Season 3 Ladder Pool Updates - Page 66
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Gackt_
335 Posts
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KaBoom300
United States225 Posts
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Tommylew
Wales2717 Posts
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DooMDash
United States1015 Posts
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sh4w
United States713 Posts
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MilesTeg
France1271 Posts
But they make it really hard to believe they understand anything about maps. | ||
MilesTeg
France1271 Posts
On July 20 2011 02:21 Shalaiyn wrote: ![]() This is even worse... It looks scary, but is it the real map? When I look at the map on bnet it looks different (there are rocks and no mini-choke point there) | ||
Unnamed Player
Australia89 Posts
On July 20 2011 18:24 MilesTeg wrote: It looks scary, but is it the real map? When I look at the map on bnet it looks different (there are rocks and no mini-choke point there) Sure you are looking at the right map because it's exactly the same as that screenshot. | ||
DooMDash
United States1015 Posts
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raf3776
United States1904 Posts
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sTYleZerG-eX
Mexico473 Posts
2v2 3v3 etc maps look ok (I dont give them much importance, what ever) Ah they look fun tho (: Am I the only one that thinks some ladder maps NEED more of a creative/original twist? Look I have nothing against standard maps, they are great! They are fantastic to practice in, and they can give you good games. But why not a couple more challenging ones? with something more to them? I mean after all if they turn out to be to imba (In ur opinion no matter the rank) you can just choose not to play them. Why not some 3 player maps? I also read a thread with a suggestion of island or semi island maps.. many complained about that, but common why not? Or some 2 player maps with a bit more of open possibilities.. Like this form says "Would you like another GSL map in season 3 ladder map pool?" yeah why not bring Bel'Shir beach, Crevasse and Crossfire. But if Blizz wants to make there own maps.. fine gogo let them.. just show them whats the type of stuff that is wanted, and use it as an inspiration to make new other things? Im not happy with the 1v1 maps.. (Being a map maker myself) Some just look bad.. very bad.. no creativity .. 0 This one I kinda like: http://us.media4.battle.net/cms/gallery/FBRDF4H19IJ81308247980741.jpg Its a solid 4 map with good rotational symmetry. But this one.. looks specially bad http://us.media1.battle.net/cms/gallery/NFFO7QTNJFI71308247994809.jpg The X - Y symmetric style o man.. how bad this is.. it makes such ugly liner games.. the concept is ok.. (The idea behind the map is ok, its the execution that I have a problem with) the only way to fix this is to re fit the concept into a rotational symetry type. the other 2 maps look ok.. with ought being extraordinary.. | ||
Aocowns
Norway6070 Posts
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Epsilon8
Canada173 Posts
On July 20 2011 18:24 MilesTeg wrote: It looks scary, but is it the real map? When I look at the map on bnet it looks different (there are rocks and no mini-choke point there) Lmao. Thats ridiculous. If that is the real map I'm going to have a lot of fun doing this to zergs... lol | ||
iCanada
Canada10660 Posts
On July 21 2011 04:18 Epsilon8 wrote: Lmao. Thats ridiculous. If that is the real map I'm going to have a lot of fun doing this to zergs... lol Lol. If that is the real map no Zerg will ever play on that map because that is just straight up garbage. That bunker going up could likely take out sooo many lings, honestly I think if a terran player got that up I'd just let him have it, spine up so he can't make another one (because there is no way you could have creep out there in time to stop em) and hope he abandons the pressure. Unless I'm supposed to stop mining with half my drones to stop a bunker that far away... I feel like a Terran could feign a bunker there and get one down right where my hatch is. That is just... abusive. | ||
Ribbon
United States5278 Posts
