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Season 8 Map Pool Update - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 25 Next All
StateAlchemist
Profile Joined January 2011
France1946 Posts
June 08 2012 15:25 GMT
#161
Destructible rocks, how surprising.
Jedclark
Profile Blog Joined February 2011
United Kingdom903 Posts
June 08 2012 15:25 GMT
#162
Molten Crater looks like it could bring some sort of... macro style to 2v2s.

Condemned Ridge looks alright.
"They make it so scrubnubs can PM me. They make it so I can't ignore scrubnubs!" - "I'm gonna show you how great I am." MKP fan since GSL Open Season 2 #hipsternerd
JiYan
Profile Blog Joined February 2009
United States3668 Posts
June 08 2012 15:27 GMT
#163
quite pleased with the map changes, but those two 2v2 maps are kind of awful o_o
Thune
Profile Joined February 2011
Austria129 Posts
June 08 2012 15:29 GMT
#164
WTF is this shit map .... it seems like blizzard isnt listening at all .... just look up for what noone wants and make exactely that
what a waste of a downvote
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-06-08 15:35:02
June 08 2012 15:29 GMT
#165
On June 09 2012 00:27 JiYan wrote:
quite pleased with the map changes, but those two 2v2 maps are kind of awful o_o


Desolate Strongholds looks like a pos remake of discord but Molten Crater is actually amazing. You can easily wall-in between your bases AND you have a high ground to defend it from being poked at by stalkers/marines/marauders/roaches. One more map for TZ teams to veto, anyways.

It'll actually just be impossible to attack into that choke without siege tank/vision/a significant army advantage. But it's one more breath of fresh air after dealing with maps that punish you for expanding by making it impossible to defend.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-06-08 15:32:10
June 08 2012 15:31 GMT
#166
Great two of the Maps i actually play are now gone . Why the hell is Tal'darim still in exactly and Metalopolis is gone ?

And if they want to remove imbalanced Map how about Cloud Kingdom ? That Map is basically an autoloss in TvP .
Kotschmonaut
Profile Joined April 2011
Germany117 Posts
June 08 2012 15:32 GMT
#167
lol blizzard insta vote for that map :D

i mean they havent learned ANYTHING since release its so funny
ZenithM
Profile Joined February 2011
France15952 Posts
June 08 2012 15:39 GMT
#168
Well, maybe they learned Z turns out to be imba.
Veriol
Profile Joined October 2010
Czech Republic502 Posts
Last Edited: 2012-06-08 15:44:44
June 08 2012 15:44 GMT
#169
Oh blizz. With exception of Shakuras and Antiga all the maps you ever made have been bad. This one looks like it definetly won't join these two in the ''somewhat succesful maps you made''. So please stop making maps and hire the pro mapmakers.
Also the ''stealing'' maps form mapmakers is pretty s****y I mean how many new ppl even know Taldarim isnt map you made? All you do is just take map, f**k it over, put LE behind it and claim you made it.
Completly remake ur approach to making and implementing new maps.
"When you play, you have to start off with a mind to turn the game into a rape." -iloveoov
chocopaw
Profile Blog Joined May 2011
2072 Posts
June 08 2012 15:45 GMT
#170
TWOPLAYER MAPS WITHOUT BACKDOOR ROCKS WTF IS THIS I DONT EVEN

:')
http://twitter.com/lechocopaw
avc
Profile Joined December 2011
121 Posts
June 08 2012 15:45 GMT
#171
New map is 3 base and go, no race has a hope of holding a 4th base on it. Add in the destructible rocks and the map is most likely going to end up a Protoss paradise, with Terran players also enjoying a substantial advantage over Zerg (similar to Antiga and Ohana in terms of a fourth being required but near impossible for a Zerg to hold).

I believe the map pool should be varied and this means that it will have maps which favour different races, this is absolutely fine in a decent sized map pool, as long as there is some sort of balance to the amount of maps which favour specific races, or specific styles of play.

We should also be moving away from luck based maps (random spawns and rotational bias) and further towards maps with predictable spawns and intelligent layouts. We want skill to thrive and to reduce the amount of luck as much as possible.

Maps like Entombed on the ladder have a massive fluctuation in how good or bad they are for certain races. Spawn close top and you're in a world of hurt in certain match ups, spawn cross and the entire thing changes, a complete lottery. Tal Darim is much the same, a lottery based on where you spawn in relation to your opponent. Random spawns also mean you're less likely to scout ridiculous cheese quick enough, which further increases the luck factor. Not to mention the fact that random spawn maps are massively beneficial to map hackers, a problem which is only going to grow on the ladder.

So much hatred for Metalopolis when Shakuras is still in the map pool.

Also not sure why the larger map pool ended up being a bad thing, I liked the added variety. Now we'll be back to everyone playing 5 maps after vetoing and since each race will hate slightly different maps, you'll probably end up only ever seeing 3 or 4 different maps on the ladder.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
June 08 2012 15:46 GMT
#172
I see your ledge that can be bunkered off and have siegetanks shooting down your third, and I react by downvoting this map!

