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United Kingdom12022 Posts
On August 25 2013 16:48 Ygritte wrote: you are making maps for a game which is designed in a way that every map is extremely limited and has to be roughly the same with minimal differences. then you cry about that only boring and the same kind of maps are used. i do not understand. you picked the wrong game and didn't realize for 3 years i guess oO
That's complete and utter hogwash. The only reason you believe that is you believe the tripe that half the community spout when there's a newer map that arrives.
Korhal for example did something genuinly interesting with the two spawn mechanic but people just veto'd it, not because it was a bad map, but because they were too lazy to actually play different styles. It was by far one of the best maps we've ever had in the game.
Also to someone who was talking about bifrost, the map wasn't even imbalanced IMO. It worked pretty well for SC2 but it was rotated out as Proleague, thankfully actually rotates their maps.
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On August 25 2013 18:21 Qikz wrote:Show nested quote +On August 25 2013 16:48 Ygritte wrote: you are making maps for a game which is designed in a way that every map is extremely limited and has to be roughly the same with minimal differences. then you cry about that only boring and the same kind of maps are used. i do not understand. you picked the wrong game and didn't realize for 3 years i guess oO That's complete and utter hogwash. The only reason you believe that is you believe the tripe that half the community spout when there's a newer map that arrives. Korhal for example did something genuinly interesting with the two spawn mechanic but people just veto'd it, not because it was a bad map, but because they were too lazy to actually play different styles. It was by far one of the best maps we've ever had in the game. Also to someone who was talking about bifrost, the map wasn't even imbalanced IMO. It worked pretty well for SC2 but it was rotated out as Proleague, thankfully actually rotates their maps. So it is untrue that because Terrans have the MULE the number of "realistically useable Gold expansions" kinda had to be reduced or phased out?
So it is untrue that because Protoss have Forcefield and Zerg have Fungal AND the fact that the game is "designed for massive battles" any maps with chokes or smaller pathways in the middle have been considered badly balanced and had to be taken out? Incineration Zone was pretty good for Siege Tanks for example ... too good in fact and was considered a bad map.
So it is untrue that because of the massive amount of production small maps are really bad?
The bottom line is that yes there may be some neat mechanics which mapmakers can add to the game, BUT there are quite a lot of things they cant do simply because of the way the game is designed. Your "flat denial" sounds kinda black-and-whiteish as if the opinion of Ygritte cant be true because you find some examples which prove the opposite. The community has been trained by Blizzard to only expect "mass army play". It simply is very risky in SC2 to split off a part of your army and for some races the efficiency of small chunks is rather limited.
Four Marauders and a Medivac are very powerful and able to deal a lot of damage if they arent responded to as a drop. Take four Stalkers and a Warp Prism and you wont have the same efficiency as harrassment. This is the fault of the design of the game and it limits the options available to players AND ultimately makes funky maps with neat and nifty play favor one or two races too much.
Thus these maps are less viable for "balanced ladder or tournament play". Even the "KeSPA rock map" is nowhere to be seen anymore, probably because people feel that the game needs early harrassment to balance the races due to the necessity of "dont let him get there"-counter strategies which are required against some races.
The game is designed around "high speed" [production and economy] and easy to use massive armies and this limits map design in the same way greater speed in a car limits the tightness of bends you can safely drive through. Limited production speed and economy AND most importantly unit control/density force spreading your units and make more interesting maps less of a problem.
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again thank you for the maps, they were fun. Wasn't unexpected though if you followed the custom map thread. Wish tournaments would have been more active, before it was to late.
