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Season 5 Map Pool Changes Announced - Page 41

Forum Index > SC2 General
876 CommentsPost a Reply
Prev 1 39 40 41 42 43 44 Next All
CeliosB
Profile Joined December 2010
Canada100 Posts
December 22 2011 00:13 GMT
#801
This map seems to be going back to the maps before where blizzard didnt want you to take zerg to take a third for some reason
"To ze bank" -Stephano
Ryze
Profile Joined August 2010
Canada234 Posts
December 22 2011 00:16 GMT
#802
These maps are very very very bad. =( blizzard fails again
www.twitch.tv/colryze twitter.com/colryze acelessons.com/lessons/colryze/
anonymitylol
Profile Joined March 2011
Canada4477 Posts
December 22 2011 00:17 GMT
#803
Just vote these two garbage maps off, same as we did with Abyssal Caverns and Nezarim. Blizzard will learn eventually.
gold on my wrist phone in my pocket
Moralez
Profile Joined May 2011
Portugal1857 Posts
December 22 2011 00:20 GMT
#804
On December 22 2011 09:17 anonymitylol wrote:
Just vote these two garbage maps off, same as we did with Abyssal Caverns and Nezarim. Blizzard will learn eventually.

yep sad but true.
Master League Zerg - EGIdrA - IMNesTea - EGMachine - EGIncoNtrol - IMLosirA - Destiny - MVPDRG -
cameler
Profile Joined December 2011
Canada99 Posts
December 22 2011 00:20 GMT
#805
I really don't understand the reasoning behind such bad map designs. I play Z and the maps seem to be designed to really remove the reaction time that you need as zerg. You guys know what I'm talking about, the maps so small where a Terran player can make mass marines, deny your scout, and then hillariously, run them over to your base with stim and just wreck you.

We need more Taldarim Altar style maps! And I will veto these garbage new maps for sure.
Everyday I thank God I escaped from the Starcraft universe when I did. Saved so many hours of my life.
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
December 22 2011 00:23 GMT
#806
I've seen quiet a few pros tweet about how bad these maps are now.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
December 22 2011 00:23 GMT
#807
Garbage maps out, new garbage maps in. Guess my map pool hasn't changed at all :p
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Boblhead
Profile Joined August 2010
United States2577 Posts
December 22 2011 00:26 GMT
#808
Arid Plateau I thought would be a cool map, but its actually soo bad. TvZ used to be a 60% winrate for me, and with such a little choke its harder to harass with hellions, And zergs seem to have a good time outright counterattacking your 3rd/4th. Its tough and now its out of my map pool ^^
Epishade
Profile Blog Joined November 2011
United States2267 Posts
December 22 2011 00:30 GMT
#809
I played a single game on Arid Plateau (PvT) and it just felt sooo awkward. The natural is way too open due to there being 2 entrances (which I hate). Both third bases feel awkward to take as well. The line-of-sight blocker near the natural is dumb I think. I can't imagine playing a PvZ on that map with the distances between bases as well as the breakable rocks to one of the thirds (but I suppose you can wall that off). Definitely vetoing that map for the rest of the season. I'm reluctant to try the other one as well. Although I'm no map expert, I can not understand how Blizzard can call these "tournament maps" with the bad design layouts.
Pinhead Larry in the streets, Dirty Dan in the sheets.
Sentient
Profile Joined April 2010
United States437 Posts
Last Edited: 2011-12-22 00:40:55
December 22 2011 00:40 GMT
#810
A while back Blizzard said they wanted 2-3 large macro maps (Tal'darim), 2-3 middle maps (Temple), and 2-3 short maps (Xel'Naga). That way players would have to adapt to a variety of styles, but they could veto a set if they don't like to play that way. It kind of makes sense, but I think it's a failed experiment. Instead we are forced to veto the maps that are just plain bad, but we still have to stick with maps we dislike for flavor reasons. Blizzard keeps getting cutesy with rocks and back doors and ramp shapes, but all it does is make the maps exploitable for one race or another.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2011-12-22 00:47:34
December 22 2011 00:43 GMT
#811
Lol I'm yet to play longer than a 10 minute game on Arid. ZvT I flat out don't blame my Terran opponents. The entire map is ridiculously good for early aggression.

I don't think Arid should be considered a serious competitive map. My memory is a little hazy but I think blood bath had a longer rush distance and a more defendable natural.

Okay that was a joke but wow, thanks for removing the two maps I had vetoed Blizzard. But I'm pissed you gave me at least one new map to veto.

Final edit: They should take a hint- it's not that there are SO MANY MORE zergs on the ladder than T/P. It's all Zergs veto the same maps that put them behind before they've made their first worker! Naturally Zs play mostly the same maps and T/P veto maps for the exact same reason. Therefore: Buttload of mirror matches because most players tend to agree which maps are bad for which races.

If you're making maps.. that are bad for a race...
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
HardMacro
Profile Blog Joined September 2011
Canada361 Posts
December 22 2011 00:46 GMT
#812
Oh god PvZ is a NIGHTMARE on arid.