Good thing they took out Korhal Compound, a map that I actually really enjoyed in all the matchups, and replaced it with the marriage between shakuras and tal darim that will definitely favour a turtling terran or Protoss.
Dvriel
Profile Joined November 2011
607 Posts
June 08 2012 15:50 GMT
#173
Cant fin the new 1v1 map on the EU ladder.IS it already on?
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
June 08 2012 15:50 GMT
#174
Out goes two maps I veto, in goes one map I'll veto.
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
Sandstorm9
Profile Joined January 2011
41 Posts
June 08 2012 15:51 GMT
#175
Guys, what about spreading creep and overlords on that ledge if you're Zerg?
Making a Sensor Tower (so underused) if you re Terran?
Placing pylons or obs if you re Protoss?

It will be a pain to defend if the enemy lands, but with those things i mentioned above you should be safe. I think it's weird and weird is interesting. I want more crazy maps instead of the typical cookie cutter ones.
Catatafish
Profile Joined April 2012
75 Posts
June 08 2012 15:51 GMT
#176
On June 08 2012 23:51 CajunMan wrote:
As a zerg I think fellow zergs should take another look at that new map. On further inspection look at that third in comparison to your natural dat choke. I think the slowing of your third might be ok because you only have one front to defend from pushes specially from protoss. Just be sure to cover ramp in back with overlords and be sure to not get cannoned. Also the area in the back looks sick for muta play so take a second look its like a easy to defend taldarim.



The chokepoint will probably be much better for protoss and terran who are much more comfortable simply turtling on three bases. Like entombed valley, you won't be able to pressure the protoss third at all as zerg. Defending in a chokepoint against protoss isn't an advantage at all either. Entombed turned out to be a pretty decent map overall though, so we'll see, but I remain sceptical.

The ridge seems a bit gimmicky and medivac drops could potentially be pretty broken especially against zerg,
Nerski
Profile Blog Joined November 2010
United States1095 Posts
June 08 2012 15:51 GMT
#177
[image loading]


Notes on the new 1v1 map

* All 4 spawns are approximately equidistant, less the cross spawns by ground. (both green measuring lines are the same size, just one is bent around the obstacle).

* Each spawn position has at least 4 accessible (fairly defensible) bases, cross has 5.

* Split Map base count would be around 8 bases per side prior to mine out.

* Xel'Naga Towers will give spotting from high ground to either side of low ground shrubs.

Opinions & Potential Issues (emphasis on potential)

* Xel'Naga Towers: may be to strong defensively in late game situations regardless of race. Ranged units like Tanks, Broods, and Colossus.

Why: Due to the shrubs with XNT control defensively the units mentioned could fire on attacking forces without being attack able. Predominantly could be an issue in TvT in Tank vs. Tank positional battles, where attacking directly could become near suicidal without a LOT of scans available for the attacker, and none needed for the defender.

* Red Zoned Box (no arrows): Seems odd, in the 2-->4 or 1-->3 Spawn positions this area likely could (needs tested) be used to medivac leap frog tanks to assault the opponents third in TvZ and TvT.

Why: This makes these positions a bit messed up for 'tournament play', likely leading to forced cross to make the map 'usable'. Same issue 'could' exist from the opponents third to the the opponents natural, but that may be more of a stretch. Overall this seems like a needless addition to this map or it may have been fine in these positions were that high ground plateau simply more air space.

*Red Zoned Box (with arrows): This position seems to far to easy to defend a 4 to 5 base structure regardless of who is in the defensive position.

Why: The defender has far to short of a distance to move to defend 5 bases with XNT control and decent attack spotting on their side, vs. the attacker. Defenders advantage in distance is good for 2 base or potentially 3 base looks, it's however bad for 4th and 5th bases. It's more common that defending a 4th or 5th base on some of the best maps in play, leave some other base more open to attack. These issues lead to turtle styles of play likely being the norm in 'macro' games on this map, which would be pretty boring for spectators and potentially players.




Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
kusto
Profile Joined November 2010
Russian Federation823 Posts
June 08 2012 15:54 GMT
#178
On June 09 2012 00:50 CrazyF1r3f0x wrote:
Out goes two maps I veto, in goes one map I'll veto.


Same for me. I really don't see how the new map will be relevant in any tournament setting. I really can't.
Also, it's ok if the third base is rather hard to hold, but also including rocks is excessive. I never understood the concept behind putting rocks on close expos.
Is it to limit the options of the player? To artificially shorten the game time? Why is taking expansions being made harder when 3+ base macro games are the more interesting ones?

Anyway, i'll veto this and that's it. I'm looking forward to KESPA maps honestly. Nobody will give a shit about these maps anyways.
the game is the game
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
Last Edited: 2012-06-08 15:55:57
June 08 2012 15:55 GMT
#179
On June 09 2012 00:51 Nerski wrote:


Notes on the new 1v1 map

-snip-



At least someone who tries to analyze the map and give feedback as Blizzard is suggesting in the post. I recommend you also post that in the battle.net forum
Pokemon Master
Noocta
Profile Joined June 2010
France12578 Posts
June 08 2012 15:56 GMT
#180
Let's wait.
We cried at every map blizzard made, but some of them turn out to be great. ( Antiga, Entombed, Shakuras )
Every map after a long period of time get firgured out and start to be bad ( shakuras and half map scenario, antiga showing terran favored sign, etc )
But in the end, all map have these problems.
" I'm not gonna fight you. I'm gonna kick your ass ! "
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