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On August 25 2013 18:21 Qikz wrote:Show nested quote +On August 25 2013 16:48 Ygritte wrote: you are making maps for a game which is designed in a way that every map is extremely limited and has to be roughly the same with minimal differences. then you cry about that only boring and the same kind of maps are used. i do not understand. you picked the wrong game and didn't realize for 3 years i guess oO That's complete and utter hogwash. The only reason you believe that is you believe the tripe that half the community spout when there's a newer map that arrives. Korhal for example did something genuinly interesting with the two spawn mechanic but people just veto'd it, not because it was a bad map, but because they were too lazy to actually play different styles. It was by far one of the best maps we've ever had in the game. Also to someone who was talking about bifrost, the map wasn't even imbalanced IMO. It worked pretty well for SC2 but it was rotated out as Proleague, thankfully actually rotates their maps. the only reason i believe that is because i play the game.
one simple example: every natural is basically the same on every map that is played (some may have a tiny bit smaller entrance than others). we do not have naturals like the one xel naga caverns anymore. why is that? because pvz is balanced around that.
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On August 25 2013 18:42 Rabiator wrote:Show nested quote +On August 25 2013 18:21 Qikz wrote:On August 25 2013 16:48 Ygritte wrote: you are making maps for a game which is designed in a way that every map is extremely limited and has to be roughly the same with minimal differences. then you cry about that only boring and the same kind of maps are used. i do not understand. you picked the wrong game and didn't realize for 3 years i guess oO That's complete and utter hogwash. The only reason you believe that is you believe the tripe that half the community spout when there's a newer map that arrives. Korhal for example did something genuinly interesting with the two spawn mechanic but people just veto'd it, not because it was a bad map, but because they were too lazy to actually play different styles. It was by far one of the best maps we've ever had in the game. Also to someone who was talking about bifrost, the map wasn't even imbalanced IMO. It worked pretty well for SC2 but it was rotated out as Proleague, thankfully actually rotates their maps. So it is untrue that because Terrans have the MULE the number of "realistically useable Gold expansions" kinda had to be reduced or phased out? So it is untrue that because Protoss have Forcefield and Zerg have Fungal AND the fact that the game is "designed for massive battles" any maps with chokes or smaller pathways in the middle have been considered badly balanced and had to be taken out? Incineration Zone was pretty good for Siege Tanks for example ... too good in fact and was considered a bad map. So it is untrue that because of the massive amount of production small maps are really bad? The bottom line is that yes there may be some neat mechanics which mapmakers can add to the game, BUT there are quite a lot of things they cant do simply because of the way the game is designed. Your "flat denial" sounds kinda black-and-whiteish as if the opinion of Ygritte cant be true because you find some examples which prove the opposite. The community has been trained by Blizzard to only expect "mass army play". It simply is very risky in SC2 to split off a part of your army and for some races the efficiency of small chunks is rather limited. Four Marauders and a Medivac are very powerful and able to deal a lot of damage if they arent responded to as a drop. Take four Stalkers and a Warp Prism and you wont have the same efficiency as harrassment. This is the fault of the design of the game and it limits the options available to players AND ultimately makes funky maps with neat and nifty play favor one or two races too much. Thus these maps are less viable for "balanced ladder or tournament play". Even the "KeSPA rock map" is nowhere to be seen anymore, probably because people feel that the game needs early harrassment to balance the races due to the necessity of "dont let him get there"-counter strategies which are required against some races. The game is designed around "high speed" [production and economy] and easy to use massive armies and this limits map design in the same way greater speed in a car limits the tightness of bends you can safely drive through. Limited production speed and economy AND most importantly unit control/density force spreading your units and make more interesting maps less of a problem.
1) It's actually false that MULEs make gold bases bad for map balance. MULEs don't mine extra from gold bases. Usually the argument is that gold bases make it too hard to come back from because you generally can only hold gold bases if you are ahead, and if you are ahead and have a gold base you get further ahead. 2) GSL Red City is an example of a recent map with small pathways and rocks everywhere, and it was not particularly Protoss favoured. 3) I have no idea how small maps have anything to do with massive production. Obviously a smaller map inhibits mass macro play because there just are not enough safe bases. If anything the community generally do not like small maps because they don't like getting cheesed. 4) Obviously 4 stalkers and a warp prism won't do much because stalkers are bad units in general. Warp prism play is getting really popular. It is a staple of templar-first play in PvT (4 zealots in prism around 10 minutes in). Just don't put bad units inside warp prisms  5) Your last paragraph is vintage Rabiator and I won't even waste time arguing.
