• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:51
CEST 00:51
KST 07:51
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro16 Preview Pt1: Fresh Flow1[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21ByuL: The Forgotten Master of ZvT30
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy5GSL CK: More events planned pending crowdfunding7Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage5Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
MaNa leaves Team Liquid Team Liquid Map Contest #22 - Presented by Monster Energy Quebec Clan still alive ? BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
$5,000 WardiTV TLMC tournament - Presented by Monster Energy Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event GSL CK: More events planned pending crowdfunding Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
JD's Ro24 review The Korean Terminology Thread so ive been playing broodwar for a week straight. [ASL21] Ro16 Preview Pt1: Fresh Flow ASL21 General Discussion
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Ro24 Group F [BSL22] RO32 Group B - Sunday 21:00 CEST
Strategy
Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value
Other Games
General Games
Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread Nintendo Switch Thread General RTS Discussion Thread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread The China Politics Thread Trading/Investing Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
lurker extra damage testi…
StaticNine
How Streamers Inspire Gamers…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2349 users

New Maps for Ladder Season 6 - Page 11

Forum Index > SC2 General
232 CommentsPost a Reply
Prev 1 9 10 11 12 Next All
Slydie
Profile Joined August 2013
1935 Posts
November 03 2013 11:01 GMT
#201
I played a tvz on Alterzim cross spawns and it seemed almost impossible to get across. Even drops have to fly around the world with lots of opprtunities to get intercepted. Instaveto for all terrans, or is there a way to win?
Buff the siegetank
S1eth
Profile Joined November 2011
Austria221 Posts
November 03 2013 11:26 GMT
#202
On November 02 2013 20:05 Qikz wrote:
Show nested quote +
On November 02 2013 18:37 ROOTCatZ wrote:
i'll miss Akilion wastes, yeah overplayed / old. but really well made made map, pretty balanced imo


I'm not even sure if you're being sarcastic or not, but I'm really unsure how anyone could possibly say that. It was one of the worst examples of why SC2 map design is so bad.


So it's a good map?
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
Last Edited: 2013-11-03 12:42:25
November 03 2013 11:51 GMT
#203
On November 03 2013 20:26 S1eth wrote:
Show nested quote +
On November 02 2013 20:05 Qikz wrote:
On November 02 2013 18:37 ROOTCatZ wrote:
i'll miss Akilion wastes, yeah overplayed / old. but really well made made map, pretty balanced imo


I'm not even sure if you're being sarcastic or not, but I'm really unsure how anyone could possibly say that. It was one of the worst examples of why SC2 map design is so bad.


So it's a good map?


Sorry you'll have to forgive my terrible wording of that. I mean it's one of the main examples that shows why SC2 map design in my eyes is terrible.

You can get four bases with very minimal army movement which is very bad design. Even three bases should either force you to split up your army or move it around a lot. Being able to blob and sit in one place to defend all three bases is one of the largest problems.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Nyast
Profile Joined November 2010
Belgium554 Posts
Last Edited: 2013-11-03 13:49:45
November 03 2013 13:48 GMT
#204
On November 03 2013 20:51 Qikz wrote:
Show nested quote +
On November 03 2013 20:26 S1eth wrote:
On November 02 2013 20:05 Qikz wrote:
On November 02 2013 18:37 ROOTCatZ wrote:
i'll miss Akilion wastes, yeah overplayed / old. but really well made made map, pretty balanced imo


I'm not even sure if you're being sarcastic or not, but I'm really unsure how anyone could possibly say that. It was one of the worst examples of why SC2 map design is so bad.


So it's a good map?


Sorry you'll have to forgive my terrible wording of that. I mean it's one of the main examples that shows why SC2 map design in my eyes is terrible.

You can get four bases with very minimal army movement which is very bad design. Even three bases should either force you to split up your army or move it around a lot. Being able to blob and sit in one place to defend all three bases is one of the largest problems.


That's the mindset of somebody who has a race with high mobility

If what you said was true, Protoss would never be able to take 3 bases. Ever.

