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New Maps for Heart of the Swarm Balance Testing - Page 4

Forum Index > SC2 General
196 CommentsPost a Reply
Prev 1 2 3 4 5 6 8 9 10 Next All
saltis
Profile Joined September 2012
159 Posts
October 24 2013 08:23 GMT
#61
Another dark map. Seriously why there are so many dark and depressing maps especially hard to play when sun is shining directly into the room?
MidnightZL
Profile Joined August 2012
Sweden203 Posts
October 24 2013 08:34 GMT
#62
Looks awesome, love the purple theme.
- I'm fairly certain YOLO is just Carpe Diem for stupid people - Jack Black
BananaJunkie
Profile Joined October 2011
Denmark119 Posts
October 24 2013 08:34 GMT
#63
On October 24 2013 13:08 -NegativeZero- wrote:
Map is too big, too many bases (20 wtf), and too easy to secure 3 bases.

Just my thought! i believe this map will be a "Turtle Fest!" and will not give any interesting games Pro or not! But that´s just my opinion!
Beer: The cause of, and solution to, all of life's problems.
Lorch
Profile Joined June 2011
Germany3700 Posts
October 24 2013 08:47 GMT
#64
I mean it doesn't look as awful as the maps they used to make. But for the love of god have the people who make sc2 maps spent their time doing something productive. If they would have spent all that time adding features to battle.net, working on new additions to the expansions or even just improving the netcode or cross server lag, instead of torturing us with their maps, we'd probably have a way better game right now. You have a huge community full of people making maps for free for you, use those. And please for the love of god stop making maps at blizzard.

Other than that nice that they give you 3 maps for what was once a ptr..
Ramiz1989
Profile Joined July 2012
12124 Posts
October 24 2013 08:48 GMT
#65
I don't know, in my opinion people are overreacting to this map(in a negative way), I think that it will be cool.

We may see some bad matches, but we also might see some cool ones where we have a ton of bases and fights all over the map.

It looks a lot like Entombed Valley to me and I saw some amazing matches there.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 24 2013 08:48 GMT
#66
like the new map, quiet interested if it works well.
Weavel
Profile Joined January 2010
Finland9223 Posts
Last Edited: 2013-10-24 09:04:04
October 24 2013 09:03 GMT
#67
Huge fan of the new map. Now I kinda want to try the balance test maps just to test that new map!
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
Killmouse
Profile Joined August 2010
Austria5700 Posts
October 24 2013 09:17 GMT
#68
On October 24 2013 17:48 Ramiz1989 wrote:
I don't know, in my opinion people are overreacting to this map(in a negative way), I think that it will be cool.

We may see some bad matches, but we also might see some cool ones where we have a ton of bases and fights all over the map.

It looks a lot like Entombed Valley to me and I saw some amazing matches there.

It's just the vocal minority , if u look at the poll most of the ppl are ok with that map and it's stated the map is not final, probaby more changes to come until wcs 2014
yo
Qikz
Profile Blog Joined November 2009
United Kingdom12042 Posts
Last Edited: 2013-10-24 09:21:57
October 24 2013 09:19 GMT
#69
On October 24 2013 12:58 Waxangel wrote:
Show nested quote +
Alterzim Stronghold (we’re pronouncing it ‘ahl-ter-zeem’) is a four-player map, designed with the specific goal in mind that all combinations of 1v1 spawn locations are viable and don’t offer an advantage to any one player.


that's not how four player maps work unless you're breaking the laws of timespace


Actually it does work in SC2 purely because they put 4 bases on each corner :/

I just wish rather than updating Bel'shir that they'd just move on with something else. Also I really wish they'd have the back base as a mineral only, having 3 gas that easy is just so dumb and is the biggest issue with SC2.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
TAMinator
Profile Joined February 2011
Australia2706 Posts
October 24 2013 09:21 GMT
#70
This looks like a map just begging for long drawn out games
Qikz
Profile Blog Joined November 2009
United Kingdom12042 Posts
October 24 2013 09:23 GMT
#71
One thing I will say are bigger maps are actually better for SC2. It means you can have a map like Fighting Spirit where it actually takes a bit to push over to the enemy base and due to units being so fast it means you can't go for an insta counter attack and force a base trade every single game.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Cereb
Profile Joined November 2011
Denmark3388 Posts
October 24 2013 09:23 GMT
#72
The tileset of the map looks amazing, but nromally I don't like maps that are insanely big and have backdoor expos so we'll see..
"Until the very very top in almost anything, all that matters is how much work you put in. The only problem is most people can't work hard even at things they do enjoy, much less things they don't have a real passion for. -Greg "IdrA" Fields
Sissors
Profile Joined March 2012
1395 Posts
October 24 2013 09:27 GMT
#73
On October 24 2013 18:19 Qikz wrote:
Show nested quote +
On October 24 2013 12:58 Waxangel wrote:
Alterzim Stronghold (we’re pronouncing it ‘ahl-ter-zeem’) is a four-player map, designed with the specific goal in mind that all combinations of 1v1 spawn locations are viable and don’t offer an advantage to any one player.


that's not how four player maps work unless you're breaking the laws of timespace


Actually it does work in SC2 purely because they put 4 bases on each corner :/

I just wish rather than updating Bel'shir that they'd just move on with something else. Also I really wish they'd have the back base as a mineral only, having 3 gas that easy is just so dumb and is the biggest issue with SC2.

