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GSTL March new maps announced - Page 13

Forum Index > SC2 General
323 CommentsPost a Reply
Prev 1 11 12 13 14 15 17 Next All
`Zapdos
Profile Blog Joined November 2010
United States935 Posts
March 17 2011 20:20 GMT
#241
Xel Naga fortress looks incredible, finally a three person map. I can't wait :3
www.twitch.tv/thezapdos come watch me :]
Fake)Plants
Profile Blog Joined January 2010
United States373 Posts
March 17 2011 20:22 GMT
#242
I'm glad to see Typhon in there.

Definitely one of Blizzard's better map attempts. Though they still went real wild with thems destroyable rockers.
Q( ' '(Q
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
March 17 2011 20:23 GMT
#243
GSTL is saving SC2 scene.
"When the geyser died, a probe came out" - SirJolt
DirtYLOu
Profile Joined May 2010
575 Posts
March 17 2011 20:24 GMT
#244
On March 18 2011 05:23 fabiano wrote:
GSTL is saving SC2 scene.


Totally agree.

GSTL Fighting !
http://sc2ranks.com/c/9051/slayersteam/ <-- SlayerS players in Grandmaster !
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
March 17 2011 20:26 GMT
#245
some of the natrual chokes are way too big
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
Forumite
Profile Joined February 2011
Sweden3280 Posts
March 17 2011 20:28 GMT
#246
Xel'Naga fortress looks cool, but overall I feel that all those maps are too small, not enough bases for a long macro game.
:3
Gentso
Profile Joined July 2010
United States2218 Posts
March 17 2011 20:32 GMT
#247
Can't wait for this GSTL.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
March 17 2011 20:33 GMT
#248
I thought everyone agreed that Dual Sight is super small? But a 3-player map, that's interesting. It looks a bit small too though...:S
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Sanguinarius
Profile Joined January 2010
United States3427 Posts
March 17 2011 20:35 GMT
#249
oooh, finally a 3 player map. I am all wiggily in my chair!.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Valikyr
Profile Joined June 2010
Sweden2653 Posts
Last Edited: 2011-03-17 20:38:24
March 17 2011 20:38 GMT
#250
On March 17 2011 14:51 Dommk wrote:
Show nested quote +
On March 17 2011 14:47 KawaiiRice wrote:
hollllllly KT sponsoring GSL?
This is huge D:
also that would be weird with KT's sc1 team no? oO;

Is it weird that EG sponsors different games?

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
Profile Joined March 2010
United States3284 Posts
March 17 2011 20:41 GMT
#251
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.

Show nested quote +
On March 18 2011 03:43 carloselcoco wrote:
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).

Actually there is also Xel'Naga Caverns!

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
Profile Blog Joined December 2010
Denmark1979 Posts
March 17 2011 21:02 GMT
#252
On March 18 2011 05:41 setzer wrote:
Show nested quote +
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.


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
Profile Blog Joined July 2008
1826 Posts
March 17 2011 21:06 GMT
#253
what the hell, typhon peaks really? That map man, those corriders... omg...
KevinIX
Profile Joined October 2009
United States2472 Posts
March 17 2011 21:06 GMT
#254
Typhon is actually not bad. It's one of Blizzard's better maps so far, and I think it's pretty balanced. The other two maps look great for spectators at the very least, especially Dual Sight (which is a terrible choice for a name).
Liquid FIGHTING!!!
DoctorPhil
Profile Joined August 2010
Netherlands168 Posts
March 17 2011 21:15 GMT
#255
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
Profile Joined August 2009
United States7702 Posts
March 17 2011 21:53 GMT
#256
On March 18 2011 05:41 setzer wrote:
Show nested quote +
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.

On March 18 2011 03:43 carloselcoco wrote:
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).

Actually there is also Xel'Naga Caverns!

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.



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
Profile Blog Joined April 2010
United States5278 Posts
March 17 2011 22:02 GMT
#257
On March 18 2011 06:15 DoctorPhil wrote:
Show nested quote +
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!


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
Profile Joined August 2010
Netherlands168 Posts
March 17 2011 22:27 GMT
#258
On March 18 2011 07:02 Ribbon wrote:
Show nested quote +
On March 18 2011 06:15 DoctorPhil wrote:
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!


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
Profile Joined June 2010
United States30 Posts
March 17 2011 22:51 GMT
#259
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?
Brood War is hard T_T
sqrt
Profile Blog Joined August 2010
1210 Posts
March 17 2011 22:56 GMT
#260
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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