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KeSPA SC2 Maps being developed for next Proleague - Page 30

Forum Index > SC2 General
Post a Reply
Prev 1 28 29 30 31 32 Next All
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
November 29 2012 21:00 GMT
#581
On November 30 2012 05:58 iKill wrote:
Transistor is - in my eyes - just a fucking joke.

Here are a few glaring weaknesses you can pick out from about 2 minutes of map analysis:

- It favors early pooling to an extreme degree in PVZ
- It massively favors air harass in all matchups because of the ridiculous distance between the outer edges of the main and the nat
- It massively favors blink play in PvT and PvP
- There is more or less no way you can reliably stop a 4gate with a tech build in PvP

It's like they just took 2.5 years of map making knowledge and said "LOL NOPE we're better than these imbeciles". Innovation is fine, but seriously, at this point they should know better than to make a map with double ramps to the high ground.


Is it a bad thing to actually have a map that's good for air hurass?

In the pool right now in the GSL I can't see any maps that are actually any good for air. It basically makes mutas pointless, especially when all maps have the Fighting Spirit style triangle defended main base.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
November 29 2012 21:03 GMT
#582
On November 30 2012 06:00 Qikz wrote:
Show nested quote +
On November 30 2012 05:58 iKill wrote:
Transistor is - in my eyes - just a fucking joke.

Here are a few glaring weaknesses you can pick out from about 2 minutes of map analysis:

- It favors early pooling to an extreme degree in PVZ
- It massively favors air harass in all matchups because of the ridiculous distance between the outer edges of the main and the nat
- It massively favors blink play in PvT and PvP
- There is more or less no way you can reliably stop a 4gate with a tech build in PvP

It's like they just took 2.5 years of map making knowledge and said "LOL NOPE we're better than these imbeciles". Innovation is fine, but seriously, at this point they should know better than to make a map with double ramps to the high ground.


Is it a bad thing to actually have a map that's good for air hurass?

In the pool right now in the GSL I can't see any maps that are actually any good for air. It basically makes mutas pointless, especially when all maps have the Fighting Spirit style triangle defended main base.


Agreed. One of the main reasons I don't even watch SC2 anymore is the stagnant map pool. It's always the same map, with minor changes.

Even if they aren't 100% balanced, different maps allowing new strategies are exciting!
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
Lasbike
Profile Joined January 2011
France2888 Posts
November 29 2012 21:18 GMT
#583
How did Stephano let HerO kill 3 infestors after that hatch with his zealots :o
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
November 29 2012 21:30 GMT
#584
On November 30 2012 06:03 Kurr wrote:
Show nested quote +
On November 30 2012 06:00 Qikz wrote:
On November 30 2012 05:58 iKill wrote:
Transistor is - in my eyes - just a fucking joke.

Here are a few glaring weaknesses you can pick out from about 2 minutes of map analysis:

- It favors early pooling to an extreme degree in PVZ
- It massively favors air harass in all matchups because of the ridiculous distance between the outer edges of the main and the nat
- It massively favors blink play in PvT and PvP
- There is more or less no way you can reliably stop a 4gate with a tech build in PvP

It's like they just took 2.5 years of map making knowledge and said "LOL NOPE we're better than these imbeciles". Innovation is fine, but seriously, at this point they should know better than to make a map with double ramps to the high ground.


Is it a bad thing to actually have a map that's good for air hurass?

In the pool right now in the GSL I can't see any maps that are actually any good for air. It basically makes mutas pointless, especially when all maps have the Fighting Spirit style triangle defended main base.


Agreed. One of the main reasons I don't even watch SC2 anymore is the stagnant map pool. It's always the same map, with minor changes.

Even if they aren't 100% balanced, different maps allowing new strategies are exciting!


Another thing I noticed is there's actually dead space outside the main so AFAIK you can't actually blink in.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Loxley
Profile Blog Joined April 2011
Netherlands2480 Posts
November 29 2012 21:31 GMT
#585
On November 30 2012 06:18 Lasbike wrote:
How did Stephano let HerO kill 3 infestors after that hatch with his zealots :o


Wrong thread?
월요 날 재미있
supernovamaniac
Profile Blog Joined December 2009
United States3047 Posts
November 29 2012 21:54 GMT
#586
On November 30 2012 06:30 Qikz wrote:
Show nested quote +
On November 30 2012 06:03 Kurr wrote:
On November 30 2012 06:00 Qikz wrote:
On November 30 2012 05:58 iKill wrote:
Transistor is - in my eyes - just a fucking joke.

Here are a few glaring weaknesses you can pick out from about 2 minutes of map analysis:

- It favors early pooling to an extreme degree in PVZ
- It massively favors air harass in all matchups because of the ridiculous distance between the outer edges of the main and the nat
- It massively favors blink play in PvT and PvP
- There is more or less no way you can reliably stop a 4gate with a tech build in PvP

It's like they just took 2.5 years of map making knowledge and said "LOL NOPE we're better than these imbeciles". Innovation is fine, but seriously, at this point they should know better than to make a map with double ramps to the high ground.


Is it a bad thing to actually have a map that's good for air hurass?