Like on Polar Night.

Polar Night is in my view one of the worst SC2 maps ever for Protoss. According to your description it's a good map though. But all I know is that as soon as I try to get 3 bases on that map, Zerg overruns me on multiple fronts, mutas come from 360° in my main, and I'm not even speaking of Terran drops.

Reasonable distances between the natural and third ( without too much open space ) is a critical feature of a decent Protoss map.

If you think otherwise, don't go complaining that Protoss only ever does 2 base all-ins.
S1eth
Profile Joined November 2011
Austria221 Posts
Last Edited: 2013-11-03 13:50:37
November 03 2013 13:50 GMT
#205
On November 03 2013 20:51 Qikz wrote:
Show nested quote +
On November 03 2013 20:26 S1eth wrote:
On November 02 2013 20:05 Qikz wrote:
On November 02 2013 18:37 ROOTCatZ wrote:
i'll miss Akilion wastes, yeah overplayed / old. but really well made made map, pretty balanced imo


I'm not even sure if you're being sarcastic or not, but I'm really unsure how anyone could possibly say that. It was one of the worst examples of why SC2 map design is so bad.


So it's a good map?


Sorry you'll have to forgive my terrible wording of that. I mean it's one of the main examples that shows why SC2 map design in my eyes is terrible.

You can get four bases with very minimal army movement which is very bad design. Even three bases should either force you to split up your army or move it around a lot. Being able to blob and sit in one place to defend all three bases is one of the largest problems.


It is perfectly fine to have one map in the pool that allows for easier expanding. And from all the games I've seen, it's not exactly easy to defend all four bases from attacks/drops.
NightOfTheDead
Profile Joined August 2009
Lithuania1711 Posts
November 03 2013 13:56 GMT
#206
Happy they removed Akilon, though sad that Whirlwind also had to go. Hopefully new maps will bring more exciting strategies.
Khai
Profile Joined August 2010
Australia553 Posts
November 03 2013 14:12 GMT
#207
I thought Akilon deserved to stay, it's still providing pretty exciting and interesting games. Whirlwind was excellent but have probably been around too long. Bel'Shir should go next, Star Station TE is going to be another nightmare for Protoss with an impossible 3rd...
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
November 03 2013 14:32 GMT
#208
On November 03 2013 23:12 Khai wrote:
I thought Akilon deserved to stay, it's still providing pretty exciting and interesting games. Whirlwind was excellent but have probably been around too long. Bel'Shir should go next, Star Station TE is going to be another nightmare for Protoss with an impossible 3rd...


If it's hard for the toss to take, it's also easy to attack into so players will just, for the first time in SC2 have to actually tailor builds to that map be it expanding behind a 2 base attack or doing some form of all in, or even expanding far away from their main sneakily.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
LastLemming
Profile Joined June 2011
United States38 Posts
November 03 2013 14:37 GMT
#209
Love that blizzard is trying to mix in maps that will cause different styles of games while taking out maps that have become stale.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
November 03 2013 15:24 GMT
#210
Very sad to see Akilon go. Not a fan of Star Station, but Alterzim looks kickass! 20 bases! 20 of them!

Also I like the 3v3 maps a lot, 4v4 I'm a little confused where the starting positions are on the second one...
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
Last Edited: 2013-11-03 16:28:07
November 03 2013 15:28 GMT
#211
On November 03 2013 22:48 Nyast wrote:
Show nested quote +
On November 03 2013 20:51 Qikz wrote:
On November 03 2013 20:26 S1eth wrote:
On November 02 2013 20:05 Qikz wrote:
On November 02 2013 18:37 ROOTCatZ wrote:
i'll miss Akilion wastes, yeah overplayed / old. but really well made made map, pretty balanced imo


I'm not even sure if you're being sarcastic or not, but I'm really unsure how anyone could possibly say that. It was one of the worst examples of why SC2 map design is so bad.


So it's a good map?


