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New Maps in 1v1 Pool - Page 68

Forum Index > SC2 General
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Prev 1 66 67 68
Offhand
Profile Joined June 2010
United States1869 Posts
March 02 2011 02:18 GMT
#1341
On March 01 2011 21:48 sylverfyre wrote:
Show nested quote +
On March 01 2011 11:08 Honeybadger wrote:
On March 01 2011 09:53 eeniebear wrote:
And that really is due to map size. In BW, the map sizes were forgiving. You could take the expo and not get immediately destroyed by an army that's 10 food up on yours. That's what's making SC2 such a crapshoot sometimes, the tiny map sizes.



To quote you map tileset sizes.

Scrap Station - Medium
Xel'Naga Caverns - Small
Backwater Gulch - Small
Delta Quadrant - Medium
Metalopolis - Small
Slag Pits - Small
Shattered Temple - Small
Typhon Peaks - Medium.



.... yep.

Delta Quadrant is supposed to be MEDIUM??? Because of all that airspace or something?


Yes, same goes for scrap station.
Plus 1 Awesome
Profile Joined December 2010
Canada9 Posts
March 02 2011 03:54 GMT
#1342
The two island expand on LT is gone. I approve. Cracking one island isn't a big problem, but 2 bases builds a hard to touch air fleet that can gain a lot of map control from bases that can only be practically attacked from air.

I am the mighty Icarus! "Play based on hope! Icarus, you are GosuX2" ~Day 9 http://day9tv.blip.tv/file/4645817/
phantaxx
Profile Joined May 2010
United States201 Posts
March 02 2011 05:34 GMT
#1343
My main problem with the new maps is that it is hard to impossible to get a good wall with a forge FE in PvZ, so you pretty much have to open with some sort of 3gate or star build.
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
Last Edited: 2011-03-02 08:09:39
March 02 2011 07:07 GMT
#1344
Just so its clear... your natural on Scrap Station is pretty much the same concept as the natural on Backwater Gultch...

Yeah, its a little farther to get to your base, and there are destructable rocks there so they have to run by your main choke first, but you have to run by the main choke just to get to the natural on Gultch.

Furthermore, if you are on either map, and they go to the natural without breaking the rocks, they are pretty sandwiched between your army and your natural...

Just because you didn't build anything to defend your natural doesn't mean that the map is imbalanced.
What? Do you expect to have a 150 food army vs a 4 gate when you 1 rax expand or something?
www.rsgaming.com
Acrofales
Profile Joined August 2010
Spain18193 Posts
March 02 2011 09:57 GMT
#1345
On March 02 2011 16:07 rS.Sinatra wrote:
Just so its clear... your natural on Scrap Station is pretty much the same concept as the natural on Backwater Gultch...

Yeah, its a little farther to get to your base, and there are destructable rocks there so they have to run by your main choke first, but you have to run by the main choke just to get to the natural on Gultch.

Furthermore, if you are on either map, and they go to the natural without breaking the rocks, they are pretty sandwiched between your army and your natural...

Just because you didn't build anything to defend your natural doesn't mean that the map is imbalanced.
What? Do you expect to have a 150 food army vs a 4 gate when you 1 rax expand or something?



How the hell is Scrap station similar to B. Gulch?

Your natural is tucked away from your opponent and the backdoor is only accessible through the same path as your main. Furthermore you have a high ground platform which you can use to spot and even protect your rocks and path towards main. Secondly, the rocks on Scrap Station are quite a distance away from the mineral line, allowing you to run your workers out and to your main if you're really worried.

On B. Gulch the rocks are your main path into the natural and if you're unlucky with spawns, the rocks are the shortest path even. The rocks lead right into your mineral line and if you station units to protect the nat then a push up the main ramp leaves your main un(der)protected. You might as well compare B. Gulch to Blistering Sands, because they use the same tileset...
TENTHST
Profile Joined December 2010
United States204 Posts
March 02 2011 10:00 GMT
#1346
aside from shattered temple, i think these new maps are garbage for ALL races, but especially zerg and protoss.

on both slag pits and backwater, the natural expo is so far from the main's ramp that all early expo play is out the window. it tends to make the player focus more on 1 base pressure than any kind of immediate macro game.

try defending both your natural and main from hellions as zerg...

try 3 gate expanding against mass lings as protoss....

they are just too difficult, and higher level players are adjusting their builds for more all-in type games.

but i thought blizzard said they wanted to get away from that...........

wtf????
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
March 02 2011 10:17 GMT
#1347
I just played a game vs protoss on DQ, loaded up two tanks and 8 marines. Was going to cliff harass him. LoL.