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On August 25 2013 19:11 Ygritte wrote:Show nested quote +On August 25 2013 18:21 Qikz wrote:On August 25 2013 16:48 Ygritte wrote: you are making maps for a game which is designed in a way that every map is extremely limited and has to be roughly the same with minimal differences. then you cry about that only boring and the same kind of maps are used. i do not understand. you picked the wrong game and didn't realize for 3 years i guess oO That's complete and utter hogwash. The only reason you believe that is you believe the tripe that half the community spout when there's a newer map that arrives. Korhal for example did something genuinly interesting with the two spawn mechanic but people just veto'd it, not because it was a bad map, but because they were too lazy to actually play different styles. It was by far one of the best maps we've ever had in the game. Also to someone who was talking about bifrost, the map wasn't even imbalanced IMO. It worked pretty well for SC2 but it was rotated out as Proleague, thankfully actually rotates their maps. the only reason i believe that is because i play the game. one simple example: every natural is basically the same on every map that is played (some may have a tiny bit smaller entrance than others). we do not have naturals like the one xel naga caverns anymore. why is that? because pvz is balanced around that.
it's not just PvZ... go ahead and make a natural that can be attacked from 360degree, or even just 180degree. You can't play standard TvZ on it either, because you can't defend so many angles early, against many zerg rushes. At least not with standard gameplay. Similarily you will have trouble against hellions in TvZ and TvP. Or doublewide (not blocked) main ramps...
Sure, those maps could work out differently. But are Proplayers going to play those maps if they have to realrean everything?
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Nice Ragequit but well, so many dota maps to make, so little time.
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On August 25 2013 19:24 gobbledydook wrote:Show nested quote +On August 25 2013 18:42 Rabiator wrote:On August 25 2013 18:21 Qikz wrote:On August 25 2013 16:48 Ygritte wrote: you are making maps for a game which is designed in a way that every map is extremely limited and has to be roughly the same with minimal differences. then you cry about that only boring and the same kind of maps are used. i do not understand. you picked the wrong game and didn't realize for 3 years i guess oO That's complete and utter hogwash. The only reason you believe that is you believe the tripe that half the community spout when there's a newer map that arrives. Korhal for example did something genuinly interesting with the two spawn mechanic but people just veto'd it, not because it was a bad map, but because they were too lazy to actually play different styles. It was by far one of the best maps we've ever had in the game. Also to someone who was talking about bifrost, the map wasn't even imbalanced IMO. It worked pretty well for SC2 but it was rotated out as Proleague, thankfully actually rotates their maps. So it is untrue that because Terrans have the MULE the number of "realistically useable Gold expansions" kinda had to be reduced or phased out? So it is untrue that because Protoss have Forcefield and Zerg have Fungal AND the fact that the game is "designed for massive battles" any maps with chokes or smaller pathways in the middle have been considered badly balanced and had to be taken out? Incineration Zone was pretty good for Siege Tanks for example ... too good in fact and was considered a bad map. So it is untrue that because of the massive amount of production small maps are really bad? The bottom line is that yes there may be some neat mechanics which mapmakers can add to the game, BUT there are quite a lot of things they cant do simply because of the way the game is designed. Your "flat denial" sounds kinda black-and-whiteish as if the opinion of Ygritte cant be true because you find some examples which prove the opposite. The community has been trained by Blizzard to only expect "mass army play". It simply is very risky in SC2 to split off a part of your army and for some races the efficiency