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NASL's Tal'darim Altar review - Page 9

Forum Index > SC2 General
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wolfe
Profile Joined March 2010
United States761 Posts
April 15 2011 08:35 GMT
#161
Wait, I thought pros (including Incontrol) thought that rocks were largely a horrible idea. The fact that EVERY expanion has one is...
Swift as the wind, felt before noticed.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
April 15 2011 08:38 GMT
#162
On April 15 2011 17:22 Noocta wrote:
Show nested quote +
On April 15 2011 17:07 NoobSkills wrote:

On April 15 2011 16:39 Noocta wrote:
The map pool of the NASL lok so bad from a zerg point of view...
Seriously, stop putting rock everywhere.


Zerglings.


Yeah, rocks everywhere who don't let zerg expand when he wants will obviously favor zerglings.
The same zerglings who take forever to take out rocks.
On the same map where gold's rock create chock point in the middle of a use to be wide open map.


Zerglings are the most cost-efficient rock-killer in the game (except Reapers maybe), provided there's space around the rock for all of them to fit... as there should be for rocks in open spaces in the early game.

I hate destructible rocks but Zerg is much faster to kill them than Protoss.
My strategy is to fork people.
nitdkim
Profile Blog Joined March 2010
1264 Posts
April 15 2011 08:42 GMT
#163
On April 15 2011 17:38 Severedevil wrote:
Show nested quote +
On April 15 2011 17:22 Noocta wrote:
On April 15 2011 17:07 NoobSkills wrote:

On April 15 2011 16:39 Noocta wrote:
The map pool of the NASL lok so bad from a zerg point of view...
Seriously, stop putting rock everywhere.


Zerglings.


Yeah, rocks everywhere who don't let zerg expand when he wants will obviously favor zerglings.
The same zerglings who take forever to take out rocks.
On the same map where gold's rock create chock point in the middle of a use to be wide open map.


Zerglings are the most cost-efficient rock-killer in the game (except Reapers maybe), provided there's space around the rock for all of them to fit... as there should be for rocks in open spaces in the early game.

I hate destructible rocks but Zerg is much faster to kill them than Protoss.

not when you're trying to have a quick third... 10 lings with no +1 attack = ages to finish killing a rock.
PM me if you want random korean images translated.
Noocta
Profile Joined June 2010
France12578 Posts
April 15 2011 08:51 GMT
#164
On April 15 2011 17:38 Severedevil wrote:
Show nested quote +
On April 15 2011 17:22 Noocta wrote:
On April 15 2011 17:07 NoobSkills wrote:

On April 15 2011 16:39 Noocta wrote:
The map pool of the NASL lok so bad from a zerg point of view...
Seriously, stop putting rock everywhere.


Zerglings.


Yeah, rocks everywhere who don't let zerg expand when he wants will obviously favor zerglings.
The same zerglings who take forever to take out rocks.
On the same map where gold's rock create chock point in the middle of a use to be wide open map.


Zerglings are the most cost-efficient rock-killer in the game (except Reapers maybe), provided there's space around the rock for all of them to fit... as there should be for rocks in open spaces in the early game.

I hate destructible rocks but Zerg is much faster to kill them than Protoss.


Protoss don't lose economy by making units in the early game.
The main anwser to a Terran / protoss FE is to take a very early third.
Rocks everywhere deny that, because you'll have to make ling instead of drones to kill rocks, which delay your expand timing and slow your economy...
" I'm not gonna fight you. I'm gonna kick your ass ! "
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 15 2011 08:54 GMT
#165
do rock free expos break the game or something? come on blizz take em out and see what happens.
Eeevil
Profile Joined May 2008
Netherlands359 Posts
April 15 2011 09:03 GMT
#166
Can no one win anymore without sparking some IMBA discussion.
Ensnare chose the wrong army composition, at least it all started out pretty well for him, making a huge bio ball. Then he commenced to roam about the map doing fuck all and partying on mapcontrol so Incontrol could build up to a zillion colossi wich kind of counter the bio ball, a bio ball that, at that time, was so big there was no supply left for vikings.

So basically Ensnare made a huge army for incontrol to kill.
Dance like a butterfly, sting like an Intercontinental Ballistic Nuclear Missle.
pdd
Profile Blog Joined November 2010
Australia9933 Posts
Last Edited: 2011-04-16 03:15:44
April 16 2011 03:10 GMT
#167
On April 15 2011 17:07 NoobSkills wrote:
Show nested quote +
On April 15 2011 13:28 pdd wrote:
On April 15 2011 10:04 dvide wrote:
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.

