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NASL's Tal'darim Altar review - Page 7

Forum Index > SC2 General
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ImHuko
Profile Joined December 2010
United States996 Posts
Last Edited: 2011-04-15 00:31:48
April 15 2011 00:30 GMT
#121
The fact that they are taking it upon themselves to try and set standards or whatever with maps is just silly. They are still learning how to run a pretty standard broadcast, but yet they want to set standards on which maps are in their pools. Just copy ESL/MLG/GSL, it isn't that hard.

Edit: I didn't actually realize they changed maps, I knew they added that terrible map Blackwater, but didn't realize they actually edited some already very fine maps.
A Wet Shamwow
Profile Blog Joined September 2010
United States1590 Posts
April 15 2011 00:38 GMT
#122
While this version of the map is in all ways worse, i still dont see how you can go to Incontroll vs Ensnare as a game to point out why it is bad, ensnare had that game won, he for some reason thought it was ok to get pure bio against a turtling colossus protoss.
“Life is a gamble, at terrible odds. If it were a bet you wouldn’t take it.”
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
April 15 2011 00:46 GMT
#123
On April 15 2011 09:30 ImHuko wrote:
The fact that they are taking it upon themselves to try and set standards or whatever with maps is just silly. They are still learning how to run a pretty standard broadcast, but yet they want to set standards on which maps are in their pools. Just copy ESL/MLG/GSL, it isn't that hard.

Edit: I didn't actually realize they changed maps, I knew they added that terrible map Blackwater, but didn't realize they actually edited some already very fine maps.


They didn't change any maps unless you count using an earlier version of the map as changing it (though that is still a bit of a ???). And Blackwater gave some great games yesterday in my opinion...
yoplate
Profile Joined August 2010
United States332 Posts
April 15 2011 00:56 GMT
#124
So many destructible rocks. Why do map designers feel the need to throw destructible rocks everywhere they think they can get away with? Rocks just slow down expanding strategies (especially zerg ones) and make the game more boring. Your expansion timing should be dictated by what your opponent is doing, not by some random map maker.
GinDo
Profile Blog Joined September 2010
3327 Posts
April 15 2011 01:00 GMT
#125
On April 15 2011 09:56 yoplate wrote:
So many destructible rocks. Why do map designers feel the need to throw destructible rocks everywhere they think they can get away with? Rocks just slow down expanding strategies (especially zerg ones) and make the game more boring. Your expansion timing should be dictated by what your opponent is doing, not by some random map maker.



They are ok for Islands like in BW with mineral blockers on Island Expos. But every other expo should be open. Literally i never get the third on Bliz Tal b/c of the rocks. They slow me down. I just get the expo behind the nat.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
Last Edited: 2011-04-15 01:01:58
April 15 2011 01:01 GMT
#126
The NASL version is horrendous. I cant believe they added more rocks. They made the map even worse for zerg's then Blizzard's version. There should be no rocks on this map. Beating zergs here is so easy as a protoss because I can fe and the zerg has to take his third not in the optimal location or take it late. Then i can turtle on 3 bases pretty easy and mass a huge death ball and there really isnt much zerg can do.
Jayrod
Profile Joined August 2010
1820 Posts
April 15 2011 01:02 GMT
#127
God I can't even get away from the balance whining on the general forums now. So obnoxious
dvide
Profile Joined March 2010
United Kingdom287 Posts
April 15 2011 01:04 GMT
#128
On April 15 2011 09:56 yoplate wrote:
So many destructible rocks. Why do map designers feel the need to throw destructible rocks everywhere they think they can get away with? Rocks just slow down expanding strategies (especially zerg ones) and make the game more boring. Your expansion timing should be dictated by what your opponent is doing, not by some random map maker.

According to iNcontrol on NASL, he loves rocks blocking expos. He says it rewards the player who prepares. I suppose that's fine for a turtle style protoss. Also he thinks close positions on metal is fine, and gretorp said people just need to adapt to it. Also trying to defend backwater gulch choice.
zyglrox
Profile Joined August 2010
United States1168 Posts
April 15 2011 01:05 GMT
#129
On April 15 2011 05:05 danson wrote:
dunno why they tried to change one of, if not THE best map currently in competitive play. only thing i would change is take out the rocks on 2nd nat so its like GSL version



this, gsl version is the best of them all.
champagne for my real friends, and real pain for my sham friends.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 15 2011 01:06 GMT
#130
You can't expect pro-gamers to learn 3 different version of the same map. Sure the changes are a little subtle and everything, but they can really make a big difference in terms of engagements and strategies. You don't need to make minor changes to all of the maps just so you can name them 'NASL <whatever>'.
synapse
Profile Blog Joined January 2009
China13814 Posts
April 15 2011 01:20 GMT
#131
Don't like the rocks at the 4th and gold. Why do people feel the need to add destructible rocks to everything? zzz
:)
CarachAngren
Profile Joined January 2011
United States84 Posts
April 15 2011 01:24 GMT
#132
This is very unnecessary. Why continue to alter maps? I don't like the changes but the bigger point is that its already a new map, and they are using a completely new version no one is used to. I just find it strange and don't see a reason for the changes.
Zocat
Profile Joined April 2010
Germany2229 Posts
Last Edited: 2011-04-15 02:05:58
April 15 2011 02:03 GMT
#133
I have no problem with a different mappool, like NASL saying "We want Backwater Gulch in there, but dont like X".
But I do think the whole different map versions for different tournaments thing is getting out of hand.

