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United Kingdom16710 Posts
Found this article on PlayXP.
Here are the changes:
Terminus
1. Path into your natural expansion is slightly narrowed. You can now block it off with 3 large buildings and 1 small one.
Before + Show Spoiler + After + Show Spoiler +
2. The path to the 2nd expansion and the destructible rocks have been removed.
Before + Show Spoiler + After + Show Spoiler +
3. Destructible rocks at your 2nd expansion. Also, it now has 8 1500 mineral patches and 2 2500 vespene geysers.
Before + Show Spoiler + After + Show Spoiler +
Belshir Beach
1. The high-ground at your main choke has been removed. In the revised version image, you cannot put units on the low groud.
Before + Show Spoiler + After + Show Spoiler +
2. 2nd path into your natural has been removed. Also, the ramp has been narrowed so that you can block it off with 3 large buildings.
Before + Show Spoiler + After + Show Spoiler +
3. The main is a little bigger.
Before + Show Spoiler + After + Show Spoiler +
To mods: Didn't really know whether to post this on the general or the tournament section. Feel free to move as you see fit.
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Great fix for Belshir, should certainly be called Zergshir beach less now. Not sure about the changes on Terminus, rocks at third are just so... @_@
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destructible rocks ;_;
pretty decent changes all around, still think belshir beach is an awful map though :S
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NOOOOOOOOO DESTRUCTIBLE ROCKS
UGH! Hit by the Blizzard virus
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Grrrrr Terminus changes Oh well the Bel'Shir changes look pretty good
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awesome! i like the changes.
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Very nice post <3. I like how everything was presented so simply with no random "I think this will make Zerg super good on this..." This is how everything should be presented.
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Not sure what the rationale for the Terminus change. I mean, it does seem to cripple Terran' expansion but not sure how much it will help P/Z.
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thanks for the post, interesting changes, probably for the better (no rocks on third of terminus would just make toss and mech way too happy)
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Here I was thinking GOM was going to add a whole new slew of maps that are unfavorable to Terran or something.
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terminus change is a pvz buff hah
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Not sure if im happy about the removal of the highground guarding each main on belshir. Im sure its more balanced and all, but I thought it produced a cool scenario in every game on that map
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uhhh did they gave any explanation behind why they were making these changes? The terminus ones bother me.
The belshir beach ones bug me just because that highground feature was cool and unique.
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Terminus seemed fine, I wonder if they added rocks because Blizzard is considering making it a ladder map(like what happened with Tal'Darim)?
Blizzard should make Daybreak a ladder map
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On September 17 2011 11:37 Oboeman wrote: uhhh did they gave any explanation behind why they were making these changes? The terminus ones bother me.
The belshir beach ones bug me just because that highground feature was cool and unique. its to help the protoss struggle in GSL obv nice buff for protoss imo idk how tvz will play out though
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On September 17 2011 11:43 TicketoHELL wrote:Show nested quote +On September 17 2011 11:37 Oboeman wrote: uhhh did they gave any explanation behind why they were making these changes? The terminus ones bother me.
The belshir beach ones bug me just because that highground feature was cool and unique. its to help the protoss struggle in GSL obv nice buff for protoss imo idk how tvz will play out though I'm happy they helped Protoss but GOM needs to make the maps a little more unfavorable to Terran.
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Bel'shir change was needed badly, zergs dominated that map in ZvT and ZvP
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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.
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Canada13372 Posts
Looks like the maps are a little less Zerg Favoured in the PvZ matchup now ... Hurray!!
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Good changes to Bel'shir beach. Terminus changes are interesting, but i can live with them.
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Good changes on both maps, should help balance things out a bit better. It seemed like Protoss players in particular were really struggling on those maps.
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is there a gom release for this?
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I'm guessing that on Belshir they also removed the double bunker wall-in that MVP did to Nestea. That's a feature that they've removed on pretty much all the other maps.
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So you can have 3 full bases with a single wall off on terminus? It's going to be 200/200 meet middle even more so than before. This is just a very plain protoss buff that will make games suck.
Also, all the maps are getting very samey with these changes.
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Canada1637 Posts
Not sure how I feel about Terminus changes, very interested in the rest though!~
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This will help protoss players in GSL alot. =)
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Lets see if these changes+1.4 doesnt over/under buff protoss
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Don't like the changes on Terminus. It's going to be harder to take a quick third in ZvP against a FFE.
