You will be missed Meta T_T, good riddence to the other removed maps though
Season 3 Ladder Map Changes (Official) - Page 27
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Jonny55
United States22 Posts
You will be missed Meta T_T, good riddence to the other removed maps though | ||
tWR
Canada138 Posts
To be honest if they added what they did with Shakuras Plateau I think they would be better off. They did that only cross or close by air positions. I think that would have benefitted the map pool by giving them less 'rush' maps and more technical maps. | ||
shtdisturbance
Canada613 Posts
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JoeAWESOME
Sweden1080 Posts
Just remove close spawns on Metal and Shattered!!! | ||
iMMortaL.797
United States94 Posts
User was warned for this post | ||
tWR
Canada138 Posts
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gosuMalicE
Canada676 Posts
On July 26 2011 12:06 Jonny55 wrote: The real reason they took out Meta was because it had no rocks ... jk jk You will be missed Meta T_T, good riddence to the other removed maps though You joke, but that is likely closer to the real reason then the bs they posted about it. | ||
TheAlchemist89
160 Posts
But I wonder if blizzard could explore putting a layer or two of debris blocking off the close-position pathways on maps where it's an issue. This would definitely delay pushes that are a bit imbalanced.... but def will miss metal, hope to see it again :D | ||
Toadvine
Poland2234 Posts
On July 26 2011 11:45 xdeacon wrote: Just wanted to point out for the thread that while TLPD is totally awesome for what it is, you can't really get meaningful map balance statistics out of it because of the small numbers involved. Check out the binomial probability distribution: http://en.wikipedia.org/wiki/Binomial_distribution. For a coinflip (i.e. perfectly balanced map 50%), one standard deviation = 1/sqrt(number of games). Meta 1.1 lists 296 games played. If I flip a coin 296 times one standard deviation will be about 6%. This means TLPDs 53.7% ZvT win ratio could be just as likely representing a sample that is 60% (hugely favored for Zerg) or 48% (slightly favored for Terran) with a 1/3 probability that the margin could be larger. This is why it is so important to have a humongous sample like blizzard should have (in theory) because the variance shrinks by the square root of total games (1% sigma = 10000 games!). This also has the additional effect of washing out the effect of steep skill differences that appear in tourney matchups that get reflected in TLPD. I hope this also reinforces the point that just because something 'feels' unbalanced anecdotally (I for one have awful TvZ on Metalopolis!), it really requires an unbiased large sample to determine accurately. tldr: just because a number sounds convincing, don't believe it! Uh, perhaps you should study that wikipedia article yourself first. Specifically, the standard deviation of a series of Bernoulli trials doesn't only depend on the amount of trials, but also on the probability of success. For a symmetrical coin, 296 trials give a standard deviation of roughly 3%, not 6%. 296 trials is a pretty decent sample size for a simple measure like this. On July 26 2011 12:01 stormfoxSC wrote: Uh, TLPD only uses a tiny sample known as professional tournaments. Blizzard has not only that, but also literally every ladder game played by any Masters or Grandmasters around the entire world. It's ridiculously laughable that you'd take the sample size that's only a fraction of what Blizzard uses. Quite frankly, the ladder, and any games played on it, is a joke. More than half of the Top 50 of the Korean GM are Terran, what does that tell you about the relevance of any data they generate? Tournament games are the only real example of high-level play. The fact that someone wants to make an argument about map balance based on a ranking system where CombatEX is the 5th best player in NA, is absolutely hilarious in itself. Besides, the sample size from International TLPD is large enough for most popular maps. The fact that Blizzard's data suggests TDA is somehow Zerg favored is proof enough for me that it's completely worthless. | ||
Dingobloo
Australia1903 Posts
On July 26 2011 10:21 Yoshi Kirishima wrote: Also strange they removed Gutterhulk from 2v2 pool, I thought it was pretty good. I guess not xD The distance between the 2 bases was really killer vs Zerg, and the backdoor rocks just made it worse, as a protoss player playing protoss/terran 2v2 I'm glad it's gone. On July 26 2011 10:21 Yoshi Kirishima wrote: Oh yeah, about Metal: 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. This is something I hadn't even considered, it basically becomes a 3 spawn location map but instead of them being equidistant apart, one would be close by air and subsequently be a 1 spawn location map after the first few seconds for a zerg player. If they introduced a map like that to the pool I don't think people would look kindly on it. | ||
NExt
Australia1651 Posts
WOOT WOOOT NEw MAPS ! NO DELTA QUADRANT SLAG PITS !!!!!!!!!!!!!!!!! ITS GONNA BE A GOOD SEASON ! | ||
fraktoasters
United States617 Posts
On July 26 2011 12:01 stormfoxSC wrote: Uh, TLPD only uses a tiny sample known as professional tournaments. Blizzard has not only that, but also literally every ladder game played by any Masters or Grandmasters around the entire world. It's ridiculously laughable that you'd take the sample size that's only a fraction of what Blizzard uses. It's ridiculously laughable you think games played by Masters or Grandmasters (depending on the region) as being high level play. Not to mention some tournament games will use ghost third person to hide the results of who won. | ||
phiinix
United States1169 Posts
Getting rid of metal is a whoa, but I don't think it's a bad decision at all. | ||
Kairos~
Canada129 Posts
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Wipples
Canada269 Posts
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Aetherial
Australia917 Posts
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TerdToss
46 Posts
On July 26 2011 11:43 DeltruS wrote: I looked through the thread and was shocked that there were no map pics. Straight from the liquipedia, here you go. (note: might not be up to date) It looks like blizzard has gone with the philosophy of being able to get 3 bases fairly easily. The fourths are all kinda awkward to get but not nearly as awkward as junk yard, for example. I really like Antiga_Shipyard. The bases look really dense, so that might favor T/P with tanks/Colo, but the zerg player also has a ton of options to mass expo. I might even be able to play ladder without having to play a map that I hate. I can`t really tell from these pictures but a lot of the maps look pretty small. Looks like Antiga Shipyard and Abyssal Caverns could be Zergs worst nightmare close positions are enabled. Looks like it would be worse than close position metalop. I`m predicting a terribly easy win with 2 rax TvZ. With these new maps and close positions not turned off, I expect all league ladders to look like the Korean GM ladder, that is, 16 of the top 20 Terran! It`s a good day to be Terran. | ||
Elefanto
Switzerland3584 Posts
On July 26 2011 12:18 Toadvine wrote: The fact that Blizzard's data suggests TDA is somehow Zerg favored is proof enough for me that it's completely worthless. Yeah, cause your perception is clearly superior than unbiased data. Makes sense. | ||
Vinx
Canada259 Posts
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zala2023
United States228 Posts
however the other 3 maps getting rotated out were the 3 that I had vetoed XD its all good | ||
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