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Season 3 Ladder Pool Updates - Page 58

Forum Index > SC2 General
1410 CommentsPost a Reply
Prev 1 56 57 58 59 60 71 Next
escruting
Profile Joined June 2010
Spain229 Posts
June 28 2011 10:50 GMT
#1141
On June 28 2011 19:44 Sclol wrote:
Show nested quote +
On June 28 2011 19:39 escruting wrote:
Am i the only one that has a lot of macro games on delta quadrant? the backdoor base encourages macro/turtle games and also there are a lot of golds and other mains to expand. I find it more macro heavy than metalopolis or shattered and i almost always have >20 mins macro games on it.

As Toss/terran yes as a Zerg no


Should shattered temple be removed too? as it favors zerg and makes it very hard for protoss?
My Life for Aiur
Marsupian
Profile Joined April 2011
Netherlands455 Posts
June 28 2011 11:08 GMT
#1142
Looks like it's time to perfect that 2 base all-in....

btw. I think they should add destructible rocks to the unit counter list for zerglings -.-
Gotmog
Profile Joined October 2010
Serbia899 Posts
June 28 2011 11:14 GMT
#1143
On June 28 2011 19:50 escruting wrote:
Show nested quote +
On June 28 2011 19:44 Sclol wrote:
On June 28 2011 19:39 escruting wrote:
Am i the only one that has a lot of macro games on delta quadrant? the backdoor base encourages macro/turtle games and also there are a lot of golds and other mains to expand. I find it more macro heavy than metalopolis or shattered and i almost always have >20 mins macro games on it.

As Toss/terran yes as a Zerg no


Should shattered temple be removed too? as it favors zerg and makes it very hard for protoss?


Am really ?
You can't take third with no units (which Z oftens likes to do), you can take a really safe 3ed as T/P, or even gold and siege in front of it efectivly splitting the map in half (which is always good for T/P).
I don't find ST imba at all...+ close positions exist.
"When you play the game of drones, you win or you die. There is no middle ground"
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
Last Edited: 2011-06-28 11:31:11
June 28 2011 11:28 GMT
#1144
wrong thread
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 28 2011 11:29 GMT
#1145
On June 28 2011 20:28 guitarizt wrote:
Ladder back and getting points.

This thread is about the new maps, not about the ladder. Thanks!
ModeratorI am still alive, somehow
TL+ Member
jdsowa
Profile Joined March 2011
405 Posts
June 28 2011 13:09 GMT
#1146
I think a lot of folks don't realize that Blizzard put zerg in the game to give masochistic players the option of playing the game on the 'hard' difficulty setting. If the map pool contained a bunch of giant macro maps then zerg would be on an even footing and that would've defeated their original purpose.

Close positions, rocks at your 2nd (delta), rocks at the 3rd, no harassment options before 12:00 because opponents walled-in, takes twice as long to tech to T3, etc. C'mon, you wouldn't honestly choose to play this race unless you had a little sense of humor.
Morphs
Profile Joined July 2010
Netherlands645 Posts
June 28 2011 13:22 GMT
#1147
Blizzard really should use rocks more creatively just like the community has shown.

Not for blocking a required 3rd, forcing ling production from the zerg.

Instead, use them for creative stuff:

Blocking Xel'Naga towers (Testbug)
Blocking the mineral line instead of the CC location of the gold (Testbug). This allows you to put up the expo and mine at a lower rate with no delay.
Allowing a wider ramp (Crevasse)

Really, you can do a lot of creative stuff to give maps certain features, yet Blizzard focusses on the same thing constantly.

And the rushcrap. They seem too occupied in providing "fast paced games" at lower levels. The argument against 4 player maps is that it's "too easy to put up a ninja expand" since lower level players can't scout well enough.

Sigh, the only good and feasible solution is to increase the mappool more (with GSL maps) and allow for 6-8 downvotes so players can actually customize their mappool. Lower level players will play on the crapmaps and high level players can play on the bigger maps. How can one not like this idea?
Papulatus
Profile Joined July 2010
United States669 Posts
June 28 2011 13:27 GMT
#1148
On June 28 2011 19:50 escruting wrote:
Show nested quote +
On June 28 2011 19:44 Sclol wrote:
On June 28 2011 19:39 escruting wrote:
Am i the only one that has a lot of macro games on delta quadrant? the backdoor base encourages macro/turtle games and also there are a lot of golds and other mains to expand. I find it more macro heavy than metalopolis or shattered and i almost always have >20 mins macro games on it.