Sorry you'll have to forgive my terrible wording of that. I mean it's one of the main examples that shows why SC2 map design in my eyes is terrible.

You can get four bases with very minimal army movement which is very bad design. Even three bases should either force you to split up your army or move it around a lot. Being able to blob and sit in one place to defend all three bases is one of the largest problems.


That's the mindset of somebody who has a race with high mobility

If what you said was true, Protoss would never be able to take 3 bases. Ever.

Like on Polar Night.

Polar Night is in my view one of the worst SC2 maps ever for Protoss. According to your description it's a good map though. But all I know is that as soon as I try to get 3 bases on that map, Zerg overruns me on multiple fronts, mutas come from 360° in my main, and I'm not even speaking of Terran drops.

Reasonable distances between the natural and third ( without too much open space ) is a critical feature of a decent Protoss map.

If you think otherwise, don't go complaining that Protoss only ever does 2 base all-ins.


High mobility? High mobility? All I ever play is mech. In fact, I got so bored of the map rotation being so stale and so easy to get three bases (which benefits me considerably) that I stopped playing the game completely and went back to play BW again.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-11-03 16:39:05
November 03 2013 16:32 GMT
#212
On November 04 2013 00:28 Qikz wrote:
Show nested quote +
On November 03 2013 22:48 Nyast wrote:
On November 03 2013 20:51 Qikz wrote:
On November 03 2013 20:26 S1eth wrote:
On November 02 2013 20:05 Qikz wrote:
On November 02 2013 18:37 ROOTCatZ wrote:
i'll miss Akilion wastes, yeah overplayed / old. but really well made made map, pretty balanced imo


I'm not even sure if you're being sarcastic or not, but I'm really unsure how anyone could possibly say that. It was one of the worst examples of why SC2 map design is so bad.


So it's a good map?


Sorry you'll have to forgive my terrible wording of that. I mean it's one of the main examples that shows why SC2 map design in my eyes is terrible.

You can get four bases with very minimal army movement which is very bad design. Even three bases should either force you to split up your army or move it around a lot. Being able to blob and sit in one place to defend all three bases is one of the largest problems.


That's the mindset of somebody who has a race with high mobility

If what you said was true, Protoss would never be able to take 3 bases. Ever.

Like on Polar Night.

Polar Night is in my view one of the worst SC2 maps ever for Protoss. According to your description it's a good map though. But all I know is that as soon as I try to get 3 bases on that map, Zerg overruns me on multiple fronts, mutas come from 360° in my main, and I'm not even speaking of Terran drops.

Reasonable distances between the natural and third ( without too much open space ) is a critical feature of a decent Protoss map.

If you think otherwise, don't go complaining that Protoss only ever does 2 base all-ins.


High mobility? High mobility? All I ever play is mech.

Concerning Protoss... Ugh this is my biggest problem with it all right now. Not how the race is, but how much people complain about it. It's completely impossible to implement any sort of even slightly distant third base without everyone whining about Protoss.

Here's what I think happened: Back in like 2011, Protoss was having a hard time. We were all unhappy with Blizzard maps in general, and I guess with patches as well. Naturally we were trying to balance the games with maps. The Koreans were already moving towards it, releasing Daybreak around that time for example. We were unfortunately impatient, not allowing players to keep trying to adapt and Blizzard to patch when they felt it was time. The TLMC happened and Cloud Kingdom, Ohana and Korhal Compound were released. People loved CK and Ohana but hated Korhal because the third was too hard to take. From then on there was no chance undoing our mistake. Maybe by now enough people are complaining about easy thirds they a movement back would be accepted. I hope so.

Oddly enough the thirds on Ohana, Cloud Kingdom and Daybreak, despite being pretty close, don't have the easiest to defend designs. All three have more open paths in for the attacker than the defender, on CK due to your own nexus being in the way since the map is squished into too small of bounds and there wasn't enough room. So even back in WoL we could have done a better job without risking the balance much, and I tried to a little as it became apparent to me but it wasn't really anything significant by the time HotS came out.

