and it really accentuated our difference in skill. he could take the odd game off me, but not on these maps. i guess i'm a glutton for punishment.

seriously though, i guess i enjoy the small skirmishes and early clashes, rather than long gaps and then 200/200 battles (and possibility of base trades). Popularity of maps like Big Game Hunters proves that my choice isn't necessarily the most popular.

final edit to mention that if every game was a huge macro game i'd get bored of the novelty.
There can be only none
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
February 27 2011 23:40 GMT
#1074
On February 28 2011 08:36 akaname wrote:
Show nested quote +
On February 28 2011 08:31 TheRPGAddict wrote:
On February 28 2011 08:27 akaname wrote:
On February 28 2011 08:10 evanthebouncy! wrote:
On February 28 2011 08:07 akaname wrote:
really dont think the GSL maps would be good at lower levels.
.


why?


on the basis that i'm lower level and i've played them and they're too much. being caught miles away from your base and losing, after 10 minutes of nothing... not for me, thanks. oh, and i was winning my games, not satisfying compared to small skirmishes and rush possibilities.
NOTE: this is my own experience, that's why i said 'i think'. i got a bit flamed for saying this in another thread. but i do believe a lot of lower levels saying 'bring in GSL maps' don't really know what they're talking about - would be cool to have them in grandmaster league though
I am also a lower level player but I think that that is less of a map imbalance than it is a fault of the player. The maps force you to play fundamentally correct and better give the win to the more deserving player than those winning off of a fluke. That situation with proper play should not happen and if it does, is the fault of the player, not the map or a fluke.

actually, this sounds like an argument against me, but i kind of agree. i played on them against someone who i know i'm better than, and it really accentuated our difference in skill. he could take the odd game off me, but not on these maps. i guess i'm a glutton for punishment.

seriously though, i guess i enjoy the small skirmishes and early clashes, rather than long gaps and then 200/200 battles (and possibility of base trades). Popularity of maps like Big Game Hunters proves that my choice isn't necessarily the most popular.

final edit to mention that if every game was a huge macro game i'd get bored of the novelty.



I think the bigger the map the longer the game the more "accumilated" factor of game skill kicks in. Dun worry. I understand why big map can be challenging to new players. I actually hate when I play some map the first time it is so big and confusing I dunno where to go hahaa
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
skrzmark
Profile Joined November 2010
United States1528 Posts
Last Edited: 2011-02-27 23:50:29
February 27 2011 23:49 GMT
#1075
I like the size of the blizzard maps, I think having ALL big maps would be terrible. The only problem is that the races are pretty much balanced around the size of the map. If they made more maps like the Shattered Temple it would be swell. Getting a third in the GSL maps are hard as well if you look at the game Nestea vs. Ensnare. Big maps also affect Zerg because their counter attacks take longer to get there (also Nestea vs. Ensnare) If you have to rebuild your tech on close positions on the long positions like Morrow did at Assembly, then do that.
We got them GOM TvT's and them mlGG's
SheaR619
Profile Joined October 2010
United States2399 Posts
February 27 2011 23:56 GMT
#1076
I love how they references how terran tanks are imba on jungle basin but they didnt reference how rediculas Force field is on Jungle basin....when clearly it was a more protoss favor map than terran favor map.

