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MLG 2011 map pool announced - Page 6

Forum Index > SC2 General
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Prev 1 4 5 6 7 8 16 Next All
Jerax
Profile Joined August 2010
Canada189 Posts
March 01 2011 00:28 GMT
#101
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.


This is just laughable. Why even have 4 player maps then? This change completely removes an important dimension of the game imo.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
March 01 2011 00:29 GMT
#102
On March 01 2011 09:28 theBullFrog wrote:
Show nested quote +
On March 01 2011 09:23 iCCup.Diamond wrote:
On March 01 2011 09:22 theBullFrog wrote:
ya know with them editing the maps, i wonder if we'll see IN map advertisements? ie metal with those buildings that are in-between-air between bases(i hope that made sense) lol
*pst i'd like credit if thats a new idea* :D


I would assume not, Blizzard does not like the idea afaik, and from the iCCup side we are strictly against ads being anywhere but the load screens. I cannot speak for GSL maps or anyone else, but I know iCCup will NOT ever do that.

Yea, just curious. As a player I honestly wouldn't mind it, but as a spectator it would be kind of a "taking away from the game" feeling for ingame advertisement.


That's our concern. I know it pisses me off in other games that do it, I would HATE to see that become the golden standard in SCII .

Sort of makes a battle between a bunch of colsi and roaches seem rather fake when they are doing it by the "McDonald's Xel Naga Watch Tower" lol
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
March 01 2011 00:29 GMT
#103
Map pool is pretty good 8/10. SC2 map pool is just really weak, I wish they added more of the large custom maps but this should give decently balanced games (at least as balanced as SC2 can be).

Warturtle - DOTA 2 is KING
imareaver3
Profile Joined June 2010
United States906 Posts
March 01 2011 00:30 GMT
#104
On March 01 2011 09:28 Jerax wrote:
Show nested quote +
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.


This is just laughable. Why even have 4 player maps then? This change completely removes an important dimension of the game imo.


Because Terran is heavily favored over Zerg in close positions? I don't see how map positions whose imbalance is highly established is an integral part of the game. BW did not have such close positions.
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 01 2011 00:30 GMT
#105
On March 01 2011 09:28 Jerax wrote:
Show nested quote +
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.


This is just laughable. Why even have 4 player maps then? This change completely removes an important dimension of the game imo.

If Blizzard can prevent close spawns on Shakuras, what's wrong with preventing close spawns on other maps? Close spawns lead to worse games, especially on Metalopolis.
ModeratorGood content always wins.
Meta
Profile Blog Joined June 2003
United States6228 Posts
March 01 2011 00:31 GMT
#106
Amazing, fantastic map pool and decisions. Best pool of any tournament in sc2 history in my opinion. Great job MLG, you've really outdone yourselves!
good vibes only
monkh
Profile Blog Joined April 2010
United Kingdom568 Posts
March 01 2011 00:32 GMT
#107
Would be funny if nasl changed crossfire map named it "NASL MLG GSL CROSSFIRE SE" also if u get a TvT on the map its pretty boring map.

I dont like test bug map imo (texturing is confusing to new spectators) the other ICCUP map i thought was better.

Daeden.620
Butcherski
Profile Joined April 2010
Poland446 Posts
March 01 2011 00:32 GMT
#108
Yeah some more GSL maps wouldnt hurt but still ... i just want to hug the one person who decided to rule out close spawns on meta

Aso im not sureforcing spawns on shakuras ... they were already forced, does that meab that you can only spawn cross-map or is it just redundant ?
"Well Tasteless, i once met a three-toed sloth with good marauder control " - Artosis
theBullFrog
Profile Blog Joined April 2010
United States515 Posts
March 01 2011 00:32 GMT
#109
The building blocking idea is intriguing. The meta i'm worried about. All of us zergs fear that the most, well not so much anymore. But how do we practice for it in ladder? i guess we get practice partners.
But, we may not have to practice for it, but honeslty doesn't it kind of mess with the zergmind a bit knowing that in a tournament i won't have to deal with this shit? Certain build trends exist due to this fear. Do we practice with out it or with it?
Not hatin on the idea. just food for thought
thebullfrog
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
Last Edited: 2011-03-01 00:32:52
March 01 2011 00:32 GMT
#110
Shattered Temple. AWESOME. I just hoped that Typhon was in too
♥ The world needs more hearts! ♥
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
March 01 2011 00:33 GMT
#111
Pretty good map pool overall, and still a decent amount of practice can be had through laddering. Cool about the cross spawns for Metal and LT (or ST rather), but I'm a bit more curious to how this will play out on Shak.
the farm ends here
Turgid
Profile Blog Joined September 2010
United States1623 Posts
March 01 2011 00:33 GMT
#112
Ideally they wouldn't have to disable spawns, but I think in the future that means that tournaments will try not to include maps with design bad enough to necessitate it. If you have a wound, put a bandaid on it. You know the bandaid won't last forever, but you still need to put the bandaid on it.

