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Season 5 Map Pool Changes Announced - Page 29

Forum Index > SC2 General
876 CommentsPost a Reply
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Zorgaz
Profile Joined June 2010
Sweden2951 Posts
December 15 2011 20:03 GMT
#561
New maps seems good, but I'll have to play them and see . Won't really miss the maps that are taken out!

Shame we won't get the TL map with season 5 =/
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
skatbone
Profile Joined August 2010
United States1005 Posts
December 15 2011 20:04 GMT
#562
On December 16 2011 03:58 K3Nyy wrote:
I don't understand why they would look at TL's contest for maps instead of GSL's maps. It makes absolutely no sense to me.


Well, the ESV has been in touch with Blizz for months now about incorporating user maps on the ladder. One of the reasons they changed their name from ICCup TV to ESV was to try to move beyond some bad blood with Blizzard. Beyond that, I think the other mapmaking organizations that use TL as a homebase have also been lobbying Blizz to consider user maps. It's not like Blizzard just came out of nowhere and made this suggestion. This is the product of work on the part of these organizations. And Blizz has already looked at GSL maps--hence Tal'Darim is in the map pool.
Mercurial#1193
Nymbul
Profile Joined July 2011
United Kingdom127 Posts
December 15 2011 20:06 GMT
#563
After a bit of playing around on Arid Plateau

-Nexus/CC to ramp wall-off takes 3 buildings
-Back of mineral line can be walled off with 1 depot/pylon
-Outward gyser has a small gap which can be walled off with a single pylon/depot
-Second entrance can be tight walled with 2 buildings
-Backdoor rocks to 3rd can be tightwalled with 3
wOrD yO
Profile Joined December 2011
Australia119 Posts
December 15 2011 20:09 GMT
#564
On December 15 2011 11:12 phodacbiet wrote:
Why is xel naga caverns and shattered temple still in the map pool?


I think they want more tournament style maps, Metalop/XNC/Shattered are all classics and work great in tournaments.
Im a bit iffy with some of the thirds in the new maps, I wonder if siege tanks can hit them..
wOrD.339
PolskaGora
Profile Joined May 2011
United States547 Posts
December 15 2011 20:09 GMT
#565
Awesome, they removed one of my vetoed maps! But I wish they took out Xel'naga over Nezarim Crypt... The new 4-player map looks awesome though with the easy third blocked only by rocks! Also glad they're introducing a new 2-player map, we don't see enough of those on ladder, that's for sure.
Tracking treasure down
Ben...
Profile Joined January 2011
Canada3485 Posts
Last Edited: 2011-12-15 20:19:56
December 15 2011 20:16 GMT
#566
Looking at Arid Plateau more, it looks like a 1/1/1 through the side entrance of the natural would be insanely hard to stop. To get access to the area past the gas where the Terran would be pushing from you have to either go through the three really narrow chokes between the gas and minerals or all the way around the crevasse thingy into another narrow choke where a tanks could be placed on the high ground to guard. There's also a lot of little spots on the crevasses where a tank could be placed and only be accessible from one side, kinda like that one tank placement at the gold on Shattered Temple that can hit basically anything that leaves the natural. Anything other than 2/3gate expand against Zerg seems way too risky. If they 6pool they can just go around the side and avoid a wall-off at the natural altogether.

From a zerg perspective, hellion opening will be much trickier to guard against because of two openings to the natural, so you can't just throw down an evo chamber to narrow the choke along with a few spines to be safe, you would need to invest in at least one more spine around back or get roaches earlier to be totally safe. Again, tank pushes through the side entrance to the natural will be really strong, with the added bonus of the third being entirely cut off.

Tanks elevator pushes like you see on Bel'shire Beach will be really good into the main starting from that 3rd/4th as well in all matchups. Just put the tanks behind the mineral line of the expansion below the main.

It'll be interesting to see how people use this map. There has to be an easier way to wall off the natural for an FFE. Maybe at more of an angle to the cliff than lined up with the ramp?
"Cliiiiiiiiiiiiiiiiide" -Tastosis
DarkRise
Profile Joined November 2010
1644 Posts
December 15 2011 20:19 GMT
#567
1st map, double reactor hellions !!
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 15 2011 20:23 GMT
#568
On December 16 2011 05:06 Nymbul wrote:
After a bit of playing around on Arid Plateau

-Nexus/CC to ramp wall-off takes 3 buildings
-Back of mineral line can be walled off with 1 depot/pylon
-Outward gyser has a small gap which can be walled off with a single pylon/depot
-Second entrance can be tight walled with 2 buildings
-Backdoor rocks to 3rd can be tightwalled with 3