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Changes receive my approval ^^
*feels vindicated in originally looking down on the old versions, even though these particular changes probably wouldn't have been prescribed by me :X*
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Did Blizzard get to them too?
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On September 17 2011 11:44 Sandro wrote:Show nested quote +On September 17 2011 11:43 TicketoHELL wrote:On September 17 2011 11:37 Oboeman wrote: uhhh did they gave any explanation behind why they were making these changes? The terminus ones bother me.
The belshir beach ones bug me just because that highground feature was cool and unique. its to help the protoss struggle in GSL obv nice buff for protoss imo idk how tvz will play out though I'm happy they helped Protoss but GOM needs to make the maps a little more unfavorable to Terran. Given how verstile Terran is in SC2 , that is almost impossible to do without making the map skewed against Protoss or Zerg
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whatever changes they make are always good
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Hmm no Bel'shir bunker fix?
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I'm sure the entrance change fixed that.
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konadora
Singapore66060 Posts
great changes, didn't really like the dual-ramps
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Great changes, Terminus needed to be a lot more T friendly (easier 3rd) and belshir...well, the dual ramp was just retarded and so was that high ground to be honest. Felt really out of place.
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Bel'Shir Beach finally looks like it can be playable by both Terran and Protoss now.
Interesting changes on Terminus as well, but I'd have liked either new maps to add to the pool so we don't see the same maps over and over, or an edit to Crevasse so they can actually bring it back (I miss the glacier tiles).
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Bel'shir was the change that stuck out. All of them seem pretty good though.
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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.
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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...
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XNC really needs to be removed.
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On September 17 2011 13:05 setzer wrote: XNC really needs to be removed. XNF you mean ? Caverns is removed since this season.
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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.
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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.
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I thought the rocks to the 3rd on terminus was generally considered a good thing and hampered uber turtle mode on 3 base?
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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....
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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.
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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
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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
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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.
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destructable rocks on terminus means we'll be getting it on the ladder soon
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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!
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I liked all the changes, although I liked the high ground on bel'shir beach.
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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.
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On September 17 2011 13:52 Q8_Devil wrote: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.
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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.
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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.
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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.
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Ha, changes catered for Protoss.
I don´t think 3 base turtle toss will be a huge issue now because the game has changed, and even then its good that P have at least 1 heavily favoured map which I think is what GSL wanted. The rocsk I think are there to prevet silly stuff like -> wall off->Expo-> Expo off a Forge FE so I think taking a quick 3rd will be good as a Zerg.
Ehhh, I don't really like the changes to Belshir, I don't remember any GSL game where I though that the high ground was a problem. And I liked the 2nd entrance to the natural, maybe should just have been sealed off with Destructible Rocks, meh. The larger main is nice.
Choke pint changes are obviously meant to help with FFE(IIRC MC said that FFE was the better opening for PvZ, too bad I suck with it...)
Fair changes, not like GSL or anyone cares about what I think.
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Wow this actually help Protoss a lot. Especially PvZ on Terminus and PvT on belshir.
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On September 17 2011 11:18 Torte de Lini wrote: NOOOOOOOOO DESTRUCTIBLE ROCKS
UGH! Hit by the Blizzard virus
On the plus side, I guess we'll be getting Terminus LE as a season 4 map, which is still an improvement. I can't see any other reason for this. Terminus has been around forever without complaint. Now it'll be even easier to turtle on. I suppose the good news is that now Zerg might have an incentive to take the fourth as their third in certain situations, which could get interesting. That might actually be the point, and it's easier to take the fourth as a third on Terminus then on, say, Tal'Darim.
The high ground area of Bel'Shir added to defender's advantage. I'll miss it. Getting rid of the second entrance into the natural is probably good, though.
I'd love to understand GOM's reasoning for these changes, though.
On September 17 2011 13:29 snafoo wrote:Show nested quote +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.
Two rich gases at the natural/third to allow more gas, thus buffing most things that aren't gas-light bio while not increasing one-base tech power?
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On September 17 2011 14:42 wolfe wrote:Show nested quote +On September 17 2011 14:32 snafoo wrote: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. More like TvZ. Protoss could take the expo on that map easily but Zerg can't take the third that easy. And tanks on that map is just ridiculous.
