Don't get set into one form, adapt it and build your own, and let it grow, be like water. Empty your mind, be formless, shapeless — like water. Now you put water in a cup, it becomes the cup; You put water into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now water can flow or it can crash. Be water, my friend.
Whats so wrong in trying something different? Would you rather keep Delta Quandrant in there or something?
having just got a game on it i actually quite like antiga. i haven't played searing/abyssal yet, but the others are okay. nerazim's a bit quirky i guess, don't like the way the natural is positioned but that's not a big deal
On July 27 2011 23:02 CursedFeanor wrote: I've rapidly browsed through this thread and couldn't find actual maps review... Is this only another QQ fest with no pertinent discussion?
I'd really like to have some good player's opinions on the new maps.
I wonder if anyone else has had this problem or if I'm just crazy. I was playing a game on Antiga Shipyard, and there was an automaton chilling in my base. It was at my ramp and I was trying to wall off with my barracks, but the bot was in the way, and it wouldn't let me place my barracks where I wanted it to. I had to wait for the bot to move away shortly after before I could start building. Here's the screenshot.
On July 28 2011 01:53 slicknav wrote: I wonder if anyone else has had this problem or if I'm just crazy. I was playing a game on Antiga Shipyard, and there was an automaton chilling in my base. It was at my ramp and I was trying to wall off with my barracks, but the bot was in the way, and it wouldn't let me place my barracks where I wanted it to. I had to wait for the bot to move away shortly after before I could start building. Here's the screenshot. + Show Spoiler +
It has 10hp, 2 shot it with the scv Although it has no business being near the wallin in the first place.
I played on Abyssal caverns earlier today, and I don't know if anyone else noticed (or maybe nobody else gets annoyed by it), but there is like a TON of empty space in the corner of the map.
On July 28 2011 01:53 slicknav wrote: I wonder if anyone else has had this problem or if I'm just crazy. I was playing a game on Antiga Shipyard, and there was an automaton chilling in my base. It was at my ramp and I was trying to wall off with my barracks, but the bot was in the way, and it wouldn't let me place my barracks where I wanted it to. I had to wait for the bot to move away shortly after before I could start building. Here's the screenshot. + Show Spoiler +
It has 10hp, 2 shot it with the scv Although it has no business being near the wallin in the first place.
I suppose I could have killed it. But I feel like killing the automaton isn't something I should have to do to put my buildings where I want them.
Good riddens, it's been in the pool for a year. Good map, one of the best, sure but still. Time to get something else. Dont like their talk of variety though since that means bad maps. Sure the game hasnt been figuered out yet and all that but ugh, I dont like the process either way even though in the end it will be for the better.
With all the T-Ts regarding Metalopolis, I too will share in that. While it wasn't my favorite map, I still enjoyed playing in it and I didn't have any complaints regarding it so.......
On July 26 2011 10:06 gosuMalicE wrote: Take out metal leave in shattered temple, WTF?
dude ST is like one of the best maps
I don't know why everyone is saying that Metalopolis is Zerg biased. I'm High Diamond Terran and I've never experienced problems on that map even though TvZ is one of my weaker match-ups. That being said Shattered Temple is one of the best maps--for Zerg...
At close air positions a Zerg has the ability to constantly have vision on your mineral line and see when you pull SCVs. If they're good they should be able to tell the difference between a Maynard and an all in, so basically they know exactly how you're playing until you get something flying to kill it. Plus the middle is so wide open that any engagement basically favors the Zerg entirely.
I think the problem is less of the map and more that maps like Metalopolis usually wind up developing into the late stages of the game. And let's be honest, late game, TvZ is a nightmare. Metalopolis shouldn't have been removed, Infestors should have just been nerfed.
Oh well, seems Blizzard has managed to mess up again (why do my Thors have energy again?), but who's really surprised?
On July 28 2011 04:10 The Final Boss wrote: At close air positions a Zerg has the ability to constantly have vision on your mineral line and see when you pull SCVs.
Something tells me you all in a lot, if that's your main complaint ... 'exactly how you are playing' = knowing whether or not SCV's are pulled for an all in or not...
Guys, stop talking, go play some 2v2s! Tyrador keep is amazing! It's a stunningly different map from almost anything Blizzard has thrown on us. It's still not really rich in bases (15 to the usuall 14 is not much a difference), but there are at leats two good naturals to begin with and the gold is easy to protect if you have a T on your team.
The mappool has improved so much that I can finally veto Khaydarin depths. I would never think (particularly after the introduction of Gutterhulk) that this would be the worst map in the pool (oh, nevermind that you have only one expo, it is a gold one, it has to be enough...). And I am even starting to think about vetoin High orbit (because of the stupid rocks). 2v2s have just changed a lot now.