As Toss/terran yes as a Zerg no


Should shattered temple be removed too? as it favors zerg and makes it very hard for protoss?


It favors Zerg?

Wat...

You realize that there is an easy to take backdoor 3rd on this map. Thats a dream come true for protoss.

There is a gold where, if you defend the gold you are defending your nat. Thats a dream for terran.

I don't get why more terran and protoss dont just play a really defensive macro game. After they lose because they never expand, they whisper me after the game and whine zerg op, even though its proven that zerg is the worse race (overall?) on Blizzards ladder.
4 Corners in a day.
Mithrandror
Profile Joined May 2010
Belgium85 Posts
June 28 2011 13:28 GMT
#1149
cant see the maps somehow and the blizzard link doesn't work for me, can anyone link the european bnet version of this? Tried to find on bnet but no luck...
you really want chatrooms?
butter
Profile Blog Joined July 2009
United States785 Posts
June 28 2011 22:50 GMT
#1150
On June 28 2011 22:28 Mithrandror wrote:
cant see the maps somehow and the blizzard link doesn't work for me, can anyone link the european bnet version of this? Tried to find on bnet but no luck...

You didn't look very hard? http://eu.battle.net/sc2/en/blog/2483318#blog
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
Latty
Profile Joined October 2010
Germany567 Posts
July 04 2011 07:48 GMT
#1151
i dont like the new 1v1 maps. they look pretty much the same to me. 4 spawns big wide middle, expansions around to grab .. idk. dont like em! would love to see maps like testbug, XN-Fortress, Dualsight, Bal-shir beach .. maps with a bit unique style not the same map with 4 different textures and slightly different expansion locations....
"Nice, *claps* gogo kill kill, yeah bane speed, nice EU Power" Dimaga
DarkenedLite
Profile Joined April 2011
United States188 Posts
July 06 2011 20:48 GMT
#1152
I am not a fan in the slightest of the first map with 4 gold bases. It's my view that, that one in particular will hugely favor 1 and 2 base play. Even if the game were to go on longer, the sheer amount of high-yield locations would make for some pretty unnatural games. And depending on the spawn positions, it seems like it would be almost impossible to hold the nearest high-yield. Four very closely positioned Xel'Naga towers seems like an over indulgence of the mechanic as well and if that center position was properly secured, it would make it almost impossible for the opponent to move out or expand anywhere.

Speaking of over-indulgences of mechanics, looking at the second map I really think they over-did it with the destructible rocks. It could make for some interesting games and it's harder to judge this one, but there are so many attack paths, I don't see any kind of wall-off build being viable here, which could seriously disadvantage Protoss players. I don't see this being nearly as focused on two-bases as the first, but it will be a very hard map to defend on when players figure out how to properly utilize all the attack paths. This may end up being a boon, it remains to be seen.

On the third map, I do like the use of rocks and the ability to open up attack patches to circumvent narrow chokes that may already be held by the enemy. Like Metalopolis, it will likely be difficult to take a third when spawning in close positions and I expect a lot of 1 and 2base play there, but what really disappoints me is how hard it seems to be to hold a third in general. There is a huge open area between your natural and the blue mineral third base location and holding both seems like it would be a constant struggle, especially due to the fact that the third is on the low-ground. The gold bases seem to be extremely vulnerable, again, because they are on the low ground which would open them up to easy attack from units like Stalkers, Colossus, Siege Tanks, and Infestors as well as any sort of drop. Siege Tanks in particular seem to have a little too much viability in this map and I worry that the balance might swing in favor of Terran somewhat. The main issue, of course, is just how hard it is to take any sort of third base and hold it, as previously mentioned.

The first thing that sticks out for me about the macro map is how easy the natural will be to hold. This doesn't seem to be a huge issue, but I worry that it may create some situations where, like the old map Kulas Ravine, turtling was just a little too easy and if extended, almost impossible to break. I'm not sure how someone would fight into Siege tanks on the high ground and a strong wall to guard the natural. Even the third can be easily turtled on and fighting through the narrow choke between all three bases seems to be incredibly difficult. I have no other real issues with it and I like how the center is designed.

