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Map revisions for GSL October - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Brett
Profile Blog Joined October 2002
Australia3822 Posts
September 17 2011 08:20 GMT
#81
All seem pretty reasonable to me!

Good job GSL.
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
September 17 2011 08:23 GMT
#82
Is there some problem with fast double expands that i'm not aware of? Why is there such a tendency to put in destructible rocks to prevent it?
Madera
Profile Joined July 2011
Sweden2672 Posts
September 17 2011 08:27 GMT
#83
Awesome changes, not sure if I like the rocks on Terminus though.
MrSexington
Profile Blog Joined July 2010
United States1768 Posts
September 17 2011 08:27 GMT
#84
Any masters+ people know the reason for removing this:

[image loading]


As a spectator, this was always my favorite feature of Bel'shir Beach.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
September 17 2011 08:32 GMT
#85
I'm pretty sure the rocks on Terminus are there because pvz win ratio something like 30-70%.
I have never seen a pvp on bel'shir, but since there never was a ramp in the first place, shouldn't it be a 4gate map alredy?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
dNa
Profile Blog Joined December 2010
Germany591 Posts
Last Edited: 2011-09-17 09:10:23
September 17 2011 09:09 GMT
#86
On September 17 2011 17:27 MrSexington wrote:
Any masters+ people know the reason for removing this:

[image loading]


As a spectator, this was always my favorite feature of Bel'shir Beach.



my thought exactly, it was an awesome feature of the map.

My thought would be that they had it removed because if you drop a siegetank there with a few marines it could shell of the opponent's natural... maybe?
it has to be a problem considering balance, because the highground did make for interesting games.
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
Asha
Profile Blog Joined November 2010
United Kingdom38257 Posts
Last Edited: 2011-09-17 09:15:49
September 17 2011 09:14 GMT
#87
On September 17 2011 17:23 SiguR wrote:
Is there some problem with fast double expands that i'm not aware of? Why is there such a tendency to put in destructible rocks to prevent it?


The issue was punishing it on some maps.

The original Tal'Darim had less minerals at the third and one gas as a limiting factor. Then when Blizz wanted to introduce it to the ladder pool they needed to have the bases act the same as each other so as to not blindside people who've never actually seen the GSL so added destructible rocks and a normal mineral field.

Terminus used to have a closed off third and the issue became that it was almost impossible to do anything to a ridiculously fast third for any race. That's why they opened up that passage with rocks originally, I guess they're taking a step back on that modification but are using rocks at the minerals themselves to stall the timing at least a little.
hugman
Profile Joined June 2009
Sweden4644 Posts
September 17 2011 09:36 GMT
#88
I don't like the changes to Terminus. The secondary path to the 3rd was important for how the map played.
sVnteen
Profile Joined January 2011
Germany2238 Posts
September 17 2011 09:43 GMT
#89
what is this maaaaan

protoss maps incoming ?
MY LIFE STARTS NOW ♥
Tarrot
Profile Joined September 2010
Taiwan85 Posts
September 17 2011 09:44 GMT
#90
On September 17 2011 17:23 SiguR wrote:
Is there some problem with fast double expands that i'm not aware of? Why is there such a tendency to put in destructible rocks to prevent it?


I've seen in some games where if Protoss FFE's Zerg goes quick third and maxes out on roaches before the Protoss has a sizeable army (talking 200 vs. 120). That could potentially be a reason.
GentleDrill
Profile Joined June 2011
United Kingdom672 Posts
September 17 2011 09:55 GMT
#91
Man, why remove the main choke high ground on Bel'shir? That was a great feature.

I don't particularly like the Terminus changes since it'll just lead to more turtling on 3-base into 200-200 deathball fight, but if it's necessary to help Protosses then I guess that's how it has to be.
shineq
Profile Joined July 2010
United Kingdom1453 Posts
September 17 2011 10:04 GMT
#92
I am hoping that the Terminus changes mean that it's going to be on the ladder, I love watching games on this map.

I'm not sure about the Bel'shir changes, I really liked the high ground on the choke.
"If you can chill, chill." - Liquid`NonY, "david some do it T>T" - SlayerSBoxeR || Twitter: http://twtter.com/shineqGAMING || http://twitch.tv/shineq
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
September 17 2011 10:15 GMT
#93
The high ground on Belshir does give a pretty nice defender advantage, which is never a bad idea.
Besides, those other changes are pretty interesting
RTudoRR
Profile Blog Joined September 2010
Romania216 Posts
September 17 2011 10:16 GMT
#94
awesome PvX changes.
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-09-17 10:26:21
September 17 2011 10:23 GMT
#95
On September 17 2011 17:23 SiguR wrote:
Is there some problem with fast double expands that i'm not aware of? Why is there such a tendency to put in destructible rocks to prevent it?


The part where no ZvP really went past midgame because quick third always lead to a huge macro advantage as long as the zerg prepared for warpgate allins (or even if he didn't because those builds are used less often now because it's risky to assume that the zerg won't have enough to hold it off). Slayers_Min v Genius comes to mind where he maxed out on roaches and amoved by the time Genius had like 110 supply. Much faster thirds being taken and learning better defense shifted the game really heavily in zerg's favor to the point that if they play well enough protoss basically is always fighting an uphill battle. You never see infestors or anything of the sort making that much of a difference, just getting bruteforced by tons of units in the midgame.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
chestnutman
Profile Joined March 2011
176 Posts
September 17 2011 10:38 GMT
#96
I havent been a big fan of Terminus from the start, less so with the rocks at the third. But I guess it's necessary given that TLPD shows 23-7 Korean ZvP and 118-71 overall ZvP.
Kimla
Profile Joined November 2010
Sweden400 Posts
September 17 2011 10:38 GMT
#97
Good changes for protoss that is needed.
no gg no skill
ticktack
Profile Blog Joined January 2011
United Arab Emirates874 Posts
September 17 2011 10:46 GMT
#98
I like these changes! Specially the belshir beach changes
A winner is just a loser who got pissed off and tried harder
clusen
Profile Joined May 2010
Germany8702 Posts
September 17 2011 10:48 GMT
#99
Doesn't the removed high ground mean that it's going to be a 4gate map for pvp ala TDA?
Micket
Profile Joined April 2011
United Kingdom2163 Posts
September 17 2011 10:49 GMT
#100
On September 17 2011 19:23 Heavenly wrote:
Show nested quote +
On September 17 2011 17:23 SiguR wrote:
Is there some problem with fast double expands that i'm not aware of? Why is there such a tendency to put in destructible rocks to prevent it?


The part where no ZvP really went past midgame because quick third always lead to a huge macro advantage as long as the zerg prepared for warpgate allins (or even if he didn't because those builds are used less often now because it's risky to assume that the zerg won't have enough to hold it off). Slayers_Min v Genius comes to mind where he maxed out on roaches and amoved by the time Genius had like 110 supply. Much faster thirds being taken and learning better defense shifted the game really heavily in zerg's favor to the point that if they play well enough protoss basically is always fighting an uphill battle. You never see infestors or anything of the sort making that much of a difference, just getting bruteforced by tons of units in the midgame.

Yep, infestors never appeared on the Korean scene. Infestors was simply another option for Zerg to use which defeated 2 base all in play and/or deathball play. 2 base infestor gives Zerg an option which doesn't require taking a really fast 3rd base.

If anything, Blizzard's new patch was catered to the foreigners (in regard to infestors).
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