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Forum Index > SC2 General
1410 CommentsPost a Reply
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8D
Profile Joined June 2011
66 Posts
June 21 2011 00:47 GMT
#681
The fourth 1v1 map seems like shakuras but with an easier third base, i'm looking forward to these.
release the gracken
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
June 21 2011 00:47 GMT
#682
Shifted Sky looks like a 4 player version of Xel' Naga Caverns. The first map is okay, I like high yield thirds, and fortunately it is not as ridiculous as Blistering Sands where you get counterattacked by god damn Speedlings every time you try to take a third. However, tank contains on the first map seem very difficult to break out of compared to most maps.

I really like the first 3v3 map, looks very cool and balanced!
710+ Posts with a Probe Icon =D
Bawert
Profile Joined October 2010
United States16 Posts
June 21 2011 00:47 GMT
#683
I wouldent put it past blizzard to take out Tal'Darim. I really hope they dont
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-06-21 00:53:58
June 21 2011 00:49 GMT
#684
I think they will definitely make the map pool a lot better as long as they replace Delta Quadrant, Slag Pits, and Scrap Station.

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.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Nayl
Profile Joined March 2010
Canada413 Posts
June 21 2011 00:50 GMT
#685
Blizzard maps always seem to look like crap and boring compare to GSL maps. They basically made Delta in fiery skin, edited Gutterhulk for 1v1 play and re skinned Typhon peaks. sighs
Tortious_Tortoise
Profile Blog Joined November 2010
United States944 Posts
June 21 2011 00:50 GMT
#686
All of these maps are tiny, but in long games, 3 bases are relatively easy to defend. I'm a scared panda right now.
Treating eSports as a social science since 2011; Credo: "The system is never wrong"-- Day9 Daily #400 Part 3
NATO
Profile Joined April 2010
United States459 Posts
June 21 2011 00:50 GMT
#687
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)
OhMyGawd
Profile Joined February 2011
United States264 Posts
June 21 2011 00:51 GMT
#688
The maps look good, but has a Zerg i think any close pos is going to be a hard time, taking a 3rd on Map 3 lol GL. The gold bases seem like they beckon tanks to just demolish them.
zomg
OhMyGawd
Profile Joined February 2011
United States264 Posts
June 21 2011 00:52 GMT
#689
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!
zomg
ObsidianArbiter
Profile Joined June 2011
United States9 Posts
June 21 2011 00:53 GMT
#690
I'm more interested in finding out what maps they're getting rid of.
Alicia Fighting!
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-06-21 00:55:57
June 21 2011 00:55 GMT
#691
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.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
NATO
Profile Joined April 2010
United States459 Posts
June 21 2011 00:55 GMT
#692
Good to see Blizzard finally put in some macro maps besides Shattered Temple.
price
Profile Joined December 2010
United States297 Posts
June 21 2011 00:56 GMT
#693
where are testbug and updated versions of other MLG maps
To strive, to seek, to find, and not to yield.
DaFoo
Profile Joined July 2010
United States68 Posts
June 21 2011 00:57 GMT
#694
These maps look ok. The names, however, could be more crative..... ex. Kerrigan's Wrath....?
Shebuha
Profile Blog Joined May 2011
Canada1335 Posts
June 21 2011 00:57 GMT
#695
WTF. Why do they label maps as "rush" and "macro" maps. Do you really want to play on a map and KNOW that both players are planning a rush or macro game? They seem to think that maps need to either be short rush distances with hard to take expos or long rush distances with medium-hard to get expos.

And why the hell do they think everyone wants destructible rocks everywhere, huge mains and awesome places for tanks?
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
June 21 2011 00:58 GMT
#696
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
Profile Blog Joined February 2011
United States745 Posts
June 21 2011 01:05 GMT
#697
On June 21 2011 09:58 The KY wrote:
Show nested quote +
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.

It's not how close the bases are, but how they relate to the enemy. All third options are immensely vulnerable.
We're here! We're queer! We don't want any more bears!
oDieN[Siege]
Profile Joined November 2009
United States2905 Posts
June 21 2011 01:09 GMT
#698
Awesome stuff, can't wait til' these release. I think it'll be fun to have new maps incorporated into the map pool.
말크 : ^_^~ NeO)GabuAt, vGODieN
sixdrumquads
Profile Joined January 2011
United States51 Posts
June 21 2011 01:09 GMT
#699
until they let us see the sizes of the maps its too early to really call it, i like how the "rush map" has blockable areas so it isnt stupid hard to not rush, or defend the rush. with that map maybe make a wall there that cant be dropped on and move it over so you can wall you natural off if you are goign for a 1 rax, forge, ext ext fast expand.

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
Profile Blog Joined April 2010
United States1093 Posts
Last Edited: 2011-06-21 01:11:53
June 21 2011 01:10 GMT
#700
I dislike the first, third and fourth look interesting, and the second looks okish.

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.
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
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