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Sooooooo:
Terminus 1) Narrowed pathway - easier to wall-in, useful in defence from ground harassment as response to a FE (e.g. hellions, zerg/roach rush, etc). 2) Rocked Ramp removed - makes 3rd much safer and only gives 1 "proper route" to natural, most likely best for Protoss, but also good for all specifically in the early game. 3) Destructible rock 3rd - Weeeeeeelllll as much as the rocks are sort of a bane to players, with the ramp removed it's now faaaar easier to take a 3rd. By at least delaying it, it will stop any race from no-army double expanding and reaping rewards. I'm so-so on this though, just because rocks =/
Belshir Beach 1) I actually liked the high ground. This wasn't the reason Zerg were favoured, but perhaps it made scouting harder than usual. 2) Hmm, I actually liked the double ramps, it made defence much tighter whereas now any race just needs to focus on the one ramp. I feel like the main issue with Belshir's ramps was that the second could be easily snuck into without specific building or unit placement, with easy mineral line access and then easily retreated from with little damage. I feel like the change also makes movement between the second and third a little longer, so not sure if I'm happy about that in particular. 3) Main a little bigger - Yeaaaah I'm ok with that, since the natural was small in area, leaving Terran building placements often to become a game of chess. Makes drops more feasible, and there's also a lot of room now behind the minerals, for better or worse.
Overall - Terminus changes I like, even though rocks are a bit "=/". Belshir changes are only so-so. In my opinion they haven't changed what made it such a heavily zerg favoured map which is the central area imo, though the double ramp removal might be all that was required? We'll see I suppose.
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Thanks for the info. I actually think that I like all of these changes for the most part, but I actually really like the high ground on Bel'Shir beach.
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just make map like Daybreak then i'll die happy XD
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Good changes for the most part, particularly to bel shir, can't say I like change 3 for terminus though, seriously why destructible rocks D:
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The changes sound fine, except for the high ground removal on Bel'Shir. Like others have said, that was one of my favorite parts of the map and never seemed to cause an imbalance.
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Meh i dislike most of these a lot...removing atack paths (from Z pov) sucks. Not just as a nerf, but because it removes so much of interesting gameplay, run by's etc.
Ah well, at least i don't have to play these maps Games might end up more boring, when turtling is so much easier.
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terminus is going to make toss a little too powerful imo
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Not sure if Bel'shire change will really balance it. Also I don't like the removal of the high ground. This will make PvP so much worse to watch...
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The rocks in the 2nd expansion of Terminus is a big deal o_o, no more fast double FE for Zergs now
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Interesting changes. The Bel'Shir ones were to be expected to be honest, but the Terminus ones are a little bit of a surprise. The only logical reason behind them is to address ZvP on that map.
Eager to see how they affect the gameplay going into GSL October.
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They should just remove Terminus, the layout with 3 "free" bases per side is stupid and leads to ninja bases because you simply can't hold half of the map, not to mention that drops are the king because they have so much space where they can be parked.
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I expected more complaints about adding destructible rocks to an expansion.
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Terminus changes are great. It had a stupid 70ish win rate in ZvP (http://www.teamliquid.net/tlpd/sc2-korean/maps/443_Terminus%20SE). And protoss getting a third was a big hassle on that map. Belshir changes make it a 4 gate map in PvP though, which is annoying but it's less of a Zerg Beach now. I really liked the high ground in PvP, it actually gave a defenders advantage for once.
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Can you still put two bunkers in that area between main and natural and block it completely?
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Aahahhaha yess! Those destructible rocks were sooo retarded sometimes -_-;;
I'm kind of sad that they just kind of placed them somewhere else though. I'm not sure why, were zergs able to take their third too quickly according to gom? :S It makes the map more blizzard-ized, by removing some of the uniqueness (specifically having a smaller, less profitable but more defendable expo) and making it more standard and sterile. Anyways.
*i'm typing this as i'm checking the new changes*
Bel'shir change is pretty big... Meh, I dunno how I feel about that, it kind of made Bel'shir unique in that you couldn't 4gate very easily, and thus PvP's were generally more interesting. Oh wait! There ARE no more PvP's in code S! Hurrah!
The others make Bel'shir less zerg favored I guess, and while I certainly won't pretend to be an expert on map balance, a lot of people were complaining it was too good for Zergs. So yeah, there it is.
