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New Maps for 2013 Ladder Season 3 - Page 13

Forum Index > SC2 General
455 CommentsPost a Reply
Prev 1 11 12 13 14 15 23 Next All
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
April 26 2013 08:24 GMT
#241
On April 08 2013 18:23 Grumbels wrote:
Imo, it's a good thing that some of the new maps are named after areas prominent in the campaign. (Korhal floating island) I think they also should have a map with the Zerus theme, and in general they should be making references to the campaign even in the maps, for instance with Mengsk statues and whatnot. I think that's more engaging and memorable for casual viewers.

Yay, I guess Blizzard had the same idea I had. ^_^
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Sindar
Profile Joined April 2013
6 Posts
April 26 2013 08:25 GMT
#242
i don't like new maps. RIP daybreak
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2013-04-26 08:35:02
April 26 2013 08:31 GMT
#243
Like Derelict Watcher and am ok-ish with Zerus. However I HATE everything about Klontas Mire. That one seems like an early 2011 map in both visuals and layout.

Daybreak was fine in my opinion even though it got repetitive. It's still arguably the best SC2 map tied with Cloud Kingdom in my book. I'd rather have seen Star Station kick the bucket.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
April 26 2013 08:33 GMT
#244
New maps look pretty sick. Went into this thread with low expectations but I'm really ahppy with these changes seeing as I Newkirk and Korhal vetoed anyway.
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
April 26 2013 08:34 GMT
#245
About time Daybreak was put out to pasture. Although I wouldn't be surprised if it did a Metalopolis and came back again. Korhal is a good removal as well, since PvP just wasn't an option on that map. I'm actually a little sad to see Newkirk go as I have a ridiculously high 79% winrate on that map. I'm still a little confused as to why tournaments (including GSL) seem so happy to use Star Station. I would've been very happy to see that map go too, but at least I have no shortage of vetos.
winthrop
Profile Blog Joined December 2010
Hong Kong956 Posts
April 26 2013 08:36 GMT
#246
that one thumb down... reminds me slag pits.
Incredible Miracle
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
Last Edited: 2013-04-26 08:40:58
April 26 2013 08:39 GMT
#247
lol, having a good look at Klontas Mire. Realistically which Zerg wouldn’t 6/8/10 pool against Protoss on that map? And in PvT all Terran has to do is mine up that walkway to deter Protoss (not that they need to since Protoss use Pylons anyway). Yet Protoss has to continuously live in fear of a 3:30 attack. I’ll give it a try but it looks like an instant veto to me.
Emix_Squall
Profile Joined February 2012
France705 Posts
April 26 2013 08:45 GMT
#248
RIP Daybreak, you were a good macro friend and I'll miss you :'(
Sissors
Profile Joined March 2012
1395 Posts
April 26 2013 08:45 GMT
#249
On April 26 2013 17:39 Greendotz wrote:
lol, having a good look at Klontas Mire. Realistically which Zerg wouldn’t 6/8/10 pool against Protoss on that map? And in PvT all Terran has to do is mine up that walkway to deter Protoss (not that they need to since Protoss use Pylons anyway). Yet Protoss has to continuously live in fear of a 3:30 attack. I’ll give it a try but it looks like an instant veto to me.

Honestly that is more realistic in TvZ, in TvP I really wouldn't rely on a few mines. If anything I would think that ridge is mainly a problem for zerg. Both toss and terran have long-range AOE weapons that will easily deal with any serious army trying to pass there. And zerg of course has infestors that also will deal easily with it, but they aren't very popular atm.

And I would imagine a toss can also pressure a zerg quite early via that path.
FCReverie
Profile Joined April 2013
Australia103 Posts
April 26 2013 08:54 GMT
#250
On April 26 2013 17:45 Sissors wrote:
Show nested quote +
On April 26 2013 17:39 Greendotz wrote:
lol, having a good look at Klontas Mire. Realistically which Zerg wouldn’t 6/8/10 pool against Protoss on that map? And in PvT all Terran has to do is mine up that walkway to deter Protoss (not that they need to since Protoss use Pylons anyway). Yet Protoss has to continuously live in fear of a 3:30 attack. I’ll give it a try but it looks like an instant veto to me.

Honestly that is more realistic in TvZ, in TvP I really wouldn't rely on a few mines. If anything I would think that ridge is mainly a problem for zerg. Both toss and terran have long-range AOE weapons that will easily deal with any serious army trying to pass there. And zerg of course has infestors that also will deal easily with it, but they aren't very popular atm.

And I would imagine a toss can also pressure a zerg quite early via that path.


Well you know wouldn't it be cool if they came back into style? But only for specific maps? Tbh I'm getting kind of sick of seeing Z build muta in all 3 MU.
azzih
Profile Joined October 2012
Germany98 Posts
April 26 2013 08:56 GMT
#251
new 2v2 maps looking good. Still some really bad maps in this pool.
Germany
gobbledydook
Profile Joined October 2012
Australia2605 Posts
April 26 2013 08:58 GMT
#252
double 8 gate is so fun on Klontas Mire lol

my poor opponent tried to wall off with forge and gates. Nope.
I am a dirty Protoss bullshit abuser
scr
Profile Joined May 2011
Hungary1025 Posts
April 26 2013 09:00 GMT
#253
On April 26 2013 17:45 Sissors wrote:
Show nested quote +
On April 26 2013 17:39 Greendotz wrote:
lol, having a good look at Klontas Mire. Realistically which Zerg wouldn’t 6/8/10 pool against Protoss on that map? And in PvT all Terran has to do is mine up that walkway to deter Protoss (not that they need to since Protoss use Pylons anyway). Yet Protoss has to continuously live in fear of a 3:30 attack. I’ll give it a try but it looks like an instant veto to me.