Actually it doesn't work like that. For example if both players spawn bottom than the south-east players can drop way faster in the natural than the south-west player.

If they truly wanted it to not offer advantages they should have never made it rotational symmetric, but instead normal symmetric (mirrored both on the x and y-axis). Then you there is no fixed spawning advantage.

And then there is the random advantage, do you happen to scout in the correct direction or not. That can make a HUGE difference. Considering the size of the map in general that is really big here. Only thing to compensate for it is that it is so ridiculously easy to defend early aggression that scouting isn't important anyway.

But really if they wanted a map which doesn't offer advantages depending on spawn position they did it really wrong.
Qikz
Profile Blog Joined November 2009
United Kingdom12042 Posts
Last Edited: 2013-10-24 09:39:00
October 24 2013 09:37 GMT
#74
On October 24 2013 18:27 Sissors wrote:
Show nested quote +
On October 24 2013 18:19 Qikz wrote:
On October 24 2013 12:58 Waxangel wrote:
Alterzim Stronghold (we’re pronouncing it ‘ahl-ter-zeem’) is a four-player map, designed with the specific goal in mind that all combinations of 1v1 spawn locations are viable and don’t offer an advantage to any one player.


that's not how four player maps work unless you're breaking the laws of timespace


Actually it does work in SC2 purely because they put 4 bases on each corner :/

I just wish rather than updating Bel'shir that they'd just move on with something else. Also I really wish they'd have the back base as a mineral only, having 3 gas that easy is just so dumb and is the biggest issue with SC2.

Actually it doesn't work like that. For example if both players spawn bottom than the south-east players can drop way faster in the natural than the south-west player.

If they truly wanted it to not offer advantages they should have never made it rotational symmetric, but instead normal symmetric (mirrored both on the x and y-axis). Then you there is no fixed spawning advantage.

And then there is the random advantage, do you happen to scout in the correct direction or not. That can make a HUGE difference. Considering the size of the map in general that is really big here. Only thing to compensate for it is that it is so ridiculously easy to defend early aggression that scouting isn't important anyway.

But really if they wanted a map which doesn't offer advantages depending on spawn position they did it really wrong.


I completely disagree. You say they can drop in the natural easier, but it means usually they'll have a smaller area to drop so you should be able to defend it much easier, but then if you're in the other position they can drop your main yes, but you can avoid the damage by good building placement and leaving some defending units. There's also the possibility to just not take your in base natural and wall off the one in your base to start with and take it as your third so you can leave/build defenses when you need to rather than at the beginning of the game. Expansion pattern makes a huge difference in defense but thanks to SC2 having such terrible maps since release we've never been able to see it thanks to people comstantly whining there's no easy third/fourth.

There's zero issues with the fact you have to double scout, since if you want every map to be forced cross spawn, what's the point in even having anything outside of 2 player maps? What's wrong with it being possible to have cheeses somewhat more viable on the map and what's wrong with people being able to stop you scouting, especially on such a big map.

Toss have observers, Zerg have overlords/seers and Terran have scan, which you don't even need an Academy for. It really isn't hard to scout in SC2 and it just means you can't blindly go 14CC or 15 Nexus or 13/14/15 Hatch blindly without a pool and that's a good thing. Build some god damn units to defend your bases rather than building 120 workers and hoping for the best. (yes I realise I'm exaggerating)
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Fjodorov
Profile Joined December 2011
5007 Posts
October 24 2013 09:55 GMT
#75
New maps is always nice. Lets play it, find out if its fun and take it from there. We can always veto so no need to overreact. These huge maps that favor very macro oriented builds always makes me a bit concerned about strength of warp in mechanichs and power of 20 gates when you just traded armys. But not much we can do about that now.
sctstarcraft
Profile Blog Joined March 2013
Poland22 Posts
October 24 2013 09:55 GMT
#76
I'd like to see a smaller gap between the natural and the ground next to it - some nice counter-macro techniques like blink or siege-tanks could be used to deny this ultra-defensive exp.

The middle is all flat - I have mixed feelings about it, there ought to be at least a small place for terrain utilization. Pushing through the middle vs Zerg will be quite difficult.
All we see or seem is but a dream within a dream
Qikz
Profile Blog Joined November 2009
United Kingdom12042 Posts
October 24 2013 09:57 GMT
#77
On October 24 2013 18:55 sctstarcraft wrote:
I'd like to see a smaller gap between the natural and the ground next to it - some nice counter-macro techniques like blink or siege-tanks could be used to deny this ultra-defensive exp.

The middle is all flat - I have mixed feelings about it, there ought to be at least a small place for terrain utilization. Pushing through the middle vs Zerg will be quite difficult.


push just around the edge of the cross and it means you can utilise the chokes there to your benefit.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
PanzerElite
Profile Joined May 2012
540 Posts
October 24 2013 09:58 GMT
#78
Perfect for me to turtle to 10+ orbitals and and then use mass mules to fuel a 180 supply army hehe.
TeeTS
Profile Joined June 2011
Germany2762 Posts
October 24 2013 10:05 GMT
#79
Map looks like neo Calm before the Storm. Really innovative Blizzard, wow!
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
October 24 2013 10:06 GMT
#80
Alterzim Stronghold TE... Blizzard maps just don't look as good.
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
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