The ridge that juts out looks closer to the nexus than the ramp. Would gateway+forge+pylon or cannon do the trick? 3 big buildings XNC-style = death to FFE.
kochanfe
Profile Joined July 2011
Micronesia1338 Posts
December 15 2011 20:30 GMT
#569
Good, had both the maps they cut vetoed anyway.
"The flame that burns twice as bright burns half as long." - Lao Tzu
CycoDude
Profile Joined November 2010
United States326 Posts
December 15 2011 20:30 GMT
#570
well, good they removed nerazim and abyssal. arid looks pretty ugly; whats with all those lumps? entombed is just a 2-player version of the boneyard (blizz 2v2 map). hopefully there won't be close spawns.
Nymbul
Profile Joined July 2011
United Kingdom127 Posts
Last Edited: 2011-12-15 20:43:31
December 15 2011 20:32 GMT
#571
On December 16 2011 05:23 kcdc wrote:
Show nested quote +
On December 16 2011 05:06 Nymbul wrote:
After a bit of playing around on Arid Plateau

-Nexus/CC to ramp wall-off takes 3 buildings
-Back of mineral line can be walled off with 1 depot/pylon
-Outward gyser has a small gap which can be walled off with a single pylon/depot
-Second entrance can be tight walled with 2 buildings
-Backdoor rocks to 3rd can be tightwalled with 3


The ridge that juts out looks closer to the nexus than the ramp. Would gateway+forge+pylon or cannon do the trick? 3 big buildings XNC-style = death to FFE.


I tried a few positionings but the best I could do is forge, gateway with 1 hex gap for a zealot or forge, gateway, cyber to tight wall off.

This wall is to that little cliff that sticks out and not the actual ramp. I just used that name so as to not get confused with a more forward wall-off in the little choke ahead of it.

You could get a tight wall-off with that set-up but the problem is the other entrance to your natural. In the early stages of the game if you don't wall off the back of your mineral line with a pylon and then another cannon in the mineral line then the zerg could mostly likely do a runby of your entire wall-off taking maybe 2 shots from the cannon before getting into the main.

The other map can't FFE. It just can't. The natural ramp is very large like Antiga except to do a nexus style FFE like you would on Antiga actually leaves your main completely undefended

Edit: I've took a screenshot of what I did

http://imageshack.us/photo/my-images/21/suggestedwalloff.jpg/

Note: The cannon behind the nexus is powered firstly by the cannon below, the second one is purely to wall-off the back of the mineral line
skva.aurorA
Profile Joined December 2011
Finland6 Posts
December 15 2011 20:36 GMT
#572
Entombed looks like a nightmare for zerg.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
December 15 2011 20:37 GMT
#573
I'm glad they removed Abyssal. I'm kinda sad to see Nerazim go, even though it was one of my worst maps. But I guess it was obvious choice without removing one of the tournament favorites.

But I'm sad the 2p map is hopelessly imbalanced. In TvZ reactor Hellion is practically autowin, I expect most Zergs to veto it. And in TvP with the way the natural is set up it strongly encourages the T to 1-1-1 instead of expo, so thats probably all I'm going to do there. The map looks good for mech TvT though, I suppose thats a slight saving grace.

I like the 4p map though. It kinda reminds me of Twilight Peaks but with a safer natural, which is cool because that was main problem with that map. I am a little concerned it will be too easy to secure 3 bases, but we'll see. I had the same fears about Antiga but it turned out alright.
Swagtacular
Profile Joined March 2011
United States101 Posts
December 15 2011 20:39 GMT
#574
On my protoss account, i will veto Arid Plateau every day and play Entombed Valley all day
--particularly against zerg

and on my zerg account, (in zvp) im going to go 13pool13gas every game on Arid Plateau, take fast gold/3rd, and mass lings with drops/ mutalisk.
Fealthas
Profile Joined May 2011
607 Posts
December 15 2011 20:40 GMT
#575
Arid Plateu 9/10 - probably gonna like this map. The natural is is a dumb spot with the 2 entrances. I just dont like this at all. Other then that I look forward to trying this map.

Entombed Valley 9/10 - I don't see anything I dont like about this map without playing it. Close spawns could be a little OP for terran zvt maybe? No golds but the 2 bases in the middle look like they have extra mineral patches!

