Season 3 Ladder Pool Updates - Page 61
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DeepBlu2
United States975 Posts
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UniversalMind
United States326 Posts
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Requizen
United States33802 Posts
On July 15 2011 06:20 UniversalMind wrote: Oh lawd, its going to be like season one all over again Terran dominating and no game getting past the 15 minute mark? | ||
aksfjh
United States4853 Posts
Other than that though, the "Terran exploits" are nothing new. Pay attention to building placement and go for higher mobility units (like mutas over infestors). | ||
akaname
United Kingdom599 Posts
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Ribbon
United States5278 Posts
On July 15 2011 06:33 aksfjh wrote: Oh wow, I totally didn't see they removed the rocks from the 2nd map. That's a little ridiculous.. Are we now hating on the maps for not having rocks? I want to make sure my notes are up-to-date | ||
FrostedMiniWheats
United States30730 Posts
these maps are obviously shit in terms of gameplay, but is it so hard to change the aesthetics.... | ||
cilinder007
Slovenia7251 Posts
On July 15 2011 06:52 FrostedMiniWheats wrote: why can't I just have bel shir beach in my map pool. Is it so hard to bring a map that doesn't feel like a fucking grave yard into the pool? IS IT?! these maps are obviously shit in terms of gameplay, but is it so hard to change the aesthetics.... yes bel shir is totaly balanced...... | ||
FrostedMiniWheats
United States30730 Posts
More balanced than these pieces of shit, AND it's beautiful. | ||
aksfjh
United States4853 Posts
On July 15 2011 06:44 Ribbon wrote: Are we now hating on the maps for not having rocks? I want to make sure my notes are up-to-date I carry a neutral position towards rocks initially. In the case of the 2nd map, the rocks made the travel distance about 30% longer in vertical spawns, while also adding an element to abuse with a later timing attack. I should also note that a lot of people (Zergs particularly) don't hate rocks outright, just when they block expansions. | ||
Animostas
United States568 Posts
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cilinder007
Slovenia7251 Posts
On July 15 2011 06:56 FrostedMiniWheats wrote: More balanced than these pieces of shit, AND it's beautiful. yea its looks good, but thats about it | ||
akaname
United Kingdom599 Posts
On July 15 2011 06:57 Animostas wrote: All of the maps except for the 2nd one seem pretty decent. Blizzard is definitely getting better at the map-making thing (nothing like Delta Quadrant, Scrap Station, or Steppes on here) but I don't understand what they have against 3-base play o.o dont you reckon if they just made Steppes a bit bigger it would be ok? i really loved the layout of that map. i miss it a bit. | ||
Mvz
206 Posts
On July 15 2011 06:52 FrostedMiniWheats wrote: why can't I just have bel shir beach in my map pool. Is it so hard to bring a map that doesn't feel like a fucking grave yard into the pool? IS IT?! these maps are obviously shit in terms of gameplay, but is it so hard to change the aesthetics.... Haha gotta agree about the grave yard thing. It is starting to get a bit boring with only gray/blue maps. I like the 4th map, both in design and the colours. I don't really like the larva theme either to be honest. I wonder why we don't see more maps like metalopolis? I think the whole "city theme" is kinda cool. | ||
BronzeKnee
United States5212 Posts
On June 21 2011 01:59 DeltruS wrote: I don't think Blizzard realizes that rush maps should not exist because the game is balanced for large maps. There are things players can flat out lose to without scouting, and with these maps they player can't even build reactionary units. Not only this, but a large amount of strategies have limited map control. This means that taking a third is impossible for that large amount of builds. The problem isn't with the build makers, but with Blizzard. They don't give players units for area denial. They encourage "rush" plays that don't give the defender an advantage. The game doesn't need to be tuned for casuals. The matchmaking system allows them to play at a lower level. Getting a third is a thousand times easier than building exactly what they need to defend the opponents hidden, cheesy tactics. The thing Blizzard really doesn't understand is the rock-paper-scissors nature of these kinds of maps, the blind countering, and the luck when it comes to scouting because the distances are so close. If you scout a 6 pool last as Protoss on some of these maps, you'll be in a lot of trouble. | ||
Xaxziminrax
United States19 Posts
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Alokiya
United States648 Posts
On July 15 2011 07:03 akaname wrote: dont you reckon if they just made Steppes a bit bigger it would be ok? i really loved the layout of that map. i miss it a bit. If steppes was about the size of xelnaga caverns or slighty bigger, it'd be a kick ass map, it was one of the best looking maps blizzard's done in terms of just the overall feel of a map, but then a terran made a tank in his natural and hits your main mineral line and you cried. | ||
EchoZ
Japan5041 Posts
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Black Gun
Germany4482 Posts
but at least the new maps look fine aesthetically. | ||
sleepingdog
Austria6145 Posts
On July 15 2011 06:02 DarkKiwi wrote: From the 1.3.5 thread: Some map abuse positions. http://imgur.com/a/RA8xR http://i.imgur.com/scXuQ.jpg http://i.imgur.com/GJ9Oy.jpg http://i.imgur.com/e35Pc.jpg http://i.imgur.com/StVg9.jpg Awsome. And by awsome I mean terrible. I think I just vomited a bit in my mouth. | ||
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