Shakuras was removed because it wasnt "interesting" enough?! That is probably the worst reason ever. I think by "interesting" i think blizzard mean it did not have enough destructible rocks. I just dont understand stand them anymore. These map will be pretty good for casual play but i dont see them being any much better than the previous one in higher lvl play.
I may not be the best, but i will be some day...
BoxedLunch
Profile Joined January 2011
United States387 Posts
February 27 2011 23:57 GMT
#1077
a change was needed but I don't think they could have made a much WORSE change. backwater's natural ramp is too big, if you wall in there you have two rocks to defend still. makes it very hard to hold an expo. slag pits is flawed. they say they wanted a more macro heavy map, and they made any expos impossible to hold as well as 1/3 chance of having a rush distance the around the same as steppes? wonderful, thanks blizzard. the change to the high ground and islands on LT is nice, but they should have left the center. games where the map gets split down the middle were the best games, so the xelnaga movement is super sucky for close ground positions. not to mention they already made a change, basically for zerg players. opening the middle of the map is redundant to the point of it's now such a zerg map it's really sad. leaving the center and changing the high ground would have made the map nice and balanced. Typhon Peaks doesn't seem that bad, but I haven't actually rolled it in ladder yet. It looks interesting, but I would think moving the rocks at your 3rd on your side of the ramp would make holding it easier. all in all, give us community maps, blizzard. not this garbage
In theory, practice and theory are the same. In practice, they are not
Senorcuidado
Profile Joined May 2010
United States700 Posts
February 28 2011 00:14 GMT
#1078
The problem with Jungle Basin was that Zerg couldn't take a third and it was relatively easy for Terran and Protoss to take theirs. On Slag Pits the Zerg can just expand away from the opponent and hopefully it will be far enough put of the way that attacking it will pull armies out of position and open up counter attack routes. Terran and Protoss want to expand toward the Zerg so they can defend it with their forward position. Being spread out benefits the guy with mutalisks and speedlings. At least that's the case on most other maps, slag pits feels pretty small with stupidly short close positions and there aren't very many bases to choose from. I would expect more low-Econ games with a lot of expansion denial, probably resulting in 2 base doom pushes most of the time.

Something interesting to note about Slag Pits, while the open natural makes hellions and zerglings better, there is no open air space behind the main and everything is very compact. This makes mutas, banshees, drops, etc much less effective which probably goes further in encouraging 2 base pushes over spreading out for macro games. It's really nothing like Metalopolis...
TheRPGAddict
Profile Joined October 2010
United States1403 Posts
February 28 2011 00:14 GMT
#1079
On February 28 2011 08:36 akaname wrote:
Show nested quote +
On February 28 2011 08:31 TheRPGAddict wrote:
On February 28 2011 08:27 akaname wrote:
On February 28 2011 08:10 evanthebouncy! wrote:
On February 28 2011 08:07 akaname wrote:
really dont think the GSL maps would be good at lower levels.
.


why?


on the basis that i'm lower level and i've played them and they're too much. being caught miles away from your base and losing, after 10 minutes of nothing... not for me, thanks. oh, and i was winning my games, not satisfying compared to small skirmishes and rush possibilities.
NOTE: this is my own experience, that's why i said 'i think'. i got a bit flamed for saying this in another thread. but i do believe a lot of lower levels saying 'bring in GSL maps' don't really know what they're talking about - would be cool to have them in grandmaster league though
I am also a lower level player but I think that that is less of a map imbalance than it is a fault of the player. The maps force you to play fundamentally correct and better give the win to the more deserving player than those winning off of a fluke. That situation with proper play should not happen and if it does, is the fault of the player, not the map or a fluke.

actually, this sounds like an argument against me, but i kind of agree. i played on them against someone who i know i'm better than, and it really accentuated our difference in skill. he could take the odd game off me, but not on these maps. i guess i'm a glutton for punishment.

seriously though, i guess i enjoy the small skirmishes and early clashes, rather than long gaps and then 200/200 battles (and possibility of base trades). Popularity of maps like Big Game Hunters proves that my choice isn't necessarily the most popular.

final edit to mention that if every game was a huge macro game i'd get bored of the novelty.
No I honestly meant the player in general not just you as there are probably more people that think this or have this idea. Also with a longer game, more small skirmishes can and should happen.
Kammalleri
Profile Joined November 2010
Canada613 Posts
February 28 2011 00:17 GMT
#1080
slag pits is just a terrible map.. Can't beleive you can actually spawn on the same side of the map... It's totally stupid.
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