of small chunks is rather limited. Four Marauders and a Medivac are very powerful and able to deal a lot of damage if they arent responded to as a drop. Take four Stalkers and a Warp Prism and you wont have the same efficiency as harrassment. This is the fault of the design of the game and it limits the options available to players AND ultimately makes funky maps with neat and nifty play favor one or two races too much. Thus these maps are less viable for "balanced ladder or tournament play". Even the "KeSPA rock map" is nowhere to be seen anymore, probably because people feel that the game needs early harrassment to balance the races due to the necessity of "dont let him get there"-counter strategies which are required against some races. The game is designed around "high speed" [production and economy] and easy to use massive armies and this limits map design in the same way greater speed in a car limits the tightness of bends you can safely drive through. Limited production speed and economy AND most importantly unit control/density force spreading your units and make more interesting maps less of a problem. 1) It's actually false that MULEs make gold bases bad for map balance. MULEs don't mine extra from gold bases. Usually the argument is that gold bases make it too hard to come back from because you generally can only hold gold bases if you are ahead, and if you are ahead and have a gold base you get further ahead. 2) GSL Red City is an example of a recent map with small pathways and rocks everywhere, and it was not particularly Protoss favoured. 3) I have no idea how small maps have anything to do with massive production. Obviously a smaller map inhibits mass macro play because there just are not enough safe bases. If anything the community generally do not like small maps because they don't like getting cheesed. 4) Obviously 4 stalkers and a warp prism won't do much because stalkers are bad units in general. Warp prism play is getting really popular. It is a staple of templar-first play in PvT (4 zealots in prism around 10 minutes in). Just don't put bad units inside warp prisms  5) Your last paragraph is vintage Rabiator and I won't even waste time arguing. 1. Ok, I didnt notice that change to the MULE, but why arent mapmakers using gold bases more then?
2. Red City was only used in GSTL Season 1, right? Far too few games to come to a conclusion.
3. Just consider how Zerg plays ... they are gearing up economy and then suddenly switch to massive production. The same is true for Terrans - who start increased production when they get their first reactor or have added 2-3 Barracks - and Protoss - who start mass production once they added X Gateways. The game will only be "balanced" or even "interesting" if both players have the same amount of army, but if one player starts this increased production earlier than the other its going to be a walkover because there is no time for emergency Spine Crawlers or blocking the ramp with buildings and so on ... Small maps are basically "cheese maps with auto-proxy Gateways, Barracks and so on" and thats why they are bad/unviable.
4. Exactly the point ... not every race has units which are awesome in small "strike teams". Zerg can do it because their units are relatively cheap, Terrans can do it because their units are reasonably cheap and efficient, but Protoss units are expensive and with relatively low efficiency, so it only become viable to do such things when they have a big economy and can easily send 6-10 Zealots on a suicide runby mission. That easily makes "nifty maps" - where you have to spread out or where there are several attack paths which are unconnected with each other - bad for balance. Warp Prisms with High Templars can only attack workers and the biggest strength of Marauders is the ability to quickly demolish a hatchery. Buildings are more important than workers sometimes, because without a hatchery those Drones are useless too ...
5. Maybe because you cant prove me wrong? C'mon ... give it a try and prove me wrong! I am still waiting for the first one to do it.
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On August 25 2013 20:06 Rabiator wrote: if one player starts this increased production earlier than the other its going to be a walkover
Welcome to every RTS game ever made.
