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Map revisions for GSL October - Page 3

Forum Index > SC2 General
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MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2011-09-17 04:00:56
September 17 2011 04:00 GMT
#41
I like those changes. I have not played a lot on Bel'shir but the main was really smal. On the other hand, I kinda liked the high ground entrance, allowed easy PvP 4 gate defense so it was one of the non 4 gates maps. Not a big deal anyway, would love to have the reasoning tho, should be interesting.
Complete
Profile Joined October 2009
United States1864 Posts
September 17 2011 04:00 GMT
#42
soooo bel'shir is just a 4gate map like tal'darim now?

I really don't like these maps (tal'darim, belshir) that just completely ignore balancing an entire matchup...
setzer
Profile Joined March 2010
United States3284 Posts
September 17 2011 04:05 GMT
#43
XNC really needs to be removed.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2011-09-17 04:08:34
September 17 2011 04:08 GMT
#44
On September 17 2011 13:05 setzer wrote:
XNC really needs to be removed.

XNF you mean ? Caverns is removed since this season.
Rantech
Profile Joined April 2010
Chile527 Posts
September 17 2011 04:10 GMT
#45
The changes to terminus are fine. The changes to Bel shir beach are very very good and now i will probably be playing on that map.
monitor
Profile Blog Joined June 2010
United States2408 Posts
September 17 2011 04:11 GMT
#46
Great changes to Bel'Shir Beach, now it has great aesthetics and the layout is nicely balanced. I'm looking forward to watching games on it a lot now.

Terminus is even worse now though, the entire concept of the map is to allow quick thirds. The rocks are really just a nuisance to deal with, but don't solve any problems that the bases are far too turtley. Once you break them, I can see games becoming even more stale and long unfortunately. We'll have to see though.
https://liquipedia.net/starcraft2/Monitor
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
September 17 2011 04:12 GMT
#47
I thought the rocks to the 3rd on terminus was generally considered a good thing and hampered uber turtle mode on 3 base?
imareaver3
Profile Joined June 2010
United States906 Posts
September 17 2011 04:17 GMT
#48
I'm really worried about the Terminus change. What's Z supposed to do against FFE into really, really fast third base turtle? I mean, Z can't take third early because of the rocks, they can't pressure the third because the other rocks were removed, so what's he supposed to do? 3 base Protoss is incredibly powerful against any number of Z bases, especially when P gets there fast an unmolested....
KanoCoke
Profile Joined June 2011
Japan863 Posts
September 17 2011 04:21 GMT
#49
Which is why they have to get molested early with speedlings in the first place?
I don't know, I'm a Terran and Protoss player.
Will always cheer for: MMA Bomber Taeja Curious Life herO Zest
Yergidy
Profile Blog Joined April 2010
United States2107 Posts
September 17 2011 04:24 GMT
#50
On September 17 2011 11:18 Torte de Lini wrote:
NOOOOOOOOO DESTRUCTIBLE ROCKS

UGH! Hit by the Blizzard virus

Agreed. I died a little inside seeing GSL mapmakers put destructible rocks to block the 2nd expansion
One bright day in the middle of the night, Two dead boys got up to fight; Back to back they faced each other, Drew their swords and shot each other.
MuATaran
Profile Joined January 2011
Canada231 Posts
September 17 2011 04:26 GMT
#51
Thanks for the info good sir, I am quite happy about the changes to zerg beach, should make it a little more balanced for the rest of us
"Our Banshees will blot out the Sun! ... Then we shall Stim in the Shade." - Doa
snafoo
Profile Joined August 2010
New Zealand1615 Posts
Last Edited: 2011-09-17 04:34:48
September 17 2011 04:29 GMT
#52
On September 17 2011 11:33 Sandro wrote:
Here I was thinking GOM was going to add a whole new slew of maps that are unfavorable to Terran or something.


Explain what a bad map for terran is.

