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New Maps for Season 5 2013 - Page 19

Forum Index > SC2 General
471 CommentsPost a Reply
Prev 1 17 18 19 20 21 24 Next All
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2013-08-23 21:32:51
August 23 2013 21:26 GMT
#361
I really can't honestly work out why they did that they did to Yeonsu. The only reason I liked it was it changed things up and now the texturing looks rather obnoxious and the fact they've removed the island I think is stupid.There's not a single map on ladder with islands despite there being no reason in HoTS to not have them. Air is stronger for all races and drops are good for all races as well, there's very little reason to constrict variety like this.

Why would you bother having different maps if they all play the same?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
[PkF] Wire
Profile Joined March 2013
France24192 Posts
August 23 2013 22:20 GMT
#362
Why claim using a Team Liquid Map Making Contest winning map if you then butcher it through and through ? The two tones aesthetics are ugly. Please use eTcetRa revamped version on ladder or give the map another name.
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-08-24 02:58:50
August 24 2013 02:55 GMT
#363
On August 24 2013 06:26 Qikz wrote:
I really can't honestly work out why they did that they did to Yeonsu. The only reason I liked it was it changed things up and now the texturing looks rather obnoxious and the fact they've removed the island I think is stupid.There's not a single map on ladder with islands despite there being no reason in HoTS to not have them. Air is stronger for all races and drops are good for all races as well, there's very little reason to constrict variety like this.

Why would you bother having different maps if they all play the same?


Pretty much this... Islands aren't nearly as much of a problem in Heart as they were in Wings, with the increased versatility of mutalisk play and stargate play combined with the structure of this map really promotes different styles of play.

It just makes me sad

Edit: And their effort is so lazy. They remove a bunch of non-pathable cliffs but don't even bother to retexture the low-ground afterward. It is this kind of thing that is off-putting aswell..
Retired Mapmaker™
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 24 2013 03:20 GMT
#364
Pretty much this... Islands aren't nearly as much of a problem in Heart as they were in Wings, with the increased versatility of mutalisk play and stargate play combined with the structure of this map really promotes different styles of play.

Disagree:
• widow mines
• turrets
• range/armor for turrets
• island may be occupied only by brood lords
00higgo
Profile Joined May 2013
Australia119 Posts
Last Edited: 2013-08-24 04:51:02
August 24 2013 04:50 GMT
#365
On August 24 2013 06:26 Qikz wrote:
I really can't honestly work out why they did that they did to Yeonsu. The only reason I liked it was it changed things up and now the texturing looks rather obnoxious and the fact they've removed the island I think is stupid.There's not a single map on ladder with islands despite there being no reason in HoTS to not have them. Air is stronger for all races and drops are good for all races as well, there's very little reason to constrict variety like this.

Why would you bother having different maps if they all play the same?

Well we have had red city, korhal sky island, klontas mire, etc.All recently and all played differently, all got veto'd by 90% of people because they are bad maps, the variety you want has been delivered already, with poor results. Islands are a bad idea imo.
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-08-24 07:42:47
August 24 2013 07:37 GMT
#366
On August 24 2013 12:20 Existor wrote:
Show nested quote +
Pretty much this... Islands aren't nearly as much of a problem in Heart as they were in Wings, with the increased versatility of mutalisk play and stargate play combined with the structure of this map really promotes different styles of play.

Disagree:
• widow mines
• turrets
• range/armor for turrets
• island may be occupied only by brood lords



Everything you mentioned were Wings problems except for mines. There are options

- Use them Mutaseer snipe skills that Zerg players use everywhere else.
- Nydus was a pretty good option to take them and harass them aswell, there were spots to place a nydus that a PF couldn't even get to.
- Protoss air is pretty good and out-ranges them (mostly).
- Islands are blinkable. Blink in and snipe.
- Terran? Well you are Terran too. Do the same thing lol.
- Mech is a good option on this map, siege on nearby mid-ground, scan and snipe turrets/mines, then drop.

It's not entirely out of the question at all.


On August 24 2013 13:50 00higgo wrote:
Show nested quote +
On August 24 2013 06:26 Qikz wrote:
I really can't honestly work out why they did that they did to Yeonsu. The only reason I liked it was it changed things up and now the texturing looks rather obnoxious and the fact they've removed the island I think is stupid.There's not a single map on ladder with islands despite there being no reason in HoTS to not have them. Air is stronger for all races and drops are good for all races as well, there's very little reason to constrict variety like this.

Why would you bother having different maps if they all play the same?

Well we have had red city, korhal sky island, klontas mire, etc. All recently and all played differently, all got veto'd by 90% of people because they are bad maps, the variety you want has been delivered already, with poor results. Islands are a bad idea imo.


Theres a difference between variety and creating poor results, and then there's poorly designed variety and poor results. Atleast the other maps had a chance to work.
Retired Mapmaker™
Rabiator
Profile Joined March 2010
Germany3948 Posts
August 24 2013 08:00 GMT
#367
I think there are far too few true islands on the maps and thus the changes made by Blizzard to that Frost map seem to be bad. They also cleared off the "decoration" of the plateaus on the side and they seem useable now. That might seem like a neat idea to hide production, but I dont think anyone would use it.