On July 21 2011 04:58 iCanada wrote: Lol. If that is the real map no Zerg will ever play on that map because that is just straight up garbage. That bunker going up could likely take out sooo many lings, honestly I think if a terran player got that up I'd just let him have it, spine up so he can't make another one (because there is no way you could have creep out there in time to stop em) and hope he abandons the pressure. Unless I'm supposed to stop mining with half my drones to stop a bunker that far away... I feel like a Terran could feign a bunker there and get one down right where my hatch is. That is just... abusive. What can that bunker actually hit? One geyser? I'm trying to figure out how Zerg should play on these maps. I think it's: Test 1: Take the third away from your opponent if you spawn horizontally. Otherwise play normal. This is easily the best map, now that the rocks are removed. Test 2: Spanishiwa openings are pretty much mandatory here. On the plus side, since you're forced to go Spanishiwa anyway, that ludicrous bunker won't bother you much because it just denies a gas, and using it as a staging point for a second bunker is two slow if the spine goes up the SECOND the hatch finishes. Test 3: Play it like Metal, I guess? Taking a third on horizontal spawns is a pain, but I still prefer it to horizontal spawn metal Test 4: I'm pretty much going to have to get Muta vT and be super careful with my positioning. I should maybe just not take the third near my opponent's main, even if it's the closest third | ||
TUski
United States1258 Posts
On July 21 2011 03:51 Aocowns wrote: If they give us another 3 vetoes, I think the new ladder season migth actually work out QFT. Or if they remove scrap, delta, slag then I could deal with backwater being in there. | ||
Adreme
United States5574 Posts
On July 21 2011 07:21 Ribbon wrote: What can that bunker actually hit? One geyser? I'm trying to figure out how Zerg should play on these maps. I think it's: Test 1: Take the third away from your opponent if you spawn horizontally. Otherwise play normal. This is easily the best map, now that the rocks are removed. Test 2: Spanishiwa openings are pretty much mandatory here. On the plus side, since you're forced to go Spanishiwa anyway, that ludicrous bunker won't bother you much because it just denies a gas, and using it as a staging point for a second bunker is two slow if the spine goes up the SECOND the hatch finishes. Test 3: Play it like Metal, I guess? Taking a third on horizontal spawns is a pain, but I still prefer it to horizontal spawn metal Test 4: I'm pretty much going to have to get Muta vT and be super careful with my positioning. I should maybe just not take the third near my opponent's main, even if it's the closest third That bunker isnt the issue. The issue is that you cant kill that bunker once its up and its very very hard to stop it from getting up. Once that bunker is up you can build a 2nd bunker with range on hatch and use the first bunker as cover and even if u have to cancel the bunker every time because he sends every ling to kill it he will lose so many zerglings in doing that that a marine timing will just kill him. | ||
Barbiero
Brazil5259 Posts
On July 21 2011 07:35 Adreme wrote: That bunker isnt the issue. The issue is that you cant kill that bunker once its up and its very very hard to stop it from getting up. Once that bunker is up you can build a 2nd bunker with range on hatch and use the first bunker as cover and even if u have to cancel the bunker every time because he sends every ling to kill it he will lose so many zerglings in doing that that a marine timing will just kill him. From experience here, the position of the bunkers and the ledge make it very hard to maneuver marines. If you put the second bunker before the first is finished, you won't be able to micro marines to defend the second bunker(unless you are ready to take zerglings in your face). If you put the second bunker after the first, you are able to micro but the creep will be very close and there was plenty of time for that spine crawler. Also, reinforcements are very easy to pick, even when the positions favor them(which would be T12 and Z9, and similar positions), so IMO it isn't much of an issue. | ||
Ribbon
United States5278 Posts
On July 21 2011 07:49 Zephirdd wrote: From experience here, the position of the bunkers and the ledge make it very hard to maneuver marines. If you put the second bunker before the first is finished, you won't be able to micro marines to defend the second bunker(unless you are ready to take zerglings in your face). If you put the second bunker after the first, you are able to micro but the creep will be very close and there was plenty of time for that spine crawler. Also, reinforcements are very easy to pick, even when the positions favor them(which would be T12 and Z9, and similar positions), so IMO it isn't much of an issue. Yeah, I can see that totally smashing someone who didn't know you could do that, but if you make a spine (and you should on this map anyway), you should be fine. The more I study these maps, they more I'm ambivalent to okay about them. | ||
Calm
Canada380 Posts
http://us.battle.net/sc2/en/forum/topic/2878401533#1 Metalopolis removed makes me sad. If only they had just made it no close positions | ||
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