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Blizzard's Official Post Regarding 1.3 Maps - Page 2

Forum Index > SC2 General
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N3rV[Green]
Profile Blog Joined August 2009
United States1935 Posts
March 03 2011 04:14 GMT
#21
I brought this up in an old thread, but it got buried quickly, so I'll try to sum up my main points again.

Mostly about the map design philosophy and their wording regarding the comparison of slag pits and metal.

"Metalopolis was one of two favorite maps across the different skill levels of players. We decided to introduce a very similar map, but slightly more macro heavy."

This is their justification, and it really scares me what the implications of this statement are. Slag pits is a "more macro heavy" map than metal O.o? Slag has two less expansions overall, a very difficult (depending on race neigh impossible) to take third base, and close positions give a rush distance even worse than steppes.

This is the kinda stuff from blizzard that really makes me nervous ya know?
Never fear the darkness, Bran. The strongest trees are rooted in the dark places of the earth. Darkness will be your cloak, your shield, your mother's milk. Darkness will make you strong.
altered
Profile Joined March 2008
Switzerland646 Posts
March 03 2011 04:15 GMT
#22
I hope its Terminus or Tal'Darim i like them better than Crossfire or Crevasse but thats just personal preference. All the new GSL maps are better than the Blizz maps (old and new).
Does Flash dream of electric Romeo?
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 03 2011 04:17 GMT
#23
On March 03 2011 13:12 Irave wrote:
I'm shocked that they are removing lost temple, as that has been a premiere map in many of their games. However they are making great strides into the right direction, really looking forward to this.

Well, Lost Temple still exists in 1.3, though it has been modified and reincarnated as "The Shattered Temple," which is just Lost Temple modified with "balance changes."

Shattered Temple is a better map, IMO, since there it no longer has the characteristic cliff abuse or island bases that have been exploited since the first iteration of Lost Temple back during the BW days.
ㅇㅅㅌㅅ
MadCow911
Profile Joined May 2010
Canada31 Posts
March 03 2011 04:17 GMT
#24
I love the new map pool ! especially The Shattered Temple.
LT was a great map but I always feel like the two expansion were lost. I played a few games in Shatteres temple and i love the new attack path
KevinIX
Profile Joined October 2009
United States2472 Posts
March 03 2011 04:17 GMT
#25
I'll be happy with any GSL map, but my favorite is Tal'Darim and Crevasse.
Liquid FIGHTING!!!
ch33psh33p
Profile Blog Joined October 2010
7650 Posts
Last Edited: 2011-03-03 04:32:43
March 03 2011 04:18 GMT
#26
Notice how they never mentioned the cliff imbalance in LT?

They got rid of it by total accident.

Edit: Ninja'd
secret - never again
mprs
Profile Joined April 2010
Canada2933 Posts
March 03 2011 04:18 GMT
#27
On March 03 2011 13:12 Irave wrote:
I'm shocked that they are removing lost temple, as that has been a premiere map in many of their games. However they are making great strides into the right direction, really looking forward to this.


Shattered Temple is Lost Temple.

I'm surprised they changed the name, however.
We talkin about PRACTICE
Barca
Profile Blog Joined October 2010
United States418 Posts
March 03 2011 04:19 GMT
#28
What I actually read:

(4) Shakuras Plateau
This map we decided to remove for different reasons. There isn't a huge problem with this map, but we feel that this map isn't flashy enough. Like, no gold bases? Only two pathways to your base? That's a bit ridiculous. It's super easy to take your natural, but why would you want an easy-to-take natural? What if your natural had destructible rocks and a neutral army defending it? For a change, we wanted to replace a proven, great macro map with a silly one we made with fancy features.
- I hate threads that end with "Thoughts?" -
teamsolid
Profile Joined October 2007
Canada3668 Posts
March 03 2011 04:24 GMT
#29
Yea... why is Delta Quadrant still in the map pool. The Shakuras Plateau reasoning is pretty awful, but the other map replacements at least improve the pool.
frequency
Profile Blog Joined February 2010
Australia1901 Posts
March 03 2011 04:26 GMT
#30
Reading the slag pits description makes me lose faith in Blizzard.
www.twitter.com/marconofrio | marconofrio.tumblr.com
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
March 03 2011 04:29 GMT
#31
Slag Pits is terrible and not more macro-oriented than Metalopolis.. can't believe this is the map they chose to replace Shakuras, lol. Why does Blizzard insist on keeping Delta too.. :[
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-03-03 04:32:37
March 03 2011 04:30 GMT
#32
On March 03 2011 13:19 Barca wrote:
What I actually read:

(4) Shakuras Plateau
This map we decided to remove for different reasons. There isn't a huge problem with this map, but we feel that this map isn't flashy enough. Like, no gold bases? Only two pathways to your base? That's a bit ridiculous. It's super easy to take your natural, but why would you want an easy-to-take natural? What if your natural had destructible rocks and a neutral army defending it? For a change, we wanted to replace a proven, great macro map with a silly one we made with fancy features.