In the pool right now in the GSL I can't see any maps that are actually any good for air. It basically makes mutas pointless, especially when all maps have the Fighting Spirit style triangle defended main base.


Agreed. One of the main reasons I don't even watch SC2 anymore is the stagnant map pool. It's always the same map, with minor changes.

Even if they aren't 100% balanced, different maps allowing new strategies are exciting!


Another thing I noticed is there's actually dead space outside the main so AFAIK you can't actually blink in.

Pathfinder from BW was a "terrible map" due to similar reasons as Transistor.

What do we get? One of the best comebacks in PvT history.
ppp
Talack
Profile Joined September 2010
Canada2742 Posts
November 29 2012 21:56 GMT
#587
I like the idea of maps favoring certain imbalances here and there.

I am sick and tired of the "far rush distance, super easy to take and defend third" maps that encompass the entirety of the sc2 scene right now
Dwelf
Profile Joined September 2009
Netherlands365 Posts
Last Edited: 2012-11-29 22:08:02
November 29 2012 22:07 GMT
#588
It looks like that guillotine map is very forcefield friendly, still we need people to play these maps alot to find out imbalances. And I'm all for maps that try to force the metagame away from the current situation.

I'm also confident enough in the tourney organizers that any maps with obvious imbalances will be removed/replaced quickly.
k
lorestarcraft
Profile Joined April 2011
United States1049 Posts
November 29 2012 22:11 GMT
#589
That high ground behind the nat, rofl.
SC2 Mapmaker
opterown *
Profile Blog Joined August 2011
Australia54784 Posts
November 29 2012 22:17 GMT
#590
On November 30 2012 06:18 Lasbike wrote:
How did Stephano let HerO kill 3 infestors after that hatch with his zealots :o

must be because they weren't playing on a kespa map
ModeratorRetired LR Bonjwa
TL+ Member
glzElectromaster
Profile Blog Joined March 2012
Japan2474 Posts
December 03 2012 08:03 GMT
#591
On November 30 2012 07:11 lorestarcraft wrote:
That high ground behind the nat, rofl.


Heartbreak Ridge. Dat map.
RIP Kt. Violet | In solitude, where we are least alone
sighsigh
Profile Joined August 2012
Australia40 Posts
December 03 2012 09:16 GMT
#592
I like the idea of maps which slightly favor one race over another. These maps will be interesting because straight away we can see that current early game and meta-game strategies will not work well on some of these maps. I am a bit tired of watching games which play out the same story lines over and over.

On a side note, I would like to see tournaments like Dreamhack, MLG, IPL, IEM and other big tournaments besides GSL and OSL to start paying for professional map creations. You can't make tournaments successful any more without finally putting resources into developing interesting maps. We shouldn't rely on community map designers to produce works of art but instead pay these people to dedicate their time to hone their skills.
The worker is the most OP unit in the game... End of Story
eejaydubya
Profile Joined June 2012
United States36 Posts
December 03 2012 09:44 GMT
#593
I'm all for introducing some new maps. Especially if they stay out of ladder. It'd be nice to see some new map-oriented strategies.
Meepo, Geomancer. Pleased ta meetcha.
worldpeace30
Profile Joined July 2012
United States106 Posts
Last Edited: 2012-12-03 10:55:45
December 03 2012 10:52 GMT
#594
sweeeeeet they're testing the maps out right now http://www.ustream.tv/channel/sc2match
Skytt
Profile Joined June 2011
Scotland333 Posts
December 03 2012 11:10 GMT
#595
The tileset for Desert Flower is different from the preview image in the OP. It's a snow tileset and looks nice.
ETisME
Profile Blog Joined April 2011
12740 Posts
Last Edited: 2012-12-03 11:27:33
December 03 2012 11:27 GMT
#596
holy damn, the stream is so nice
edit: until you full screen it
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
December 03 2012 11:31 GMT
#597
On December 03 2012 17:03 glzElectromaster wrote:
Show nested quote +
On November 30 2012 07:11 lorestarcraft wrote:
That high ground behind the nat, rofl.


Heartbreak Ridge. Dat map.

ohhhhhh memories. tank drops in the back. lurker drops in the back. mine out back and speedling into main teehehehehe
Jaedong.
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
December 03 2012 11:45 GMT
#598
On December 03 2012 20:31 Kal_rA wrote:
Show nested quote +
On December 03 2012 17:03 glzElectromaster wrote:
On November 30 2012 07:11 lorestarcraft wrote:
That high ground behind the nat, rofl.


Heartbreak Ridge. Dat map.

ohhhhhh memories. tank drops in the back. lurker drops in the back. mine out back and speedling into main teehehehehe


These things were what kept me from ever getting above D on iCCUP. I lost every single game as Terran to those strats, well atleast lurker drops. T_T
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Evangelist
Profile Blog Joined June 2011
1246 Posts
December 03 2012 11:50 GMT
#599
I want more maps like bifrost. Lovely positional play map, that thing.
Lorch
Profile Joined June 2011
Germany3696 Posts
December 03 2012 11:57 GMT
#600
PSIONIC!!!!

This is actually pretty entertaining, the maps look so sick, I really hope someone will eventually upload them to na/eu, because I would love to play on them.
Prev 1 28 29 30 31 32 Next All
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