IMO it's either this, or take Metalopolis and Shakuras out of the pool. Close positions metalopolis in particular is just too horrible to leave in; it's worse than Steppes of War by virtually every measure.
(╬ ಠ益ಠ)
Whole
Profile Blog Joined May 2010
United States6046 Posts
March 01 2011 00:33 GMT
#113
On March 01 2011 09:30 motbob wrote:
Show nested quote +
On March 01 2011 09:28 Jerax wrote:
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.


This is just laughable. Why even have 4 player maps then? This change completely removes an important dimension of the game imo.

If Blizzard can prevent close spawns on Shakuras, what's wrong with preventing close spawns on other maps? Close spawns lead to worse games, especially on Metalopolis.


Especially since the close spawns make the map so drastically different. Close positions on Metalopolis is considered a free-win/free-loss by Jinro and IdrA. Probably by other players too. Cross positions is actually considered a good game though. The spawn positions shouldn't change the map that much.
vrok
Profile Joined August 2009
Sweden2541 Posts
Last Edited: 2011-03-01 00:39:40
March 01 2011 00:35 GMT
#114
Would've liked to see Terminus Re I guess but otherwise very well done all things considered. Especially the edit jobs. This makes me much more interested in following MLG tournaments.
"Starcraft 2 very easy game" - White-Ra
Eury
Profile Joined December 2008
Sweden1126 Posts
March 01 2011 00:35 GMT
#115
On March 01 2011 09:33 Whole wrote:
Show nested quote +
On March 01 2011 09:30 motbob wrote:
On March 01 2011 09:28 Jerax wrote:
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.


This is just laughable. Why even have 4 player maps then? This change completely removes an important dimension of the game imo.

If Blizzard can prevent close spawns on Shakuras, what's wrong with preventing close spawns on other maps? Close spawns lead to worse games, especially on Metalopolis.


Especially since the close spawns make the map so drastically different. Close positions on Metalopolis is considered a free-win/free-loss by Jinro and IdrA. Probably by other players too. Cross positions is actually considered a good game though. The spawn positions shouldn't change the map that much.


According to Jinro, close position is free win for Terran, and the other positions are free win for Zerg. He hates Metalopolis.
LagT_T
Profile Joined March 2010
Argentina535 Posts
Last Edited: 2011-03-01 00:37:40
March 01 2011 00:36 GMT
#116
People has to understand that most of the training done by foreigners is on ladder as the team scene is not as prominent as it is in Korea (yet), so they can't add too many custom maps.

Currently the pool has three 4 players maps, one 3 players map and three 2 players map. I think that balance correct, as it will allow a wide array of strategies.
"The tactics... no. Amateurs discuss tactics, professional soldiers study logistics." - Tom Clancy, Red Storm Rising
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
Last Edited: 2011-03-01 00:39:40
March 01 2011 00:36 GMT
#117
Looks great. I'm on the same page as everyone else when it comes to scrap station though. Hoping that's the next map to go.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
March 01 2011 00:38 GMT
#118
I like the decision. I'm surprised they included testbug in here but still, good choices from MLG.
Whole
Profile Blog Joined May 2010
United States6046 Posts
March 01 2011 00:38 GMT
#119
On March 01 2011 09:35 Eury wrote:
Show nested quote +
On March 01 2011 09:33 Whole wrote:
On March 01 2011 09:30 motbob wrote:
On March 01 2011 09:28 Jerax wrote:
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.


This is just laughable. Why even have 4 player maps then? This change completely removes an important dimension of the game imo.

If Blizzard can prevent close spawns on Shakuras, what's wrong with preventing close spawns on other maps? Close spawns lead to worse games, especially on Metalopolis.


Especially since the close spawns make the map so drastically different. Close positions on Metalopolis is considered a free-win/free-loss by Jinro and IdrA. Probably by other players too. Cross positions is actually considered a good game though. The spawn positions shouldn't change the map that much.


According to Jinro, close position is free win for Terran, and the other positions are free win for Zerg. He hates Metalopolis.


Well I'm 100% sure he said it was a "hard game" and he much rathers it than the free win close positions give.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
March 01 2011 00:38 GMT
#120
On March 01 2011 09:35 vrok wrote:
Would've liked to see Terminus Re I guess but otherwise very well done considering. Especially the edit jobs.


exactly my thoughts. think terminus is a really interesting map and would be a nice addition.


but really no complains. respect for having the balls going that far with the editing and great job with the pool overall.
life of lively to live to life of full life thx to shield battery
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