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On July 26 2011 09:15 ShadeOfDraG wrote: Did anyone played on Searing Crater ?
I just played a ZvP on "close" position (vertical position), I had the feeling that it was worst than Shattered/Metalopolis close position.
This will be one of my veto for sure. Did you tried it ?
PS: I liked playing on Antiga Shipyard, about 15 lings total are able to break the third backdoor rock. Great for offensive options. If someone has tried Searing Crater I would love to read more feedbacks !
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If close spawns are a problem, then why leave Shattered Temple (which also has close spawns)?
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Lol blizzard, doing blizzard stuff (also known as retarded stuff)
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Meta being removed is good. It had a good run, but it's time to move on.
They need to keep up with the current competitive pool though for the most part. Maybe 2 of their own new maps max.
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I am so sad Metalopolis is getting removed... sigh...
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The more I think about it the less excited I feel about Season 3 in general. I was hoping Blizzard would pull out something awesome that could grab my attention in a good way.
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Meta was pretty cool in my opinion, backwater gulch would have my choice :/ Someone know when Season 3 in EU starts?
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EPIC CHANGES!
I will miss Metal, but their explanations and all that seem PERFECTLY CORRECT this time, unlike when they said slag pits was "more macro than metal" which was surely a mistake lol.
Yeah actually I was wondering, why remove Metal over Shattered? But thanks for explanation, I guess its simply because zerg does better on that than Shattered, and because Shattered is newer (as an update).
Hopefully we will see a return of Metalopolis, after all it is a very basic map concept, and so should be welcome again in the future!
Also strange they removed Gutterhulk from 2v2 pool, I thought it was pretty good. I guess not xD
Oh yeah, about Metal:
Metalopolis suffers balance issues when close spawn positions occur, but becomes too predictable when they are simply disabled. Close positions have been under a lot of discussion lately, and we’re definitely examining better options to allow for random spawn positions across the map pool without also creating too much predictability and vulnerability to proxy rushes.
The predictability part is SO true. For example, Boxer's 2 rax proxy is very strong on that map without close, because you can scout the overlord if he's close by air and then know he is cross position, but even if he is still close air and simply didn't send his overlord or you didn't see it, then it is still a strong proxy.
Anyways, hurray we still have shattered and xel'naga and shakuras.
Disappointed though, no new GSL map There are so many, why didn't they switch out Tal'darim? darn
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On July 26 2011 09:49 noax wrote: WHAT WHY METALOPOLIS!?!?!? that's dumbest decision ever... Metalopolis is considered the most balanced map by pro gamer as far as i know... that's stupid... anyway let see ! Close positions = instalose. I'm thankful.
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why take out metalopolis?!, dont do it until your able to give us goodmap lol at lkeast slag pits is removed
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I too will miss metalopolis, but of the four maps Blizzard is taking out, THREE of them are by far the most hated/complained about maps, people should be more happy about that then losing metal imo =/ besides, they said its fully possible it will make a return, which means I can see it coming back in a season or two. if you hate backwater gulch or whatever, then just veto it!
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removing metal? WHAT THE FUUUUUUU? bli... blizzard.... /facepalm. also lawled at the reasons that they gave for removing it. theyre honestly saying that its unbalanced IF YOU REMOVE clos spawns...
althogu having played a few customs w/ the new maps, besides new antinocts TOTAL replication of LT`s high ground above the nat, theyre all pretty good maps. cant say im sad about their other choices to remove
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On July 26 2011 10:05 StyLeD wrote:Show nested quote +On July 26 2011 09:49 noax wrote: WHAT WHY METALOPOLIS!?!?!? that's dumbest decision ever... Metalopolis is considered the most balanced map by pro gamer as far as i know... that's stupid... anyway let see ! You don't know much -.- 60% zerg favored. It's one of the most zerg biased maps. Because zergs make up 90% of the whiners, you don't see any whine about the map.
