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Season 3 Ladder Pool Updates - Page 21

Forum Index > SC2 General
1410 CommentsPost a Reply
Prev 1 19 20 21 22 23 71 Next
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
June 20 2011 20:08 GMT
#401
At this point it's just getting silly. How many rocks can you throw into one map?

Ok the 3rd and 4th map looks alright though.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
June 20 2011 20:09 GMT
#402
Hmm interesting map pool, when does season 3 start? ><
You can type "StarCraft" with just your left hand.
Binabik
Profile Joined January 2011
Germany686 Posts
June 20 2011 20:10 GMT
#403
On June 21 2011 05:07 Laurence wrote:
Way more impactful than the actual maps is whether they will have close positions or not. Will they?

Of course they will, otherwise the "your strategy changes depending on positions" wouldn't make much sense
FakeLife
Profile Joined March 2011
United States41 Posts
June 20 2011 20:11 GMT
#404
It's hilarious how often they use the word "rush" in the description of the first map. It's a pretty ugly map, I can't imagine people going beyond two bases that often... Even if you were given the opportunity, what would you take as your third? Kerrigan's Wrath looks like it's inspired by Backwater Gulch, but somehow with even more destructible rocks, some of which look pretty pointless. I don't understand the rocks inside the natural expansion at all. Probably not a terrible, unplayable map, but also not that good either.

Maps 3 and 4 are mostly fine. Shifted Sky looks like it's going to be a lot like Metalopolis... It will probably play fine aside from the close ground positions, which will make people pull their hair out. Map 4, is the best of the bunch, most people probably won't have a problem with that one.
shmoo
Profile Joined March 2010
United States139 Posts
June 20 2011 20:11 GMT
#405
On June 21 2011 04:55 DNB wrote:
Why do they have to add rocks everywhere...?

On the other hand, I'm happy they are not putting any Tal'Darim copies in. That map is so zerg favoured in TvZ it's not even funny



3: Tal'Darim Altar LE - 56.40%

http://www.teamliquid.net/forum/viewmessage.php?topic_id=231648

Zerg has a 56.4% win ratio against Terran on that map.

That is so zerg favored its not even funny.

1: Shattered Temple - 71.60%
2: Xel'Naga Caverns 1.1 - 59.30%
3: Xel'Naga Caverns - 58.70%
4: Metalopolis - 58.00%

Those are Terran win ratios against Zerg on those maps.

Those are so Terran favored it is actually funny.


2: Tal'Darim Altar LE - 3.50% - (51.05% / 50.70% / 48.25%)

That map is actually one of the most balanced.
Bears are godless killing machines
Micket
Profile Joined April 2011
United Kingdom2163 Posts
June 20 2011 20:11 GMT
#406
As long as delta quadrant stays, I'm fine with any map. I love how many bases there are on that map! You get 3 easy ones and like you can take another 5, its really good
cactuschewer
Profile Joined September 2010
United Kingdom152 Posts
June 20 2011 20:12 GMT
#407
Dear god, map 4 allows for players to siege their opponents main while taking a third base if their opponent spawns anti-clockwise. What the hell are they thinking?
ishboh
Profile Joined October 2010
United States954 Posts
June 20 2011 20:13 GMT
#408
i wonder if blizzard ever thought to make a map without any gold or destructible rocks at all, just to make a map that is different from the norm. i think that they think it would be boring, i think it would be really exciting.

not that rocks are bad or anything...i just like to see maps with less of them.
DannyJ
Profile Joined March 2010
United States5110 Posts
June 20 2011 20:14 GMT
#409
Wow im not sure if i like all those yellows and rocks everywhere in the 1v1s
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
June 20 2011 20:15 GMT
#410
i spy a really annoying tank spot on kerrigan's wrath already
Disciple....Top 3 control in Clarion County
DuckS
Profile Joined September 2010
United States845 Posts
June 20 2011 20:16 GMT
#411
These maps are horrid.. map #4 is decent. Nothing special about it.

it upsets me.. I hope they remove dq/SS/slag/backwater and put in these maps so i can veto the three shitty ones.
"You foiled us this time Americans, but your liberty will not protect your Marilyn Monroe forever - our Queen must FEED!" - Deleuze
TraneMason
Profile Joined May 2011
Germany17 Posts
June 20 2011 20:16 GMT
#412
It is funny how they already define certain maps as "rush maps". As far as I know, "rushes" (lack of definition: cheese? one base timing?) also work on maps like Xel'naga. They could just design 2-player maps that are actually good.

