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[NASL] New Maps Discussion - Page 4

Forum Index > SC2 General
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Gladiator6
Profile Joined June 2010
Sweden7024 Posts
December 08 2011 15:45 GMT
#61
I am against gold on all maps, GSL doesn't have it and yet it remains kind of balanced. Just look at this season compared to October and August!

My picks would probably be:
TPW Overgrown
TPW Damage Inc
TPW Artifice


Flying, sOs, free, Light, Soulkey & ZerO
GertHeart
Profile Blog Joined February 2011
United States631 Posts
December 08 2011 15:54 GMT
#62
Took a look at the maps, I don't see a lot of difference between a few of them they look like almost exact clones with minor changes. The creator wasn't very unique in his ideas on the maps. I would like a map like belshir beach inside, something appealing to the eyes.

Personally I come from a high level of Age of Empires background, so I am used to a changed map everytime I play. From what I know though Pros in SC2 would probably prefer consistency in maps and throwing something new in now and then.

If you could Xeris, could you have some of the old maps into the pool that the Pros like, then make it so that one of their games has to be on a new map? adding just a little flavor to the game, but not too much? =B

Maybe this is an evil idea.
He who conquers the past rules the future, He who conquers the future rules the past. - C&C Red Alert
Aeceus
Profile Joined September 2011
United Kingdom1278 Posts
December 08 2011 16:27 GMT
#63
I think the new maps that are coming out lately have bases too close together. I.E You can get 4+ bases too easy.
I think making them more like a mix of Taldarim and Antiga would be good. Taldarim for size, Antiga for distance to 4th base+

PS the colours/tilesets look awesome on a lot of them so good job
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
December 08 2011 16:52 GMT
#64
Damage Inc. has 4 spawn points right? So it's either cross with taldarim style natural, or cross with normal base setups. That's why i voted for that one, cuz it's 2 maps in one.
aka ChillyGonzalo / GnozL
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
December 08 2011 16:56 GMT
#65
On December 07 2011 17:48 holynorth wrote:
The community provides the money. Our opinion should be the first priority.

Read all (or most) of the comments in here and you'll see how bad of an idea this is. 90% of the people have no idea what to look for and just say random stuff like "I want a cool map like Bel'Shir Beach!" which is just terrible because it's a bad map with good looks. I agree that tournaments should to something for the viewers, but if they really want to do that, they'll pick maps that produce good games, not ones that are nice to look at.

My 3 picks:

Odyssey: Still my favourite 2p map in SC2. 3rds aren't too close, all the bases are in a nice spot and there are multiple attack paths. Only change that I'd like to see is to move the ramp a tiny bit closer towards the natural.

Damage Inc.: Unfortunatly all the games I've seen took place with top left/bottom right spawn. Nevertheless I really like the idea of having 2 maps in 1. The 3rds aren't as close as before anymore either, so that's good. However as many other people I'm still sceptical about the mineral blocks. I guess that should be up to the pros.

Concrete Dreams: Yes, it's kind of a Terminus that's not gigantic and the 4ths are easier to take. Also it's the map with the coolest aesthetics I've ever seen (seriously, check out the mapthread and check out how they realized the theme). Not much more to say about this, Terminus was one of the maps that produced some epic games, so I'd expect the same from this one.

To add a little bit something to the discussion about easy 3 or 4 bases etc. I think the number of minerals/geysers should definitly be cut down a bit. Personally I've started to experiment with 6 mineral/1 geyser 3rds which give the need of an earlier 4th base and make 3 base play less strong. I think messing with the ressources is an easy way to determine the playstyle used on the maps.

Also a big thanks to Xeris for pushing the process of custom maps in tournaments.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Kazuki
Profile Joined April 2011
Netherlands121 Posts
December 08 2011 17:00 GMT
#66
Stick with the GSL maps, remove Crossfire, and add one new map max. Universal maps across all tournies would be awesome. And no gold mines. :D
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 08 2011 18:14 GMT
#67
On December 09 2011 02:00 Kazuki wrote:
Stick with the GSL maps, remove Crossfire, and add one new map max. Universal maps across all tournies would be awesome. And no gold mines. :D


Xeris has noted for several months now that NASL is adding 3 community maps to season 3. I think they're going to stick with that...
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ShObiT
Profile Joined September 2011
Dominican Republic39 Posts
December 08 2011 19:14 GMT
#68
I love this new open minded view that NASL is getting, after hearing all the NASL team have been saing, Im thinking that the best season is coming for you guys! hope you the best and keep improving!
The Status "Quo" Is just an attemp to stop the change and evolutions of the free minded.
ishboh
Profile Joined October 2010
United States954 Posts
December 08 2011 19:17 GMT
#69
On December 07 2011 10:46 Belha wrote:
Just REMOVE GOLDS expansions, all of them, are not balanced!


this is exactly what I was going to post. Gold expos are just too good for terran.
scaban84
Profile Joined August 2010
United States1080 Posts
December 08 2011 19:26 GMT
#70
Yeah remove gold please. It has been the most broken part of this game since forever.