Preparing for 1 map is one thing. Preparing for 3 significantly different variations of the same map is another.

Yeah, as far as game balance goes, I'm not going to make a judgment. The biggest problem here is that I just don't understand the reasoning behind using this version of the map, when there are more standard versions of it (GSL5 version and the Blizzard LE version) which people already practise on.


In my job I don't get to say X client likes reports in Y fashion, so all clients get the report in Y fashion. You learn to adapt, money is on the line if you choose to not study the 3 maps you're about to play on then it is your fault.
Show nested quote +
On April 15 2011 16:32 Tppz! wrote:
I dont think we need 1000 different versions of one map for competitive gaming. I really dislike this "we are a major tournament, we change the maps like we want to". At this moment ppl are getting terribly confused which map has which settings (only cross/no close etc) and I cant see the point of adding MORE different versions.

Please stop that! Talk to other tournament organizers and freaking stop editing maps randomly.

Though: Noone likes rocks at expansions. It's just terrible. I cant imagine why NASl did this O.o


Correct, but each league wants to be #1, so in the end they get to make the decisions about the starcraft map pool. Hopefully we wind up letting korea make the maps and USA/Euro win them

Show nested quote +
On April 15 2011 16:39 Noocta wrote:
The map pool of the NASL lok so bad from a zerg point of view...
Seriously, stop putting rock everywhere.


Zerglings.

1. GSL make map pool decisions taking into community feedback (the play tested so many maps on Gisado's KOTH and even more in GSTL 1 before putting it into the GSL). Yeah, sure you can force them to play on that map, but a well-organized league (particularly since SC2 is a very community based game) takes into account player/community feedback before forcing them onto players, otherwise they'll just use regular standard versions. This version of Tal'darim as you probably know is not standard.

I might be wrong, but it doesn't seem like the NASL did that. I would really like to know the decision-making behind why the NASL chose the maps the way they did, because it is just questionable.

2. How does using a non-standard (and I must say outdated) variation of the map make this league #1?

3. A slower 3rd expo vs forge FE is very detrimental to Zergs. It forces them to baneling bust. And as cool as baneling busts are, seeing Zerg's limited to that is just bad.

Also this is the same issue I have with the LE version of the map. The rocks just eliminate options for Zergs/Protoss to deal with tanks sieging at the natural. I mean, sac-ing the natural and taking the third instead might not be the best option to deal with tanks at the natural, but it is still an option and provides better diversity of play.

4. I'm not really turning this into a balance discussion/strategy, but it is pretty clear that the best version of the map is the GSL version (played in GSL 5). The main issue for me is a big competition choosing to use non-standard, outdated variations of a map, when clearly it is far better to use more standard versions.

On April 15 2011 17:32 aScaris wrote:
Show nested quote +
On April 15 2011 17:14 Haydin wrote:
Isn't this the original version of the map?


according to liquipedia this is the original map (just for the comparison):

[image loading]

What he meant was the original "beta" version of the map which was tested in Gisado's KOTH before it was first used in GSTL 1.

On April 15 2011 17:38 Severedevil wrote:
Show nested quote +
On April 15 2011 17:22 Noocta wrote:
On April 15 2011 17:07 NoobSkills wrote:

On April 15 2011 16:39 Noocta wrote:
The map pool of the NASL lok so bad from a zerg point of view...
Seriously, stop putting rock everywhere.


Zerglings.


Yeah, rocks everywhere who don't let zerg expand when he wants will obviously favor zerglings.
The same zerglings who take forever to take out rocks.
On the same map where gold's rock create chock point in the middle of a use to be wide open map.


Zerglings are the most cost-efficient rock-killer in the game (except Reapers maybe), provided there's space around the rock for all of them to fit... as there should be for rocks in open spaces in the early game.

I hate destructible rocks but Zerg is much faster to kill them than Protoss.

But 2 base Zerg vs a 2 base Protoss = difficult for Zerg. Protoss can delay their third expansion as long as possible, where else if Protoss fast expanded before the Zerg (which they can do easily nowadays with Forge FE, Zerg's need the third base or have to baneling bust/other all-in).
TI4 Champions: EE-Sama | B7-God | A-God_2000 | Kappa Lord | pieliedie
NHY
Profile Joined October 2010
1013 Posts
April 17 2011 09:21 GMT
#168
So, it turns out that NASL changed Crevasse too. 3 things I noticed:

1) In-base expansion has 2 gas
2) Natural expansion has a rock
3) There a gold expansion

Just like when Crevasse first came out back in January. I guess NASL believes months of testing by progamers in korea and GOM means nothing.

