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GSL Maps Announced - Page 12

Forum Index > SC2 General
270 CommentsPost a Reply
Prev 1 10 11 12 13 14 Next All
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
January 16 2013 21:45 GMT
#221
A few peculiar decisions made by the GSL team regarding map balance. I wonder how the games will go now.
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
Toads
Profile Blog Joined February 2009
Canada1795 Posts
January 16 2013 21:49 GMT
#222
On January 17 2013 06:43 Qikz wrote:
Show nested quote +
On January 17 2013 06:34 dextrin303 wrote:
always nice with new maps
although those two gold bases in the middle seem too close.. inb4 planetaries and tanks


If someone manages to do that in the middle of the map without being stopped, they deserve to win the game.

And this map is in the SPL and I never saw something broken with that yet
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Billinator
Profile Joined July 2012
United States86 Posts
January 16 2013 21:55 GMT
#223
why the hell do the xelnaga power down after 7 minutes in akilon flats? 0_o
MKP, Select, DeMusliM
Atrbyg
Profile Blog Joined October 2011
United States513 Posts
Last Edited: 2013-01-16 22:04:57
January 16 2013 22:04 GMT
#224
Icarus looks like an interesting map.

Nice to see the XelNaga Towers time out on Flats. Seems like a good idea.
TheDougler
Profile Joined April 2010
Canada8324 Posts
January 16 2013 22:04 GMT
#225
Icarus is neat! I wonder how the 2 gold patches will affect play...
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
January 16 2013 22:05 GMT
#226
On January 17 2013 06:55 Billinator wrote:
why the hell do the xelnaga power down after 7 minutes in akilon flats? 0_o


Because the people of Phaethon haven't paid their energy bill.

Doesn't seem to bad of an idea to me to be honest. Their vision is really important in the early game but later on becomes less and less crucial. It pretty much requires you to work a lot harder to gain vision (e.g. for tanks). I like the idea because it requires more map presence and activity (or so I hope).
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
TheDougler
Profile Joined April 2010
Canada8324 Posts
January 16 2013 22:06 GMT
#227
On January 17 2013 06:55 Billinator wrote:
why the hell do the xelnaga power down after 7 minutes in akilon flats? 0_o


Because they want to encourage scouting throughout the game, not just sending one guy over and forgetting about it for the rest of the game. I think that's a great change. Reduces cheese, but doesn't reward lazy play.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
TheDougler
Profile Joined April 2010
Canada8324 Posts
January 16 2013 22:19 GMT
#228
On January 17 2013 02:58 Gfire wrote:
Show nested quote +
On January 17 2013 02:53 Jepsyn wrote:
Daybreak is like the best map ever. so happy thats still around.. they are removing the gold bases from that one map though right?

In modern thinking, gold bases are fine and daybreak is bad and old. Get with it, man.

I can't wait to see who does a better job microing their workers onto the gold minerals on Icarus, though. I'm having flashbacks to Kulas Extreme.

I did really like Icarus when I first saw it and I'm glad it was picked up by GSL. Seems like a cool map to try... not too wonky but not completely orthodox either. Well, maybe it's pretty wonky... But I like it, anyway. Might watch more of this season than the previous, if I can find the time.


In my opinion golds have been fine since the mule change a year ago. I'm sure plenty will disagree with me but once everyone could make use of gold equally I don't think there was a problem. We saw that in MLG for a while, they kept gold on Antiga (which is funny because it's a bad map for gold. He who holds the middle already has an advantage on that map. And yet still saw the same racial balances as Antiga without gold.

I'm glad Kespa wasn't afraid to mess around with gold minerals.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Babru
Profile Joined September 2010
196 Posts
January 16 2013 22:22 GMT
#229
I like nerfing watchtowers, but i dont like some odd 7 minute rule that makes the gap between ladder and tournament experience even bigger. I would be ok with removing them from the game completely to be honest, when i think about it i actually would like that very much (im zerg so i got free scouts with speedlings all game long anyways, not to mention placing out overlords with speed on key locations).
TheDougler
Profile Joined April 2010
Canada8324 Posts
January 16 2013 22:25 GMT
#230
On January 17 2013 07:22 Babru wrote:
I like nerfing watchtowers, but i dont like some odd 7 minute rule that makes the gap between ladder and tournament experience even bigger. I would be ok with removing them from the game completely to be honest, when i think about it i actually would like that very much (im zerg so i got free scouts with speedlings all game long anyways, not to mention placing out overlords with speed on key locations).