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Russian Federation40186 Posts
On August 25 2013 20:06 Rabiator wrote:Show nested quote +On August 25 2013 19:24 gobbledydook wrote:On August 25 2013 18:42 Rabiator wrote:On August 25 2013 18:21 Qikz wrote:On August 25 2013 16:48 Ygritte wrote: you are making maps for a game which is designed in a way that every map is extremely limited and has to be roughly the same with minimal differences. then you cry about that only boring and the same kind of maps are used. i do not understand. you picked the wrong game and didn't realize for 3 years i guess oO That's complete and utter hogwash. The only reason you believe that is you believe the tripe that half the community spout when there's a newer map that arrives. Korhal for example did something genuinly interesting with the two spawn mechanic but people just veto'd it, not because it was a bad map, but because they were too lazy to actually play different styles. It was by far one of the best maps we've ever had in the game. Also to someone who was talking about bifrost, the map wasn't even imbalanced IMO. It worked pretty well for SC2 but it was rotated out as Proleague, thankfully actually rotates their maps. So it is untrue that because Terrans have the MULE the number of "realistically useable Gold expansions" kinda had to be reduced or phased out? So it is untrue that because Protoss have Forcefield and Zerg have Fungal AND the fact that the game is "designed for massive battles" any maps with chokes or smaller pathways in the middle have been considered badly balanced and had to be taken out? Incineration Zone was pretty good for Siege Tanks for example ... too good in fact and was considered a bad map. So it is untrue that because of the massive amount of production small maps are really bad? The bottom line is that yes there may be some neat mechanics which mapmakers can add to the game, BUT there are quite a lot of things they cant do simply because of the way the game is designed. Your "flat denial" sounds kinda black-and-whiteish as if the opinion of Ygritte cant be true because you find some examples which prove the opposite. The community has been trained by Blizzard to only expect "mass army play". It simply is very risky in SC2 to split off a part of your army and for some races the efficiency of small chunks is rather limited. Four Marauders and a Medivac are very powerful and able to deal a lot of damage if they arent responded to as a drop. Take four Stalkers and a Warp Prism and you wont have the same efficiency as harrassment. This is the fault of the design of the game and it limits the options available to players AND ultimately makes funky maps with neat and nifty play favor one or two races too much. Thus these maps are less viable for "balanced ladder or tournament play". Even the "KeSPA rock map" is nowhere to be seen anymore, probably because people feel that the game needs early harrassment to balance the races due to the necessity of "dont let him get there"-counter strategies which are required against some races. The game is designed around "high speed" [production and economy] and easy to use massive armies and this limits map design in the same way greater speed in a car limits the tightness of bends you can safely drive through. Limited production speed and economy AND most importantly unit control/density force spreading your units and make more interesting maps less of a problem. 1) It's actually false that MULEs make gold bases bad for map balance. MULEs don't mine extra from gold bases. Usually the argument is that gold bases make it too hard to come back from because you generally can only hold gold bases if you are ahead, and if you are ahead and have a gold base you get further ahead. 2) GSL Red City is an example of a recent map with small pathways and rocks everywhere, and it was not particularly Protoss favoured. 3) I have no idea how small maps have anything to do with massive production. Obviously a smaller map inhibits mass macro play because there just are not enough safe bases. If anything the community generally do not like small maps because they don't like getting cheesed. 4) Obviously 4 stalkers and a warp prism won't do much because stalkers are bad units in general. Warp prism play is getting really popular. It is a staple of templar-first play in PvT (4 zealots in prism around 10 minutes in). Just don't put bad units inside warp prisms  5) Your last paragraph is vintage Rabiator and I won't even waste time arguing. 1. Ok, I didnt notice that change to the MULE, but why arent mapmakers using gold bases more then? 2. Red City was only used in GSTL Season 1, right? Far too few games to come to a conclusion. 3. Just consider how Zerg plays ... they are gearing up economy and then suddenly switch to massive production. The same is true for Terrans - who start increased production when they get their first reactor or have added 2-3 Barracks - and Protoss - who start mass production once they added X Gateways. The game will only be "balanced" or even "interesting" if both players have the same amount of army, but if one player starts this increased production earlier than the other its going to be a walkover because there is no time for emergency Spine Crawlers or blocking the ramp with buildings and so on ... Small maps are basically "cheese maps with auto-proxy Gateways, Barracks and so on" and thats why they are bad/unviable. 4. Exactly the point ... not every race has units which are awesome in small "strike teams". Zerg can do it because their units are relatively cheap, Terrans can do it because their units are reasonably cheap and efficient, but Protoss units are expensive and with relatively low efficiency, so it only become viable to do such things when they have a big economy and can easily send 6-10 Zealots on a suicide runby mission. That easily makes "nifty maps" - where you have to spread out or where there are several attack paths which are unconnected with each other - bad for balance. Warp Prisms with High Templars can only attack workers and the biggest strength of Marauders is the ability to quickly demolish a hatchery. Buildings are more important than workers sometimes, because without a hatchery those Drones are useless too ... 5. Maybe because you cant prove me wrong? C'mon ... give it a try and prove me wrong! I am still waiting for the first one to do it. 1. Because they thought they were bad. KeSPA's mapmakers did not, see Neo Planet S (imo, really great map). 2. WCS Kr Season 1 too. 3. Not really. 4. Warp Prisms with HTs is best way to avoid EMP, what are you talking about?