Islands are not a problem IMO, because no one uses them anyways and there are plenty of aerial harrassment methods available for all races.
If you cant say what you're meaning, you can never mean what you're saying.
Kaleidos
Profile Joined October 2010
Italy172 Posts
August 24 2013 08:18 GMT
#368
On August 24 2013 17:00 Rabiator wrote:
I think there are far too few true islands on the maps and thus the changes made by Blizzard to that Frost map seem to be bad. They also cleared off the "decoration" of the plateaus on the side and they seem useable now. That might seem like a neat idea to hide production, but I dont think anyone would use it.

Islands are not a problem IMO, because no one uses them anyways and there are plenty of aerial harrassment methods available for all races.


It's not just an Island on Yeonsu. It's a zerg 4th base (since the one close to main by air is not even an option to take).
Zerg was just supposed to 3 base all'in every game or play a macro game were his 4th was ages delayed and harder to defend.
Jihwan
Profile Joined January 2012
Germany7 Posts
August 24 2013 08:18 GMT
#369
They shouldn't enable close spawn on Frost..........
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
August 24 2013 08:47 GMT
#370
On August 24 2013 17:18 Jihwan wrote:
They shouldn't enable close spawn on Frost..........

Why?
DeMoN pulls off a Miracle and Flies to the Moon
Olli
Profile Blog Joined February 2012
Austria24417 Posts
Last Edited: 2013-08-24 09:08:27
August 24 2013 09:07 GMT
#371
Yeah I'd like cross spawns only on Frost. Having to take a 4th towards your opponent if players spawn in bottom and top right could really be a problem
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Zygno
Profile Joined August 2012
Austria276 Posts
August 24 2013 09:08 GMT
#372
I really dislike both watchtowers on Yeonsu, especially because they're on the high ground.

Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2013-08-24 09:51:24
August 24 2013 09:47 GMT
#373
On August 24 2013 18:07 DarkLordOlli wrote:
Yeah I'd like cross spawns only on Frost. Having to take a 4th towards your opponent if players spawn in bottom and top right could really be a problem


Go to the other corner of the map. Seriously. Why bother having 4 player maps if you're just going to force spawns?

God damn I really hate how SC2 map design has forced people into thinking they can never move out to another corner of a map, it really pisses me off.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Olli
Profile Blog Joined February 2012
Austria24417 Posts
Last Edited: 2013-08-24 10:21:57
August 24 2013 10:21 GMT
#374
On August 24 2013 18:47 Qikz wrote:
Show nested quote +
On August 24 2013 18:07 DarkLordOlli wrote:
Yeah I'd like cross spawns only on Frost. Having to take a 4th towards your opponent if players spawn in bottom and top right could really be a problem


Go to the other corner of the map. Seriously. Why bother having 4 player maps if you're just going to force spawns?

God damn I really hate how SC2 map design has forced people into thinking they can never move out to another corner of a map, it really pisses me off.


Good luck taking a 4th base on the other side of the map as zerg or terran.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2013-08-24 10:23:51
August 24 2013 10:23 GMT
#375
On August 24 2013 19:21 DarkLordOlli wrote:
Show nested quote +
On August 24 2013 18:47 Qikz wrote:
On August 24 2013 18:07 DarkLordOlli wrote:
Yeah I'd like cross spawns only on Frost. Having to take a 4th towards your opponent if players spawn in bottom and top right could really be a problem


Go to the other corner of the map. Seriously. Why bother having 4 player maps if you're just going to force spawns?

God damn I really hate how SC2 map design has forced people into thinking they can never move out to another corner of a map, it really pisses me off.


Good luck taking a 4th base on the other side of the map as zerg or terran.


Terran has bunkers, planetaries and turrets (and defensive tanks/mines as mech). Zerg has spine crawlers/spore crawlers which are the best static defense in the game for cost and also have nydus' that you could transport units to your bases to (although you don't need to due to being so mobile).
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
eTcetRa
Profile Joined November 2010
Australia822 Posts
August 24 2013 13:35 GMT
#376
On August 24 2013 18:08 Zygno wrote:
I really dislike both watchtowers on Yeonsu, especially because they're on the high ground.



Removing the towers on Yeonsu is the one thing I would have liked to see Blizzard change, not other stuff they have done. I often added and removed those towers during development.
Retired Mapmaker™
ant885
Profile Joined July 2011
United States52 Posts
August 24 2013 20:30 GMT
#377
Why aren't more people opposed to 4 player maps not forcing cross spawns?

Asymmetric scouting due to sheer luck is pretty stupid from a competitive standpoint IMO, and makes for some silly coinflip games (nexus first vs 6pool etc)
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
August 24 2013 20:33 GMT
#378
On August 25 2013 05:30 ant885 wrote:
Why aren't more people opposed to 4 player maps not forcing cross spawns?

Asymmetric scouting due to sheer luck is pretty stupid from a competitive standpoint IMO, and makes for some silly coinflip games (nexus first vs 6pool etc)


Just don't open Nexus first then if you can't scout. It's not stupid and it certainly isn't going against competitive gaming.

You don't have to open super greedy on every single map. It's nice to have maps that make people scout more and change their openings to reflect that. Why bother with 4 player maps if there's only two spawns. it's dumb.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
VayneAuthority
Profile Joined October 2012
United States8983 Posts
Last Edited: 2013-08-24 21:39:38
August 24 2013 21:39 GMT
#379
Alternatively, you get 3 vetos for a reason. If you don't like it veto whirlwind and frost. (am I missing any?)

I will be doing this for sure since I was never a fan of 4 player maps.
I come in for the scraps
Psychonian
Profile Joined March 2012
United States2322 Posts
August 24 2013 21:48 GMT
#380
Polar night. Mind = blown
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