On HotS Protoss is definitely more equipped with msc to hold thirds so I think that helps some too. They still seem to (at least in people's minds) require closer thirds than the other races do, but by less than in WoL, right? It's definitely about time we had some further away thirds. I think I'll make it my goal to get a BW style 12 base 4p map into the pools. FS from proleague does seem to have some tough winrates for PvZ but I'm sticking to my guns about this. To put it extremely: we should be playing on maps that make interesting games no matter how imba they are, and Blizzard should be forced to patch.

Edit: And I think Mech and Protoss are likely in similar positions here. T could end up playing a lot more bio, and Blizzard will hopefully still change that but it would be a lower priority than making Protoss winrates okay, I expect. And they have at times given up on the idea of mech being viable, so I guess there could be some problems on that front if we move in that direction.

For maps, proper use of choke points and on occasion maybe some extra gas in the resource ratio could help.
all's fair in love and melodies
Aunvilgod
Profile Joined December 2011
2653 Posts
November 03 2013 16:49 GMT
#213
IMO easy thirds are not automatically bad. You can make up for them by making drops/mutas powerful. You can also make the nat vulnerable to counterattacks. You can also make thirds seemingly easy by making the nat nearly invulnerable but in exchange allow the attacker to have a nice concave. Another thing that factors in is the distance of the 3rd from the opponent. The trick is to make Immortal-Sentry-Bullshit unattractive while still allowing the Terran/Zerg to pull the Protoss out of position.

Of course it would be helpful if Blizzard finally made Protoss a less all-in race but I am not very confident in that respect.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
November 03 2013 17:00 GMT
#214
Edit: And I think Mech and Protoss are likely in similar positions here. T could end up playing a lot more bio, and Blizzard will hopefully still change that but it would be a lower priority than making Protoss winrates okay, I expect. And they have at times given up on the idea of mech being viable, so I guess there could be some problems on that front if we move in that direction.

For maps, proper use of choke points and on occasion maybe some extra gas in the resource ratio could help.


You can have a "far" third and still have it easily defendable for both Protoss and Terran. Do a fighting spirit style third with a one wide ramp you can either wall or forcefield but have it slightly further from the natural than many maps now and bam you have a good map I'd say.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Moonsalt
Profile Joined May 2011
267 Posts
November 03 2013 17:34 GMT
#215
I hoped they would removed Bel'shir Vestige .. I hate that map >.<
Gfire
Profile Joined March 2011
United States1699 Posts
November 03 2013 17:42 GMT
#216
On November 04 2013 01:49 Aunvilgod wrote:
IMO easy thirds are not automatically bad. You can make up for them by making drops/mutas powerful. You can also make the nat vulnerable to counterattacks. You can also make thirds seemingly easy by making the nat nearly invulnerable but in exchange allow the attacker to have a nice concave. Another thing that factors in is the distance of the 3rd from the opponent. The trick is to make Immortal-Sentry-Bullshit unattractive while still allowing the Terran/Zerg to pull the Protoss out of position.

Of course it would be helpful if Blizzard finally made Protoss a less all-in race but I am not very confident in that respect.

Yeah, I wouldn't say that every map needs to be a further third, but at least some, and I'd argue probably most.

Closer more open thirds remove a lot of the gameplay, which means emphasis on the remaining parts. That can be a good thing so long as it doesn't get too dull or without skill. If you give the attacker a concave and have a close third, you're saying players don't have to use movement and positioning as much, and adding more risk to moving out with a few units (part of a larger army) or investing in something that doesn't aid in defense. Games on Ohana were a lot about risk/reward like that, rather than positioning, weren't they? There was a little bit of movement around from the nat to the third but it was more about strategic decisions. If you have less positioning or tactics or terrain use or whatever you put more emphasis on other elements, and those become the deciding factors more often on that map.

