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Season 8 Map Pool Update - Page 12

Forum Index > SC2 General
Post a Reply
Prev 1 10 11 12 13 14 25 Next All
Bagi
Profile Joined August 2010
Germany6799 Posts
June 08 2012 16:38 GMT
#221
New map looks good imo.

I think zerg is strong enough right now without every map catering to them.
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 08 2012 16:39 GMT
#222
Its a shame Blizzard has rejected the community once again in favor of releasing their own shit maps.
starleague forever
ItsTheFark
Profile Joined June 2010
United States158 Posts
June 08 2012 16:41 GMT
#223
Hey blizzard, remove the fucking rocks from the third.
Mirosuu
Profile Blog Joined December 2010
England283 Posts
June 08 2012 16:42 GMT
#224
Am I going crazy or is there no mention of whether Metropolis is returning in season 8?
The more things change, the more they stay the same.
FabiDarkSide
Profile Joined January 2012
Germany14 Posts
June 08 2012 16:42 GMT
#225
If the third is blocked by rocks, make FFE more difficult please!
HURRRR DURRRRR
IMPeRIuMx
Profile Joined November 2010
Canada19 Posts
June 08 2012 16:43 GMT
#226
Awwww man I like Korhal Compound...
Poehalcho
Profile Joined October 2011
149 Posts
June 08 2012 16:43 GMT
#227
We need a new map with inbase smokescreens now. With metal gone, we only have Antiga :[. Those things are damn fun to fck around with.
Great Master Chief Nerdotaku God Emperor Bauss
Sphen5117
Profile Joined September 2011
United States413 Posts
June 08 2012 16:44 GMT
#228
On June 09 2012 01:19 J_Slim wrote:
also not finding the new 1v1 in custom maps or searches.


You'd be hard pressed to find an opponent on it regardless, given their custom game search.
StatikKhaos
Profile Joined January 2011
United States214 Posts
June 08 2012 16:45 GMT
#229
Haha, i love the detail for the 1v1 map description and for the 2v2 map description its like, yeah eh its a map
Those Bitches
Chr15t
Profile Joined March 2011
Denmark1103 Posts
June 08 2012 16:47 GMT
#230
2 of my vetoes are going out - cant say im sad now - can i?

Discord IV ;'( - PUT ON THE BODYGUARD THEME! : And iiiiiiiiiiiii will always loooooooove youuuu!

Good to go for another season
Insanity: doing the same thing over and over again and expecting different results.
stormchaser
Profile Joined January 2011
Canada1009 Posts
Last Edited: 2012-06-08 16:52:07
June 08 2012 16:48 GMT
#231
Condemned...

The perfect word for a map like this. veto'd

They say the map is not finished but in my opinion it was finished before the rocks were added at the third and before there was the, "ridge".
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
June 08 2012 16:48 GMT
#232
This is the first time I have cared more about 2v2 maps than 1v1, and probably the last time, but WHY THE FUCK would you remove High Orbit that map is so delicious.
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
June 08 2012 16:50 GMT
#233
Rocks at the third rocks at the third rocks at the third god damn it Blizzard just when I started playing Z again rocks at the third. I guess I'm just going to all in every time protoss FFE's then.
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
June 08 2012 16:51 GMT
#234
On June 09 2012 01:45 StatikKhaos wrote:
Haha, i love the detail for the 1v1 map description and for the 2v2 map description its like, yeah eh its a map


although I only play 2s when I'm taking a break or playing with a friend in a lower league, the 2v2 maps look absolutely horrendous.

Also: Destructible Rocks..... why.... I'm okay with rocks blocking the shorter route from nat to third, but why does it have to be on top of the third, think about us zergies. Other than the rotational symmetry which screwed zerg over the main reason for vetoing tal'darim so far was the rocks... oh and the no ramp thing for zvz (and pvp I imagine for the protoss out there)... It's a shame too because lategame on tal'darim was amazing.
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
Ben...
Profile Joined January 2011
Canada3485 Posts
June 08 2012 16:55 GMT
#235
No more Korhal Compound WOOOOOOOOO!!!!

I'm happy that Metalopolis is gone too. That frees up a veto. I just wish they would remove Tal'Darim and add a more current tournament map. Otherwise I can't complain. I like the current map pool.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
June 08 2012 16:56 GMT
#236
On June 09 2012 01:51 Clarity_nl wrote:
Show nested quote +
On June 09 2012 01:45 StatikKhaos wrote:
Haha, i love the detail for the 1v1 map description and for the 2v2 map description its like, yeah eh its a map


although I only play 2s when I'm taking a break or playing with a friend in a lower league, the 2v2 maps look absolutely horrendous.


Same, only play with a low league friend, but still, the lack of map rotation has been frustrating. And now they remove the only genuinely good map and replace Discord IV with a map that looks very similiar in function. Shared starting base with one natural, two golds in the middle with towers, a couple of outlying expos that have to be accessed through the middle of the map.
On the plus side I actually like the look of the first new 2v2 map, with the shared natural with cliffs overlooking the entrance.
convention
Profile Joined October 2011
United States622 Posts
Last Edited: 2012-06-08 17:01:17
June 08 2012 17:00 GMT
#237
On June 09 2012 01:48 The KY wrote:
This is the first time I have cared more about 2v2 maps than 1v1, and probably the last time, but WHY THE FUCK would you remove High Orbit that map is so delicious.


I'm happy they removed that map. I'm very happy that now there exists two maps that you can viably expand on without having to worry about the worse-than-steppes-of-war rush distance from enemy nat to your main, nor do you have to worry about rocks in the back of your main (high orbit). I like the direction they are heading with the 2v2 maps. With the old ones, it was almost a garetee that if you expand and they rushed, there was no chance of holding.

So people understand how bad 2v2 maps are, there are 2 maps that have an accessable natural (one that has a choke to guard and is not completely open). On one of those maps, there are still rocks into your main, and depending on spawn location, the enemy can have a 15s distance from their natural to be sieging your main. The other map has only 1 expand that you can take, and depending on spawn location has 5s air rush distance, and potentially 15s rush distance from main to main. On every other map, if you try to expand and they rushed, you have basically lost. These two new maps hold so much promise for allowing for expand builds in 2v2 games.
Conny Duck
Profile Joined June 2011
Austria90 Posts
June 08 2012 17:02 GMT
#238
Noooo, not Metalopolis! On which map am I supposed to win against Protoss now?
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
June 08 2012 17:02 GMT
#239
New 1v1 map looks like typical blizzard map. Except for 2 base all-in its now 3. Why do map makers always do that in 4 spawn maps? They plan out the first 3 expansions, mirror it and then throw in 4 more to make it 'balanced'. I want to see a 4 spawn map where every expansion for every spawn is thought out.
Team Liquid needs more Terrans.
TUski
Profile Joined April 2010
United States1258 Posts
June 08 2012 17:04 GMT
#240
Rocks on the third and ridges above bases got old when Lost Temple was around. Does blizzard even THINK when they make maps?
"There is nothing more cool than being proud of the things that you love." - Day[9]
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