On June 06 2013 08:02 scypio wrote: I don't like this, we get more maps with rush distances sooooo long. Klontas Mire was one of the few were you could successfully pressure the enemy without going all-in. And it will be replaced with another map that will take a week to get into your opponent's nat.
Guess Blizzard does not like aggressive play
We've come a long way from the days of Incineration Zone and Steppes of War.
That's just stupid. There are vetos. I like to play faster games on smaller maps, I veto the huge ones - that seems reasonable for me. And it seems that soon I'll be able to choose from big maps and huge maps. This sucks.
You should blame the community for its overwhelming outcry against rush-friendly Blizzard maps over the past few years. The majority clamored for tournament maps for years, and now Blizzard has obliged, unfortunately to your detriment.
Yes! I blame the community for not having at least 3 rush-friendly maps in the map pool.
Red city sucks, I would probably fall asleep before I find my opponent. I takes 70+ ingame seconds to reach the nat at the other side of the map.
The other something map is also way longer than the Klontas Mire (~65 travel distance vs ~50) and the NW/SE spawns seem gimmicky.
That's one step closer to macrocraft. I am disappointed.
On June 06 2013 07:31 Poo wrote: wtf is with sky islands? is it 4 spawns or 2?
It's the proleague map, Korhal Floating Island originally, it's always cross-positions.
Doesn't really answer my question. I realize its a pro league map. But can you spawn top left/bottom right? Or is it only bottom left/top right? The little circles show what I assume are potential spawn sites?
The map is always cross position, but yes you can either spawn top/bottom or left/right.
interesting. Well at least ladder will have more variety. I'm liking that they're trying to create a wider range of game styles on ladder. Makes it a lot more interesting to play.
On June 06 2013 07:31 Poo wrote: wtf is with sky islands? is it 4 spawns or 2?
It's the proleague map, Korhal Floating Island originally, it's always cross-positions.
Doesn't really answer my question. I realize its a pro league map. But can you spawn top left/bottom right? Or is it only bottom left/top right? The little circles show what I assume are potential spawn sites?
I hope to god the answer is yes
Afaik, both cross-spawn positions are enabled.
1Rax FE to kill rocks early and go quadruple CC island hog woot woot!
Remove two terrible maps. Add a clunker and a good one. I'll take it.
On June 06 2013 08:45 shin_toss wrote: add DF Atlas too :D. Anyway good stuff
Would have preferred this by far over Red City, which is a decent map but not substantively different than Whirlwind which we had for a long time, and Tal'Darim Altar before that. In fact, we haven't had a good small rotational 4 player map ever on ladder, and we've already had two large 4 player maps spanning a huge amount of time previously.
But we do get an admirable replacement in the "nonstandard" category for Klontas Mire, in Korhal Sky Island. Overall this is probably the single best ladder pool update that has ever occurred.
Before you rejoice, think about how sad that is.
Anyway, I'm encouraged and satisfied. If we get TLMC maps after this, we'll be on a roll!
Out of curiosity what was peoples opinion of Zerus? I haven't played much ladder this season but I've only had 2 games of that map, I'm assuming everyone just veto'd it. I can't believe a beta map as bad as star station is still in the pool (and even worse still in tournament play, almost a throw-back to when Xel'Naga Caverns was a regular tournament map, crazy).
Focusing on the positives though with Mitr out I now have a free veto and the two new additions look very good.
On June 06 2013 08:02 scypio wrote: I don't like this, we get more maps with rush distances sooooo long. Klontas Mire was one of the few were you could successfully pressure the enemy without going all-in. And it will be replaced with another map that will take a week to get into your opponent's nat.
Guess Blizzard does not like aggressive play
We've come a long way from the days of Incineration Zone and Steppes of War.
That's just stupid. There are vetos. I like to play faster games on smaller maps, I veto the huge ones - that seems reasonable for me. And it seems that soon I'll be able to choose from big maps and huge maps. This sucks.
You should blame the community for its overwhelming outcry against rush-friendly Blizzard maps over the past few years. The majority clamored for tournament maps for years, and now Blizzard has obliged, unfortunately to your detriment.
Yes! I blame the community for not having at least 3 rush-friendly maps in the map pool.
Red city sucks, I would probably fall asleep before I find my opponent. I takes 70+ ingame seconds to reach the nat at the other side of the map.
The other something map is also way longer than the Klontas Mire (~65 travel distance vs ~50) and the NW/SE spawns seem gimmicky.
That's one step closer to macrocraft. I am disappointed.
They do listen! WOOT Korhal floating (sky) island!
On June 06 2013 08:46 geokilla wrote: Anyone got VODs on what Korhal Sky Land is like? Also anyone know what spawning locations will be like?
Pretty much any Proleague series in the last 3 weeks. Spawns are cross only, as you'll notice the layout of NW/SE is very different than NE/SW. Basically depending on which cross set you spawn, it plays very differently.
On June 06 2013 07:31 Poo wrote: wtf is with sky islands? is it 4 spawns or 2?
It's the proleague map, Korhal Floating Island originally, it's always cross-positions.
Doesn't really answer my question. I realize its a pro league map. But can you spawn top left/bottom right? Or is it only bottom left/top right? The little circles show what I assume are potential spawn sites?
I hope to god the answer is yes
Afaik, both cross-spawn positions are enabled.
1Rax FE to kill rocks early and go quadruple CC island hog woot woot!
Coincidentally, 1rax fe is the only build that I do lol.
On June 06 2013 08:02 scypio wrote: I don't like this, we get more maps with rush distances sooooo long. Klontas Mire was one of the few were you could successfully pressure the enemy without going all-in. And it will be replaced with another map that will take a week to get into your opponent's nat.
Guess Blizzard does not like aggressive play
We've come a long way from the days of Incineration Zone and Steppes of War.
That's just stupid. There are vetos. I like to play faster games on smaller maps, I veto the huge ones - that seems reasonable for me. And it seems that soon I'll be able to choose from big maps and huge maps. This sucks.
You should blame the community for its overwhelming outcry against rush-friendly Blizzard maps over the past few years. The majority clamored for tournament maps for years, and now Blizzard has obliged, unfortunately to your detriment.
Yes! I blame the community for not having at least 3 rush-friendly maps in the map pool.
Red city sucks, I would probably fall asleep before I find my opponent. I takes 70+ ingame seconds to reach the nat at the other side of the map.
The other something map is also way longer than the Klontas Mire (~65 travel distance vs ~50) and the NW/SE spawns seem gimmicky.
That's one step closer to macrocraft. I am disappointed.
sucks to be you, I love macrocraft.
Glad to see those two lousy maps gone.
Nah, it's pretty good to be me. I'll just have to go proxy everything on these stupid maps to make the lives of the NR15 people more interesting