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All mapmakers retiring. Gg blizzivision
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Well, people can do whatever they want, no point in arguing. I'm thankful for all the maps we got to see, and hope that somewhere in the future we can have something similar again, be it in this game or the next.
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Very understandable. Im not sure what Blizzards plan with this game is/was.
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On August 25 2013 20:06 Rabiator wrote:Show nested quote +On August 25 2013 19:24 gobbledydook wrote:On August 25 2013 18:42 Rabiator wrote:On August 25 2013 18:21 Qikz wrote:On August 25 2013 16:48 Ygritte wrote: you are making maps for a game which is designed in a way that every map is extremely limited and has to be roughly the same with minimal differences. then you cry about that only boring and the same kind of maps are used. i do not understand. you picked the wrong game and didn't realize for 3 years i guess oO That's complete and utter hogwash. The only reason you believe that is you believe the tripe that half the community spout when there's a newer map that arrives. Korhal for example did something genuinly interesting with the two spawn mechanic but people just veto'd it, not because it was a bad map, but because they were too lazy to actually play different styles. It was by far one of the best maps we've ever had in the game. Also to someone who was talking about bifrost, the map wasn't even imbalanced IMO. It worked pretty well for SC2 but it was rotated out as Proleague, thankfully actually rotates their maps. So it is untrue that because Terrans have the MULE the number of "realistically useable Gold expansions" kinda had to be reduced or phased out? So it is untrue that because Protoss have Forcefield and Zerg have Fungal AND the fact that the game is "designed for massive battles" any maps with chokes or smaller pathways in the middle have been considered badly balanced and had to be taken out? Incineration Zone was pretty good for Siege Tanks for example ... too good in fact and was considered a bad map. So it is untrue that because of the massive amount of production small maps are really bad? The bottom line is that yes there may be some neat mechanics which mapmakers can add to the game, BUT there are quite a lot of things they cant do simply because of the way the game is designed. Your "flat denial" sounds kinda black-and-whiteish as if the opinion of Ygritte cant be true because you find some examples which prove the opposite. The community has been trained by Blizzard to only expect "mass army play". It simply is very risky in SC2 to split off a part of your army and for some races the efficiency of small chunks is rather limited. Four Marauders and a Medivac are very powerful and able to deal a lot of damage if they arent responded to as a drop. Take four Stalkers and a Warp Prism and you wont have the same efficiency as harrassment. This is the fault of the design of the game and it limits the options available to players AND ultimately makes funky maps with neat and nifty play favor one or two races too much. Thus these maps are less viable for "balanced ladder or tournament play". Even the "KeSPA rock map" is nowhere to be seen anymore, probably because people feel that the game needs early harrassment to balance the races due to the necessity of "dont let him get there"-counter strategies which are required against some races. The game is designed around "high speed" [production and economy] and easy to use massive armies and this limits map design in the same way greater speed in a car limits the tightness of bends you can safely drive through. Limited production speed and economy AND most importantly unit control/density force spreading your units and make more interesting maps less of a problem. 1) It's actually false that MULEs make gold bases bad for map balance. MULEs don't mine extra from gold bases. Usually the argument is that gold bases make it too hard to come back from because you generally can only hold gold bases if you are ahead, and if you are ahead and have a gold base you get further ahead. 2) GSL Red City is an example of a recent map with small pathways and rocks everywhere, and it was not particularly Protoss favoured. 3) I have no idea how small maps have anything to do with massive production. Obviously a smaller map inhibits mass macro play because there just are not enough safe bases. If anything the community generally do not like small maps because they don't like getting cheesed. 4) Obviously 4 stalkers and a warp prism won't do much because stalkers are bad units in general. Warp prism play is getting really popular. It is a staple of templar-first play in PvT (4 zealots in prism around 10 minutes in). Just don't put bad units inside warp prisms  5) Your last paragraph is vintage Rabiator and I won't even waste time arguing. 1. Ok, I didnt notice that change to the MULE, but why arent mapmakers using gold bases more then?