How come we never see expansions that move away from the center of the map and behind the starting locations? Something like this may actually benefit the Zerg player.

Many of these maps also seem too "chokey". I haven't looked into detail but I hope we don't have any 1 FF ramps. These gimmicky map features cheapen high level play imho.
"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design." — Friedrich von Hayek
Dexington
Profile Blog Joined January 2011
Canada7276 Posts
December 08 2011 19:28 GMT
#71
If you guys would bother reading the thread before posting, you would see that one of the TPW guys has stated that all gold bases would be turned blue.

Maybe this should be added to the OP, since people are apparently too lazy to read 4 (GASP!) pages before repeating a criticism that has been addressed.
"Man you guys are missing out waving your stats dicks about instead of watching this pvp" - bbm
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 08 2011 19:42 GMT
#72
1) Artifice
2) Ohana
3) Lunar Station
dani`
Profile Joined January 2011
Netherlands2402 Posts
Last Edited: 2011-12-08 19:48:28
December 08 2011 19:46 GMT
#73
On December 08 2011 07:23 IronManSC wrote:
On behalf of the TPW team, whichever maps are accepted, and if they have gold bases, they will be replaced with normal blue bases. You can be sure of this.

So if you agree that gold is somewhat Terran favored (or otherwise imbalanced, whatever), is there a reason for not replacing all gold bases on all TPW maps anyway? I mean regardless of whether NASL picks them or not? No reason to keep them if it's imbalanced right ?

Perhaps I'm reading your reply wrong and this will happen anyway ^^ It seems NASL picking a map is a condition for it.
Madera
Profile Joined July 2011
Sweden2672 Posts
December 08 2011 19:46 GMT
#74
Removing the gold minerals is a very good idea. It's also very nice to see NASL picking up community maps. Thanks for the replay pack, will be watching some games.
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
Last Edited: 2011-12-08 19:55:25
December 08 2011 19:54 GMT
#75
These maps seem really intresting and I will simply place my views as a spectator and not as an individual concerened or even aware of balance since I can't talk about that with much legitimacy.

My picks would be:

Damage Inc
The maps is probably the most intriguing one of them all as it is, in my eyes, a 2 1v1 maps rolled into one. The fact that the spawn positions are cross and only cross make it so that only one of two scenarios can happen; it will be either a very Tal'darim-esque map on a smaller map with positions being forced or it could be a more generic... can't really compare it specifically to any map, but the other position has a ramp for both players and all in all it is a very intresting map in general.

Concrete Dreams
This map really reminds me of Terminus but smaller and only 2 player. This really makes it more intresting for me as a spectator since Terminus was really an awesome map but simply got phased out of professional play and I really like that there is a possibility of a new and more aggressive version being put on for a chance to be in NASL.

Ohana
Call me shallow but I love this map simply because of its aesthetics! The map itself looks very sleak and cool and the prettiest map out of all of them. I also am pretty biased towards 1v1 maps and really would like more of them be used in competetive play.

Overall, I picked my maps in accordance to what I like and what I find intresting, not based on any balance knowledge or any of that so please take my opinions as such.
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
December 08 2011 20:05 GMT
#76
updated the OP!
twitter.com/xerislight -- follow me~~
hunts
Profile Joined September 2010
United States2113 Posts
December 08 2011 20:23 GMT
#77
I really don't like ohana. Lots of chokes, expos all seem neatly tucked away and very easy for T/P to defend. all the counterattack paths are narrow and would be very easy to hold with some bunkers or canons or FFs.
twitch.tv/huntstv 7x legend streamer
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
December 08 2011 20:30 GMT
#78
On December 09 2011 05:23 hunts wrote:
I really don't like ohana. Lots of chokes, expos all seem neatly tucked away and very easy for T/P to defend. all the counterattack paths are narrow and would be very easy to hold with some bunkers or canons or FFs.

Like Crossfire, the Zerg favoured map?
hunts
Profile Joined September 2010
United States2113 Posts
December 08 2011 20:33 GMT
#79
On December 09 2011 05:30 LunaSaint wrote:
Show nested quote +
On December 09 2011 05:23 hunts wrote:
I really don't like ohana. Lots of chokes, expos all seem neatly tucked away and very easy for T/P to defend. all the counterattack paths are narrow and would be very easy to hold with some bunkers or canons or FFs.

Like Crossfire, the Zerg favoured map?


except with many more easy to hold expansions.
twitch.tv/huntstv 7x legend streamer
tuho12345
Profile Blog Joined July 2011
4482 Posts
December 08 2011 20:35 GMT
#80
Wait Xel Naga still there? -____-
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