Anyway, Terminus changes are obviously to help protoss in ZvP since on every other map Protoss just dies when they try take thie third.

On September 17 2011 11:49 eviltomahawk wrote:
Hmmm, the Terminus change at the 3rd bases kinda remind me of the changes to Tal'Darim to make it a ladder map. Perhaps a subtle hint that Terminus might eventually make it into the ladder? I do like it a bit more than Tal'Darim.

Also, I'm not sure if I agree with the removal of the high ground thing at the main base choke on Belshir. I always liked having a bit of high ground advantage there for early defense. If it helps balance out the map, then I guess I'm fine with it.


I liked the highground too, the best use of it I've seen is in one of the PvP's I think it might of been JYP vs a Prime protoss, he sim citied so well so that he defended a 4gate with his 3gate no problem.

OptimusYale
Profile Blog Joined January 2011
Korea (South)1005 Posts
September 17 2011 04:31 GMT
#53
destructable rocks on terminus means we'll be getting it on the ladder soon
Syntac
Profile Blog Joined July 2011
Canada39 Posts
Last Edited: 2011-09-17 04:36:48
September 17 2011 04:33 GMT
#54
I agree with the changes to both of these maps...although am I the only one getting the feeling that this could be hinting at the addition of Terminus to the ladder pool in the future and the removal of Tal'Darim perhaps? The addition of destructible rocks and a 8 min/2 gas base feels like a change Blizzard would get behind.

Edit: Seems I'm not the only one!
Onox
Profile Joined June 2011
United States1072 Posts
September 17 2011 04:34 GMT
#55
I liked all the changes, although I liked the high ground on bel'shir beach.
Q8_Devil
Profile Joined January 2011
United Kingdom63 Posts
September 17 2011 04:52 GMT
#56
Explain what a bad map for terran is.

you would be surprised how bad some maps are for terran but it is the superior race in korea so it doesn't matter.
Matrix
snafoo
Profile Joined August 2010
New Zealand1615 Posts
September 17 2011 05:32 GMT
#57
On September 17 2011 13:52 Q8_Devil wrote:
Show nested quote +
Explain what a bad map for terran is.

you would be surprised how bad some maps are for terran but it is the superior race in korea so it doesn't matter.


Such as? I mean, specifically in TvP, I don't think their can be a bad map for terran.
Teim
Profile Joined October 2010
Australia373 Posts
September 17 2011 05:36 GMT
#58
I don't like the removal of that little high-ground bit for Bel'shir. It seemed a like a cool way give the defender a high-ground advantage without your generic "base up a ramp" style of thing.
A duck is a duck!
wolfe
Profile Joined March 2010
United States761 Posts
September 17 2011 05:42 GMT
#59
On September 17 2011 14:32 snafoo wrote:
Show nested quote +
On September 17 2011 13:52 Q8_Devil wrote:
Explain what a bad map for terran is.

you would be surprised how bad some maps are for terran but it is the superior race in korea so it doesn't matter.


Such as? I mean, specifically in TvP, I don't think their can be a bad map for terran.


Crossfire I feel isn't a good TvP map.
Swift as the wind, felt before noticed.
pdd
Profile Blog Joined November 2010
Australia9933 Posts
Last Edited: 2011-09-17 05:45:21
September 17 2011 05:44 GMT
#60
On September 17 2011 14:36 Teim wrote:
I don't like the removal of that little high-ground bit for Bel'shir. It seemed a like a cool way give the defender a high-ground advantage without your generic "base up a ramp" style of thing.

Yeah, it was definitely a cool feature of that map and there wasn't really anything wrong with it except for the fact that people weren't utilizing it much in GSL games. Like I've seen 4gate v 4gates where the defender could have got a few couple of extra hits if he warped a Stalker at the top of the high ground (where he had a pylon) but he warped it on the low ground instead.
TI4 Champions: EE-Sama | B7-God | A-God_2000 | Kappa Lord | pieliedie
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