I think overall it would be better to add more risk/reward gameplay than to remove positional gameplay, but that might not be doable for every map. At least not without some crazy feature or something.

Generally speaking I feel that maps with close open thirds or something like that, emphasizing strategy, something that has more to do with game design than map design, tend to all feel about the same. If you emphasize the positional and such, and have more space between the nat and third for variability on the map, you can make each map feel like a more significant change. I think most people would say that would be a good thing. That's another reason I think it should be a more common style than closer thirds.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 03 2013 17:50 GMT
#217
^ Nicely put gfire.
Comprehensive strategic intention: DNE
Aunvilgod
Profile Joined December 2011
2653 Posts
November 03 2013 17:57 GMT
#218
On November 04 2013 02:42 Gfire wrote:
Show nested quote +
On November 04 2013 01:49 Aunvilgod wrote:
IMO easy thirds are not automatically bad. You can make up for them by making drops/mutas powerful. You can also make the nat vulnerable to counterattacks. You can also make thirds seemingly easy by making the nat nearly invulnerable but in exchange allow the attacker to have a nice concave. Another thing that factors in is the distance of the 3rd from the opponent. The trick is to make Immortal-Sentry-Bullshit unattractive while still allowing the Terran/Zerg to pull the Protoss out of position.

Of course it would be helpful if Blizzard finally made Protoss a less all-in race but I am not very confident in that respect.

Yeah, I wouldn't say that every map needs to be a further third, but at least some, and I'd argue probably most.

Closer more open thirds remove a lot of the gameplay, which means emphasis on the remaining parts. That can be a good thing so long as it doesn't get too dull or without skill. If you give the attacker a concave and have a close third, you're saying players don't have to use movement and positioning as much, and adding more risk to moving out with a few units (part of a larger army) or investing in something that doesn't aid in defense. Games on Ohana were a lot about risk/reward like that, rather than positioning, weren't they? There was a little bit of movement around from the nat to the third but it was more about strategic decisions. If you have less positioning or tactics or terrain use or whatever you put more emphasis on other elements, and those become the deciding factors more often on that map.

I think overall it would be better to add more risk/reward gameplay than to remove positional gameplay, but that might not be doable for every map. At least not without some crazy feature or something.

Generally speaking I feel that maps with close open thirds or something like that, emphasizing strategy, something that has more to do with game design than map design, tend to all feel about the same. If you emphasize the positional and such, and have more space between the nat and third for variability on the map, you can make each map feel like a more significant change. I think most people would say that would be a good thing. That's another reason I think it should be a more common style than closer thirds.


In my opinion proper army positioning is something the top players should be expected to have down at this point. What I am trying to create is the opportunity for ongoing battles and even trades. I want the T/Z to attack into the Protoss, have an even trade and then have the T/Z go for the next wave of attack. With closer and open 3rds I am pretty much trying to recreate the current 4M TvZ in TvP and PvZ. That should be, in my opinion, the current goal for SC2 mapmakers and Blizzard. I cannot believe people want to see mech with its 200 supply deathball in this game.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 03 2013 18:02 GMT
#219
On November 04 2013 02:57 Aunvilgod wrote:
Show nested quote +
On November 04 2013 02:42 Gfire wrote:
On November 04 2013 01:49 Aunvilgod wrote:
IMO easy thirds are not automatically bad. You can make up for them by making drops/mutas powerful. You can also make the nat vulnerable to counterattacks. You can also make thirds seemingly easy by making the nat nearly invulnerable but in exchange allow the attacker to have a nice concave. Another thing that factors in is the distance of the 3rd from the opponent. The trick is to make Immortal-Sentry-Bullshit unattractive while still allowing the Terran/Zerg to pull the Protoss out of position.

Of course it would be helpful if Blizzard finally made Protoss a less all-in race but I am not very confident in that respect.

Yeah, I wouldn't say that every map needs to be a further third, but at least some, and I'd argue probably most.