On July 28 2011 03:01 FarbrorAbavna wrote: Good riddens, it's been in the pool for a year. Good map, one of the best, sure but still. Time to get something else.
I'll take another map as soon as they make one as good as Metalopolis.
[QUOTE]On July 28 2011 04:31 aebriol wrote: [QUOTE]On July 28 2011 04:10 The Final Boss wrote: At close air positions a Zerg has the ability to constantly have vision on your mineral line and see when you pull SCVs. [QUOTE] Something tells me you all in a lot, if that's your main complaint ... 'exactly how you are playing' = knowing whether or not SCV's are pulled for an all in or not... [/QUOTE]
This could also mean that they know your expansion timing
Thanks Bizzard for removing Metalopolis (best 1v1 map), Monsoon (best 3v3 map), and Megaton (Best 4v4 map)... sorry for the sarcasm but I still cant believe I have to play the following maps (in order of hatred):
1) Biolab (how am i supposed to expand again? Why are there positional imbalances - ie - like a 2 building walloff when you spawn is certain locations but not others, such as the middle)
2) Extinction (this map is a joke, unless you are a zerg, in which case you 6/10 pool every time and win) Did I mention reaper cheese is prevalent here? Blizzard... why make a map which screams "please ling/reaper me to death, when you clearly were tyring to prevent that with the reaper nerf. Oh and have you tried walling in? In case you didnt know it takes like 6 buildings to wall when you spawn in the back - good luck with that.
3) Frontier (i actually like the map architecture and the number of expansions), but its too cheesy early on, with two entrances and distances between non-middle bases too large to help each other in time). Try adding rocks to an entraces, then we are cool.
4) Ruins of Tarsonis (by far the worst 2v2 map, besides gutterhulk) - you might as well rename this 'Steps of War Part Deux'. And how on eath are two people supposed to guard 3 entrances with a wide-as-hell choke to start off? Seriously though, what are you thinking blizzard?! Why even have rocks blocking gold when you can never take it anyways cause its 5 feet from opponents?
Lastly, for Pete's sake, please add Belshir Beach to Map pool (or some kind of beachy-themed map). They look cool and have neat architecure (highground at choke, 2 building wall-off). I can't imagine its that hard.
I'm surprised none of the mlg maps or crevasse is in tthe map pool. However RIP metalopolis the last bit of love i had for the old maps. Thanks for the post
On July 28 2011 06:13 moregamethanSEGA wrote: Thanks Bizzard for removing Metalopolis (best 1v1 map), Monsoon (best 3v3 map), and Megaton (Best 4v4 map)... sorry for the sarcasm but I still cant believe I have to play the following maps (in order of hatred):
1) Biolab (how am i supposed to expand again? Why are there positional imbalances - ie - like a 2 building walloff when you spawn is certain locations but not others, such as the middle)
2) Extinction (this map is a joke, unless you are a zerg, in which case you 6/10 pool every time and win) Did I mention reaper cheese is prevalent here? Blizzard... why make a map which screams "please ling/reaper me to death, when you clearly were tyring to prevent that with the reaper nerf. Oh and have you tried walling in? In case you didnt know it takes like 6 buildings to wall when you spawn in the back - good luck with that.
3) Frontier (i actually like the map architecture and the number of expansions), but its too cheesy early on, with two entrances and distances between non-middle bases too large to help each other in time). Try adding rocks to an entraces, then we are cool.
4) Ruins of Tarsonis (by far the worst 2v2 map, besides gutterhulk) - you might as well rename this 'Steps of War Part Deux'. And how on eath are two people supposed to guard 3 entrances with a wide-as-hell choke to start off? Seriously though, what are you thinking blizzard?! Why even have rocks blocking gold when you can never take it anyways cause its 5 feet from opponents?
Lastly, for Pete's sake, please add Belshir Beach to Map pool (or some kind of beachy-themed map). They look cool and have neat architecure (highground at choke, 2 building wall-off). I can't imagine its that hard.
While I agree with you on Biolab, Frontier, and Ruins of Tarsonis, I have found both Monsoon and Megaton to be frustrating maps. Moosoon encourages you to expand with the easy natural, but here, like Frontier, you essentially have 2 entrances to your main unless you have no Zerg and all your teammates wall off. I got sick of Terran and Toss turtling on this map and I struggledto not overproduce workers (only two gold 3rds to be shared amongst 6 people!).
Given the vetoes we have, I'm happy with the 2v2, 3v3, and 4v4 changes.
That was insightful thanks. I wonder what a zerg version of that would be... "veto 3 of these maps then leave the game whenever you're queued into the 4th."