I'd really like to add some variety to the current maps I practice on.
GSTL March new maps announced - Page 12
Forum Index > SC2 General |
GrackGyver
61 Posts
I'd really like to add some variety to the current maps I practice on. | ||
GP
United States1056 Posts
On March 17 2011 23:49 ShadowWolf wrote: As a viewer, there's only so many times you can watch the back door siege in TvZ on Shakuras before it just gets boring and tired. While I don't think it's really a bad map at all from my own games' perspective ( I've never played anyone anywhere near as good at that back door push as in GSL in ZvT obviously ), I feel like it always gives the same type of game every time in that horizontal spawns situation. Obviously, they could just force cross position spawns, but I kinda think it's just better to retire the map at that point because it's basically a 2 player map with 2 extra main bases at that point. And the backdoor push is any worse than stim timing on close positions Metal? I just think Shakuras has by far shown the best games in the GSL of the Blizzard maps. The terrain on Metal is just so boring, even for long macro games where the map is easily split in half. I would rather see SP over Metalopolis any day. | ||
syllogism
Finland5948 Posts
| ||
martymarty
Czech Republic6 Posts
Thumbs up, can't wait for gstl to see the new couple in action. | ||
IUPrime
Korea (South)5 Posts
and I helped them to change model of Xel'Naga Tower.. ![]() | ||
aristarchus
United States652 Posts
On March 18 2011 02:23 IUPrime wrote: I'm happy because the two prime map editors made very cool maps. and I helped them to change model of Xel'Naga Tower.. ![]() What's different about the towers? These maps look great to me (much better than blizzard's, without being insanely huge), but I always feel like there are lots of details (high-yield gas, etc.) that turn out to be there but can't be seen from the pictures. | ||
1Eris1
United States5797 Posts
| ||
IUPrime
Korea (South)5 Posts
On March 18 2011 02:28 aristarchus wrote: What's different about the towers? These maps look great to me (much better than blizzard's, without being insanely huge), but I always feel like there are lots of details (high-yield gas, etc.) that turn out to be there but can't be seen from the pictures. Dual sight's tower model is gateway(activate : warpgate) Xel'Naga Fortress's tower model is obelisk. you can see the detail of maps in the maps' threads. | ||
aristarchus
United States652 Posts
On March 18 2011 02:42 IUPrime wrote: Dual sight's tower model is gateway(activate : warpgate) Xel'Naga Fortress's tower model is obelisk. you can see the detail of maps in the maps' threads. But their functions are unchanged? | ||
IUPrime
Korea (South)5 Posts
Of course. model just changed | ||
Cloud92684
United States236 Posts
| ||
carloselcoco
United States2302 Posts
On March 17 2011 14:46 dcemuser wrote: Metalopolis is the last map from the "original" map pool left in the GSTL then... (and I imagine it will transfer over to the GSL). Just from the pictures, I like the new map choices. I think the player feedback about the Blizzard one, Typhon Peaks, was generally positive as well. Actually there is also Xel'Naga Caverns! | ||
Tennet
United States1458 Posts
| ||
TR
2320 Posts
![]() | ||
Jayrod
1820 Posts
Anyone else agree that these bases are situated really nicely for colossus play with forcefield? I suspect teams will start their protoss players on the brand new maps as protoss is not limited as much by map design and the passageways and chokes seem to help them. XN Fortress looks okay for zerg because of the third | ||
OverZero
United States271 Posts
| ||
Jayrod
1820 Posts
On March 17 2011 15:13 Aberu wrote: The maps keep getting better and better. Where are the anti-sc2 bw-fanboy doomsayers that paraded every topic about the GSL and cried about how nothing would get better? I actually saw a BW player post on a thread recently about SC2 sucking because he never sees players flanking. I'm like, really? What exactly is preventing you from flanking? Granted the new maps are more conducive to flanking. | ||
Vorenius
Denmark1979 Posts
Imiagine players spawning at 3 and 11 o'clock. The guy at 11 has access to two expansion at 10 and 9. The person spawning at 3 though can't really tak the 1 o'clock as his third base since it's right next to the opponents base and open to harass. Instead he's forced to either take the open expansion in the middle or the southern base at 4 o'clock which is very far away from your natural. Rotational symetry is always gonna have these imbalances but I think this is one of the worse maps. On March 18 2011 03:43 carloselcoco wrote: Actually there is also Xel'Naga Caverns! It's already been said like 3 times, XNC wasn't in the map pool originally. | ||
AWakefield
Canada420 Posts
In fact if I can find a friend I may go do that now. | ||
mrg
304 Posts
![]() | ||
| ||