GJ Blizzard.
Its grack
Natt
Profile Joined August 2010
France253 Posts
March 02 2011 10:32 GMT
#1348
Although i respect his play a lot, i find Huk's attitude REALLY annoying.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-03-02 14:08:51
March 02 2011 14:07 GMT
#1349
Ok Slag pits is now the first map I'm officially downvoting - I never downvoted any map because of the sake of practice....but slag pits is just too ridiculous.
Me toss I don't see how I could ever defend vs a terran on horizontal positions when he sieges his tanks up right beside my base. I have to attack through a small funnelled position, this is just utter bullcrap.

But right now I think typhon peaks has great potential if you get rid of vertical spawning positions.
"You see....YOU SEE..." © 2010 Sen
Logo
Profile Blog Joined April 2010
United States7542 Posts
March 02 2011 15:03 GMT
#1350
What are zergs doing on Typhoon? I have some serious scouting issues on this map...

1. To get by a Terran wall reliably I feel like I need to send an insanely early drone scout which eats into my economy. Do people just send the early scout or play blind?
2. Spawning x-positions gives you a 6-6:30 minute overlord sac (depending on how much you cut the corner) and you can only really come from 1 direction (if you scout horizontal then vertical you'll run into their ramp and see nothing as you get sniped). Also if you spawn vertical then it seems like you can't really get an overlord in at all except maybe if you move the first ovie vertically and to the other side of their base at the start.
3. There's just no safe place to place overlord except by the natural. So until mid-game where you can afford to lose some ovies it feels like you can't do anything with positioning them.

With a 6+ minute sac I feel like it comes way too late to actually scout out strategies and it's usually unlikely that you can scout the difference between 1 port banshee, 2 port banshee, or factory play between drone scouts even if you get the drone in.

Given the long distance it feels like you should be able to make some reactionary stuff or cuts to have a more general defense, but I don't know what it is. What do you guys think?
Logo
Trentelshark
Profile Joined September 2010
Canada385 Posts
March 02 2011 19:31 GMT
#1351
Does anyone else but me feel like map after map that Blizzard releases for SC2, their designers are still in WC3:FT mode and not Starcraft mode? They appeared to be trying for more macro based gameplay in the case of Typhon, Gulch and Slag, but came up a mile short imo and it's simply the layouts themselves. The more I play on the new maps I feel like they were attempting to force Terran and Protoss to just mass up an army (ie. two base hard) before even attempting to take a 3rd and early game on most will be horrible for Zerg while late game will likely improve once you can secure that second for certain.

Looking at these maps, and some that were in ladder previously I keep seeing WC3 influence in them over and over again because they're gimicky with gimicky terrain, etc.
Ownos
Profile Joined July 2010
United States2147 Posts
March 02 2011 20:15 GMT
#1352
I don't like how Blizzard tries to make expansions like some stupid game of zone control in a FPS. Some races are better at digging themselves into a position and "holding it" than others. Wow really? If I take the center it could be the key to victory? Yeah, if you're terran. Neutral expansions are just stupid. Look at close positions on metal. As protoss all have to do is take the center 3rd between us and it's autowin.

Removal of shakuras because it's "too plain"? Haha wow.
...deeper and deeper into the bowels of El Diablo
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2011-03-05 00:02:26
March 04 2011 00:02 GMT
#1353
What are Terrans doing on Typhon Peaks against Zerg I can't find replays and like it just seems impossible to halt Zergs mass expanding on this map. I can 1 Rax FE and Zerg will have 4 bases by the time T can land his first expansion OC.
And with how slow Medivacs are drops are pretty well out of the question as most of the time when i try they end up getting picked off or causing insignificant damage.

Like I just watched a Replay and Zerg had 4 bases at 62 food...HOW THE F!^%@#!^@%$
Cake or Death?
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