This is nothing new though. This has been around in some tournament maps such as Testbug for almost 2 years.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Babru
Profile Joined September 2010
196 Posts
January 16 2013 22:29 GMT
#231
On January 17 2013 07:25 TheDougler wrote:
Show nested quote +
On January 17 2013 07:22 Babru wrote:
I like nerfing watchtowers, but i dont like some odd 7 minute rule that makes the gap between ladder and tournament experience even bigger. I would be ok with removing them from the game completely to be honest, when i think about it i actually would like that very much (im zerg so i got free scouts with speedlings all game long anyways, not to mention placing out overlords with speed on key locations).


This is nothing new though. This has been around in some tournament maps such as Testbug for almost 2 years.


I see. I dont think ive seen that map played in any tournament ive watched in a long time though.

Anyways, like i said, lets remove watchtowers all together.
EliteSK
Profile Joined April 2010
Korea (South)251 Posts
January 16 2013 22:30 GMT
#232
Far 3rd on Neo Planet S and Icarus...Interesting to see any playstyle changes caused by the maps with all these super fast 3 hatch builds and triple cc builds as of late.
Lobotomist
Profile Joined May 2010
United States1541 Posts
January 16 2013 22:59 GMT
#233
icarus looks like it could produce some interesting games for zvt. zvp...i don't see how you could lose as protoss on that map. probably don't even need a forge to fe
Teching to hive too quickly isn't just a risk: it's an ultrarisk
yokohama
Profile Joined February 2005
United States1116 Posts
January 16 2013 23:06 GMT
#234
It is cool that GSL is adopting Kespa maps. I don't see a map that I don't like, hopefully it will make this a good season. Gold expansions on Neo Planet S should be interesting, and I love the lack of watch towers. The timer on the watch tower in Alkalon Flats is an idea I like and I feel it should be played with more in the future. I am very excited!
Nazeron
Profile Joined September 2010
Canada1046 Posts
January 16 2013 23:20 GMT
#235
awesome changes, cant wait to see how gsl plays out on these new maps
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
Adreme
Profile Joined June 2011
United States5574 Posts
January 16 2013 23:23 GMT
#236
On January 17 2013 07:29 Babru wrote:
Show nested quote +
On January 17 2013 07:25 TheDougler wrote:
On January 17 2013 07:22 Babru wrote:
I like nerfing watchtowers, but i dont like some odd 7 minute rule that makes the gap between ladder and tournament experience even bigger. I would be ok with removing them from the game completely to be honest, when i think about it i actually would like that very much (im zerg so i got free scouts with speedlings all game long anyways, not to mention placing out overlords with speed on key locations).


This is nothing new though. This has been around in some tournament maps such as Testbug for almost 2 years.


I see. I dont think ive seen that map played in any tournament ive watched in a long time though.

Anyways, like i said, lets remove watchtowers all together.


If your concern is ladder and tournament maps being too different than removing towers isnt going to change that because blizzard isnt going to remove towers from ladder maps anytime soon.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 16 2013 23:35 GMT
#237
Icarus seems like a really interesting map, since grabbing a third seems really difficult. I wonder how Zerg will fare on this map though.
chichom27
Profile Joined November 2009
Ecuador56 Posts
January 17 2013 00:01 GMT
#238
On January 17 2013 06:41 DarkLordOlli wrote:
Show nested quote +
On January 17 2013 06:29 chichom27 wrote:
Why was abyssal city removed?


Because of huge racial imbalances.


Which ones? Is there another thread that talks about it?
Love always wins.
DavoS
Profile Blog Joined October 2012
United States4605 Posts
January 17 2013 00:28 GMT
#239
On January 16 2013 18:23 Tsubbi wrote:
so no 3rd base for zerg on whirlwind and belshir, time travel indeed


Must be a Protoss conservation plan, let them get to RO8 on two base all ins like 2011
"KDA is actually the most useless stat in the game" Aui_2000
BluePanther
Profile Joined March 2011
United States2776 Posts
January 17 2013 00:35 GMT
#240
On January 17 2013 07:29 Babru wrote:
Show nested quote +
On January 17 2013 07:25 TheDougler wrote:
On January 17 2013 07:22 Babru wrote:
I like nerfing watchtowers, but i dont like some odd 7 minute rule that makes the gap between ladder and tournament experience even bigger. I would be ok with removing them from the game completely to be honest, when i think about it i actually would like that very much (im zerg so i got free scouts with speedlings all game long anyways, not to mention placing out overlords with speed on key locations).


This is nothing new though. This has been around in some tournament maps such as Testbug for almost 2 years.


I see. I dont think ive seen that map played in any tournament ive watched in a long time though.

Anyways, like i said, lets remove watchtowers all together.



There was a cool map a while ago that had destructible watch towers.
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