Overall you are listing a lot of limitations and its true there are lots of limitations. Cos like obviously if you just made a starting position out in the complete open or you put 3 inbases in your main or you put lots of extreme chokes in certain areas things may become imbalanced. Yet even with all these limitations there is still a lot of things you can work with and explore.
Also I would argue that not every map should be chosen 100% for balance reason. Sure assuming a map pool with 5 maps, like 3 should just be quite solid and balanced maps. But for the other two there is good reasons to put exciting and innovative maps in there even if you have slight concerns with balance here and there.. It's not that big of a deal, BW had imba maps all the time which were also rotated rather quickly in comparison. And BW was still extremely stable.
About your gold base question I can answer that quickly. In a game where there is already basically a 3 base cap and extremely fast/big economy and 200/200 timings, why would you want to have bases that give even more income. We'd rather use bases with less income but as you may know Blizzard won't allow us to use half bases.
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Thank you for all the (sadly unappreciated) you put into it. I was looking up to TPW when i started to make maps for SC2, and it was a sad experience to see them fade into inactivity. But i understand it's only the logical conclusion of all the neglect the mapping scene has seen.
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On August 24 2013 23:14 a176 wrote:![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/1/15/Klontas_Mire_TE.jpg/569px-Klontas_Mire_TE.jpg) This is the shit that Blizzard "designs" and decides to throw it into the ladder pool for its community. And people are asking why the mapmakers leave the scene, if not the game altogether? Because this map was single handedly the coolest experience of the last 2 years on the ladder but hey, because it's not a daybreak clone and it actually forced people to use their brain instead of copying pro builds it's supposedly 'bad'.
About your gold base question I can answer that quickly. In a game where there is already basically a 3 base cap and extremely fast/big economy and 200/200 timings, why would you want to have bases that give even more income. We'd rather use bases with less income but as you may know Blizzard won't allow us to use half bases. You know gold bases give you about the same income as a normal base but for less workers right? Exactly what people have been trying to achieve.
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On August 25 2013 22:19 SiskosGoatee wrote:Show nested quote +On August 24 2013 23:14 a176 wrote:![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/1/15/Klontas_Mire_TE.jpg/569px-Klontas_Mire_TE.jpg) This is the shit that Blizzard "designs" and decides to throw it into the ladder pool for its community. And people are asking why the mapmakers leave the scene, if not the game altogether? Because this map was single handedly the coolest experience of the last 2 years on the ladder but hey, because it's not a daybreak clone and it actually forced people to use their brain instead of copying pro builds it's supposedly 'bad'. Show nested quote +About your gold base question I can answer that quickly. In a game where there is already basically a 3 base cap and extremely fast/big economy and 200/200 timings, why would you want to have bases that give even more income. We'd rather use bases with less income but as you may know Blizzard won't allow us to use half bases. You know gold bases give you about the same income as a normal base but for less workers right? Exactly what people have been trying to achieve. I imagine that gold bases have quicker saturation and therefore higher average income.
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SiskoGoatee that is not exactly what people have been trying to achieve. With gold you crank up people's income rates but you change very little else in their behavior.
![[image loading]](http://i.imgur.com/Uq433oe.png)
Half the map is still dead and unused space in a 4 player map. Probably the reason why 2 player maps are so popular in relation to all other map types. And very much the likely reason why 3 player maps don't work in SC2 (hint: nobody has any reason to give a fuck about the third main's existence).
Sad to see TPW go.
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You know gold bases give you about the same income as a normal base but for less workers right? Exactly what people have been trying to achieve.
Not really, they have rather tried to just lower the income per base.
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