Patch 1.3 Map Changes - Page 4
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redFF
United States3910 Posts
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Carras
Argentina860 Posts
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s0uljah
Singapore143 Posts
and SP, removal of backdoor rocks is easier for terrans and protosses as well since its harder for zergs to do multiprong attacks... all in all nice map changes, shall play Tal de'rim altar and the new maps on custom first before laddering though... | ||
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dvide
United Kingdom287 Posts
EDIT: I want my army controlling important space so that I can expo behind it safely. I don't want my army all the way back at my base breaking stupid rocks. Why should expoing be so restrictive? It doesn't even make the map more "ladder friendly", whatever that means. | ||
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Ezekyle
Australia607 Posts
On March 22 2011 12:43 SubtleArt wrote: You can't really snipe a dropship if 3 pixels to the left is a bunch of marines and probably 1 thor, its just not cost effective. Biggest problem I see with the rocks is there theres almost no way to actually get rid of a terran army camped behind the ledge. Yes before it was horribly impractical shoving ling / bling down a small ramp but its better than nothing lol. Maybe u can just head out ur natural and come from behind through the new rocks, but even that would probably be pretty hard if terran sieges well and bunkers it. I dunno have to wait and see i guess. A lot of times when T did that push I'd make a nydus and try to somehow sneak it somewhere on the map so i could come from behind with my army but the path was so narrow terran almost always saw it =/ I think the main advantage of this change is that, while the Terran can indeed siege up outside your base, it makes it very difficult for them to actually kill you. I've not studied the map carefully, but it seems to me that as long as you build stuff away from that side of your base they won't be able to hit anything important (such as your hatchery), so you can just let them sit there and maybe deny you one extractor while you take the whole map. If they want to actually kill your main with the backdoor push they need to do a doom drop, which is possible on pretty much any map and can be swept up in seconds by mutalisks. Also, broodlords are much better now that marines can't just run up and snipe them, and if you can reach greater spire the backdoor push is over. | ||
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Jotoco
Brazil1342 Posts
On March 22 2011 12:12 Noev wrote: Great thanks for the noce write up and pics i had a hard time understanding what you ment until i saw the pics, not sure how i feel about the changes they made to tal darim alter but i think ill get use to it. As for the changes to shakuras i think they are great removes that back path the protoss and terren could use to pressure zerg. Reapers? Colossus? Blink Stalkers? Drops? Drops + Siege in the low ground will be really strong, still. It will deny 1 gas and possibly 2 mineral patches. But still, better than before. And they ruined Tal Darim Altar. | ||
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majestouch
United States395 Posts
moreover, they added in rocks on tal darim altar to the 3rd base, so when the terran or protoss 15cc/nexus, you are going to be 2base vs 2base for the first 10minutes or will have to expo into the middle of nowhere, hope it doesn't get spotted, or just sac it and the workers at it. damn blizzard always had been great at making maps for this game. p.s. you'll notice macro zergs have 10~ supply worth of units for the first 10min if the conditions apply. | ||
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Cookie
Canada94 Posts
On March 22 2011 12:44 Tazerenix wrote: Hurm, maybe i won't have to waste a veto on Back-canfinallyholddownyournaturalexpansion-water Gulch now and i can use it on Typhon-hideyourprobeintheretardedgrassinthebackofyourbase Peaks. . I'm not liking the changes to Tal'Darim Altar, the fact that it had that sort of 3rd made it special and exciting, Blizzard has just gone and made it more boring than it needs to be PS: Can anyone confirm how many mineral patches there are in the Main on Tal'Darim? I can recall the GSL version in NA having 9, but from the minimap on those pictures there appears to only be 8. I didn't know about Typhon-hideyourprobeintheretardedgrassinthebackofyourbase Peaks till i lost to a 4gate there because a hidden probe there was able to a pylon. Sad thing is i saw the probe go in the corner earlier and when i sent 4 lings there i stared at my screen for 5 seconds and went wtf where'd it go and sent my lings away. ![]() | ||
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EliteReplay
Dominican Republic913 Posts
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TERRANLOL
United States626 Posts
On March 22 2011 12:54 majestouch wrote: awesome! they managed to make shakuras plateau even worse (now even more to be unable to attack into a terran/protoss 3rd at the 12/6 o clock bases. moreover, they added in rocks on tal darim altar to the 3rd base, so when the terran or protoss 15cc/nexus, you are going to be 2base vs 2base for the first 10minutes or will have to expo into the middle of nowhere, hope it doesn't get spotted, or just sac it and the workers at it. damn blizzard always had been great at making maps for this game. p.s. you'll notice macro zergs have 10~ supply worth of units for the first 10min if the conditions apply. You are so negative. Lol. 1. They added shakuras back in. 2. They removed the thing in Shakuras that zerg players complained about the most. 3. They added one of the GSL maps DAMNIT BLIZZARD WHAT ARE YOU DOING!!! | ||
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Hobokinz
United States126 Posts
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godemperor
Belgium2043 Posts
Backwater: Good change, but still don't like the map. Tal'Darim Altar: urg...why did they ruin it? (slight exageration, but the the original was superior IMO.) | ||
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-miDnight-
Taiwan455 Posts
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butter
United States785 Posts
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Blisse
Canada3710 Posts
It should be the player's choice if he or she wants to take the risk in sneaking that expansion without any attacking units, not the game's choice. If Blizzard believes the expansion is too safe or close, then move it away or remove it. But don't put rocks to deter a double expansion build. Honestly I think they're just trying to figure out how to keep their cool little concept in the game. | ||
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Gescom
Canada3484 Posts
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raf3776
United States1904 Posts
On March 22 2011 12:58 Hobokinz wrote: -_- Why add rocks to the third on Taldarim? It's nice to see Blizz listening, but if they just take GSL maps and add rocks anywhere they want then I still think they will fall out to iCCUP or something in the future. They added more minerals and an extra gas i think. So if they didnt have the rocks it would be to OP. | ||
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TheLink
Australia2725 Posts
On March 22 2011 12:54 majestouch wrote: awesome! they managed to make shakuras plateau even worse (now even more to be unable to attack into a terran/protoss 3rd at the 12/6 o clock bases. Ummm, isn't that kind of the point? I thought we were encouraging people to take a 3rd rather than 1-base all in. This is awesome, brute forcing spawn positions was such an ugly fix to Shakuras for tournaments, now they can use the real map (just have to put close air back into MLG Metalopolis now). Don't even mind the changes to Tal-Darim much. Theres a good chance that like 50% of people on the ladder have never even heard of the GSL. I'd rather not add a new feature (bases being different sizes) on one random map now, maybe in HotS. | ||
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jeebuzzx
Canada365 Posts
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Jotoco
Brazil1342 Posts
On March 22 2011 12:58 TERRANLOL wrote: 2. They removed the thing in Shakuras that zerg players complained about the most. The change was akin to change destructible rocks to destructible debris... Not too different. | ||
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Also wondering if any maps were removed from the map pool such as DQ or slag pits?