Shame we won't get the TL map with season 5 =/
Season 5 Map Pool Changes Announced - Page 29
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Zorgaz
Sweden2951 Posts
Shame we won't get the TL map with season 5 =/ | ||
skatbone
United States1005 Posts
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. | ||
Nymbul
United Kingdom127 Posts
-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
Australia119 Posts
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.. | ||
PolskaGora
United States547 Posts
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Ben...
Canada3485 Posts
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? | ||
DarkRise
1644 Posts
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kcdc
United States2311 Posts
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
Micronesia1338 Posts
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CycoDude
United States326 Posts
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Nymbul
United Kingdom127 Posts
On December 16 2011 05:23 kcdc wrote: 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
Finland6 Posts
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RoboBob
United States798 Posts
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
United States101 Posts
--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
607 Posts
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
United States84 Posts
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kcdc
United States2311 Posts
On December 16 2011 05:32 Nymbul wrote: 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
United States853 Posts
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Big J
Austria16289 Posts
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Nymbul
United Kingdom127 Posts
On December 16 2011 05:55 kcdc wrote: 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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