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Season 3 Ladder Pool Updates - Page 66

Forum Index > SC2 General
1410 CommentsPost a Reply
Prev 1 64 65 66 67 68 71 Next
Gackt_
Profile Joined March 2010
335 Posts
July 19 2011 20:45 GMT
#1301
I screamed out "terran-abuse maps" when I saw these maps a couple of weeks ago. There will be so much terran can abuse on these maps..elevator tricks will be so freaking hard to stop again.
KaBoom300
Profile Joined January 2011
United States225 Posts
July 20 2011 06:03 GMT
#1302
I hope they don't take out Shattered Temple or Shakuras sorry this is probably already known but I'm ignorant...and it seems like it will be super hard to have a macro game on any of these maps, as well as the maps looking...I don't know, sort of flat? I'm not sure how to describe it, they just don't look as interesting as some of the current maps.
Liquid Dota Fighting!
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
July 20 2011 09:07 GMT
#1303
Why dont they add some more GSL maps or similar like MLG, be better then them making their own maps and paying someone to do it when the GSL maps etc are a lot betetr anyway!!!
Live and Let Die!
DooMDash
Profile Joined May 2010
United States1015 Posts
July 20 2011 09:11 GMT
#1304
Glad you liked my screens everyone .
S1 3500+ Master T. S2 1600+ Master T.
sh4w
Profile Blog Joined August 2010
United States713 Posts
July 20 2011 09:11 GMT
#1305
Oh jeez, I thought this was a new update and got excited for a sec. Same crappy maps :\, Last one looks OK.
I want to go back to being weird. I like being weird. Weird is all I've got. That and my sweet style.
MilesTeg
Profile Joined September 2010
France1271 Posts
July 20 2011 09:17 GMT
#1306
I think Blizzard does a great job at balancing, I'm convinced they know a lot more about balance than any player and most pro gamers.

But they make it really hard to believe they understand anything about maps.
MilesTeg
Profile Joined September 2010
France1271 Posts
July 20 2011 09:24 GMT
#1307
On July 20 2011 02:21 Shalaiyn wrote:
[image loading]

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
Profile Joined March 2011
Australia89 Posts
July 20 2011 11:21 GMT
#1308
On July 20 2011 18:24 MilesTeg wrote:
Show nested quote +
On July 20 2011 02:21 Shalaiyn wrote:
[image loading]

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)


Sure you are looking at the right map because it's exactly the same as that screenshot.
DooMDash
Profile Joined May 2010
United States1015 Posts
July 20 2011 11:27 GMT
#1309
Unless they changed it since I made that shot its the map they have on PTR.
S1 3500+ Master T. S2 1600+ Master T.
raf3776
Profile Blog Joined August 2010
United States1904 Posts
July 20 2011 18:44 GMT
#1310
I have yet to play on the maps and if theyd remove close positions than I think the maps could be pretty good. Its good to be able to have a few abuse points that arent 100% unstoppable because it adds a bit to the game and map
WWJD (What Would Jaedong Do)
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
July 20 2011 18:46 GMT
#1311
Ok this is my opinion:

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..
10%
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
July 20 2011 18:51 GMT
#1312
If they give us another 3 vetoes, I think the new ladder season migth actually work out
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
Epsilon8
Profile Blog Joined May 2010
Canada173 Posts
July 20 2011 19:18 GMT
#1313
On July 20 2011 18:24 MilesTeg wrote:
Show nested quote +
On July 20 2011 02:21 Shalaiyn wrote:
[image loading]

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)


Lmao. Thats ridiculous. If that is the real map I'm going to have a lot of fun doing this to zergs... lol
If you wish to travel far and fast, travel light. Take off all your envies, jealousies, unforgiveness, selfishness, and fears.
iCanada
Profile Joined August 2010
Canada10660 Posts
July 20 2011 19:58 GMT
#1314
On July 21 2011 04:18 Epsilon8 wrote:
Show nested quote +
On July 20 2011 18:24 MilesTeg wrote:
On July 20 2011 02:21 Shalaiyn wrote:
[image loading]

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)


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
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2011-07-20 22:21:28
July 20 2011 22:21 GMT
#1315
On July 21 2011 04:58 iCanada wrote:
Show nested quote +
On July 21 2011 04:18 Epsilon8 wrote:
On July 20 2011 18:24 MilesTeg wrote:
On July 20 2011 02:21 Shalaiyn wrote:
[image loading]

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)


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.



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
Profile Joined April 2010
United States1258 Posts
July 20 2011 22:23 GMT
#1316
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.
"There is nothing more cool than being proud of the things that you love." - Day[9]
Adreme
Profile Joined June 2011
United States5574 Posts
July 20 2011 22:35 GMT
#1317
On July 21 2011 07:21 Ribbon wrote:
Show nested quote +
On July 21 2011 04:58 iCanada wrote:
On July 21 2011 04:18 Epsilon8 wrote:
On July 20 2011 18:24 MilesTeg wrote:
On July 20 2011 02:21 Shalaiyn wrote:
[image loading]

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)


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.



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
Profile Blog Joined September 2010
Brazil5259 Posts
July 20 2011 22:49 GMT
#1318
On July 21 2011 07:35 Adreme wrote:
Show nested quote +
On July 21 2011 07:21 Ribbon wrote:
On July 21 2011 04:58 iCanada wrote:
On July 21 2011 04:18 Epsilon8 wrote:
On July 20 2011 18:24 MilesTeg wrote:
On July 20 2011 02:21 Shalaiyn wrote:
[image loading]

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)


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.



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.


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.
♥ The world needs more hearts! ♥
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
July 20 2011 23:18 GMT
#1319
On July 21 2011 07:49 Zephirdd wrote:
Show nested quote +
On July 21 2011 07:35 Adreme wrote:
On July 21 2011 07:21 Ribbon wrote:
On July 21 2011 04:58 iCanada wrote:
On July 21 2011 04:18 Epsilon8 wrote:
On July 20 2011 18:24 MilesTeg wrote:
On July 20 2011 02:21 Shalaiyn wrote:
[image loading]

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)


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.



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.


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
Profile Joined September 2010
Canada380 Posts
July 25 2011 20:32 GMT
#1320
Not sure if posted yet, the map pool has been updated on battle.net forums:

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
Prev 1 64 65 66 67 68 71 Next
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