Unlike some players, there are players in NASL who competes in other leagues which uses 'original' or 'standerd' version of these maps and viewers who follow them. At least call these maps something else so players and viewers are not confused.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
April 17 2011 09:28 GMT
#169
2 gas inbase? So why should i ever move out early on when i get free, nearly uncontested inbase expo. Thoses changes are just plain dumb and fit the whole NASL. Big annoucements but nothing more to come ... yet. I really hope they stop this crap and ask some mappers which know their job. Why don't get in contact with iCCup?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Elothis
Profile Joined March 2011
111 Posts
April 17 2011 09:30 GMT
#170
i think the gsl version is the best version of this map, the 2nd best the blizzard version (i dont like the rocks at the 3rd too much, imo a bit opposed to the macro style of this map), but this version really sucks so hard lol
theBOOCH
Profile Joined November 2010
United States832 Posts
April 17 2011 09:33 GMT
#171
I think the ladder version is fantastic TvP, but I haven't player on the NASL one. I wonder if the changes weren't instituted for TvZ and just had a negative effect on TvP.
If all you're offering is Dos Equis, I will stay thirsty thank you very much.
zere
Profile Blog Joined October 2010
Germany1287 Posts
April 17 2011 09:50 GMT
#172
On April 17 2011 18:21 NHY wrote:
So, it turns out that NASL changed Crevasse too. 3 things I noticed:

1) In-base expansion has 2 gas
2) Natural expansion has a rock
3) There a gold expansion

Just like when Crevasse first came out back in January. I guess NASL believes months of testing by progamers in korea and GOM means nothing.


I've added Crevasse 0.8 to TLPD, can someone confirm that this is the correct picture of the map?
ModeratorWenn ich einmal traurig bin, dann trink' ich einen Korn. Wenn ich dann noch traurig bin, dann trink' ich noch 'nen Korn. Und wenn ich dann noch traurig bin, dann fang' ich an von vorn!
DuneBug
Profile Joined April 2010
United States668 Posts
April 17 2011 09:53 GMT
#173
don't really understand most of the nasl maps. i feel like they didn't get input from pros..

backwater gulch, crossfire, modified tal'darim.

gsl put a lot of effort into the maps they have. Seems like MLG did too.

and for some reason nasl took 3 maps nobody else ever uses.
TIME TO SAY GOODNIGHT BRO!
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
April 17 2011 10:05 GMT
#174
Taldarim altar is just a boring bad map.
The expansion are to easily secured. This leads to a three base turtle I-don't-move-until-I-am-maxed game.
The center is too open, and there are no multiple paths.

By comparison, GSL crevasse is way better.
Inbase expo has less minerals and only 1 gas. The third is harder to secure. There are a lot of possibilties to harass by air. The center has an interesting layout. By taking out the rocks, multiple pathways are created, which make army placement and movement important, as well as counterattacks possible.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
April 17 2011 10:21 GMT
#175
Blizzard made Tal'Darim worse than the GSL version, NASL built on that and turned a still decent map into a complete joke.

Same with Crevasse.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Silkath
Profile Joined April 2011
United Kingdom102 Posts
April 17 2011 10:25 GMT
#176
The rocks at the third made me sad

The really open centre is cool though. Nice for surrounds and makes for some great tank leap-frogging style slow pushes.
We sit together, the mountain and I, until only the mountain remains
gnutz
Profile Joined November 2010
Germany666 Posts
April 17 2011 10:30 GMT
#177
I don't know what NASL is doing. Basically they have a semi-horrible mappool (wtf Backwater) and just change the good maps to also more horrible versions.

NASL really HAS TO ask some progamers about the mappool. Right know i think it's a joke. I even stopped watching some NASL games because the games turned out to make the games ridicolously bad.

How can anyone think moar rocks and a 2nd with 2 geysirs which is unattackable (Crevasse) is balanced?
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
April 17 2011 10:30 GMT
#178
Having 4 gold bases regardless of them having rocks is prone to me thinking its a nono.

Hell, imagine a terran taking all four golds for some reason. The sheer amount of marines coming from his barracks suggest that even the old and sick people get recruited to the militairy just for the sake of spending minerals.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
April 17 2011 10:36 GMT
#179
Apparently this is actually the earliest beta version of Tal'Darim, so I guess its just a mistake and not intentional.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 17 2011 10:48 GMT
#180
seems like nasl is trying their best to eliminate all zergs from nasl. their map pool was pretty bad to begin with but to actually go ahead and modify them to make toss even stronger is just sad

i hope they realize its not too late to fix things :p
Progamerpls no copy pasterino
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