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KeSPA SC2 Maps being developed for next Proleague - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 32 Next All
tuoli9
Profile Joined October 2011
Finland211 Posts
November 15 2012 22:53 GMT
#161
These maps don't necessarily look all that balanced, but they look very different from the standard maps, so this could lead in to some intersesting strategies and build orders, right?
Lorch
Profile Joined June 2011
Germany3690 Posts
November 15 2012 22:54 GMT
#162
Yes finally, the god of map making are finally here.
Somebody please upload these to the eu/na server when they come out.
Venomsflame
Profile Joined February 2011
United States613 Posts
November 15 2012 22:55 GMT
#163
I feel like forcefield makes it impossible for most of the best BW maps to work. Pretty sad but just seems to be how it is
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
Last Edited: 2012-11-15 22:57:43
November 15 2012 22:56 GMT
#164
Kind of my initial thoughts. Wish there were better images to see exactly how some of the ramps, cliffs and extractors are.

Gaema Gowon:

ZvP: Protoss won't get a third. Not even sure if they can get a second. I'd just 14/14 here and never let protoss scout while harassing the second. Then either all-in or fast triple hatch. Protoss should have a really easy time doing a cannon rush. With no sensor tower in mid, zerg counter attacks are three times as strong and protoss will have a lot better time hiding proxies. Don't think there's any good place to put an overlord to scout the natural gas.

ZvT: The paths were well for Terran mech the best here. With how spawns work, I'd expect one of the old TvZ pushes where you siege tanks on the low ground and slowly medivac push your way into zergs main.

PvP: Tails new build should be good. Blink stalkers are way stronger here as well with high ground above the natural.

PvT: Getting to three base toss will be hell here. Too much dead space for medivacs. If Terran is in good position, they have two attack paths to the nat or third. If our of position, they can land factory and toss could be dead. Toss needs to have the main army way out in front where there is only one choke.

Has tal'darim symptom for TvT where you pray you're facing the other Terran's main so you can easily harass and kill them.
Moderator
supernovamaniac
Profile Blog Joined December 2009
United States3047 Posts
November 15 2012 23:01 GMT
#165
I'm very disappointed that Monty Hall is missing from the entire map pool
ppp
Utopi
Profile Joined July 2010
Denmark176 Posts
November 15 2012 23:02 GMT
#166
Cool to see this kind of initiative from Kespa. Really think new maps are needed so even though they might be a bit imba at first its still a step in the right direction, imo!
no.
Adellund
Profile Blog Joined June 2011
Denmark92 Posts
November 15 2012 23:05 GMT
#167
I want Destination/Jade/Neo-Forbidden-ProtossOP ;D
If you put RoRo on your anti-team you should be ashamed!
ZerglingTwins
Profile Joined October 2012
United States850 Posts
Last Edited: 2012-11-15 23:07:12
November 15 2012 23:07 GMT
#168
Maps are supposed to be imbalance in some sense to counter race and metagame balance.
Searching for my twin ling brother.
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
Last Edited: 2012-11-15 23:12:51
November 15 2012 23:07 GMT
#169
Guillotine:

ZvP: This is much more reasonable. Protoss can easily wall off the natural. Depending on the chokes, they could even sneak really fast hidden expos against a zerg. Timing's against a third would be great. But if it goes into the late late game and zerg gets mid control, they auto get 2 easy to defend bases in the center. The entire map is one plane, so creep spread spine crawler will be a problem. I'd really like to know if you can build things on top of the cliffs. If you can, protoss should never lose as I'd just build cannons up there with a warp prism and then do a 10 gate. Maybe i'd land a warp prism on top of the cliff, FF the main and then warp in everything into the main. I'd abuse protoss here as zerg by regular pool, but early drone scout. You can then build a hatch at the choke and mass lings and then go win. Or if I saw an early forge, I'd just hatch at his natural. The nat is too far from the main so I think zerg wuld still be a bit ahead. If they get a queen up and creep tumor down, it would be really far ahead.

ZvT: This will be hell for Terran. The creep spread is extremely easy on this map. On the other hand, if you can land medivacs on the cliffs, it'll be hell on zerg. 3 base mech and 3 base pushes would be great here. Similarly, Broodlords may be too strong with the pahts closed off like this. Ultras look really bad on this map. It's impossible for zerg to hide a base. The map formation in terms of expansions is good for Terran scouting and medivac harrassment.

PvP: 4 gate all-day everyday.

TvT: Should be fine.
Moderator
silent_owl
Profile Joined March 2011
Philippines3098 Posts
November 15 2012 23:08 GMT
#170
BADASS! (As long as they take out the gold bases).
"If you know your enemy and yourself, you need not fear the results of a hundred battles." - Sun Tzu
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
November 15 2012 23:09 GMT
#171
Even tho some of those look really wacky, Id love to see what the pros can cook up : p
Vasoline73
Profile Blog Joined February 2008
United States7824 Posts
November 15 2012 23:10 GMT
#172
ARKANOID nice!

Wonder how that map would play out in SC2...
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 15 2012 23:13 GMT
#173
I don't think many of these maps will pass kespa play testing.
starleague forever
Kasaraki
Profile Blog Joined May 2012
Denmark7115 Posts
November 15 2012 23:14 GMT
#174
Wow this is fucking awesome.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
November 15 2012 23:16 GMT
#175
Thank god! Non balanced maps means we'll finally see some more strats/interesting teamleagues where people practice certain matchups for certain maps.

Really looking forward to this. The stale, boring metagame has made me fed up of SC2 recently and I'm watching it a hell of a lot less than I used to.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
BoggieMan
Profile Blog Joined August 2011
520 Posts
November 15 2012 23:16 GMT
#176
BW maps haven't been good in sc2 so far, so i don't really think its a good idea.
I would much better like it if they just made completely new maps.
iLoveKT
Profile Blog Joined October 2008
Philippines3615 Posts
Last Edited: 2012-11-15 23:18:48
November 15 2012 23:18 GMT
#177
Im disappointed in the lack of "SIEGE TANKS IMBA" posts. sc2 tank too weak.
Woo Jung Ho
Antithesis
Profile Joined August 2010
Germany1224 Posts
November 15 2012 23:18 GMT
#178
Very cool, although I didn't follow BW it should be really interesting to see SC2 matches on a more diverse pool of maps, espcially on those less conventional ones.
Mutation complete.
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
November 15 2012 23:18 GMT
#179
On November 16 2012 07:52 PhoenixLight wrote:
There's alot of xel'nagas missing from these maps. I think that's really a first for sc2 maps right...? I'm really interested to see if and how game play might evolve without the towers...


wow no xel nagas is gonna be really cool. I am glad they are taking the initiative to push things forward and keep things from being stale. Being on a team(or having buddies) is more important than ever for these players since these aren`t on ladder.
zerious
Profile Joined August 2010
Canada3803 Posts
Last Edited: 2012-11-15 23:19:33
November 15 2012 23:19 GMT
#180
On November 16 2012 08:16 BoggieMan wrote:
BW maps haven't been good in sc2 so far, so i don't really think its a good idea.
I would much better like it if they just made completely new maps.


only the first 4 are remakes
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