Closer more open thirds remove a lot of the gameplay, which means emphasis on the remaining parts. That can be a good thing so long as it doesn't get too dull or without skill. If you give the attacker a concave and have a close third, you're saying players don't have to use movement and positioning as much, and adding more risk to moving out with a few units (part of a larger army) or investing in something that doesn't aid in defense. Games on Ohana were a lot about risk/reward like that, rather than positioning, weren't they? There was a little bit of movement around from the nat to the third but it was more about strategic decisions. If you have less positioning or tactics or terrain use or whatever you put more emphasis on other elements, and those become the deciding factors more often on that map.

I think overall it would be better to add more risk/reward gameplay than to remove positional gameplay, but that might not be doable for every map. At least not without some crazy feature or something.

Generally speaking I feel that maps with close open thirds or something like that, emphasizing strategy, something that has more to do with game design than map design, tend to all feel about the same. If you emphasize the positional and such, and have more space between the nat and third for variability on the map, you can make each map feel like a more significant change. I think most people would say that would be a good thing. That's another reason I think it should be a more common style than closer thirds.


In my opinion proper army positioning is something the top players should be expected to have down at this point. What I am trying to create is the opportunity for ongoing battles and even trades. I want the T/Z to attack into the Protoss, have an even trade and then have the T/Z go for the next wave of attack. With closer and open 3rds I am pretty much trying to recreate the current 4M TvZ in TvP and PvZ. That should be, in my opinion, the current goal for SC2 mapmakers and Blizzard. I cannot believe people want to see mech with its 200 supply deathball in this game.

The thing about this though is that Protoss's natural tactical and strategic inclination is to "save up" their army until they can take a decisive battle because they have so much trouble fighting cost effectively when they're behind. The risk of arriving in such a position by engaging without a clear shot at winning is too much. So I feel overall open 3rds just promote deathball turtling style play from protoss especially.
Comprehensive strategic intention: DNE
anessie
Profile Joined August 2011
180 Posts
November 03 2013 18:38 GMT
#220
So 2v2 has the worst map pool of all leagues but there are yet again no changes to it?
Prev 1 9 10 11 12 Next All
Please log in or register to reply.
Live Events Refresh
BSL
19:00
RO32 Group B
Sterling vs Azhi_Dahaki
Napoleon vs Mazur
Jimin vs Nesh
spx vs Strudel
ZZZero.O177
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 300
CosmosSc2 65
SpeCial 37
StarCraft: Brood War
Artosis 507
ZZZero.O 170
Dota 2
canceldota133
League of Legends
JimRising 437
Super Smash Bros
Mew2King62
Heroes of the Storm
Khaldor156
Other Games
summit1g18527
gofns15512
tarik_tv7032
Liquid`RaSZi2405
C9.Mang0297
Maynarde40
febbydoto7
Organizations
Other Games
gamesdonequick836
Counter-Strike
PGL404
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• musti20045 44
• davetesta19
• HeavenSC 12
• RyuSc2 8
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4222
Other Games
• Scarra1532
• imaqtpie1318
Upcoming Events
Replay Cast
10h 9m
Wardi Open
11h 9m
Afreeca Starleague
11h 9m
Soma vs YSC
Sharp vs sSak
Monday Night Weeklies
17h 9m
OSC
1d 1h
Afreeca Starleague
1d 11h
Snow vs PianO
hero vs Rain
WardiTV Map Contest Tou…
1d 11h
GSL
1d 13h
Replay Cast
2 days
Kung Fu Cup
2 days
[ Show More ]
The PondCast
3 days
WardiTV Map Contest Tou…
3 days
Escore
4 days
WardiTV Map Contest Tou…
4 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
WardiTV Map Contest Tou…
5 days
IPSL
5 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
5 days
Sparkling Tuna Cup
6 days
WardiTV Map Contest Tou…
6 days
Ladder Legends
6 days
BSL
6 days
IPSL
6 days
JDConan vs TBD
Aegong vs rasowy
Liquipedia Results

Completed

Escore Tournament S2: W2
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.