Unfortunately, overall I'm not really happy with these maps at all. I feel like they can't really be called improvements on the current ones that we have. Obviously these seem to be far from fleshed out and it's too early to make a call, but I for one won't be pleased if maps like Tal'Darim and Shakuras are taken out in favor of anything similar to what we see here. There just seems to be a few too many design flaws, from my perspective and I hope that Blizzard picks up on those. I may be making a bigger deal about it than what is warranted, but I freely admit that I don't feel like I could practice my game to the fullest capacity with the limitations that most of these maps present.

These maps aside, here's how I'd like to see things played out...

Remove

Scrap Station
Backwater Gulch
Delta Quadrant
Slag Pits
Typhon Peaks

Keep

Xel'Naga Caverns
Metalopolis
Shakuras Plateau
Tal'darim Altar
The Shattered Temple

Add

Terminus RE
Crevasse
Testbug
Dual Sight
You can only win the game when you understand that it is a game.
Soluhwin
Profile Joined October 2010
United States1287 Posts
July 07 2011 07:59 GMT
#1153
Blizzard seems like they keep appealing to the lower levels with these maps. "Rush Map"?!? Do you no know your own game? The concept of an aggressive oriented map may work for WC but in starcraft it simply means games are just not as interesting...and somewhat broken. And no acceptable third... Unless blizzard wants the BW elitists to stay then we will need some maps that can actually macro. An easy third is necessary for core gameplay, as well as an existing 4th, 5th, 6th, and so on.

4th map looks fine, 2nd is interesting. 1st is just unacceptable for zergs and 3rd would need disabled close positions and even then bases seem a little bit wonky.
On June 28 2011 20:08 Marsupian wrote:
Looks like it's time to perfect that 2 base all-in....

btw. I think they should add destructible rocks to the unit counter list for zerglings -.-

As much as I laughed, it's depressingly true.
I put the sexy in dyslexia.
WinteRR
Profile Joined May 2011
Australia201 Posts
Last Edited: 2011-07-07 08:14:53
July 07 2011 08:14 GMT
#1154
On June 28 2011 22:27 Papulatus wrote:
Show nested quote +
On June 28 2011 19:50 escruting wrote:
On June 28 2011 19:44 Sclol wrote:
On June 28 2011 19:39 escruting wrote:
Am i the only one that has a lot of macro games on delta quadrant? the backdoor base encourages macro/turtle games and also there are a lot of golds and other mains to expand. I find it more macro heavy than metalopolis or shattered and i almost always have >20 mins macro games on it.

As Toss/terran yes as a Zerg no


Should shattered temple be removed too? as it favors zerg and makes it very hard for protoss?


It favors Zerg?

Wat...

You realize that there is an easy to take backdoor 3rd on this map. Thats a dream come true for protoss.

There is a gold where, if you defend the gold you are defending your nat. Thats a dream for terran.

I don't get why more terran and protoss dont just play a really defensive macro game. After they lose because they never expand, they whisper me after the game and whine zerg op, even though its proven that zerg is the worse race (overall?) on Blizzards ladder.


That is the most ignorant comment I've ever seen. Shattered without close positions is definitely good for zerg....... Oh wait I'm mistaken. It's actually impossible for there to be a zerg favored map...
fraktoasters
Profile Joined January 2011
United States617 Posts
July 07 2011 08:22 GMT
#1155
On July 07 2011 17:14 WinteRR wrote:
Show nested quote +
On June 28 2011 22:27 Papulatus wrote:
On June 28 2011 19:50 escruting wrote:
On June 28 2011 19:44 Sclol wrote:
On June 28 2011 19:39 escruting wrote:
Am i the only one that has a lot of macro games on delta quadrant? the backdoor base encourages macro/turtle games and also there are a lot of golds and other mains to expand. I find it more macro heavy than metalopolis or shattered and i almost always have >20 mins macro games on it.

As Toss/terran yes as a Zerg no


Should shattered temple be removed too? as it favors zerg and makes it very hard for protoss?


It favors Zerg?

Wat...

You realize that there is an easy to take backdoor 3rd on this map. Thats a dream come true for protoss.

There is a gold where, if you defend the gold you are defending your nat. Thats a dream for terran.