TLPD says otherwise. Slightly Zerg favored but nothing close to 60%, and that's primarily without close positions.
We don't know where Blizzard pulled that 60% from so we can't really take it as reliable. Metalopolis is widely considered to be one of the most balanced maps, by pros of all races and the community at large.
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Thank you OP for posting this!
Damn Im nervous about playing on these new maps...
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Too bad to see Meta go, that backwater is still in. But anyway, the game needed a change, and they could always put it back if they so choose.
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Great map pool really looking forward to playing these. Honestly i think if they add some GSL maps, MAYBE remove close positions, it would be at its optimal state(unless one of these new maps is just horribly imba, but theres a small chance of that)
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Watching GSL I really like Bel'Shir Beach and that on the ladder would just be awesome if only because the map is literally beautiful to look at.
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On July 26 2011 06:54 Zerker wrote:Show nested quote +On July 26 2011 06:52 Treva wrote:On July 26 2011 06:43 Zerker wrote:On July 26 2011 06:41 dani` wrote: Great changes. Many people are whining about taking out Metalopolis but come on, give Blizzard a break. They are finally removing Scrap Station AND Delta Quadrant, excellent. If statistics indeed say it's imbalanced, let's believe them on this one. Besides, it's refreshing to see new maps. I am afraid I do have to thump down at Tal'Darim because PvP is just horrible (you have to 4 gate), even though I like the other 2 matchups a lot on it. All other maps now seem to have a ramp you can block with 1 FF (unlike Scrap, which was the main reason I thumped it down in S2). How the FUCK can you give someone a break when they remove a map for a reason, but keep another map (shattered temple) in the pool when it has the EXACT same problem. It just goes to show their fucking incompetence. Maybe because meta has been around for a year now and still shows problems while shattered has only been on around for a few months and Blizzard wants to see if given more time the current data will change. Calm down. That's the most stupid logic i've ever heard in my life. Shattered temple shares the same problem as metalopolis what part of this do you not understand? Look i'm trying to be nice here, but it doesn't take a genius to understand this.
It doesn't have the same problems. On temple, it's not impossible to stop early aggression as protoss because the choke is reasonably sized and forcefields can keep you alive. Playing vs allins on Metalopolis as toss is just stupid because forcefields are so little help. It is REALLY hard to beat 2 base roach+ling as toss or any type of terran 1 base allin.
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On July 26 2011 10:21 Yoshi Kirishima wrote:EPIC CHANGES! I will miss Metal, but their explanations and all that seem PERFECTLY CORRECT this time, unlike when they said slag pits was "more macro than metal" which was surely a mistake lol. Yeah actually I was wondering, why remove Metal over Shattered? But thanks for explanation, I guess its simply because zerg does better on that than Shattered, and because Shattered is newer (as an update). Hopefully we will see a return of Metalopolis, after all it is a very basic map concept, and so should be welcome again in the future! Also strange they removed Gutterhulk from 2v2 pool, I thought it was pretty good. I guess not xD Oh yeah, about Metal: Show nested quote +Metalopolis suffers balance issues when close spawn positions occur, but becomes too predictable when they are simply disabled. Close positions have been under a lot of discussion lately, and we’re definitely examining better options to allow for random spawn positions across the map pool without also creating too much predictability and vulnerability to proxy rushes. The predictability part is SO true. For example, Boxer's 2 rax proxy is very strong on that map without close, because you can scout the overlord if he's close by air and then know he is cross position, but even if he is still close air and simply didn't send his overlord or you didn't see it, then it is still a strong proxy. Anyways, hurray we still have shattered and xel'naga and shakuras. Disappointed though, no new GSL map  There are so many, why didn't they switch out Tal'darim? darn 
Well i mean you have a good point about proxies, but its not that hard to stop with a little extra scouting. Remove a map because no close positions is a bit silly when all that needs to be done to stop it is a little extra scouting
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