GSTL March new maps announced - Page 13
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`Zapdos
United States935 Posts
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Fake)Plants
United States373 Posts
Definitely one of Blizzard's better map attempts. Though they still went real wild with thems destroyable rockers. | ||
fabiano
Brazil4644 Posts
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DirtYLOu
575 Posts
On March 18 2011 05:23 fabiano wrote: GSTL is saving SC2 scene. Totally agree. GSTL Fighting ! | ||
Zeroes
United States1102 Posts
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Forumite
Sweden3280 Posts
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Gentso
United States2218 Posts
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MangoTango
United States3670 Posts
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Sanguinarius
United States3427 Posts
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Valikyr
Sweden2653 Posts
It's not the same situtation since the Blizzard vs Kespa war but don't find it very weird either. It's just a sponsor. | ||
setzer
United States3284 Posts
On March 18 2011 04:40 Vorenius wrote: I have no idea why a lot of people seem so happy about a 3player map being added. Just from looking at it there seems to be big positional imbalances. 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. It's already been said like 3 times, XNC wasn't in the map pool originally. And also close to the open base. I think your concerns about spawn imbalance will end up being very minimal compared to some of the other maps that have been in tournaments since release, like close position metal, DQ, and horizontal pos SP. 3-player maps offer a unique kind of gameplay you just do not see in 2- and 3-player maps. Because mains and naturals tend to hold more minerals than 3rd and 4th bases it becomes a race to secure the open main/natural, meaning you generally see more aggressive play in the mid-late game. This is, of course, always better for spectators. | ||
Vorenius
Denmark1979 Posts
On March 18 2011 05:41 setzer wrote: And also close to the open base. I think your concerns about spawn imbalance will end up being very minimal compared to some of the other maps that have been in tournaments since release, like close position metal, DQ, and horizontal pos SP. 3-player maps offer a unique kind of gameplay you just do not see in 2- and 3-player maps. Because mains and naturals tend to hold more minerals than 3rd and 4th bases it becomes a race to secure the open main/natural, meaning you generally see more aggressive play in the mid-late game. This is, of course, always better for spectators. I don't really see how it's compairable to Meta or Shakuras. Close positions might be imbalanced in certain matchups, but it's still equal in the sense that both players has the same options. This is mostly a problem with zerg race (or perhaps just the style the majority of zerg players have) On Xel'Naga Fortress the imbalances will be evident in all matchups including mirrors. Look at my example in my first post. The guy at 11 o'clock will be expanding towards the neutral main and as such will have safer expansions. His opponent at 3 o'clock can either expand right into the middle of the map, or take the base opposite to his natural which will be even harder to cover. It was part of the problem with DQ (although far from the only problem) and this is only gonna be an even bigger issue with a 3 player map. You said yourself that securing that neutral base is vital on a 3player map so making that easier for one of the players because of luck just seems wrong. Of course only time will tell how it actually plays out, but I think it's a reasonable concern. | ||
FortuneSyn
1825 Posts
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KevinIX
United States2472 Posts
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DoctorPhil
Netherlands168 Posts
On March 18 2011 06:06 FortuneSyn wrote: what the hell, typhon peaks really? That map man, those corriders... omg... Typhon peaks is great! I can go 4 gate to block zerg at his natural ramp with forcefields forever, then expand and keep him contained on 2 bases untill I get 4 colossi and rape him. best map ever! | ||
andrewlt
United States7702 Posts
On March 18 2011 05:41 setzer wrote: And also close to the open base. I think your concerns about spawn imbalance will end up being very minimal compared to some of the other maps that have been in tournaments since release, like close position metal, DQ, and horizontal pos SP. 3-player maps offer a unique kind of gameplay you just do not see in 2- and 3-player maps. Because mains and naturals tend to hold more minerals than 3rd and 4th bases it becomes a race to secure the open main/natural, meaning you generally see more aggressive play in the mid-late game. This is, of course, always better for spectators. Yup. 3-player maps in BW had a different dynamic than 2 and 4 player maps so games there were interesting. The fight over the 3rd main is fun to watch. | ||
Ribbon
United States5278 Posts
On March 18 2011 06:15 DoctorPhil wrote: Typhon peaks is great! I can go 4 gate to block zerg at his natural ramp with forcefields forever, then expand and keep him contained on 2 bases untill I get 4 colossi and rape him. best map ever! I take it you've downvoted this map without playing it. There are three ways out of the natural (two of which lead to bases), and you can't FF them all that early. This is actually an unusually hard map to contain on, because there are so many corridors. Where do you intend to place your army/FFs to contain a Zerg to his natural? You have to basically be in the natural. | ||
DoctorPhil
Netherlands168 Posts
On March 18 2011 07:02 Ribbon wrote: I take it you've downvoted this map without playing it. There are three ways out of the natural (two of which lead to bases), and you can't FF them all that early. This is actually an unusually hard map to contain on, because there are so many corridors. Where do you intend to place your army/FFs to contain a Zerg to his natural? You have to basically be in the natural. I wasn't being sarcastic, I just said it jokingly. I also put pylons at the other two exits while my army sits at the choke to the middle of the map. If they ever move to another choke I slap their hatchery/spine crawlers so they have to go back. They're not gonna base trade. | ||
elmoscousin
United States30 Posts
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sqrt
1210 Posts
On March 18 2011 07:51 elmoscousin wrote: Dual Sight and Xelnaga Fortress look pretty good, but is it just me or does anyone else think that the half lava half grassland thing looks kind of dumb? I'm loving it. I'm also glad they're using Typhon, seriously, that map is awesome. | ||
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