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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. i agree, players need to experiment with expanding away from their bases. you don't need to "ninja expand" its just a smart expansion if you know how to spread armies up, defending and counterattacking as needed.
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why are all the new maps like... blink stalker all-in paradise?
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blink stalker all-ins are a joke now anyway now that widow mine play is so prevalent. 1 widow mine in their mineral line and it's gg.
basically if you don't see a nexus before 27 supply you should expect to get gayed by stargate play/blink all-in etc and build widow mines.
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On August 25 2013 07:14 VayneAuthority wrote: blink stalker all-ins are a joke now anyway now that widow mine play is so prevalent. 1 widow mine in their mineral line and it's gg.
basically if you don't see a nexus before 27 supply you should expect to get gayed by stargate play/blink all-in etc and build widow mines. And that's why I build my Nexus at 26 when I Blink Stalker rush, lol.
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I like the Resupply Tanker map. It reminds me a lot of how 2v2's worked on Python in Brood War when the allies are close by air.
Otherwise, glad they took out Star Station and Neo Planet S, I'm going to miss Korhal Sky Island and Red City. Very happy that Akilon Wastes is here to stay. The new 1v1 maps are very interesting, with Polar Night being my favorite of the three.
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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)
and whats to stop 6pool if you already know exactly where your opponent is? (insert huge map here)
people only complained about spawn location because of that one fucking antiga shipyard map.
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On August 25 2013 08:55 a176 wrote:Show nested quote +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) and whats to stop 6pool if you already know exactly where your opponent is? (insert huge map here) people only complained about spawn location because of that one fucking antiga shipyard map.
Metalopolis, Shattered Temple, I'm sure theres a few more. Did people bitch about spawns on Delta Quadrant?
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On August 25 2013 08:58 chipmonklord17 wrote:Show nested quote +On August 25 2013 08:55 a176 wrote: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) and whats to stop 6pool if you already know exactly where your opponent is? (insert huge map here) people only complained about spawn location because of that one fucking antiga shipyard map. Metalopolis, Shattered Temple, I'm sure theres a few more. Did people bitch about spawns on Delta Quadrant?
Every zerg I know bitched about that map in general (me being one of them :D).
But yeah there was metal/shattered temple and I want to say there was another one but I can't remember the name off the top of my head.
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On August 25 2013 08:55 a176 wrote:Show nested quote +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) and whats to stop 6pool if you already know exactly where your opponent is? (insert huge map here) people only complained about spawn location because of that one fucking antiga shipyard map.
The fact that you can 9 scout and get to your opponents base in time to not 17 nexus. Whereas on WW you can scout horizontal, zerg scouts vertical, finds you and you don't find him - insta build order win, it's silly.
It works both ways, forge first vs hatch first -cannon rush.
CC first vs standard opening (you just start out behind, whereas if you can scout you can drop the nexus before cyber etc), CC first vs 10 gate (rain vs bomber)
Asymmetric scouting just creates stupid games and imo leaves no real room for competitive integrity, blind advantages are bad.
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On August 24 2013 16:37 eTcetRa wrote:Show nested quote +On August 24 2013 12:20 Existor wrote: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. Show nested quote +On August 24 2013 13:50 00higgo wrote: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. Fair call again, i guess ill respectfully bow out at this stage Again i do not approve of the changes being made in this fashion, Chin up cobber.
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Someone tell me why people vetoed Korhal Sky Island?
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When is the ladder closing? ANyone knows?
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We have returning maps?! This is pretty bad, we need 8 or more very new maps.
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Italy12246 Posts
On August 26 2013 01:55 [UoN]Sentinel wrote: Someone tell me why people vetoed Korhal Sky Island?
Personally, hard thirds and wierdass walling.
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juicyjames
United States3815 Posts
On August 26 2013 01:55 [UoN]Sentinel wrote: Someone tell me why people vetoed Korhal Sky Island? From what I gather, a lot of people hated that it was a two-in-one map and played completely differently depending on your spawns. As a spectator, I thought it was pretty awesome and would love to see an experimental season where there are only four maps, but each one is a two-in-one like Korhal Sky Island. Maybe that's a bit too experimental, though.
On August 26 2013 01:59 BaltA wrote: When is the ladder closing? ANyone knows? http://www.teamliquid.net/forum/viewmessage.php?topic_id=425535
"Once Ladder Season 5 begins at Monday, Aug 26 7:01am GMT (GMT+00:00) in , they will then appear in matchmaking queues for competitive play."
On August 26 2013 01:59 Dingodile wrote: We have returning maps?! This is pretty bad, we need 8 or more very new maps. It should be mandatory that after a certain amount of time passes, a map is retired from ladder.
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I actually like the fact that they kept Shakuras Plateau in with some modifications as long as they did, it was actually a really fun map to play on.
I always thought that on the spawns on Sky Island that were flanked by collapsible rocks/towers, you could take either adjacent expansion for your third and it would just take more effort to scout both locations. On the other spawns I'd expand vertically to the rock main for my third, collapse the side facing my enemy, and then use that natural as my fourth if I needed it.
In the end I do want another two-in-one map though, with better thirds if it suits everyone else.
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On August 25 2013 07:14 VayneAuthority wrote: blink stalker all-ins are a joke now anyway now that widow mine play is so prevalent. 1 widow mine in their mineral line and it's gg.
basically if you don't see a nexus before 27 supply you should expect to get gayed by stargate play/blink all-in etc and build widow mines. And then an Immortal all-in comes and your Mines are useless and you die!
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On August 26 2013 08:57 ZAiNs wrote:Show nested quote +On August 25 2013 07:14 VayneAuthority wrote: blink stalker all-ins are a joke now anyway now that widow mine play is so prevalent. 1 widow mine in their mineral line and it's gg.
basically if you don't see a nexus before 27 supply you should expect to get gayed by stargate play/blink all-in etc and build widow mines. And then an Immortal all-in comes and your Mines are useless and you die!
Funny that you can scout at all.
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Norway839 Posts
Anyone else having FPS issues with Polar Night LE?
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