On December 17 2011 16:42 BluePanther wrote:
I dislike Ohana play, despite how nice the map looks.
I dislike Ohana play, despite how nice the map looks.
I made a RE version
http://i.imgur.com/dLsLn.jpg
Forum Index > SC2 General |
IronManSC
United States2119 Posts
On December 17 2011 16:42 BluePanther wrote: I dislike Ohana play, despite how nice the map looks. I made a RE version http://i.imgur.com/dLsLn.jpg | ||
mangoloid
100 Posts
On December 17 2011 05:29 IronManSC wrote: For those who are unaware, I created an Ohana RE version, found here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=295685 I really like these changes. The layout feels much more natural. It would be nice to see this become a standard part of the tournament pool (perhaps NASL will make it so). | ||
Timetwister22
United States538 Posts
On December 17 2011 06:56 SidianTheBard wrote: Show nested quote + On December 17 2011 05:31 RoboBob wrote: I think the problem with Korhal is twofold: first, its kinda ugly, and second, its one dimensional. Its super easy to get 3 bases but really hard to get 4 and 5. Its like Terminus RE but smaller. It encourages turtling up to 200/200 far too much, which benefits some races (like P) more than others. The reason why Terminus worked (somewhat) because it was a large map, which gave Z breathing room to attempt a 300 food push against 200 food T/P deathballs. It also had more easily secured 4th/5th plus the opportunity for ninja expos, whereas this map has neither. Look at the map and tell me how an army defending the natural is ever going to reach the 4th in time to repel a second attack there. Its not going to happen, its too close to the opponent, the path is too far, and moving your entire army of there puts your first 3 bases horribly in danger. I wouldn't say defending a 4th would be as difficult as you are making it out to be. First off, if you took your 4th you then have 2 main chokes you would have to defend, the one by your natural and the one by your 4th. What's stopping you from completely walling off one choke or the other with buildings? Zergs won't have a problem with it because they want it to be open with lots of flanking opportunities. But for Terran and Toss since those two choke points aren't that large you can easily put 3 barrack to block off one of the paths, Put some gateways with a cannon or two behind it. Then you're pretty much safe, or can at least stall out long enough that you can get to where you have to defend. You also seem to think the player attacking is going to send a 200/200 army at the natural and have another 200/200 army at the 4th. If they do a split attack your army will easily crush the one it's at and then you can move towards the other location. I don't see a problem with not having "ninja" expansions either. Sure you could take the 3 and 9 bases as ninja expos if you wanted to, but honestly in high end games people should be scouting well enough that there will never be a ninja expansion that is unscouted. There are five paths you have to cover. The three into the fourth and the two at the natural. Covering all that distance at that point in the game is difficult. Sure, end game you can wall off and your army will be able to split up. But at the point in the game where you would be taking your 4th as your 3rd, you wouldn't, thus making it hard to defend and hold. | ||
DoggerStarcraft
United States31 Posts
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Nightrage
Greece212 Posts
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Lambertus
South Africa962 Posts
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whatthefat
United States918 Posts
For voting, Ohana is out for me, due to the strong similarity to Belshir Beach. And I don't just mean aesthetically! I mean structurally. The most important difference is the addition of rocks between the 2nd and 3rd, which I personally don't like. Nonetheless, it would be as good as anything that is currently on the ladder, apart from maybe Tal'Darim Altar. Burning Altar is interesting in the way it uses rocks to essentially shield the thirds. But I'd want to see a lot more play testing to convince me it is balanced, especially for close spawns. Sanctuary and Cloud Kingdom are both great maps. Sanctuary seems very balanced and very carefully thought out. I'd be happy to see it on the ladder, and I think it would make for great games. In the end though, I chose Cloud Kingdom, simply because I feel the design is very original. The many attack pathways make it a highly dynamic map. In general, I'm not a fan of 2 player maps, but this one is something special. | ||
Bio-Leera
United States65 Posts
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RoboBob
United States798 Posts
On December 17 2011 06:56 SidianTheBard wrote: Show nested quote + On December 17 2011 05:31 RoboBob wrote: I think the problem with Korhal is twofold: first, its kinda ugly, and second, its one dimensional. Its super easy to get 3 bases but really hard to get 4 and 5. Its like Terminus RE but smaller. It encourages turtling up to 200/200 far too much, which benefits some races (like P) more than others. The reason why Terminus worked (somewhat) because it was a large map, which gave Z breathing room to attempt a 300 food push against 200 food T/P deathballs. It also had more easily secured 4th/5th plus the opportunity for ninja expos, whereas this map has neither. Look at the map and tell me how an army defending the natural is ever going to reach the 4th in time to repel a second attack there. Its not going to happen, its too close to the opponent, the path is too far, and moving your entire army of there puts your first 3 bases horribly in danger. I wouldn't say defending a 4th would be as difficult as you are making it out to be. First off, if you took your 4th you then have 2 main chokes you would have to defend, the one by your natural and the one by your 4th. What's stopping you from completely walling off one choke or the other with buildings? Zergs won't have a problem with it because they want it to be open with lots of flanking opportunities. But for Terran and Toss since those two choke points aren't that large you can easily put 3 barrack to block off one of the paths, Put some gateways with a cannon or two behind it. Then you're pretty much safe, or can at least stall out long enough that you can get to where you have to defend. You also seem to think the player attacking is going to send a 200/200 army at the natural and have another 200/200 army at the 4th. If they do a split attack your army will easily crush the one it's at and then you can move towards the other location. I don't see a problem with not having "ninja" expansions either. Sure you could take the 3 and 9 bases as ninja expos if you wanted to, but honestly in high end games people should be scouting well enough that there will never be a ninja expansion that is unscouted. There isnt 2 chokes, there's 4, and two of them are wide. You might be able to FFE or 3 rax wall off the natural, but it won't cover the fat ramp from the natural to the third. Walloffs wont help there, instead your best bet is just camping a big army at that ramp to easily secure your 3rd. The entrence to the 4th from the center is almost too wide to even be called a choke. The fat ramp from the 3rd to the 4th makes taking the 4th as a ninja expansion impossible, it can only be taken as a "natural" 4th. The ability to ninja expansion is important, because if there are no viable alternatives then its way too easy for one opponent to simply siege the next expansion in line and autowin. Which makes for very boring, onesided games. Its the *potential* to ninja expansion thats important; that doesn't mean that it needs to happen every game. Another big problem is the expansion pattern. The longer the game goes on, the further the players expand away from each other. You want games where the opponents expand closer together or stay the same distance, because the longer the distance from 4th/5th to 4th/5th the riskier it is to move out with a 200 food army. That just makes for boring, turtly play. Sure you get macro games, but they're very boring macro games, and the distinction is important. | ||
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Plexa
Aotearoa39261 Posts
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Diamond
United States10796 Posts
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Alpino
Brazil4390 Posts
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Witten
United States2094 Posts
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Nerko
Sweden34 Posts
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Unnamed Player
Australia89 Posts
I voted for Haven's Lagoon as it is going to be very difficult to drop mineral lines for terran and good overlord placement will see drops very difficult on this map. There a lot of features i like but that is the main one and hence why i voted for it. | ||
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Plexa
Aotearoa39261 Posts
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Diamond
United States10796 Posts
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IronManSC
United States2119 Posts
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Plexa
Aotearoa39261 Posts
On December 18 2011 17:46 IronManSC wrote: When can we expect results? Soon | ||
UmbeXCII
Italy69 Posts
Just for the record, I like Cloud Kingdom ![]() | ||
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