I don't get why more terran and protoss dont just play a really defensive macro game. After they lose because they never expand, they whisper me after the game and whine zerg op, even though its proven that zerg is the worse race (overall?) on Blizzards ladder.


That is the most ignorant comment I've ever seen. Shattered without close positions is definitely good for zerg....... Oh wait I'm mistaken. It's actually impossible for there to be a zerg favored map...


You know I was just going to make some sarcastic comment and relate close positions shattered to close positions lost temple or old shakuras plateau, but now I'm just actually curious why you think close positions shattered can be good for Zerg.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
July 07 2011 08:27 GMT
#1156
On July 07 2011 17:14 WinteRR wrote:
Show nested quote +
On June 28 2011 22:27 Papulatus wrote:
On June 28 2011 19:50 escruting wrote:
On June 28 2011 19:44 Sclol wrote:
On June 28 2011 19:39 escruting wrote:
Am i the only one that has a lot of macro games on delta quadrant? the backdoor base encourages macro/turtle games and also there are a lot of golds and other mains to expand. I find it more macro heavy than metalopolis or shattered and i almost always have >20 mins macro games on it.

As Toss/terran yes as a Zerg no


Should shattered temple be removed too? as it favors zerg and makes it very hard for protoss?


It favors Zerg?

Wat...

You realize that there is an easy to take backdoor 3rd on this map. Thats a dream come true for protoss.

There is a gold where, if you defend the gold you are defending your nat. Thats a dream for terran.

I don't get why more terran and protoss dont just play a really defensive macro game. After they lose because they never expand, they whisper me after the game and whine zerg op, even though its proven that zerg is the worse race (overall?) on Blizzards ladder.


That is the most ignorant comment I've ever seen. Shattered without close positions is definitely good for zerg....... Oh wait I'm mistaken. It's actually impossible for there to be a zerg favored map...


I'm protoss and shattered temple is really great for PvZ - if it's close positions then you can quite literally warp in units in their face without even needing a proxy pylon....if it's any other position you get 4 bases for free, none of those can be harassed except for drops.
"You see....YOU SEE..." © 2010 Sen
Dubpace
Profile Joined August 2010
United States251 Posts
July 07 2011 08:30 GMT
#1157
On July 07 2011 17:14 WinteRR wrote:
Show nested quote +
On June 28 2011 22:27 Papulatus wrote:
On June 28 2011 19:50 escruting wrote:
On June 28 2011 19:44 Sclol wrote:
On June 28 2011 19:39 escruting wrote:
Am i the only one that has a lot of macro games on delta quadrant? the backdoor base encourages macro/turtle games and also there are a lot of golds and other mains to expand. I find it more macro heavy than metalopolis or shattered and i almost always have >20 mins macro games on it.

As Toss/terran yes as a Zerg no


Should shattered temple be removed too? as it favors zerg and makes it very hard for protoss?


It favors Zerg?

Wat...

You realize that there is an easy to take backdoor 3rd on this map. Thats a dream come true for protoss.

There is a gold where, if you defend the gold you are defending your nat. Thats a dream for terran.

I don't get why more terran and protoss dont just play a really defensive macro game. After they lose because they never expand, they whisper me after the game and whine zerg op, even though its proven that zerg is the worse race (overall?) on Blizzards ladder.


That is the most ignorant comment I've ever seen. Shattered without close positions is definitely good for zerg....... Oh wait I'm mistaken. It's actually impossible for there to be a zerg favored map...


Yeah you don't really know what you're talking about, sorry.
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
July 07 2011 09:58 GMT
#1158
cannot wait to see these maps in the flesh, looking good, like that blizzard give different 1v1 maps instea dof just rush maps or just macro maps!!!
Live and Let Die!
ScvOfAiur
Profile Blog Joined May 2011
Sweden15 Posts
July 07 2011 10:05 GMT
#1159
Awsome!!!!
feeling like a dase
Ryder.
Profile Joined January 2011
1117 Posts
July 07 2011 12:10 GMT
#1160
Haven't read every comment in this thread so I don't know if its been mentioned, but the last 1v1 map, the 'macro map', am I just looking at it wrong, or is it that if you spawn adjacent to your opponent, your 3rd is pretty much right next to their main? (or vica-versa depending on spawn positions)? It looks almost seige tank range, and definitely close enough for some nasty drops...

Or am I just way off track?
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