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On August 30 2012 15:46 blade55555 wrote: Removed: antiga/cloud/shakuras/taldarim are 4 maps that need to go.
Honestly all maps should just be replaced with GSL maps and I would be a happy camper. funny how all of those maps you mentioned dont have easy thirds >.<
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How is Metropolis at the top of this poll. I don't think there has been a map in SCII yet that makes such boring 40 minute sit on your side of the map games as that map.
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On August 30 2012 15:45 graNite wrote: Maybe move the rocks on TDA to block the way from the natural to the third but not the third base position?
Shakuras is very good in my opinion, how is it large? I agree Shakuras is not large, but if you think it is a good map you clearly don't play zerg ^^;
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Tal'Darim should go and Metropolis should be added.
But the most important thing by far would be to add this neutral supply depot at the bottom of the ramp. or even if it does "confuse" bronze players or so like blizzard once stated, they could just edit the build grid so that you can't build there. No noob player would notice it and everyone on a fairly high level would be happy, except some Terrans and Protosses which can't get any undeservered wins anymore.
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On August 31 2012 19:42 Greenei wrote:it makes a lot of sense too. only 28% of the ladder above master is terran, so why should we have, as a minority, a say in what maps are added into the mappool.
...thats actually not that far off the "even" value of 33% if you just take P/T/Z. And its above average if you include random. >_>
Anyway TDA HAS to go. Seriously. I used to actually like playing on it as well but these days for Protoss its an auto-veto because of PvP on it, its absolutely massive so its bad for Terran attacks and it has rocks right on the 3rd for Zergs to get angry about. It seems almost designed to have bad aspects for every race.
I'd actually like to see Daybreak gone. I know it probably won't happen but I'm really just not a fan at all. Can't quite pin why, I think its something to do with the fact theres no real chokepoint into the natural expansion. I've grown to dislike it so much I actually been vetoing it the past week or so.
As for what to bring in...I take it Calm Before the Storm is out of the question? >_> Metropolis would be nice.
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Remove tal'darin and condemned, add metropolis, ty
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On August 31 2012 17:54 DangerAl wrote:Show nested quote +On August 31 2012 14:50 DontNerfInfestors wrote:Its cross only,right? I dont really like it because there is so many ramps to the main base and the natural when you spawn in the bottom left corner It's a two player map. There are only top left and bottom right spawns. oh....lulz
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Austria24417 Posts
Please, for the love of third bases for protoss, remove Shakuras already. Also, there need to be more big maps that allow for an air transition in both TvZ and PvZ to combat BL/infestor. I would love to see Whirlwind in the map pool for example.
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I'd really like to see the arguments from the guys voting Metropolis in the poll, other that 'It's played in tournaments".
The map has imbalanced winrates and creates boring turtle games, and there are other community-made maps that are so much better, I just can't see why you would add Metropolis into the pool.
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remember that metropolis has to be added in season 9 or 10 or else RIP Metropolis
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Condemned ridge should go, it's just way to big.
I would quite like to see metropolis added back in to the map pool or a smaller map where terran cheese is better so armies don't have to travel ages allowing protoss / zerg to prepare, a smaller map in the pool would mean that we would see different styles of play more and is something that wouldn't hurt the game instead of seeing all maps get bigger like they are now.
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On August 31 2012 23:07 BobMcJohnson wrote: I'd really like to see the arguments from the guys voting Metropolis in the poll, other that 'It's played in tournaments".
The map has imbalanced winrates and creates boring turtle games, and there are other community-made maps that are so much better, I just can't see why you would add Metropolis into the pool.
It's favored for zerg, so as a zerg why would you not vote for it. Easy games. Every race would vote for a map where they're favored.
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Did they announce anything yet? I doubt that they will remove any of the WCS maps, unfortunately.
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Damn they must delete TDA it is such big and Boring map... I have never seen à Good Pvp on that map...
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TDA seems like the most obvious choice. I find all of the comments about Blizzard and destructible rocks pretty funny. Blizzard didn't "invent" them they stole the idea from BW maps.
