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if i wouldn't be lazy, i would actually search through threads and compare names of people that wanted new maps and are now crying over meta. Anyway was about time, sadly just like delta and scrap. Hehe season 4 is RIP xel naga then (which is good for me as my pc doesn't like the middle hole hehe) and probably taldarim too. Well i don't mind map switchup and the new maps have quiet nice options, though less reaper play T-T. The more the maps are different the better hehe. (well i have 3 vetos, so 3 maps can play like 3 others )
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I'm so happy metal is gone, that map is so dry and over used.
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i cant believe there taking away meta that a classic for all time since beta
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On July 26 2011 08:36 Dingobloo wrote:Gulch is way better than Typhon since the ramp change IMO, it's like 4 player xel'naga.
Personally I hate Backwater Gulch, the natural expansion just feels very awkward imo and it is also awkward to wall off as protoss in some positions. Vs zerg you can abuse the choke right in front of the natural with FF's and i think PvT is very hard to paly on this map.
The only problem I see with Typhon Peaks is if a zerg spawns vertical positions with someone, then the rocks breaking to the natural expansion can be very annoying.
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wait why meta and shattered temple not???
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take out shattered temple... not metalopolis... -.- otherwise i am happy with these changes O: means i can veto maps that i just dont like, rather than maps that i find imbalanced O:
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Blizzard almost makes it sound as if it's the hardest thing to do on the freaking planet to remove close pos on metalopolis.
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I'd just love to hear that Blizzard is fixing the infinite hole in the middle of Xel'Naga. Lags my computer to hell in the important part of the map. The new maps excite me though, especially Antiga Shipyard. Should make for fun games.
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On July 26 2011 08:43 EightyFive wrote: Blizzard almost makes it sound as if it's the hardest thing to do on the freaking planet to remove close pos on metalopolis.
...why are people focusing on this only? They just said it's one of the least balanced maps with a 60% winrate toward zerg and you are acting like it's being removed solely because close positions didn't favor zerg. Try reading. It was also pretty much impossible to expand close positions versus zerg without just getting roach/ling allinned and autolosing.
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Am I the only one who hated Metalopolis, lol? It was always so small and just uninspired in design. Not to mention it was another map with close spawn. It was just that there was much, much worse shit out there to play on. Even now I still feel there was stuff more deserving of getting axed but w/e.
Also + Show Spoiler + Burn in map hell Delta! Off to the abyss with you to join Kulas, Incineration Zone, Jungle Basin, and Steppes! MUAHAHAHHAHAHHAHAHHAHA *foam wildly out the mouth*
Big ups for Tal'Darim, Shakuras, and Xel'naga making the cut.
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Gulch is horrible because of low cliff siege at your natural. I veto'ed it right after I got marine tank pushed for the first time. Yes terrans can do the same on tal darim but it's a larger map, plus they are forced to siege in an open area, where you can engage them properly. On gulch they are sieged up at a narrow choke with a close rally and a small patch of high ground to boot.
Metal... I loved that map except for PvP, where everyone cannon rushes. It definitely is a bit zerg favored but not by much, and it is easy to achieve a split map situation.
No new GSL map is a real bummer. I'm sure everyone loved Tal'darim. I for sure did. Why not try out another GSL favorite like... Bel shir beach for aesthetic appeal? Any of the newer ones seem pretty good... Xel Naga Fortress, Dual Sight...
Did Shattered Temple have their close spawn removed? It doesn't mention anything about it. If so, good job. If not...
I tested out the new blizzard maps. They are loving this shrubbery/destructible rocks gimmicky shit. But we'll see how they play out. TBH playing a map that isn't featured in tournaments seems kind of empty though, and wins aren't as significant.
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Thank god my 3 vetoed maps are gone now (Scrap, Slag, and Delta).
Sad to see Metalopolis go though, but I guess it has been in the pool since pretty much the beginning.
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Wow. Those are the four maps I would have tagged for removal. Gotta say I'm pleasantly surprised for once.
Slag Pits was just all around horrible with crazy rush distance in close positions.
Scrap was extremely difficult pvz with annoying air rush distance. Also, the nat was a little weird though I did like the high ground beyond it.
Metalopolis close positions was crazy for rushes. Close air was crazy for drops/mutas. Not to mention the fact that it was way too easy to come to a stalemate with the map divided in half. Also, the fact that the gold bases were so vulnerable to artillery was really annoying.
Delta Quadrant I actually liked. Very unique map that created for interesting situations. Unfortunately, the balance issues with this map were simply too great to be ignored.
I'm still a little annoyed with backwater, but otherwise content.
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On July 26 2011 08:47 Monocle wrote: Thank god my 3 vetoed maps are gone now (Scrap, Slag, and Delta).
Sad to see Metalopolis go though, but I guess it has been in the pool since pretty much the beginning. You'll probably need them for the new maps.
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Yay, didn't like Metalopolis anyway
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First. Rocks Rock Rocks Rock Rocks Rock Rocks... ye and Rocks....
Second. This season will suck sooo bad for zerg (ye and im terran)
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The new maps are really good, but scouting as zerg is way more difficult finding a safe path for you Overlords to sit and wait is almost impossible and then if you get to that key spot, we all know the difficulties of actually sac'in it to get the essential info . If your opponent doesnt spawn cross spots (which hasnt happened once) then the center tower is useless. That goes for pretty much all the new maps. If played about 10 games, and each time is was close positions.
They are decent maps, but again what fucks zerg over is close spawns..... which means that the center tower is useless. Id rather they add rocks to the third in exchange for an easier way to find out if your opponent is actually moving out or just scaring you. And even if they are moving out, when you make those units..... they arent ready in time.
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Metalopolis, long shall I mourn your death. This does not bode well for the new season...
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Im so happy with the maps I removed is so hard not to lose vs toss or zerg all ins in those maps. and zerg station omg im not gonna miss that map
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1v1 isnt that bad except metalopolis. I'm so glad the other 3 are gone, they were my vetos.
2v2 is troublesome for me though. All our vetod maps got carried over
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