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Patch 1.3 Map Changes - Page 20

Forum Index > SC2 General
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Prev 1 18 19 20 21 Next All
Kaitlin
Profile Joined December 2010
United States2958 Posts
March 23 2011 08:05 GMT
#381
Protoss, be very careful if you intend to wall in on Backwater Gulch at the top of the ramps into the main base. You can't have the same wall as ALL the other maps.
Tablespoon
Profile Joined January 2011
Norway223 Posts
March 23 2011 09:09 GMT
#382
Loving that they put Tal Darim altar in there. Hopefully they put Terminus in there as well sometime.
New shakuras looks cool as well. Definitely going to try them out once I get home.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
Last Edited: 2011-03-23 09:14:53
March 23 2011 09:10 GMT
#383
On March 23 2011 11:55 Ribbon wrote:
Show nested quote +
On March 23 2011 11:16 Datum wrote:
Does this mean cross spawns only on Shakuras now?


Considering that the point of the changes was to make horizontal spawns not be bad, I doubt it.


No, you can have horizontal spawns also.

EDIT: And maybe its just me but did they add a 2v2 map also? :O Idk I don't play 2v2 often but I haven't seen some of these maps before lol.
133 221 333 123 111
Dommk
Profile Joined May 2010
Australia4865 Posts
March 23 2011 09:13 GMT
#384
On March 23 2011 17:05 Kaitlin wrote:
Protoss, be very careful if you intend to wall in on Backwater Gulch at the top of the ramps into the main base. You can't have the same wall as ALL the other maps.

Got caught off guard by that as well. Delayed by gateway by 15seconds trying to figure out where exactly I needed to wall off, at first I thought I was blanking out and forgot how to wall off...
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
March 23 2011 09:25 GMT
#385
On March 23 2011 18:10 GenesisX wrote:
Show nested quote +
On March 23 2011 11:55 Ribbon wrote:
On March 23 2011 11:16 Datum wrote:
Does this mean cross spawns only on Shakuras now?


Considering that the point of the changes was to make horizontal spawns not be bad, I doubt it.


No, you can have horizontal spawns also.


That's what I said.
RevViETrice
Profile Joined August 2010
United States8 Posts
March 23 2011 12:34 GMT
#386
they should add the other gsl maps too ^^
chrisolo
Profile Joined May 2009
Germany2610 Posts
March 23 2011 12:37 GMT
#387
The rocks at the second expansion on TalDarim are so bad in ZvP when P Nexus first... you need to get the 6 o clock expansion and it is so far away from your ramp that it is really vulnerable to 6Gate pressure -_-

They should remove those rocks ...
¯\_(ツ)_/¯ - aka cReAtiVee
Tgee
Profile Joined November 2010
Denmark54 Posts
March 23 2011 14:07 GMT
#388
The 3rd on Tal'Darim Altar was probably made a full-resource expansion, as most ladderers are not used to the diminished BW style expos. And so the rocks were added to avoid some insane 3base plays.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
March 23 2011 14:11 GMT
#389
On March 23 2011 15:58 Shooks wrote:
Show nested quote +
On March 23 2011 10:22 wideye wrote:
SICK!! i can't wait to try forge FE vs. zerg on tal'darim


They actually widened the choke point on the new GSL map, so you can't really FE vs Zerg as Protoss, I really wish they said that in the patch notes before I played a match on it :/


Cool, yet another "awsome" new change. And by "awsome" I mean terrible, stupid, redonculous, etc. Blizz never seizes to surprise me in the most negative ways, somebody should give Dustin Browder his "milestone" award for most epic trolling already.
"You see....YOU SEE..." © 2010 Sen
AimlessAmoeba
Profile Blog Joined December 2010
Canada704 Posts
March 23 2011 14:25 GMT
#390
The next update to Shattered Temple will have rocks at your natural, rocks blocking the exit from your natural, rocks circling the Xel Naga tower and rocks at random intervals throughout the centre area. There'll also be rocks floating around the forest areas of the map just in case, you know, you want to attack some rocks with your flying units because everyone loves destructible rocks.

ROCKS! MOAR ROCKS!

