|
Arid Plateau... Blizzard's way of saying "FUCK YOU FORGE FAST EXPAND!"
I am excited for the semi island expos on Entombed Valley
Quite happy Abyssal and Nerazim are out!
Maps are slowly but surely getting better!
EDIT: Blizzard really has to whip out the unbuildable terrain stick... I mean seriously, some unbuildable terrain would make so many of their weird maps so much more palatable.
|
I don't think I'm going to be able to handle Arid Plateau... It looks like heaven for mutas and ling-runbys. I have to like the other map though, because as a macro player I don't think there's any way to keep someone from getting 8 bases :D
I really wish that Blizzard would make good 2 player maps. Its apparent that they exist (daybreak, TLMC maps), but XNC is so small... Arid Plateau is a better size, but it looks way too spread out. Its clear that the intent is that you can take either the fake main with the backdoor or the pocket expansion, but I don't think any P or T will ever be able to take a fourth against a Z going muta/ling unless Z is at a major disadvantage. I think the problem is that Blizzard is trying to make "macro maps" and "rush maps", instead of truly good maps where any style is possible.
|
On December 17 2011 09:30 Mordanis wrote: I don't think I'm going to be able to handle Arid Plateau... It looks like heaven for mutas and ling-runbys. I have to like the other map though, because as a macro player I don't think there's any way to keep someone from getting 8 bases :D
I really wish that Blizzard would make good 2 player maps. Its apparent that they exist (daybreak, TLMC maps), but XNC is so small... Arid Plateau is a better size, but it looks way too spread out. Its clear that the intent is that you can take either the fake main with the backdoor or the pocket expansion, but I don't think any P or T will ever be able to take a fourth against a Z going muta/ling unless Z is at a major disadvantage. I think the problem is that Blizzard is trying to make "macro maps" and "rush maps", instead of truly good maps where any style is possible.
I think I'd wall the left side of the natural off and expo to the middle one PvZ. Only problem with that is that it is ridiculously open, so it'd be a lot, lot harder to hold without a large army.
|
On December 17 2011 08:51 TheRPGAddict wrote: Blizzard needs to leave mapmaking to the people who know how to make maps. Obviously they suck at it. Yeah, that's why half of Tournament Pools are Blizzard maps, right?
|
Both maps look zerg favored in PvZ, with entombed being better than arid. But I have not played them yet, so we will have to see. I don't see much FFE working on arid, though.
|
So it looks like my vetos for S5 will be Arid, Entombed and XNC, which results in... absolutely no change in my map pool. That's fine with me, I guess.
|
On December 17 2011 09:39 WolfintheSheep wrote:Show nested quote +On December 17 2011 08:51 TheRPGAddict wrote: Blizzard needs to leave mapmaking to the people who know how to make maps. Obviously they suck at it. Yeah, that's why half of Tournament Pools are Blizzard maps, right?
That is partially because of the massive advantage that Blizzard maps have inherently because they're played on the ladder, become familiar enough with the players that they can be easily included if they're at all suitable for tournament play. Community maps generally have difficulty in getting into tournaments because not enough people have played on them, and the reason for that is because they're not in tournaments and not on the ladder. That's not to say that Blizzard are super bad at making maps, but the maps that they make have a way higher chance of making it into major tournaments than equivalently good community maps do.
|
On December 17 2011 09:39 WolfintheSheep wrote:Show nested quote +On December 17 2011 08:51 TheRPGAddict wrote: Blizzard needs to leave mapmaking to the people who know how to make maps. Obviously they suck at it. Yeah, that's why half of Tournament Pools are Blizzard maps, right? GSL's Tournament map pool only has Antiga Shipyard (and recently Shakuras Plateau). 2/8 maps...
That's less than half.
|
arid reminds me of blistering sands because it's the desert tileset
|
Arid looks TERRIBLE! Holy god. I hope the other one can make up for it. Looks to have more promise IMO
|
Oh man Arid seems awful. Base wayyy to far away from any expansions and hard to defend, and with backdoor rocks -.-' Entombed Valley though, looks nice, maybe they wanna put 2 or maybe 4 watch tower insted of just one?
|
Sigh... if only they realized that Daybreak, Calm before the Storm, etc. (aka macro maps) are what we need. Seriously, GSL games are infinitely more exciting than most tournaments simply for that reason. Stop with the rocks and gold bases; gold bases shouldn't be on any competitive map and rocks should be used sparingly.
This makes me miss BW maps...
|
THANK YOU!!! they are actually taking out abyssal! What a damn relief. Now I can ladder a bit better :D
|
Is Arid Plateau top left/bottom right spawn or top right/bottom left spawn? Having backdoor rocks on the main seems a bit silly. I'm thinking that position with the back door rocks can be used as a late fourth or proxy stargate / starport location since the angle of attack is directly away from the ramp and the natural. Good for Terrans and Protosses looking for a surprise imo. That said, I think we'll also be seeing a lot of blink stalker play on this map especially if the Protoss wants to setup his third by the cliffs to the main base with an easy access to the fourth. The base with the back door rocks seems a little too far out for tight late game Protoss play.
