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GSTL March new maps announced - Page 16

Forum Index > SC2 General
323 CommentsPost a Reply
Prev 1 14 15 16 17 Next All
emc
Profile Joined September 2010
United States3088 Posts
March 19 2011 05:11 GMT
#301
oh wow, the new terminus looks sexy! I love the added rocks
smileyyy
Profile Joined March 2010
Germany1816 Posts
March 19 2011 08:09 GMT
#302
you can play dual site and xelnaga fortress on eu :>
Fruitseller: I feel like it's a good strategy[6Pool]. I had a lot of strategies, but I thought about it a lot and decided to 6 pool. Other people told me to 6 pool too
Jacky_
Profile Blog Joined March 2011
Korea (South)47 Posts
Last Edited: 2011-03-19 10:01:52
March 19 2011 10:01 GMT
#303
On March 19 2011 17:09 smileyyy wrote:
you can play dual site and xelnaga fortress on eu :>


Thank you! :D
Jacky || Starcraft2 Official Map Designer || Master of JACKMADE || jackmade.tistory.com/ || twitter.com/JackSolute
emkro
Profile Joined October 2010
41 Posts
March 19 2011 21:03 GMT
#304
No reason to remove the new Lost Temple -.-
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
March 19 2011 21:35 GMT
#305
I liked the maps that were taken away 3 Player maps are finally being made, the new MSL looks amazing
An apple a day keeps the Protoss away | TLHF
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2011-03-19 22:17:45
March 19 2011 21:53 GMT
#306
For Terminus, instead of the area in the main obscured by smoke, the mains are now smaller, but there is a floating bit of terrain added next to it. It seems like no units can be placed there, but from the image I can't tell. I wonder if you can hit the main from there with tanks.

I do like the map a lot more now, though, but it's funny that a lot of these maps have been moving away from fancy features such as gold bases and even the smoke areas. The smoke areas are a cool idea, but they're just so easy to prepare for: build a pylon there. It ends up being the only consequence to having this zone in your main is that you have an easy target for mutalisks and drops, namely the spotter you have to use. It does make you a bit more vulnerable to certain forms of harassment, which is probably good for a large map such as this; so easy to just turtle up in the main otherwise.

Just about every game I watched on the old version of Terminus would have the attacker unable to do anything while you get nearly 3-base income. It didn't necessarily lead to "exciting macro games", even if the games did end up longer, since I guess it turned out the excitement from larger maps doesn't come from switching from two-base all-ins to three-base all-ins.

TSL Spoiler:
+ Show Spoiler +
In Thorzaine vs Fruitdealer, it just seems unfair that FD is helpless against a terran taking three quick bases, it feels bizarre compared to Steppes of War where just one fast expansion is tremendously risky. I think that Fruitdealer would have won the game had they played on this version of the map, because Thorzaine would overextend himself defensively guarding two entrances.

Another note on map design I thought of during that series, actually: the back entrance in XNC is easily walled off by a barracks too, yet for a zerg this hallway is impossible to block properly. In general, map features that are easily nullified, but just require some preperation seem pointless to me. Especially if they end up as just a weakness for zerg.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
DaMuffinman
Profile Joined March 2011
Germany1705 Posts
March 20 2011 16:32 GMT
#307
Is it just me, or is the 2nd Xel Naga Watchtower not working on Dual Site (eu)?
But does it djent?
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
March 20 2011 16:42 GMT
#308
On March 20 2011 06:53 Grumbels wrote:
the back entrance in XNC is easily walled off by a barracks too, yet for a zerg this hallway is impossible to block properly.


Wouldn't like one creep tumor in the direction of the hallway and an evo chamber be enough? Or just spread Overlord creep and place an evo chamber... Seems to be pretty easy actually
Kevmeister @ Dota2
S.O.L.I.D.
Profile Blog Joined September 2010
United States792 Posts
March 20 2011 16:57 GMT
#309
Kinda pumped for this. I'm glad there are some new maps that aren't 4 player to go along with Caverns. I'm a fan of Peaks so I'm happy to see that in there.
LetoAtreides82
Profile Joined January 2011
United States1188 Posts
March 20 2011 17:06 GMT
#310
Can someone upload the new maps to the NA server plz?
The spice must flow
LetoAtreides82
Profile Joined January 2011
United States1188 Posts
Last Edited: 2011-03-20 17:10:42
March 20 2011 17:09 GMT
#311
On March 20 2011 06:53 Grumbels wrote:
For Terminus, instead of the area in the main obscured by smoke, the mains are now smaller, but there is a floating bit of terrain added next to it. It seems like no units can be placed there, but from the image I can't tell. I wonder if you can hit the main from there with tanks.

I do like the map a lot more now, though, but it's funny that a lot of these maps have been moving away from fancy features such as gold bases and even the smoke areas. The smoke areas are a cool idea, but they're just so easy to prepare for: build a pylon there. It ends up being the only consequence to having this zone in your main is that you have an easy target for mutalisks and drops, namely the spotter you have to use. It does make you a bit more vulnerable to certain forms of harassment, which is probably good for a large map such as this; so easy to just turtle up in the main otherwise.

Just about every game I watched on the old version of Terminus would have the attacker unable to do anything while you get nearly 3-base income. It didn't necessarily lead to "exciting macro games", even if the games did end up longer, since I guess it turned out the excitement from larger maps doesn't come from switching from two-base all-ins to three-base all-ins.

TSL Spoiler:
+ Show Spoiler +
In Thorzaine vs Fruitdealer, it just seems unfair that FD is helpless against a terran taking three quick bases, it feels bizarre compared to Steppes of War where just one fast expansion is tremendously risky. I think that Fruitdealer would have won the game had they played on this version of the map, because Thorzaine would overextend himself defensively guarding two entrances.

