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What the hell is with the 3v3 maps - Page 2

Forum Index > SC2 General
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guN-viCe
Profile Joined March 2010
United States687 Posts
June 25 2013 22:36 GMT
#21
The maps may have some issues but they are fine overall, IMO.

-People don't cannon that much
-Stopping cannon rushes isn't that hard if you prepare for it
-Like you said in the OP, cannon rusher's are usually weak at their home base.

I do think they could make some more balanced fun maps though.
Never give up, never surrender!!! ~~ Extraordinary claims require extraordinary evidence -Sagan
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
Last Edited: 2013-06-25 22:41:19
June 25 2013 22:39 GMT
#22
The maps are indeed truly horrible. It's Steppes of War, Delta Quadrant, Scrap Station and Jungle Basin level off mapmaking.
That being said, I played some teamgames in Season 1, and there wasn't that much cannoning going on. I made it to masters in +-25 games in 2v2, 3v3 and only played 20 games or so in 4v4. So I kinda played from gold to low master level.
The biggest issue is that the maps are so small, which makes teamgames feel really cheap, even though the games I played were pretty ok.

I think they should make the distance between spawns at least 3 times as large, but I guess that would give performance issues to some computers.
I had a good night of sleep.
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 25 2013 22:40 GMT
#23
On June 26 2013 07:30 JP Dayne wrote:
I don't think blizz gives a shit about competitiveness of 3v3 or its maps for that matter.
You should stick to having silly harmless fun instead of going competitive, coz neither the units nor the maps are balanced for 2x2, 3x3, 4x4, 2x2x2x2, etc


i dont really about competitiveness either. but to maybe just replace the areas in the white circles with a hole, or something only reapers can get through. its a matter of just having a fun experience for players of all skill levels. its a question of how capable do you think players are in bronze-gold to stop cannon rushes? and how they feel about being on the receiving end of one?
starleague forever
bduddy
Profile Joined May 2012
United States1326 Posts
Last Edited: 2013-06-25 22:44:27
June 25 2013 22:41 GMT
#24
I know that we only just got past the 3-free-bases-in-every-map phase of 1v1 maps, but does that really mean it has to transfer to team maps now?
>Liquid'Nazgul: Of course you are completely right
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
June 25 2013 22:42 GMT
#25
On June 26 2013 07:40 a176 wrote:
Show nested quote +
On June 26 2013 07:30 JP Dayne wrote:
I don't think blizz gives a shit about competitiveness of 3v3 or its maps for that matter.
You should stick to having silly harmless fun instead of going competitive, coz neither the units nor the maps are balanced for 2x2, 3x3, 4x4, 2x2x2x2, etc


i dont really about competitiveness either. but to maybe just replace the areas in the white circles with a hole, or something only reapers can get through. its a matter of just having a fun experience for players of all skill levels. its a question of how capable do you think players are in bronze-gold to stop cannon rushes? and how they feel about being on the receiving end of one?

agreed. its boring to get cannon rushed where there are so few options to prevent/stop it even if you see it coming.
TheFlexN
Profile Joined March 2012
Israel472 Posts
June 25 2013 22:42 GMT
#26
I never had complains about the team maps, I vetoed some and felt fine with the others. But Temple of the Preservers is the most idiotic piece of ^$#% ever to be created, the rush distance is the shortest you will ever see and the naturals are impossible to take. This is probably my most hated map of all time, but the rest are relatively fine. I dont find alot of cannon rushes (yet) but WM and reapers usualy end a game on some maps. I guess the TLMC that had team maps will help balance this out if they do choose to put those maps in.
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
sage_francis
Profile Joined December 2006
France1823 Posts
June 25 2013 22:42 GMT
#27
Teamplay in sc2 is just not fun at all, and the maps dont help for sure.
Blargh
Profile Joined September 2010
United States2103 Posts
June 25 2013 22:43 GMT
#28
Blizzard sucks cock at map-making, as you can clearly see when looking at their entire track record of maps. It's incredibly stupid and stubborn of them that they don't just take user-made maps. Or have polls for a large set of maps so PEOPLE can choose what maps they want. I'd say that just about every master league player has a better idea of game balance than blizzard does anyway.

And since there isn't really competitive 2s/3s/4s, Blizzard seems to give even LESS of a shit about the map pool. Team matches are just there to cheese and get portraits. Taking it seriously will result in massive amounts of depression.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-06-25 22:44:56
June 25 2013 22:43 GMT
#29
To just point out, blizzard's 4v4 map pool is almost all-new this season. There is only one map, Writhing Morass which has bases that cannonable in this respect. But the rush distances are much longer and so these are a bit harder to pull off.