"Not only that, we made your natural super open and also gave it a backdoor, do you really want to be able to defend it? I mean c'mon. Also Protoss, your third base is either on the opposite side of the map or in a low ground area with a ramp that allows easy access for speedlings, actually, no matter what expansion you take after your natural, you are probably going to lose half your probes to speedlings unless you want to put more cannons on that base than there are minerals in the patches, problem?"
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
March 03 2011 04:30 GMT
#33
(4) Backwater Gulch

Backwater Gulch has a familiar main to first expansion layout.

Is that suppose to be a joke?
imJealous
Profile Joined July 2010
United States1382 Posts
March 03 2011 04:32 GMT
#34
On March 03 2011 13:06 krok(obs) wrote:
very interesting,especially the part about lost temple. not once do they mention the cliff, neither as a reason why the map was taken out/changed nor the lack thereof in the new version(shattered temple). while i perceive this as one of the main reasons why people were aversed to it it is not mentioned a single time, almost as if blizzard doesnt want to admit to having made an error by introducing its oh-so traditional map into sc2 ;-)

I think its more like they didn't need to bother explaining the issues with the cliffs that everyone is aware of, better to spend the little space they have available explaining some of the less obvious changes.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
March 03 2011 04:32 GMT
#35
Metalopolis was one of two favorite maps across the different skill levels of players. We decided to introduce a very similar map, but slightly more macro heavy.


Uhhhhh
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
universalwill
Profile Blog Joined August 2010
United States654 Posts
March 03 2011 04:33 GMT
#36
of all the problems they mention in lost temple, they conveniently left out the cliff issue

i almost think that they don't want to admit that they're such bad mapmakers that they made a map that was literally impossible for zerg to win on

and then they call islands "expansions that never got attacked, and we didn't want that" and proceed to not remove the planetary fortress from the game
Cider
Profile Joined July 2010
United States198 Posts
March 03 2011 04:34 GMT
#37
I may not agree with all of their reasoning, but at the very least I'm glad that they're explaining themselves. It's nice to know that they at least have reasoning behind what they're doing.
You can't spell Courage without Rage
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
March 03 2011 04:34 GMT
#38
Sorry but wasn't there a thread on this already?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
March 03 2011 04:34 GMT
#39
On March 03 2011 13:32 Megaliskuu wrote:
Show nested quote +
Metalopolis was one of two favorite maps across the different skill levels of players. We decided to introduce a very similar map, but slightly more macro heavy.


Uhhhhh

lol, they call a map with a harder to take nat and less total expansions 'more macro heavy'. It isnt april fools yet is it?
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
March 03 2011 04:35 GMT
#40
I'd be surprised if it's Tal'Darim. Crevasse is a much more "interesting" and Blizzard-y map (i.e., Rocks). Tal'Darim's big trait is just that it's huge. Which is boss for GSL-level play, but with most SC2 players in Bronze or silver, most ladder games on Tal'Darim would go on for over an hour of nothing because people would be more passive and not know what do to, so they'd just turtle.

It's interesting to me that, with the exception of Shakuras, Blizzard's analysis of why their maps have problems are all pretty accurate. I bet that they rolled out the new maps just because they were running way late on a map rotation, and they're not done making the maps they think are good (Which may or may not be maps we think are good). Weren't all the new maps shown at Blizzcons and stuff before?

I think they're trying to figure out how to make a map that's good for all their players, not just the casuals and not just us entitled tourney-types, and are bringing out these maps in the hopes one takes off (as shattered temple seems to have, with lukewarm responses to Typhon and Slag). Maybe that's hopeful of me, but I like to stay positive. The fact that Blizzard cited "It's OP on GSL-sized maps" as a reason to remove amulet is probably a good sign that Blizz is reevaluating it's initial decisions that big maps were super-OP for Zerg (back with 1-supply 2-armor free-speed super-regen roaches), and is now willing to take baby steps in a GSLier direction.
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