GSTL March new maps announced - Page 16
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emc
United States3088 Posts
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smileyyy
Germany1816 Posts
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Jacky_
Korea (South)47 Posts
On March 19 2011 17:09 smileyyy wrote: you can play dual site and xelnaga fortress on eu :> Thank you! :D | ||
emkro
41 Posts
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AnxiousHippo
Australia1451 Posts
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Grumbels
Netherlands7028 Posts
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. | ||
DaMuffinman
Germany1705 Posts
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FliedLice
Germany7494 Posts
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 | ||
S.O.L.I.D.
United States792 Posts
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LetoAtreides82
United States1188 Posts
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LetoAtreides82
United States1188 Posts
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. | ||
Aterons_toss
Romania1275 Posts
Why can't the ladder get some nice maps as well =( | ||
Dommk
Australia4865 Posts
On March 21 2011 02:09 LetoAtreides82 wrote: 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
United States1217 Posts
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LetoAtreides82
United States1188 Posts
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. | ||
Ribbon
United States5278 Posts
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 | ||
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Antoine
United States7481 Posts
-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) | ||
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BLinD-RawR
ALLEYCAT BLUES49496 Posts
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. | ||
Ribbon
United States5278 Posts
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
Netherlands25 Posts
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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