So I mean, if as Blizzard, you literally don't give a shit about 3v3, why even have it has a playable option?
starleague forever
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
June 25 2013 22:48 GMT
#30
I dont really see why everyone just want to 15min no rush on every gamemode. It's some weird culture in SC2 that was not present in BW. If you played hunters you played hunters and (almost) noone complained that it was hard to get 200/200 vs other people who could play at all. Now everyone just want to sit back and macro like some BGH thing and do 1:1 strats when they play teams.
The maps are not that bad, some of them are kinda shitty but not as bad as you say. I dont see why you just have to play "4 base style" on 3:3 at all when you can 15min no rush on all the other game modes and even 3 of the 3:3 maps.
I have the best fucking lawyers in the country including the man they call the Malmis.
RHGaming
Profile Joined December 2011
United States83 Posts
June 25 2013 22:54 GMT
#31
Its not incredibly hard to prevent cannon rushes. I think instead of complaining about the map layouts you should focus on or discuss the best way to do this (prevent cannon rushes, that is).
Nimix
Profile Joined October 2011
France1809 Posts
June 25 2013 22:58 GMT
#32
Yeah maps kind of ruin the fun of 3's/4s. I like to go play with 2 or 3 friends taht are not especially good at the game (from bronze to gold), but most of the game are just giant cheese fests, and to be honest it's kind of hard to defend and enjoy the games, so you basically have to cheese back and coinflip. It's sad because 3v3 or 4V4 games going longer are often hilarious, while cheeses games are just.. well, like 1V1 cheeses but with 3 guys cheesing you (let's face it, by the time your friends bring their army you're dead on maps with separated bases, which there are a lot).
To the guy above, why wouldn't people want longer games? Why are 6/7mn all ins fun? You got no tech, no fun units to play with (unupgraded marines yo, slow banes or slow roaches, gateway units..). So the games are just coinflips with little to no micro, which is not fun for most people I guess... except the try hards who absolutely want to go masters in 4V4 and do sophisticated collective cheeses every game.
spalding
Profile Joined August 2010
95 Posts
June 25 2013 22:58 GMT
#33
I wholeheartedly agree with the OP. The 3v3 map pool is absolutely awful which is quite a shame because playing team games with friends is a lot of fun if you're not in the mood for 1v1
crbox
Profile Joined August 2010
Canada1180 Posts
June 25 2013 23:12 GMT
#34
It'd be nice if they added like 1v1 map with 4 spawns to team play (2v2). It sucks that you can't take expo and play a semi normal game...
From what I've played it's only fast timings off one base on most map because the map rarely allows you to expand safely without over committing to early defense.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
June 25 2013 23:17 GMT
#35
Actually really like some of the new maps the old team game maps were dire
RaiZ
Profile Blog Joined April 2003
2813 Posts
June 25 2013 23:26 GMT
#36
On June 26 2013 06:54 a176 wrote:
About queen's nest :
The middle 2 watchtowers are virtually useless because they are hidden behind destructible rocks.


What's wrong with it ? The faster the side is destroying it, the more advantage he'll get in order to see what's happening on the other side. Sure once only one rock is destroyed the other can get there, but that'd mean he'd have to make a little "detour" in order to get to the xel'naga's towers, which can easily be defended.
I don't feel like it's a bad design. Quite the opposite actually.
On the other hands about canons rushes, you're pretty much right about everything.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
June 25 2013 23:29 GMT
#37
On June 26 2013 07:58 Nimix wrote:
Yeah maps kind of ruin the fun of 3's/4s. I like to go play with 2 or 3 friends taht are not especially good at the game (from bronze to gold), but most of the game are just giant cheese fests, and to be honest it's kind of hard to defend and enjoy the games, so you basically have to cheese back and coinflip. It's sad because 3v3 or 4V4 games going longer are often hilarious, while cheeses games are just.. well, like 1V1 cheeses but with 3 guys cheesing you (let's face it, by the time your friends bring their army you're dead on maps with separated bases, which there are a lot).
To the guy above, why wouldn't people want longer games? Why are 6/7mn all ins fun? You got no tech, no fun units to play with (unupgraded marines yo, slow banes or slow roaches, gateway units..). So the games are just coinflips with little to no micro, which is not fun for most people I guess... except the try hards who absolutely want to go masters in 4V4 and do sophisticated collective cheeses every game.

The intensity and the micro. If you dont agree that there is alot of micro in early game attacks then I dont know what to say. Also in high masters most can defend the early game pushes and you have to tech from there.

And if your ally get attacked by all the opponents just let him die slowly while you and the guy that is still alive counters. Thats the brilliant thing with separated bases, you havent lost the game if you get smacked by some early agression.
I have the best fucking lawyers in the country including the man they call the Malmis.
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2013-06-25 23:34:53
June 25 2013 23:29 GMT
#38
3vs3 maps are indeed terrible. But if you want a truly awful map making experience, play Coop (at least the Coop ladder in WOL was incredibly bad).
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 25 2013 23:32 GMT
#39
On June 26 2013 08:26 RaiZ wrote:
Show nested quote +
On June 26 2013 06:54 a176 wrote:
About queen's nest :
The middle 2 watchtowers are virtually useless because they are hidden behind destructible rocks.


What's wrong with it ? The faster the side is destroying it, the more advantage he'll get in order to see what's happening on the other side. Sure once only one rock is destroyed the other can get there, but that'd mean he'd have to make a little "detour" in order to get to the xel'naga's towers, which can easily be defended.
I don't feel like it's a bad design. Quite the opposite actually.
On the other hands about canons rushes, you're pretty much right about everything.


its useless because no one bothers with it, as every game is a rushfest on that map because there are no extra bases to take, and the relatively short rush distance. thats aside from the usual cannon strat of course.
starleague forever
hootsushi
Profile Joined August 2010
Germany3468 Posts
June 25 2013 23:33 GMT
#40
The maps aren't designed to be fair for every player, that's my biggest issue with them. If you look at Green acres for examples, you got two easy to defend natural's and that's it. There is no third natural, you have to take your second base way outside. They are not protected, have different paths leading to them and are easy to snipe. It may be balanced overall but it just sucks to be the one left behind because you can't expand since the map simply forbids it.
I understand the decision to make maps small in team games because of the lag issue, but it's simply annoying to starve for minerals and don't contribute anything to the game since the maps only guarantee two players a stable mid/late game.
It just isn't fun and I'm only playing team games for fun.
You have ten minutes to make something happen and then you vanish into insignificance. The only comfort you have is there's another person on the other side, who is fucked just like you.
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