Seriously, since FFE is out of the question, I'm forced to x gate expand or tech- the problem is that zergs know this, and they simply take a fast third while keeping on top of scouting me, and the ridiculously covered and close third means pushes or tech cheeses are much more likely to fail than usual. However, in the games that I did manage to get my natural up without being significantly behind, I was able to take a very fast third myself as well on only 2-4 gates and defend it easily to gain a bit midgame advantage.

IMBA map for PvZ for sure, because most FFE builds revolves around a mid-game push or some kind of tech that forces the zerg to stop droning, but since the 3rd is so easily defended my zerg opponents have gone up to ~70 drones when my pushes hit and defended with ease due to the terrain, whereas they would have otherwise died or lost their 3rd on another map if they didn't stop droning at around 55 supply.

I play random so voting down is not an option - any ideas on approaching PvZ on this map? I'm thinking of some kind of hardcore turtle build with an ultra-fast 3rd and heavy upgrades, but zerg macro and larva inject facing ZERO pressure... doesn't seem too viable to me.
¯\_(ツ)_/¯ saving this here because I use it, don't know how to make it, and don't know it's name
mememolly
Profile Joined December 2011
4765 Posts
December 22 2011 00:48 GMT
#813
On December 22 2011 09:43 Probe1 wrote:
Lol I'm yet to play longer than a 10 minute game on Arid. ZvT I flat out don't blame my Terran opponents. The entire map is ridiculously good for early aggression.

I don't think Arid should be considered a serious competitive map. My memory is a little hazy but I think blood bath had a longer rush distance and a more defendable natural.

Okay that was a joke but wow, thanks for removing the two maps I had vetoed Blizzard. But I'm pissed you gave me at least one new map to veto.


I took one look at the nat and baneling busted on it, insanely bad map; the match-ups are too dependent on maps as it is without these pieces of shit in the pool, oh well, they'll never see competitive play but it makes you wonder about blizz's competence if they think that maps like these are suitable in any regard
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2011-12-22 00:51:03
December 22 2011 00:49 GMT
#814
Just proxy 2 gate at the gold rocks every time lol. No seriously....
On December 22 2011 09:48 mememolly wrote:
Show nested quote +
On December 22 2011 09:43 Probe1 wrote:
Lol I'm yet to play longer than a 10 minute game on Arid. ZvT I flat out don't blame my Terran opponents. The entire map is ridiculously good for early aggression.

I don't think Arid should be considered a serious competitive map. My memory is a little hazy but I think blood bath had a longer rush distance and a more defendable natural.

Okay that was a joke but wow, thanks for removing the two maps I had vetoed Blizzard. But I'm pissed you gave me at least one new map to veto.


I took one look at the nat and baneling busted on it, insanely bad map; the match-ups are too dependent on maps as it is without these pieces of shit in the pool, oh well, they'll never see competitive play but it makes you wonder about blizz's competence if they think that maps like these are suitable in any regard


Tbh I have a limited experience ZvT. All the games were 2/3 rax all ins lolol.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2011-12-22 00:52:42
December 22 2011 00:52 GMT
#815
Thanks TL, first I added back Arid Plateau to my list after seeing the amazing bunker spot, and now I will be un-vetoing this map as well.

Terran ftw
All we have to decide is what to do with the time that is given to us.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
December 22 2011 00:53 GMT
#816
Enjoy playing a lot of TvTs on it haha.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Burns
Profile Blog Joined December 2010
United States2300 Posts
December 22 2011 00:56 GMT
#817
i dont understand why blizzard made another map like Entombed Valley, all of the maps that they have added that share a similar natural were quickly removed

also i dont understand how toss is supposed to expand on any of those maps
What do you mean you heard me during the night, these are quiet pants!
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-12-22 01:05:11
December 22 2011 01:04 GMT
#818
I've been chatting with my practice partners and random Zergs I don't think Arid is very good. I've heard horror stories already of a High Mastr Zerg losing a few Maxed armies to Protoss on this map Due to the map Terrain Although he said he went ultra/infestor/ling .

Last time I made Ultras in a PvZ I lost 5 maxes armies with superior upgrades.

It's true you build Ultras if you want to lose. Mainly beig the fact that most smart Protoss will retreat to their base when they see Ultras and the Ultras just melt to blink stalker when you're forced to engage
Witha max army; since it's better for a Zerg to do such a thing it's just Ultras get stomped so hard by almost any Protoss composition except heavy zealot.

This is why I now go Muta every game.

Never GG MKP | IdrA
Wasteweiser
Profile Blog Joined August 2010
Canada522 Posts
December 22 2011 01:29 GMT
#819
complain complain complain no matta what, thats all people are good for, those bunker placements can be done on any other map btw..
Obitus.243
OneOddOrange
Profile Joined August 2010
Canada215 Posts
December 22 2011 01:37 GMT
#820
I really wish they stopped adding terrible maps that everyone vetoes. It is getting rather boring to play on the same 4 maps all night, especial since some of them have been around forever.
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