Kernen
Profile Joined July 2011
United States84 Posts
December 15 2011 20:52 GMT
#576
Glad blizz is finally looking at user created maps, can't wait to play on the maps from the map contest.
A hellion donut with a marauder filling, not so tasty. - DJ Wheat
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 15 2011 20:55 GMT
#577
On December 16 2011 05:32 Nymbul wrote:
Show nested quote +
On December 16 2011 05:23 kcdc wrote:
On December 16 2011 05:06 Nymbul wrote:
After a bit of playing around on Arid Plateau

-Nexus/CC to ramp wall-off takes 3 buildings
-Back of mineral line can be walled off with 1 depot/pylon
-Outward gyser has a small gap which can be walled off with a single pylon/depot
-Second entrance can be tight walled with 2 buildings
-Backdoor rocks to 3rd can be tightwalled with 3


The ridge that juts out looks closer to the nexus than the ramp. Would gateway+forge+pylon or cannon do the trick? 3 big buildings XNC-style = death to FFE.


I tried a few positionings but the best I could do is forge, gateway with 1 hex gap for a zealot or forge, gateway, cyber to tight wall off.

This wall is to that little cliff that sticks out and not the actual ramp. I just used that name so as to not get confused with a more forward wall-off in the little choke ahead of it.

You could get a tight wall-off with that set-up but the problem is the other entrance to your natural. In the early stages of the game if you don't wall off the back of your mineral line with a pylon and then another cannon in the mineral line then the zerg could mostly likely do a runby of your entire wall-off taking maybe 2 shots from the cannon before getting into the main.

The other map can't FFE. It just can't. The natural ramp is very large like Antiga except to do a nexus style FFE like you would on Antiga actually leaves your main completely undefended

Edit: I've took a screenshot of what I did

http://imageshack.us/photo/my-images/21/suggestedwalloff.jpg/

Note: The cannon behind the nexus is powered firstly by the cannon below, the second one is purely to wall-off the back of the mineral line


Pretty sure both maps will work for FFE. FFE on Arid will be like it is on cross-positions Metal--the nat is a little more open than you want, but the rush distance makes it okay. And on Antiga, you can totally wall off the ramp. Just don't let units past the wall.
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
December 15 2011 20:57 GMT
#578
Both of these maps look fine. #2 is kind of messy, but its alright.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Big J
Profile Joined March 2011
Austria16289 Posts
December 15 2011 20:59 GMT
#579
I kind of like those 2 maps. Don't know... I'm usually pretty critical that blizzard nearly always makes their own maps instead of takes some of the tournament or community maps, but I think blizzard did a good job on those AND took out the right maps.
Nymbul
Profile Joined July 2011
United Kingdom127 Posts
December 15 2011 21:01 GMT
#580
On December 16 2011 05:55 kcdc wrote:
Show nested quote +
On December 16 2011 05:32 Nymbul wrote:
On December 16 2011 05:23 kcdc wrote:
On December 16 2011 05:06 Nymbul wrote:
After a bit of playing around on Arid Plateau

-Nexus/CC to ramp wall-off takes 3 buildings
-Back of mineral line can be walled off with 1 depot/pylon
-Outward gyser has a small gap which can be walled off with a single pylon/depot
-Second entrance can be tight walled with 2 buildings
-Backdoor rocks to 3rd can be tightwalled with 3


The ridge that juts out looks closer to the nexus than the ramp. Would gateway+forge+pylon or cannon do the trick? 3 big buildings XNC-style = death to FFE.


I tried a few positionings but the best I could do is forge, gateway with 1 hex gap for a zealot or forge, gateway, cyber to tight wall off.

This wall is to that little cliff that sticks out and not the actual ramp. I just used that name so as to not get confused with a more forward wall-off in the little choke ahead of it.

You could get a tight wall-off with that set-up but the problem is the other entrance to your natural. In the early stages of the game if you don't wall off the back of your mineral line with a pylon and then another cannon in the mineral line then the zerg could mostly likely do a runby of your entire wall-off taking maybe 2 shots from the cannon before getting into the main.

The other map can't FFE. It just can't. The natural ramp is very large like Antiga except to do a nexus style FFE like you would on Antiga actually leaves your main completely undefended

Edit: I've took a screenshot of what I did

http://imageshack.us/photo/my-images/21/suggestedwalloff.jpg/

Note: The cannon behind the nexus is powered firstly by the cannon below, the second one is purely to wall-off the back of the mineral line


Pretty sure both maps will work for FFE. FFE on Arid will be like it is on cross-positions Metal--the nat is a little more open than you want, but the rush distance makes it okay. And on Antiga, you can totally wall off the ramp. Just don't let units past the wall.


I dunno about that. It takes 4 buildings to do a tight wall-off at that ramp. Any zerg could spot you trying to wall off there, flood lings and you're dead before you get the chance to finish it

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