Also, I hear in 1.4 you need to destroy some rocks before you can click the "Find Match" button.
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2011-03-23 14:50:54
March 23 2011 14:49 GMT
#391
They also made it that you can't wall in your natural with 2 baracks and a supply depot on Tal Darim so you can't actually play a 14 cc because you cant wall off properly. I can't express how angry I am about this.
I want to be with those who share secret things or else alone.
Kaitlin
Profile Joined December 2010
United States2958 Posts
March 23 2011 15:04 GMT
#392
Here's to hoping somebody with exceptional knowledge and experience (far beyond mine) can screenshot the most appropriate wall-off for Protoss on Backwater Gulch...
NeoSlicerZ
Profile Blog Joined September 2010
Ireland470 Posts
March 23 2011 23:22 GMT
#393
The natural choke in Tal Draim is just as bad as xel naga, 4 FF to cover it vs a 2 base baneling bustor hold the ramp which is 3ff wide. A FFE straight up dies to 2 base baneling bust, I would not recommend it in the slightest.
Irave
Profile Joined October 2010
United States9965 Posts
March 23 2011 23:23 GMT
#394
Great changes all around, I actually didn't notice a few of the changes until reading this.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 23 2011 23:27 GMT
#395
On March 24 2011 00:04 Kaitlin wrote:
Here's to hoping somebody with exceptional knowledge and experience (far beyond mine) can screenshot the most appropriate wall-off for Protoss on Backwater Gulch...

it's not too hard..
i just wall off with gate cyber (beside each other horizontally not diagonally as usual), and a zlot. works fine.
When they see MC Probe, all the ladies disrobe.
Miragee
Profile Joined December 2009
8692 Posts
March 23 2011 23:48 GMT
#396
Great change on Shakuras, I recommanded that in the past, too.

Also great, that they add a GSL-Map. Not so great, that they add rocks to make it terrible. -.- Man I HATE destructible rocks. Just the worst invention in the history of mapmaking. In the begining I found it interesting because of the fact there were some good maps with good attitudes of backdoor like Medusa or Benzeene. But now, what happened? Every fucking map has some destructible rocks. It's not unique feature as it should be, it's just everywhere like trash. It's boring and didn't even invent good tactical possibilities but constrict the gameplay often times.

Enough raged though...I'm glad about the first half-of-a-good-step by Blizzard regarding the mappool.
Danners933
Profile Joined January 2011
Canada76 Posts
March 24 2011 00:00 GMT
#397
I like the changes and I love having a big map pool for ladder! I think it keeps things interesting so every ladder game isn't Metalopolis or Xelnaga Caverns. I hope they continue to add new maps frequently! It keeps things awesome for me at least! I hope they continue to add gsl maps into the ladder pool as well. I am excited to see TalDarim in the ladder pool and I hope the others make it in there sooner or later like Crossfire RE and Terminus RE. Considering most of the tournaments have the GSL maps in the tournament pool, it would give players more practice if they got to play the same maps in ladder. I would love to see Dual Sight and XelNaga Fortress sneak into there sometime too
DannersGaming on Youtube/TwitchTv
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
March 24 2011 22:26 GMT
#398
http://us.battle.net/sc2/en/forum/topic/2267601507#1

Blizz explained their reasoning for the changes. I bolded some parts I find interesting.

Shakuras Plateau
Player feedback is incredibly important to us, so we decided to bring back Shakuras Plateau due in large part to popular demand by the community. There were two issues with this map, however, that we wanted to address before adding it back into the ladder pool (issues that we felt were severe enough to merit the removal of the map in the first place). The first issue was that the horizontal starting locations were extremely unfair in TvZ matchups (in favor of terran), and the second issue was that players only had one path to navigate around the map's center.

To help correct these balance issues, we've made the following changes to its layout:

The backdoor ramp and rocks leading into main base have been removed to address the horizontal start location issue.
Two rocked-off ramps have been added leading from the 6 o'clock and 12 o'clock expansions towards the middle to create an alternate path in the mid/late game to navigate around the center of the map.
The rocks by the center Xel'Naga Towers have been removed. We were noticing that if these rocks were there, it became very difficult to utilize the new rocked off-paths in the middle of the map (due to how difficult it was to clear out the Xel'Naga Tower area).

We feel the changes we've made will allow this player favorite to return as a strong ladder map and are looking forward to seeing new strategies develop.


I find it interesting that "Too easy to take your natural" wasn't one of the problems, given that was in some interview. I guess this confirms my suspicions that the guy giving the interview didn't know what he was talking about.