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TDA, it's not that good of a map although it's kind of cool that on TDA you can see some good openers that you can't on other maps, but then again, PvP sucks so bad that I don't even play it.
Shakuras: I really like Shakuras and always have, but I think it will be removed simply because it's been in the pool too long.
Condemned Ridge is no good but will likely stay since the other big map will go.
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Taldarim, Shakuras(wtf, that map is in since beta) and Condemned.
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Uh, by the time Starcraft 2 came out most maps had stacked temples blocking alternative openings to naturals or expos. The last map that had crysalis or temples or destructible objects blocking an expo that I can remember being in common usage was in like 2007.
Blizzard went full Monty Hall with destructible rocks. So maybe they took lessons from the bw map making community but it was definitely "Map Making for Dummies" and not a college course.
Anyway get rid of TDA, Shakuras and Condemned. The first two are ancient. TDA is Blizzards abominable copy of the GSL map and it can be forgotten forever. Shakuras is hellishly old, being one of the oldest maps, and is so figured out that between equal players it comes down to who will make the first mistake. Perhaps Blizzard has forgotten this. All maps have a shelf life that expires when the majority of players understand everything about it and there is no excitement or 'new map smell' to it.
Finally, Condemned is just a personally dislike and I want to see it go.
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2vs2 and 3vs3 need some map love as well! If no new maps, at least mix in some of the older maps!
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I cannot believe TDA is voted that poorly. Really no one likes this map? ive been an RTS player for a long time and TDA has a lot of good elements about it that make it different than other macro maps
1. natural expo is difficult to hold vs tank pushes, warpgate all ins and speedling aggression in the early game. unlike most maps, TDA has a difficult to secure early first expansion (unless your opponent is standard). this map and antiga are probably the only maps where you will consistently see high masters/gm zergs getting ling speed before their 3rd hatch 9/10 times. antiga is generally hated (for good reason) because 4th bases are difficult to take on that map. however, with tal darim, despite it's "friendliness" to early aggression, macro games are very playable. in a split map scenario this is one of the most epic maps you can possibly play on. in order to take base 4, 5, 6, and 7, you must control at least two watchtowers vs good players. if youre terran this means scattering bunkers/turrets around this area and turreting up your main.
2. this map consistently produces the best terran vs terran games. not only do most games start with gasfirst or 13g aggression (koreans have historically take gas on taldarim very quickly) , there is viability in early game tank pushes that are NOT all in. so you can go up, siege their geyser, kill it, then retreat and have a small gas lead. After the early game stages, 4 watchtowers must be controlled. there is not THAT much area to cover with turrets, which is a very nice thing about the main base on this map. in the mid game, this map has enough room for every terran style to be viable. i'm sure you mechfags out there hate this map, but if you're playing mech on tal darim or antiga youre doing it wrong. tank lines are VERY hard to set up on this map. there is constnat opportunity for counter attacking and harassment, as well as maneuvering. you can send a drop out, then break the side of his tank line on the weakside. on tal darim there is enough room for this. compared to a "modern" macro map like daybreak or cloud kingdom, these opportunities just don't exist because sieging positions are simply too strong.
3. my final point is that if siege tank/collosus/fungal positions are too strong they lead to very very rapid teching. this is why in TvT nowadays on daybreak it tends to go into the "turtly" phase of tvt wheree players kill off of them marine, and eventually their siege tanks for raven, viking ,battle cruiser and thor. these maps where defensive positions are 10x stronger than offensive ones lead to the death of muta builds, the death of hyper aggressive builds (multi dropping, flanking, etc)and we hvae seen that develop over time as the map pool changes and players get better at defending
my question to the TL community:
- the reason the rocks were at the third in the first place is a convoluted one. the map maker originally did not have destructible rocks (ty dustin) but felt that the first two expansions were too easily defensible for protoss and terran. so, in order to balance this, he took off geyser 6 and i believe 2 mineral patches from the 3rd base. in the blzzard version the rocks have been added and it is as full base. Would you hate this map less if it wasn't rocks at the third? what if it was a 1gas 6 min 3rd base?
this is my fave map and if it goes i will cry cry cry
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