MLG Metalopolis, Blizzard Metalopolis, GSL Metalopolis, TSL Metalopolis (is there a difference to the MLG one?), Tal'darim Altar Origininal (NASL), Tal'darim Altar Ladder, Tal'darim Altar GSL.
I personally do get confused - and players & admins seem to get confused as well.
Dreamhack finals, one player forgot that the used Shakuras Plateau version only allowed cross-position spawns. Surely it's the player's fault for forgetting that, but it seems to become a problem (especially considering that new tournaments may arise or old tournaments use their own versions (IEM, IPL, ...)).
I also watched a tournament yesterday (dont remember which one), where one game was on MLG Metalopolis, but one player crashed and the game had to be remade and then they started Blizzard Metalopolis (still spawned cross, but ...) Clearly a human error from the guy who created the game, but no one noticed.
Could've been the same thing happening for NASL with Tal'darim Altar "We want to use TDA GSLv2, but accidentally chose TDA GSLv1".
Aquafresh
Profile Joined May 2007
United States824 Posts
April 15 2011 02:07 GMT
#134
They had this same problem in the GCPL. They used old versions of GSL maps on a few occasions, I remember a player complained about it once (StrifeCro I think?) and was assured there wasn't a problem by the casters. Jinro even commented on it in the LR thread that they seemed to be using really old versions of some maps, versions that were scrapped in the GSTL due to heavy imbalances.
Jayrod
Profile Joined August 2010
1820 Posts
Last Edited: 2011-04-15 02:12:41
April 15 2011 02:12 GMT
#135
Trakz
Profile Joined December 2010
Canada178 Posts
April 15 2011 02:14 GMT
#136
I personally like the GSL version which I think is different than the blizzard one. It just seems more smooth and isnt too favored toward a specific race.

Its just favored to macro players and not cheesy players. Thank goodness...
None shall take if undeserved
Offhand
Profile Joined June 2010
United States1869 Posts
April 15 2011 02:23 GMT
#137
On April 15 2011 05:22 Cosmos wrote:
Show nested quote +
On April 15 2011 05:18 Offhand wrote:
On April 15 2011 05:16 Cosmos wrote:
I don't think backwater gulch is as bad as crossfire.


You're terran, that's why.


As a terran I don't have problems with crossfire in fact. It's just after that I saw darkforce vs cruncher or grubby vs moon on this map that I now find it EXTREMELY unbalanced for zergs vs protoss.


You should check out Haypro vs KawaiiRice tonight's NASL.

+ Show Spoiler +
Haypro map lossed Backwater and TDA hard, it was amusing given this thread.
Farkinator
Profile Joined August 2010
United States283 Posts
April 15 2011 02:24 GMT
#138
Rocks rocks everywhere.

I still think that Day9's quote is applicable to every map with rocks on it.

"It just feels like you're not allowed to take a third in this game anymore. The game, like, literally doesn't want you to take a third. You'll get to your third and the game's just like "well sure you can take a third base, but there's a giant piranha in the way. But wait! It's actually a logic puzzle. It only tells the truth on ODD FOOD COUNTS." and I'm just like FUCK can't I just expand already?"
Get some bases, smash some faces.
Zzoram
Profile Joined February 2008
Canada7115 Posts
April 15 2011 03:02 GMT
#139
On April 15 2011 11:24 Farkinator wrote:
Rocks rocks everywhere.

I still think that Day9's quote is applicable to every map with rocks on it.

"It just feels like you're not allowed to take a third in this game anymore. The game, like, literally doesn't want you to take a third. You'll get to your third and the game's just like "well sure you can take a third base, but there's a giant piranha in the way. But wait! It's actually a logic puzzle. It only tells the truth on ODD FOOD COUNTS." and I'm just like FUCK can't I just expand already?"


that's an awesome quote lol

Day9 <3
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2011-04-15 03:53:35
April 15 2011 03:44 GMT
#140
Four gold bases that close together are BAD and there is even room in the middle to move a defensive force through. This feature makes it "golden" for Terrans (MULEs on up to four gold expos = $$$$). The ramp thing clearly favors Protoss (offensively and defensively) AND Terran (defensively) if he goes for mech, BUT it totally screws Zerg.

NASL also has the "stupid version" of Metalopolis ... where you can spawn close ground. Good luck to all you Zerg competitors for not getting that.
If you cant say what you're meaning, you can never mean what you're saying.
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