The tip of the iceberg is that according to Dustin Bowder in a recent interview, they implement those maps for the "casual players". Yeah, right. I guess the casual zerg players will like them the most.
Information is not knowledge. Knowledge is not wisdom. Wisdom is not truth. Truth is not beauty. Beauty is not love. Love is not music. Music is the best. - Frank Zappa
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 20 2011 20:17 GMT
#413
On June 21 2011 01:16 Skiro wrote:
lol, why do they always add rocks and gold mineral fields on every map, it just doesnt make sense

For conventions. I personally think it's dumb most of the time.
qbs
Profile Joined January 2011
Poland771 Posts
June 20 2011 20:18 GMT
#414
map nr.4 looks good imo : )
DeMusliM !!!
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
June 20 2011 20:18 GMT
#415
Shifted sky looks like garbage unless close positions are removed :/

Also funny how they keep making rush maps for the "players who prefer rush maps", even though I've never seen anyone who likes those.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
OFCORPSE
Profile Joined September 2010
Sweden355 Posts
June 20 2011 20:19 GMT
#416
Last time they added new maps and I started laddering to try them out I got demoted to diamond league so I'll stick with customs untill I see some statistics how zergs are doing on these new maps >
Liquor saved me from sports.
Chessz
Profile Joined August 2010
United States644 Posts
June 20 2011 20:21 GMT
#417
On June 21 2011 05:06 ThatGuy89 wrote:
Show nested quote +
On June 21 2011 05:01 Chessz wrote:
#1 looks pretty terrible

#2 why do we need such complex naturals with rocks everywhere

#3 if you spawn in the close spots it looks just as bad as slag pits. where is the 3rd in that case.. ?

#4 actually looks like a semi-decent map, save for possible rotational symmetry imbalances.


i dont know why blizzard are designing maps based on gameplay "categories" rush/macro etc.. a good map will inherently be able to show each of those styles of games depending on the players.. as a zerg, why would I ever want to play on the rush maps? Are they basically saying, "we want you to do 1-2 base all-ins" ?


but at the same time, you look at a map like tal darim as a toss player and say: do i pressure him really hard really early - 4 gate? dt rush?
or do i play a 'macro game' going nexus first or forge expand in which case the zerg either expands 5 times without anything to do to stop it, or they use some kind of 2 base roach/ling all in

they are yet to find many maps where there is a good balance



note: this is largely theorycrafting. but i would FFE with a couple cannons to gates to stargate and turtle until I can take the third which isn't designed to have a gas geyser, as advised by the original mapmaker for the GSL as being imba in protoss favor at that point, but blizzard kept it in their version anyway but just added rocks. if your 3 base econ kicks in, hopefully you can hit a good timing before infestors/hive?

I don't consider it that difficult of a map PvZ. It feels very balanced. I would like to see actual %s though
KimJongChill
Profile Joined January 2011
United States6429 Posts
June 20 2011 20:24 GMT
#418
On June 21 2011 05:11 shmoo wrote:
Show nested quote +
On June 21 2011 04:55 DNB wrote:
Why do they have to add rocks everywhere...?

On the other hand, I'm happy they are not putting any Tal'Darim copies in. That map is so zerg favoured in TvZ it's not even funny



3: Tal'Darim Altar LE - 56.40%

http://www.teamliquid.net/forum/viewmessage.php?topic_id=231648

Zerg has a 56.4% win ratio against Terran on that map.

That is so zerg favored its not even funny.

1: Shattered Temple - 71.60%
2: Xel'Naga Caverns 1.1 - 59.30%
3: Xel'Naga Caverns - 58.70%
4: Metalopolis - 58.00%

Those are Terran win ratios against Zerg on those maps.

Those are so Terran favored it is actually funny.


2: Tal'Darim Altar LE - 3.50% - (51.05% / 50.70% / 48.25%)

That map is actually one of the most balanced.


Nice. It really annoys me when people say that macro maps are automatically zerg favored. If anything, that just points to their own gameplay flaws. Also, I've noticed that ZvT has generally favored T by a noticeable margin, and I wonder whether Blizzard will ever address this disparity if, after all, complete game balance is their end goal.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
DennyR
Profile Joined July 2010
Germany379 Posts
June 20 2011 20:24 GMT
#419
On June 21 2011 05:07 Laurence wrote:
Way more impactful than the actual maps is whether they will have close positions or not. Will they?


ofc they will, they are blizzardmade... tzzstzz
barth
Profile Joined March 2008
Ireland1272 Posts
June 20 2011 20:25 GMT
#420
Looks like Blizzard really doesn't want any top players to play ladder... If close position spawns are allowed on all these maps I'm probably going to puke every time I ladder.

On June 21 2011 05:16 TraneMason wrote:
It is funny how they already define certain maps as "rush maps". As far as I know, "rushes" (lack of definition: cheese? one base timing?) also work on maps like Xel'naga. They could just design 2-player maps that are actually good.

The tip of the iceberg is that according to Dustin Bowder in a recent interview, they implement those maps for the "casual players". Yeah, right. I guess the casual zerg players will like them the most.

Accepting this broken logic, why not adjust the map pool according to the league? WHY?
"Somebody you are talking to disappears mid sentence, and the universe shoots you because you talked to someone that wasn`t there." - MasterOfChaos
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