Tal'darim Altar
Back in February, we put up several new maps on the PTR for testing, during which time we evaluated their overall strengths and weaknesses. In addition to making improvements to some of the test maps before putting them on the live ladder rotation, we also decided to explore adding user-made GSL maps to our own ladder. Tal'darim Altar stood out due to its macro-heavy layout, well-protected natural, solid Xel'Naga Tower placements, and variety of harassment options. We had some concerns about certain aspects of the map's design, though, and have therefore made the following changes:

The high ground area near the center Xel'Naga Tower is now larger. This makes it easier to tell if units on the lower ground can see up.
The size of the area around the second expansion has been increased. We noticed that a lot of fights tend to occur in this area of the map, but that the area itself was just too narrow to allow for decent mid-sized battles.
Added a path for cliff walking units just outside of the natural expansion leading into the starting base. With this addition, we believe that players will be less likely to just sit back and defend their natural.
The size of the ramps leading to the natural and second expansions has been increased, as they were a bit too narrow and easy to defend previously.
Several short line-of-sight blockers have been removed. We felt that many of these LoS blockers were just too short and exposed to be effective.
The second expansion has been changed to include full minerals, but destructible rocks have been added to compensate for this base's increased value. We want players to be able to plan their strategy on an expansion-per-expansion level, not on a mineral patch-for-mineral patch level. We also feel that partial resources can be a confusing way to balance maps for many players and, in general, it's not something we want to do for normal ladder play.
The shrub area around the third expansion has been extended. The original area suffered from the same issue as most of the short LoS blockers, but we also thought it would be cool to extend it so that attacking this expansion becomes slightly more difficult when air units are not in play.


So the reasoning for the rocks is that they wanted expansions to be the same across maps, and not have "gimmicky" expos. Thus, three full bases right away was probably a bit too strong. I wouldn't be surprised if the third on "Terminus LE" has similar changes if/when it's added to the pool.
butter
Profile Blog Joined July 2009
United States785 Posts
Last Edited: 2011-03-25 03:52:47
March 25 2011 03:27 GMT
#399
Tal'darim Altar stood out due to its macro-heavy layout, well-protected natural, solid Xel'Naga Tower placements, and variety of harassment options. We had some concerns about certain aspects of the map's design, though, and have therefore made the following changes:

      [...]
  • Added a path for cliff walking units just outside of the natural expansion leading into the starting base. With this addition, we believe that players will be less likely to just sit back and defend their natural.

  • The size of the ramps leading to the natural and second expansions has been increased, as they were a bit too narrow and easy to defend previously.

I'm not sure how to take this. It starts promisingly enough with praise for the "macro-heavy layout" and "well-protected natural", but it seems that these qualities are actually problematic for their concept of a ladder map. And I don't know how someone who obviously watches GSL could write that bit about the cliff-walking path...

They don't even mention their change to the choke to discourage walling, but we can be sure this was their intention; the last time we heard from Blizzard's mapmakers, they had this to say about Lost Temple: "The choke point by the natural expansions were too small; it was possible to block them off easily using only a few buildings."

The second expansion has been changed to include full minerals, but destructible rocks have been added to compensate for this base's increased value. We want players to be able to plan their strategy on an expansion-per-expansion level, not on a mineral patch-for-mineral patch level. We also feel that partial resources can be a confusing way to balance maps for many players and, in general, it's not something we want to do for normal ladder play.

This is a naive idea which Blizzard must eventually be cured of. Tweaking resource counts is a routine and necessary balancing tool. Anyone whose strategy is planned out so carefully that it depends on the resource counts at their third is capable of sorting out their own confusion.

Somewhat more concerning is the suggestion that they intend "normal ladder play" to continue to diverge from tournament map pools.


On Shakuras Plateau,
There isn't a huge problem with this map, but we feel there aren't enough interesting features.

But three weeks later,
There were two issues with this map, however, that we wanted to address before adding it back into the ladder pool (issues that we felt were severe enough to merit the removal of the map in the first place)

That clears that up, then...
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
imareaver3
Profile Joined June 2010
United States906 Posts
March 25 2011 05:04 GMT
#400
What I find interesting is how Blizzard mentioned severe TvZ imbalance in horizontal positions on Shakuras Plateau. It's strange because, compared to other maps (DQ), that are still in the pool, and others (LT, SoW) that weren't said to have been removed because of imbalance, Shakuras Plateau's imbalance problems felt relatively mild. But to see Blizzard's odd treatment of that map--adding it mid-season, taking it out, putting back in, cutting it a month later, and then massively modifying it--makes me wonder if Shakuras's original form actually had very deep, game-breaking imbalances that were revealed only in Blizzard's internal statistics. I know it doesn't seem to make sense, but what else would justify Blizz's treating the map oddly, while leaving maps like DQ alone? In any case, I think this is something the major leagues should look into before using the old Shakuras in their map pools.
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