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On September 17 2011 13:00 Complete wrote: 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...
It already was...
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All seem pretty reasonable to me!
Good job GSL.
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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?
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Awesome changes, not sure if I like the rocks on Terminus though.
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Any masters+ people know the reason for removing this:
As a spectator, this was always my favorite feature of Bel'shir Beach.
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Italy12246 Posts
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?
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On September 17 2011 17:27 MrSexington wrote:Any masters+ people know the reason for removing this: 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.
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United Kingdom38056 Posts
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.
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I don't like the changes to Terminus. The secondary path to the 3rd was important for how the map played.
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what is this maaaaan
protoss maps incoming ?
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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.
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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.
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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.
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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
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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.
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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.
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Good changes for protoss that is needed.
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United Arab Emirates874 Posts
I like these changes! Specially the belshir beach changes
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Doesn't the removed high ground mean that it's going to be a 4gate map for pvp ala TDA?
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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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Wow these are massive changes! The destructible rocks that led to the expansion on terminus was a huge part of gameplay, this is going to be so weird! And now no nyduses on bel shir on that high platform, dont know if that is bad or good
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Canada13372 Posts
On September 17 2011 19:57 firehand101 wrote: Wow these are massive changes! The destructible rocks that led to the expansion on terminus was a huge part of gameplay, this is going to be so weird! And now no nyduses on bel shir on that high platform, dont know if that is bad or good
good if you are protoss and lose to roach armies running past you or nyduses on bel shir. Also if you fast expo and cant in any way pressure the free 3rd for Zerg on terminus
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I think Terminus is definitely coming to ladder now. I really don't like Bel'Shir beach though, now you have to 4Gate PvP on it T_T.
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Good changes. GOM realizing that blizzard is slow to balance and they need to at least make the maps favorable/decent for toss to give them some kind of fighting chance. To all the other races complaining, its not like they are all of the sudden terrible for your race, you just can't easily abuse some things as you normally would.
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Israel2209 Posts
Putting rocks on the place where an expansion is placed is retarded and gives Terran an unfair advantage as they can create the building slightly to the side and then move it and start mining the moment rocks are down, while Zerg and Protoss need to wait for the rocks to be removed before they can start constructing the expansion.
Too bad GSL didn't look at the way iCCup map making team solved this on Testbug by placing the rocks on the minerals.
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No, no, NO, ABSOLUTE NO at Terminus changes!
NO at the removal of the highground on Belshir Beach
Yes about the fix of the natural.
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good changes, the triple access to b2 on belshir was so bad and.
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Oh no the highground on bel'shir is gone, I always liked that. Its not like it ever got in the way much for anyone and it was cool. Any ideas on the reasoning for ditching it specifically?
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Russian Federation266 Posts
Great changes except for highground removal on Bel'Shir.
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you can still block bel shir main entrance with 2 bunkers like mvp did vs nestea?
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Nice changes, GSL want to see more protosses, good job.
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I never really did understand the half expo on terminous. It always seemed kinda strange to me.
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I don't really like any of these changes to be honest. The Terminus changes are just unnecessary dumb, and the belshir changes dumb down the map to make it like every other map ever. I really liked the high ground in the main, and I understand the two wide ramps were imba, but why not just make one of the ramps a narrow one and/or pointing it in a different direction (kind of like the original version of the map)?
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hopefully that alleviates some of the problems with BS beach.
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Glad terminus isn't on the ladder. That map is going to be Tal'Darim junior: ZvP hellhole.
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dunno why they cut out the highround on belshir...
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i dont like the fact that u can get 3 FULL bases on terminus easy peasy. too much turtle incoming zZZzZZZzZZ
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Love these changes except for the rocks!
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Fairly obvious attempt at helping out protoss matchups a little. GOM knows it has a problem on it's hands haha.
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Smart by GOM, long term these changes should be reverted etc but if the current PvX winrates in GSL continue there won't be a PvX statistic seems how 1.5 is at least 1-2 months away and 1.4 doesnt appear to repair whats broken.
Now if they would just remove dual sight mb we could get some entertaining games.
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Thank you so much GOM, these changes help protoss out soooooo much, bel'shir beach in particular felt almost un-winnable. The rocks on the 3rd help out against zerg as well. Good map changes.
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