New Maps for Season 5 2013 - Page 11
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Semmo
Korea (South)627 Posts
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TheLetterQ
United States65 Posts
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NEEDZMOAR
Sweden1277 Posts
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Zheryn
Sweden3653 Posts
On July 30 2013 14:14 Semmo wrote: I'd just like to tell everyone about close positions: Yes they're all enabled, and yes all the matchups work with close spawns. I would not have made the map layout like so if close spawn did not work. There is a difference in the thirds and map layour and the agressiveness off the positions, but I assure you that all spawns work. I think it looks awesome for a four player map. I love the wc3 feel to it, got a bit nostalgic when I tried it ![]() | ||
owned4ursake
Australia59 Posts
![]() I love the aesthetics on that map lol. Anyways will be interesting to try out the new maps though a little sad to see NeoPlanetS gone | ||
mono_regio
Germany77 Posts
but which Zerg designed Polar night? | ||
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Pandemona
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Charlie Sheens House51449 Posts
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juicyjames
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United States3815 Posts
On July 30 2013 16:45 Pandemona wrote: Removed 5...added 3? Why doesn't that math add up to me ![]() We heard and agree with feedback from many of you that a complete alignment on the 1v1 map pool across all [WCS] 3 regions as well as ladder would be cool to try at least for 1 season to check if this direction is better. | ||
virpi
Germany3598 Posts
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NarutO
Germany18839 Posts
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FFW_Rude
France10201 Posts
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Snusmumriken
Sweden1717 Posts
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Elldar
Sweden287 Posts
On July 30 2013 16:24 mono_regio wrote: whirlwind =) but which Zerg designed Polar night? Which protoss designed Frost? | ||
Cybertox
Switzerland3 Posts
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Daswollvieh
5553 Posts
Would switch Whirlwind for Neo Planet S in an instant, though. | ||
29 fps
United States5720 Posts
and are there rocks or something at the island bases? any reason that they don't put a mineral patch or something there so that terran cant just land a cc there? | ||
cbRRRR
Germany179 Posts
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Qikz
United Kingdom12022 Posts
On July 30 2013 15:25 NEEDZMOAR wrote: both Frost and Yeonsu look like absolute shit maps, incredibly easy to take 3rds with the chokepoints, superhard to take a 4th for zerg and defend against drops. both maps seem to basically consist of chokepoints, at least on Frost it seems possible to surround and flank your enemy but Yeonsu... I smell insta-Veto. Maps shouldn't have an easy to take foruth. It's that attitude in map making that has completely destroyed variety in SC2. If you look at fighting spirit you needed to take another main or natural to get a fourth, which meant you had to move around the edge of the map. Up until now in SC2 there's never any reason unless you're attacking to leave your corner of the map and it's horrible. | ||
eTcetRa
Australia822 Posts
On July 30 2013 17:44 Cybertox wrote: The environment of those new maps is kinda not appropriate considering its currently summer. It is winter here! | ||
dabom88
United States3483 Posts
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