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On June 21 2011 05:11 Cactuschewer wrote: 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? Oooo, hopefully you can snipe hatches with siege tanks from there. What an extremely balanced map design choice. Think about zerg doom drop travel distance lol.
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My guess:
1.) map one replaces slag pits; whatever it may be, slag pits was SO terrible that it can only get better 2.) map two replaces backdoor gulch; have never liked the map and don't like the setup of map two; will probably (continue) to downvote it 3.) map three is a tough call - I'm praying that this map FINALLY replaces the delta quadrant 4.) map four I think will replace metalopolis - in since the beginning, doubt that Blizz will take out the "fresher" shakuras and tal'darim altar
As has been said, it crucially depends on which maps blizz actually removes. If they let slag pits and dq stay AND add maps 1-3 then I'll bang my head against the first solid object in reach....
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Can't say anything untill I played them myself and can get a sense of scale, distance, etc. Please upload them to the PTR/custom game server ASAP blizzard!
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Any time Blizzard release some maps people are complaining.
Last time people tought that every single map was bad, but slowly Backwater and Typhon have been accepted by the community.
Just try them out before being abusively negative.
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On June 21 2011 05:26 sleepingdog wrote: ... 4.) map four I think will replace metalopolis - in since the beginning, doubt that Blizz will take out the "fresher" shakuras and tal'darim altar .
No way in hell would they replace metal with any of these maps.
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Remove 2 and 3, add Terminus and Crevasse instead and the ladder pool should be pretty cool
But I guess Blizzard's point is somewhat valid... most people ( from what I can see here at least ) want macro maps but Blizz has to think about those that just want to rush... although we've seen rushes on every map so I'm not sure I get is. The thing is that they kept saying how these maps would solve all the problems... but I don't really see it happening with those... Getting past the destructible rocks stuff it's a real pain in the rear to take a third from what I can tell... Is this a zerg balance thing?
Also, from what I remember they said something about rotating GSL maps each season?
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On June 21 2011 05:21 Chessz wrote:Show nested quote +On June 21 2011 05:06 ThatGuy89 wrote: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
im only a mid platinum toss but that never really happens. Its easy to secure the natural - but if you do forge expand, your ground force/cyber core/any tech comes really late. Its hard to expand to the third easily due to the fact that theres 2 massively open paths to it.
At the moment i just think its a really strange MU on any map - and until a zerg or toss player comes out with a really good build/stratergy or just general game plan its gonna be the same kind of wank everygame.
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What's with all the "no third base" complaints? Shattered Sky has an easy third. Macro Map advertises that is has an easy third. Kerrigan's wrath has the easiest, safest third I've ever seen. Map 1 in the only map that has a rock-blocked 3rd.
Speaking of rocks, there is not a single blue base on any of these maps with rocks on it, and only one where there are rocks on your (gold) third. All the other rocks are used to block attack paths, which is a much better use.
Map 4 has an easy third, and there's not so much as a pebble on it.
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i shaking my head right now.....dont know what to say
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The first three maps are very ZvT unfriendly (for the zerg.) Last map is the only I can come close to approving of as far as balance goes. Thinking about maps in terms of "rush map" and "macro map" is just useless. The thirds are a horrible issue for Zs on these and there are also way too good of siege spots (even worse than the tal'darim natural for Zs for T pushes) and some VERY rine tank push friendly lanes depending on spawn locations. Hope you're looking for feedback, blizz, because I would rather thumbs down all but the last of these and keep playing any of your old maps, as far as my being able to enjoy playing a remotely balanced game goes.
This is the same symmetrical generic map making that we have been complaining about forever. You may want to try experimenting with the number 3 instead of 2 and 4 exclusively. And sprinkling rocks around at random just gives me something to kill while I wait for bs pushes to sit on my face.
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God damn people are negative LOL
I guess I am not as amazing at telling what the maps mean as you guys since I have no clue if these are good or bad yet.
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Rocks, rocks, rocks...
Oh, did we mention we put rocks on the map?
These maps are meh. Nothing too strikingly amazing about them. All seem playable, except the description for the first map is poorly written and makes me wants to t-down before i've even played on it.
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aw i was waiting for the new map pool hoping for new sweet gsl maps and they bring their own maps noooo....
We want to play ladder on tournament maps, not on theirs :\
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On June 21 2011 05:09 JerKy wrote: Hmm interesting map pool, when does season 3 start? ><
Season 2 started March 22nd, and seasons are three months. I'd say literally any day now.
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I really like these maps. You people are over looking some of the really cool hidden features on some of these maps.
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On June 21 2011 05:35 Ribbon wrote:Show nested quote +On June 21 2011 05:09 JerKy wrote: Hmm interesting map pool, when does season 3 start? >< Season 2 started March 22nd, and seasons are three months. I'd say literally any day now.
You're sure its 3 months?
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When exactly does the Season 3 begin or when does Season 2 lock down so you can't advance/promote anymore?
Edit: Nvm that's what I get for not reading ahead...
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On June 21 2011 05:35 Moralez wrote:Show nested quote +On June 21 2011 05:35 Ribbon wrote:On June 21 2011 05:09 JerKy wrote: Hmm interesting map pool, when does season 3 start? >< Season 2 started March 22nd, and seasons are three months. I'd say literally any day now. You're sure its 3 months?
Yeah, that seems kind of short. But I'd love it if it were, since I'm already bored of ladder and need something to make me interested again.
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On June 21 2011 05:28 drcatellino wrote: Any time Blizzard release some maps people are complaining.
Last time people tought that every single map was bad, but slowly Backwater and Typhon have been accepted by the community.
Just try them out before being abusively negative.
the thing is that backwater gulch was actually changed post-release because blizzard realized they did a terrible job with the ramp on the map. And wile typhoon was eventually accepted, its still not hailed as a great map, just a tolerable one.
As much as some people can over-do some of their reactions, the general community proved to be right for the most part. and i don't believe this reaction, which is again almost universally bad, is going to prove any less true than the first one.
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Does Blizzard really think that "rush" strategies cannot be executed on every map? Really making 2 player maps would make cheeses stronger than shortening rush distances. Oh well, it is clear that Blizz hired CombatEx to do map design for them. :'(
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