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MLG 2011 map pool announced - Page 3

Forum Index > SC2 General
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Prev 1 2 3 4 5 14 15 16 Next All
setzer
Profile Joined March 2010
United States3284 Posts
Last Edited: 2011-03-01 00:11:08
March 01 2011 00:02 GMT
#41
Gee, why not just make every map have 2 spawns, that way there is absolutely no chance a positional imbalance can occur. This new trend of disabling spawns is going to lead to boring, predictable play and a lazyness on the part of mapmakers. Why perfectly balance a 4-player map when you can just disable some spawns? I'm also startled by MLG's decision to use Shattered Temple when it is so far still in PTR testing, meaning there is very little qualitative information on how games will be played out.

Overall I can't say I'm too happy with this map pool. On one hand we get two custom maps (crossfire SE and Testbug, but Crossfire is hardly the best GSL map ...) and on the other hand we are still getting the same stagnant maps that have been out since Day 1 beta. You only have to look to the poll on the right to see the three most unfavored GSL maps happen to also be in MLG.
ZidaneTribal
Profile Joined September 2007
United States2800 Posts
March 01 2011 00:02 GMT
#42
its what blizzard should have done with the maps
fuck lag
Biigfoot
Profile Joined October 2010
United States159 Posts
March 01 2011 00:03 GMT
#43
On March 01 2011 09:02 setzer wrote:
I'm also startled by MLG's decision to use Shattered Temple when it is so far still in PTR testing, meaning there is very little qualitative information on how games will be played out.

Mmmm, you sure about that? Last time I checked it's a ladder map, it was added a few days ago. Which allows for a month of ladder practice of it.
corpsepose
Profile Blog Joined August 2010
1678 Posts
March 01 2011 00:03 GMT
#44
i know a lot of zerg players won't be happy no matter what mlg do, but this is immensely satisfying to see. takes out a lot of the coin flipping involved on metalopolis and temple at least. crossfire isnt the ideal gsl map for them to have included, but at least theyre making a nod to the gsl pool.
http://www.twitch.tv/corpsep0se
coddan
Profile Joined May 2010
Estonia890 Posts
March 01 2011 00:04 GMT
#45
On March 01 2011 09:02 setzer wrote:
Gee, why not just make every map 2v2, that way there is absolutely no chance a positional imbalance can occur. This new trend of disabling spawns is going to lead to boring, predictable play and a lazyness on the part of mapmakers. Why perfectly balance a 4v4 map when you can just disable some spawns? I'm also startled by MLG's decision to use Shattered Temple when it is so far still in PTR testing, meaning there is very little qualitative information on how games will be played out.

Overall I can't say I'm too happy with this map pool. On one hand we get two custom maps (crossfire SE and Testbug, but Crossfire is hardly the best GSL map ...) and on the other hand we are still getting the same stagnant maps that have been out since Day 1 beta. You only have to look to the pole on the right to see the three most unfavored GSL maps happen to also be in MLG.


Shattered Temple replaced Lost Temple in the ladder pool two or three days ago
Entropic
Profile Blog Joined May 2009
Canada2837 Posts
March 01 2011 00:04 GMT
#46
This is fucking great. Now if only Blizz could do the same (ie. disable close spawns etc etc)
Pervect
Profile Joined June 2007
1280 Posts
March 01 2011 00:04 GMT
#47
Good maps and like the spawn changes!!
ShadowWolf
Profile Joined March 2010
United States197 Posts
March 01 2011 00:05 GMT
#48
Would've definitely preferred Crevasse or TalDarim, but overall this is a great map pool. TestBug makes for good matchups.

Including shattered temple does make me nervous considering how MLG wouldn't change their pool before. I'd rather another ICCUP or GSL map over that map because there's some funkiness to it that still needs to be explored, I feel, before it can be called a good or bad map.
unoriginalname
Profile Joined November 2010
England380 Posts
March 01 2011 00:05 GMT
#49
Repost of mine from the MLG format thread, concerning the same topic.

I'm suprised they have Crossfire, and as an observer I'm little disappointed we'll never be seeing Desert Oasis or Kulas Ravine again in a tournament (despite them being horribly imbalanced, I suppose Day[9]'s and DJWheat's showmatch and IdrA getting blunk was a worthy send off though).