Another note on map design I thought of during that series, actually: the back entrance in XNC is easily walled off by a barracks too, yet for a zerg this hallway is impossible to block properly. In general, map features that are easily nullified, but just require some preperation seem pointless to me. Especially if they end up as just a weakness for zerg.


About your tsl spoiler comments :
+ Show Spoiler +

Fruitdealer just responded wrong. As zerg you always want to be one or two bases up against terran and protoss. Fruitdealer should have done a quick fourth in that game because Thorzain had a good wall up. Instead he wasted time and economic potential on roaches that did practically no damage to ThorZain's wall.
The spice must flow
Aterons_toss
Profile Joined February 2011
Romania1275 Posts
March 20 2011 17:16 GMT
#312
Man... im jealous of those pro gamers that don't need to put up with blizzard maps.
Why can't the ladder get some nice maps as well =(
A good strategy means leaving your opponent room to make mistakes
Dommk
Profile Joined May 2010
Australia4865 Posts
March 20 2011 17:17 GMT
#313
On March 21 2011 02:09 LetoAtreides82 wrote:
Show nested quote +
On March 20 2011 06:53 Grumbels wrote:
For Terminus, instead of the area in the main obscured by smoke, the mains are now smaller, but there is a floating bit of terrain added next to it. It seems like no units can be placed there, but from the image I can't tell. I wonder if you can hit the main from there with tanks.

I do like the map a lot more now, though, but it's funny that a lot of these maps have been moving away from fancy features such as gold bases and even the smoke areas. The smoke areas are a cool idea, but they're just so easy to prepare for: build a pylon there. It ends up being the only consequence to having this zone in your main is that you have an easy target for mutalisks and drops, namely the spotter you have to use. It does make you a bit more vulnerable to certain forms of harassment, which is probably good for a large map such as this; so easy to just turtle up in the main otherwise.

Just about every game I watched on the old version of Terminus would have the attacker unable to do anything while you get nearly 3-base income. It didn't necessarily lead to "exciting macro games", even if the games did end up longer, since I guess it turned out the excitement from larger maps doesn't come from switching from two-base all-ins to three-base all-ins.

TSL Spoiler:
+ Show Spoiler +
In Thorzaine vs Fruitdealer, it just seems unfair that FD is helpless against a terran taking three quick bases, it feels bizarre compared to Steppes of War where just one fast expansion is tremendously risky. I think that Fruitdealer would have won the game had they played on this version of the map, because Thorzaine would overextend himself defensively guarding two entrances.

Another note on map design I thought of during that series, actually: the back entrance in XNC is easily walled off by a barracks too, yet for a zerg this hallway is impossible to block properly. In general, map features that are easily nullified, but just require some preperation seem pointless to me. Especially if they end up as just a weakness for zerg.


About your tsl spoiler comments :
+ Show Spoiler +

Fruitdealer just responded wrong. As zerg you always want to be one or two bases up against terran and protoss. Fruitdealer should have done a quick fourth in that game because Thorzain had a good wall up. Instead he wasted time and economic potential on roaches that did practically no damage to ThorZain's wall.


+ Show Spoiler +

Bases are only as useful as long as you have drones to saturate them, what good would a quick 4th be if you barely have the drones to mine out of 3?
Gemini_19
Profile Joined June 2010
United States1258 Posts
March 20 2011 17:27 GMT
#314
Do we know if the new maps are on the NA server yet? (Not able to test out at the moment, apologies )
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
LetoAtreides82
Profile Joined January 2011
United States1188 Posts
March 20 2011 17:31 GMT
#315
On March 21 2011 02:27 Gemini_19 wrote:
Do we know if the new maps are on the NA server yet? (Not able to test out at the moment, apologies )


They're in EU, but not in the NA servers yet.
The spice must flow
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
March 20 2011 18:36 GMT
#316
On March 21 2011 02:16 Aterons_toss wrote:
Man... im jealous of those pro gamers that don't need to put up with blizzard maps.
Why can't the ladder get some nice maps as well =(


http://www.teamliquid.net/forum/viewmessage.php?topic_id=199322
Antoine
Profile Blog Joined May 2010
United States7481 Posts
March 21 2011 03:50 GMT
#317
Crevasse was also updated for the upcoming GSTL.
-The gas at the backdoor (in-base) expansion is now a rich gas
-The gas at the 4th (middle) base is now a normal geyser (was previously rich)
ModeratorFlash Sea Action Snow Midas | TheStC Ret Tyler MC | RIP 우정호
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51070 Posts
March 21 2011 06:45 GMT
#318
On March 21 2011 12:50 Antoine wrote:
Crevasse was also updated for the upcoming GSTL.
-The gas at the backdoor (in-base) expansion is now a rich gas
-The gas at the 4th (middle) base is now a normal geyser (was previously rich)


ooohhh that cool you need to notify the TL staff so they can use the latest version for the TSL.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
March 21 2011 07:01 GMT
#319
On March 21 2011 12:50 Antoine wrote:
Crevasse was also updated for the upcoming GSTL.
-The gas at the backdoor (in-base) expansion is now a rich gas
-The gas at the 4th (middle) base is now a normal geyser (was previously rich)


What's the reasoning behind these changes? I was under the impression that the one gas in the backdoor was to make it harder for Protoss to turtle up the infamous 200/200 deathball. A rich gas is still less than 2 poor gas, I suppose.

Crevasse is getting messed with a lot, actually.
zecherShock
Profile Joined July 2010
Netherlands25 Posts
March 21 2011 07:01 GMT
#320
At least Meta ist still on <3

XelNagaFortress: I didn't like XNC at all, so its okay. Nevertheless: It's layout suggest that one player's natural is always exposed, while the other player's natural is slightly more protected by mapdesign. I don't appreciate that.
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