Honestly that is more realistic in TvZ, in TvP I really wouldn't rely on a few mines. If anything I would think that ridge is mainly a problem for zerg. Both toss and terran have long-range AOE weapons that will easily deal with any serious army trying to pass there. And zerg of course has infestors that also will deal easily with it, but they aren't very popular atm.

And I would imagine a toss can also pressure a zerg quite early via that path.


byebye hatch first v T
Try again, fail better.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
April 26 2013 09:05 GMT
#254
On April 26 2013 17:24 Tobblish wrote:
Zerus Prime TE
Very easy to take bases, create split map with such a narrow middle.
Didn't Blizzard learn from Newkirk?


Shakuras - 6 bases per side (and two middle bases)
Newkirk - 7 bases per side
Daybreak - 6 bases per side
Metropolis - 5 bases per side, 2 middle bases (and island bases, which rarely came into play)
Zerus Prime - 9 bases per side.

I wonder if having more bases in a split map situation will make them play out more interestingly.
CloudMage
Profile Joined June 2011
Canada221 Posts
April 26 2013 09:15 GMT
#255
OH man new maps!!!! SICK!
HuK <3 WhiteRa <3 Grubby <3 TLO <3 Day[9] <3
dani`
Profile Joined January 2011
Netherlands2402 Posts
April 26 2013 09:16 GMT
#256
I think we shouldn't judge Klontas Mire too quickly just because it's a bit different. That bridge (blockable in the middle by 1 Pylon, or 2 Pylons at the end points) will probably create some pretty unique situations and it's not really a reliable rush path anyway considering your enemy can either block it or just create a massive concave at the end point. Though to be honest I don't really like the rest of its layout either but let's see some games on it first ^_^
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
April 26 2013 09:22 GMT
#257
On April 26 2013 16:17 Bagi wrote:
Show nested quote +
On April 26 2013 16:10 oGsTrueSmug wrote:
On April 26 2013 16:00 conut wrote:
dude all these maps look sick, and for people complaining about that one map, LETS GIVE SOMETHING NEW A TRYYYYY
i can see some goofy crazy fun matches

Funnily enough, people aren't big on "goofy" and "giving something new a try" when it involves maps that look like a return to the dark days of Scrap Station, Steppes of War and Xel'naga Caverns.
Daybreak was great because it lent itself both to 2-base play and more long-term macro games, especially now in HotS (so far). That it's been axed and replaced with macro-oriented maps and Scrap Station Mk. 2 is kinda depressing.

Daybreak also creates the most boring split-map turtle games in existence, just go check out Hasuobs' winning games in WCS EU against Bly and Happy.

Most people are just tired of that map anyway, time to move on.



thats your opinion, many players enjoy macro maps.
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
April 26 2013 09:23 GMT
#258
On April 26 2013 16:25 FCReverie wrote:
Show nested quote +
On April 26 2013 13:55 hzflank wrote:
On Klontas, if you send a probe at the start of the game it gets to your opponent natural in time for an 8 pylon. If you rally your first built probe it is a 9 pylon. The natural is 8 tiles wide so can be fully walled by a pylon and 2 gateways. You can even place the pylon against a wall so that it has less surface area for drones to hit. I am not sure how viable this will actually be against a player who pulls enough drones, but if the zerg does not pull drones before the gateways are started it could be amusing.

Edit, 8 pylon starts the second gateway at 1:45, 9 or 10 pylon at 1:50. 10 pylon gate gate seems the best way as you also have the least wait time between starting the pylon and the second gate (less time for them to pull drones). If you prefer you can wall it to the bottom of the ramp instead, but i dont see why you would do this.

Considering how close the bases are I think they should make the natural choke one space wider to prevent this.

You have to remember that it is also a good 7 pool map. If both players cheese the Z will win.



well that changes everything. Now, as a zerg, Im incredibly excited for the new maps T.T
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 26 2013 09:25 GMT
#259
On April 26 2013 18:22 NEEDZMOAR wrote:
Show nested quote +
On April 26 2013 16:17 Bagi wrote:
On April 26 2013 16:10 oGsTrueSmug wrote:
On April 26 2013 16:00 conut wrote:
dude all these maps look sick, and for people complaining about that one map, LETS GIVE SOMETHING NEW A TRYYYYY
i can see some goofy crazy fun matches

Funnily enough, people aren't big on "goofy" and "giving something new a try" when it involves maps that look like a return to the dark days of Scrap Station, Steppes of War and Xel'naga Caverns.
Daybreak was great because it lent itself both to 2-base play and more long-term macro games, especially now in HotS (so far). That it's been axed and replaced with macro-oriented maps and Scrap Station Mk. 2 is kinda depressing.

Daybreak also creates the most boring split-map turtle games in existence, just go check out Hasuobs' winning games in WCS EU against Bly and Happy.

Most people are just tired of that map anyway, time to move on.



thats your opinion, many players enjoy macro maps.


There are macro maps and then there are boring split map maps. Newkirk/daybreak are 2 maps that lead to lots of split map situations which are pretty boring.

A good macro map would be a map like whirlwind where it's not a map where you can get into a split map scenario because it's so big and lots of places to attack from.
When I think of something else, something will go here
DureX.152
Profile Joined July 2012
Poland9 Posts
April 26 2013 09:27 GMT
#260
why daybreakkkkkkkk ? QQ
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