I do think all revisions of Shakuras and Metalopolis should be using the MLG version of:

"Starting spawns on Metalopolis and Shattered Temple have been modified to prevent close ground spawns.

Starting spawns on Shakuras Plateau have been modified to ensure cross-map spawns only."



Does the low ground block also prevent low ground wall-ins such as Barracks/Supply depot? Regardless, as a whole I believe having an anti-pylon/bunker block is another beneficial feature that should be made default on other maps in order to promote lengthier games.

Yet with all these big maps, features to lengthen matches and perhaps uncertainty and unfamiliarity with them, will the MLG be running for longer than it currently has been since it will be less likely to have as many rush games.
Hmmm
ribboo
Profile Joined October 2010
Sweden1842 Posts
March 01 2011 00:05 GMT
#50
sick
not to found of crossfire tho, tal'darim is cooler

but awesoem awesome
Ratel
Profile Joined July 2010
Canada184 Posts
March 01 2011 00:06 GMT
#51
why would they make it 100% macro maps
i mean macro is the greatest skill determent but fuck its not all sc2
cheese, rush builds, and other early game tactics are still part of the game
(not saying that they wont be viable but thats the purpose of doing only cross positions right?)
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
March 01 2011 00:06 GMT
#52
omg, the modificated maps = epic

only thing I don't understand is why scrap station is still in tournament map pools..
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
LagT_T
Profile Joined March 2010
Argentina535 Posts
March 01 2011 00:06 GMT
#53
I just realized that nexus/hatch first will be almost impossible.
"The tactics... no. Amateurs discuss tactics, professional soldiers study logistics." - Tom Clancy, Red Storm Rising
BatCat
Profile Blog Joined November 2010
Austria630 Posts
March 01 2011 00:06 GMT
#54
Looks very cool!

I still don't understand Scrap Station being a favorite map for these tournaments though.
¯\_(ツ)_/¯
setzer
Profile Joined March 2010
United States3284 Posts
March 01 2011 00:06 GMT
#55
On March 01 2011 09:04 coddan wrote:
Show nested quote +
On March 01 2011 09:02 setzer wrote:
Gee, why not just make every map 2v2, that way there is absolutely no chance a positional imbalance can occur. This new trend of disabling spawns is going to lead to boring, predictable play and a lazyness on the part of mapmakers. Why perfectly balance a 4v4 map when you can just disable some spawns? I'm also startled by MLG's decision to use Shattered Temple when it is so far still in PTR testing, meaning there is very little qualitative information on how games will be played out.

Overall I can't say I'm too happy with this map pool. On one hand we get two custom maps (crossfire SE and Testbug, but Crossfire is hardly the best GSL map ...) and on the other hand we are still getting the same stagnant maps that have been out since Day 1 beta. You only have to look to the pole on the right to see the three most unfavored GSL maps happen to also be in MLG.


Shattered Temple replaced Lost Temple in the ladder pool two or three days ago


I was wrong about that, I thought it was PTR only. I'm still against the decision to use that map when other iccup and GSL maps have been around longer and have undergone more rigorous testing.
MLG_Lee
Profile Joined July 2010
279 Posts
March 01 2011 00:07 GMT
#56
Thanks for the feedback all. Enforcing cross spawns was something we've been intending to for a while now.

Also, we will be revisiting map list after every event and will be adjusting throughout the year. I think I tweeted it last week, but we were being ultraconservative with changes last year because we were new on SC2. We have (hopefully) a better handle on it this season.
Twitter: @MLGLee ( https://twitter.com/#!/MLGLee )
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
March 01 2011 00:07 GMT
#57
Ahhh JP alluded to this in his cast yesterday so excited to see Testbug make the cut! Really cool move their MLG..

The building blockers are another strong message

Good to see you on the front foot!
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
March 01 2011 00:09 GMT
#58
Looks ok to me, i would have prefered to see taldarim altar and/or terminus re over crossfire but i guess you cant have everything :>

enforcing cross on shakuras is more important than people realize. this is a really big issue in ZvT...
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-03-01 00:10:25
March 01 2011 00:10 GMT
#59
. So awesome!
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
MK4512
Profile Blog Joined September 2010
Canada938 Posts
March 01 2011 00:10 GMT
#60
This is what blizzards map pool should look like, props to MLG!
Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
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