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GSL Nov Map changes - Page 9

Forum Index > SC2 General
323 CommentsPost a Reply
Prev 1 7 8 9 10 11 17 Next All
Gotmog
Profile Joined October 2010
Serbia899 Posts
October 27 2011 19:54 GMT
#161
Wow....removing mineral patches, removing gold bases, supply depos against bunker rushes....

Lets see if all this is enough to bring P/Z on pair with T...
Makes a lot of sense, considering how much P/Z rely on gass more then T. Should help...
"When you play the game of drones, you win or you die. There is no middle ground"
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
October 27 2011 19:55 GMT
#162
Rofl, so they add Meta to ladder pool and remove it from GSL lololol
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
joyeaux
Profile Joined May 2005
United States169 Posts
October 27 2011 19:57 GMT
#163
On October 28 2011 02:07 Daralii wrote:
Winter Bel'shir sounds pretty neat. Much love for snow maps.

I assume the removal of golds is due to the recent trend of Z early expanding to them and then just turtling before overwhelming their opponent.


No, because zergs take their naturals as their second base, and if they expand to a gold "early" they aren't mined out at their main yet. A zerg on 3+ bases is limited by GAS in creating a bigger army of the appropriate composition, not MINERALS, so the gold base doesn't help that much.

Terrans happily continue making mineral heavy units like marauders, hellions, and marines, on top of benefiting more from the gold base than any other race because of mules. Beyond that, the gold is often in a vulnerable location that T can hold more easily than other races because they have planetary fortresses.
TeeTS
Profile Joined June 2011
Germany2762 Posts
October 27 2011 19:58 GMT
#164
calm before storm looks like delta quadrant, just so much tighter.... No Terminus makes me sad, cause i like this map. But it was in the pool for a long time, so they wanted to make a change i think.
weedhydra
Profile Joined October 2011
28 Posts
October 27 2011 19:58 GMT
#165
New Belshir beach looks really cool. Nice to see big bridges like in BW
Doso
Profile Joined March 2008
Germany769 Posts
October 27 2011 20:01 GMT
#166
Antiga Shipyard cross only - if the map wasn't bight enough already *sigh*
Stipulation
Profile Blog Joined April 2009
United States587 Posts
October 27 2011 20:01 GMT
#167
On October 28 2011 02:52 Klystron wrote:
As a zerg player Calm before the Storm is somewhat concerning. Rocks at the 3rd and 4th are going to make it really hard for Z to secure a 3rd unless they decide to pull a funday monday and expand ot the other half of the map.

Another issue that I see is crossroads in front of the nat. It looks like it is going to be pretty easy to contain someone to their little pocket. I actually think that it wouldn't be a bad idea to have a backdoor path from the 4th to the third. You could use that to either harass a third, better secure a 4th, or sneak units out to get a flank or counter attack.


I feel sorry for Zerg on here. Where exactly is zerg supposed to fight? I do approve of making muta/drop difficult though.
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
October 27 2011 20:02 GMT
#168
Wait...is that really the new bel'shir? Looks so different o_o
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
Bayyne
Profile Joined January 2011
United States1967 Posts
October 27 2011 20:02 GMT
#169
On October 28 2011 05:01 Doso wrote:
Antiga Shipyard cross only - if the map wasn't bight enough already *sigh*


The map has positional imbalances if you don't spawn cross positions, i.e. one of the player's third base is MORE exposed than the other's. This is a necessary change.
Remember not only to say the right thing in the right place, but far more difficult still, to leave unsaid the wrong thing at the tempting moment.
Adebisi
Profile Blog Joined June 2010
Canada1637 Posts
October 27 2011 20:03 GMT
#170
Good changes.
price
Profile Joined December 2010
United States297 Posts
October 27 2011 20:05 GMT
#171
On October 28 2011 04:57 joyeaux wrote:
Show nested quote +
On October 28 2011 02:07 Daralii wrote:
Winter Bel'shir sounds pretty neat. Much love for snow maps.

I assume the removal of golds is due to the recent trend of Z early expanding to them and then just turtling before overwhelming their opponent.


No, because zergs take their naturals as their second base, and if they expand to a gold "early" they aren't mined out at their main yet. A zerg on 3+ bases is limited by GAS in creating a bigger army of the appropriate composition, not MINERALS, so the gold base doesn't help that much.

Terrans happily continue making mineral heavy units like marauders, hellions, and marines, on top of benefiting more from the gold base than any other race because of mules. Beyond that, the gold is often in a vulnerable location that T can hold more easily than other races because they have planetary fortresses.


I can see a few exceptions to this in early ling/roach-heavy rushes. It's ludicrous how many units you can get out for ling/roach timings if you take an early gold (even if you are in a dangerous spot against early pressure build).

Clearly though they are experimenting to see how gold mineral patches affect code S racial composition ...
To strive, to seek, to find, and not to yield.
Clank
Profile Joined April 2011
United States548 Posts
October 27 2011 20:06 GMT
#172
nooooooooo poor belshir beach. ill miss the nice sand and ocean. but other than that i like the changes. the new map looks pretty sick
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
October 27 2011 20:07 GMT
#173
The rocks on Calm Before the Storm are very smart, given that it otherwise acts too much like Jungle Basin without them. The chokes are pretty nasty, but it has a good deal of attack paths and bases, so overall it looks like a great map.
Creator of sc2unmasked.com
meep
Profile Blog Joined August 2009
United States1699 Posts
October 27 2011 20:11 GMT
#174
I love how there aren't any more gold bases. Hopefully this will start becoming the norm.
閑静 しずか (ノ・_・)ノ
namste
Profile Joined October 2010
Finland2292 Posts
October 27 2011 20:12 GMT
#175
Damn Jacky and LunaticSound been at it again Good job guys!
IM hwaitiing ~ IMMvp #1 | Bang Min Ah <3<3
Deshkar
Profile Joined June 2011
Singapore1244 Posts
October 27 2011 20:13 GMT
#176
nice choices by GOM.
Dbla08
Profile Joined March 2011
United States211 Posts
October 27 2011 20:15 GMT
#177
is the first image of the "winter" belshir? expos are all in the same spots etc. must be?
Treadmill
Profile Joined July 2010
Canada2833 Posts
October 27 2011 20:15 GMT
#178
Apart from keeping Crossfire (?) I like the new map pool. Winter Bel'Shir beach blows my mind a little.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
October 27 2011 20:15 GMT
#179
Anyone else reminded of Fighting Spirit when they look at this map?

[image loading]

[image loading]


3 super easy bases that make a triangle so drops are less effective, esp on main.

Then they slapped on the 4 extra bases from Luna's third and called it a day.

[image loading]

I approve of this map def. It looks basically like an evolution of what Tal' Darim Altar originally tried to accomplish, except more in Protoss' favor and less in Terrans' due to easy bases that are not hard to defend from drops. Once you take a third on Tal'Darim you are basically asking Terran to drop you lol.
sjschmidt93
Profile Joined April 2010
United States2518 Posts
October 27 2011 20:16 GMT
#180
I like all the changes.. I still think crossfire is a joke though.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
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