Season 3 Ladder Pool Updates - Page 35
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8D
66 Posts
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epikAnglory
United States1120 Posts
I really like the first 3v3 map, looks very cool and balanced! | ||
Bawert
United States16 Posts
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sluggaslamoo
Australia4494 Posts
Most of them don't seem too bad, as long as they are large enough. Still not a fan of rocks at 3rd base, that's kinda annoying for all races. Overall the maps seem like a significant improvement (as long as they are big). Map 2: Natural chokes using the ramp is kinda annoying especially because I have to cover the whole front of the ramp in the wall, I would like to have a small choke at the natural where I don't need to use my main ramp as part of the choke. Its not like its hard to do, its just something that makes the game more frustrating in the beginning. Zergs, in BW its more common to take a distance 3rd as Zerg is much more mobile and has good static defense. If anything it makes it hard to for Terran and Protoss. It ruins TvP, because you can't pressure Protoss while taking your 3rd (and same the other way around). It ruins PvZ for the same reason. What I think Map 1: Zerg Map. Open center, distance 3rd, with expansions around the border. Large natural 3rd with rocks. Great for mobility and harassing, can hide banelings behind smoke screen at Natural. Terran can't push through the middle while holding bases a long the way, neither can Protoss (Not saying that's a bad thing). Map 2: Terran Map (or Protoss PvZ). Narrow paths, close 3rd, destructible rocks at Natural. Many places Terran can safely siege, on high ground and cliffs, allowing them to siege push very quickly at least for the first half of the map, once tanks are out Terran can take both the 3rd and Gold very quickly. Destructible rocks at Natural and 3rd give an advantage to Marauder play vs Protoss (sniping bases), and also allows Terran to take quicker expansions than any other race. Given the narrow paths and elevation everywhere, Protoss heavy stargate/robo play should be strong on this map vs Zerg. Map 3: Zerg Map. As Zerg is gas bound (Protoss is to an extent but they can go Zealot heavy) and very mobile, it is much easier for them to take a 3rd than the other two races on this map. Distance expos are not really viable as Terran or Protoss. You will probably see a lot of 2 base allins on this map by T and P. The chokes in the center may alleviate this, but given 100 units can squeeze in a single cell grid in SC2, Zerg can easily just go around the sides and run-by into a base. Map 4: Seems balanced: I'd have to see the size of the map (hopefully its big), but theres good defenders advantage and the 3rd base is easy to get, should provide some interesting games. Its great because it allows for many different styles of play, harass-based macro games or timing pushes through the middle while taking a third (Note 2 base allins are now less viable), or sieging the main/nat/3rd with a small amount of tanks and playing harass. Tanks are much better on this map defensively, so there may be the possibility of siege tanks to take a quick 3rd vs Protoss into heavy metal. Colossus can be positioned to defend the 3rd easily. Muta ling bane will probably be very bad on this map, as it arose to the sheer amount of heavy 2 base play on old abusive maps. A strong Zerg player would be one that doesn't 2/3 base a-move baneling/muta down the center, instead opting for fast baneling drops, and a harass based style, while teching fast to hive and getting much more powerful units and upgrades rather than sitting on lair tech forever. Would be awesome to see late-game ultra/infestor drops. There's no abusive terrain I can see, except on the defenders side. Terran can defend the 3rd with a small army, and Zerg and Protoss can easily take their 3rd because of no destructible rocks, so it will probably be pretty balanced. It is also the only map with allows natural progression to eventually take a 4th and 5th, rather than having an easy 2nd or 3rd, and the rest of the bases being a huge stretch. | ||
Nayl
Canada413 Posts
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Tortious_Tortoise
United States944 Posts
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NATO
United States459 Posts
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OhMyGawd
United States264 Posts
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OhMyGawd
United States264 Posts
On June 21 2011 01:13 Apoo wrote: So many Rocks X.X . . . i think the 4th map looks interesting ![]() I Really hope #4 replaces Scrap! | ||
ObsidianArbiter
United States9 Posts
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sluggaslamoo
Australia4494 Posts
On June 21 2011 09:50 NATO wrote: Much better than the last set. Hopefully they'll remove the least favorite maps (by people chosing to play on them) Delta Quadrant, Tal'darim, and slag pits. (in that order) Tal Darim is awesome, just need to remove the rocks at the third and place a smaller natural choke. | ||
NATO
United States459 Posts
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price
United States297 Posts
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DaFoo
United States68 Posts
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Shebuha
Canada1335 Posts
And why the hell do they think everyone wants destructible rocks everywhere, huge mains and awesome places for tanks? | ||
The KY
United Kingdom6252 Posts
On June 21 2011 01:09 Catroa wrote: Look impossible to take a third on them Seriously? It looks positively easy on all but Shifted Sky. On all the others there is a third close to the natural that is accessed by the same entrance as the natural or thereabouts. I mean, there are rocks in all those thirds. But hey. It's Blizzard. FUCKING ROCKS EVERYWHERE. | ||
Wren
United States745 Posts
On June 21 2011 09:58 The KY wrote: Seriously? It looks positively easy on all but Shifted Sky. On all the others there is a third close to the natural that is accessed by the same entrance as the natural or thereabouts. It's not how close the bases are, but how they relate to the enemy. All third options are immensely vulnerable. | ||
oDieN[Siege]
United States2904 Posts
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sixdrumquads
United States51 Posts
if the maps are large enough and maybe some positions are switched once the community figures out what is working and what isnt i think these will be pretty solid maps | ||
Seam
United States1093 Posts
But that's just imo. The first has no easy third(Or any, really), but the third and fourth have like a bajillion extra bases. | ||
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