Arid Plateau also looks like a good map for some heavy muta play in the mid game with Terran considering how far those marines/thors will have to run from base to base. Also looks good for some early game speedling/hellion pressure with the two entrances to the natural (just like XNC).
As for Entombed Valley, I think Terrans will be slight(?) favoured against Zerg on this map. The low ground by the natural expansion presents some good opportunities for some tanks to lay siege / elevator play on the zerg natural and with some marines by the choke leading to that little outcrop, zerglings will have a pretty damn difficult time getting to those tanks. Matches will likely be mainly on 3-4 bases with top/bottom style expansions. I don't think left/right expansion paths will be favoured over top down since the top and bottom halves of the map have ramps closer to each other than left/right. Doesn't look very muta friendly either
|
Entombed Valley looks really nice for Reactor Hellion Expand into quick 2 CCs into 3base Mech deathpush.
|
My map pool wish list: Bel'Shir Beach, Dual Sight, Metalopolis, Antiga Shipyard, Crevasse, Daybreak, The Shattered Temple, Shakuras Plateau all Tournament maps using tournament settings. Those are the good maps anyway and Blizzard can throw in a couple extras as a test to see if they are good maps.
|
When does season 5 start? i have around 300 games play this ladder (top 8 diamond) (T) i really felt the mapz favoured everyone but terran, not that close position isnt an option anymore so cant cheese as much but there are still builds out there that cheese on maps that are cross. ill hope to get to MASTER this coming up season. \
My opinion on the maps Arid Plateau -Nice big open map = good for terran i think, looks like a 2 player map cross position ( top ;left vs bottom right) - looks like its going to be hard to take a third.
Entombed valley- -4 player map - easy to access and protect third this seems like a good macro terran map which is what i like.
|
United States23455 Posts
Opinions from a gold league player on the two new maps, and the maps they have removed (from a zerg perspective: Arid Plateau: I think this map will be good and awful for zergs in different situations.
On the plus side, the natural has two entrances. This makes it much easier for harassment to be done on some turtling terrans or tosses. There seems to be a variety of counter attacking options for zergs which is always good. Back door rocks at the top right and bottom left expansions leave even more harassment opportunities.
However, I think the two side expansions are pretty much useless. They can be sieged very easily because of the downward ramps leading to them. The bottom left and Top right expos are dangerous as well because they are able to be dropped on very easily by a terran (or toss now that the warp prism lives again.) With a narrow ramp leading up to it, it could be difficult to get a defending force up there to stop a drop quickly. The pocket expos are similar to Sharkuras, except they are even easier to attack now with two lanes instead of one. Overall opinion: I don't think I mind this map too much, but I'd have to play it more to see if I'd rather veto this one.
Entombed Valley: This map seems to be practically a macro game only map, which is good or bad depending on your point of view.
Good: The wide ramp at the natural is helpful to zerg players, but not quite as good as the openess of the arid plateau natural. Zergs should be able to get a third faster then the other two races and it shouldn't be too much of a chore to defend the expos. Because of the closeness of the bases, drops are going to have less effectiveness on this map then on others. The center Xelnaga does not cover the two side paths which should be easy to scoot a force through, so you can attack without your opponent knowing even if he has tower control. (this can be good or bad depending on if you sneak banelings into his nat without his knowledge, or if all of the sudden 20 marines you didnt see are at your front door).
Bad: Once again, the middle expansions seem very difficult to hold unless you are way ahead. I'm not sure the exact distance, but it seems like those expos can be sieged from behind. The center north and center south expos I think should be high yields. (high risk high reward) because they look very difficult to defend and can be sieged from a base next to it should some siege tanks or even ranged colosi sneak up there. The first three bases are going to be very hard to harass. Turtling on three bases is going to be extremely popular on this map I believe. Close by air positions will practically require you to prepare for banshees and drops very fast because the distance from natural to natural is about the width of an ultralisk.
Overall: I think this map will produce some cool long macro games, but I don't think that zergs will really be able to end a game against a turtling player until they tech to something like broods, because it will be extremely difficult to win an engagement against a sieged up terran army or a forcefielded protoss force going up a fairly narrow ramp. I might veto-unveto this periodically as I play.
Removed maps: these will be short Abyssal Caverns: I am glad they removed this map from the pool. Close by air positions were death with protoss going mass blink stalkers and always being in your main and terran seeming to always go with some early banshees. This map never seemed to produce macro games which I like, so I had this map vetoed.
Nerazim Crypt: I had this map vetoed occasionally because it seemed like I got this map a lot and I like a change of scenery every now and then. However, I didn't mind this map too much. It didn't seem imbalanced towards any race when I played it.
Disclaimer: Once again I am in GOLD LEAGUE. If you disagree with my opinions, have an educated opinion of your own, and are better at SC2 then me, you probably know best. These are just my opinions on the maps from an average SC2 player.
|
On December 17 2011 12:11 Endymion wrote: arid reminds me of blistering sands because it's the desert tileset
We need more maps with the desert tileset, green and purple are way to common now.
|
United States9934 Posts
arid looks like shit imo.
the other one looks not too bad.
finally got rid of those two shit maps though. thank god.
|
|
|
|