New Ladder Maps for '14 Season 2 - Page 12
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Yorkie
United States12612 Posts
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iamcaustic
Canada1509 Posts
On March 31 2014 07:36 Slydie wrote: Alterzim does have good games played on it in WCS, Hyun vs Snute comes to my mind, but there are others. However, cross spawns can be a pain for terran, and drops are very strong... Here I thought there actually existed a good game on Alterzim... watched Snute vs. HyuN to check it out. Literally 10 minutes of no action, just droning 3 bases. The next 5 minutes consisted of roach balls slamming into one another until Infestors came into play, at which point it was just HyuN losing every head-to-head 200/200 engagement against Snute until he got overwhelmed. Only interesting part of the game was HyuN trying to split off small groups of roaches to do some harassment damage in the mid game, but Snute deflected everything by turtling in his little corner of the map. ![]() Edit: even the casters were talking about how it's not beneficial to attack in ZvZ on Alterzim until you're maxed out with maximum infestor energy... one of, if not the most fundamental aspect of the game is attacking and defeating your opponent. If it's not beneficial to do so until there's literally nothing else left to deal with, that's a map design problem through and through. | ||
starslayer
United States696 Posts
On March 29 2014 00:20 And G wrote: Back in the BW days, people would just play whichever maps were the most fun. I think it's kind of sad that this culture seems to have completely disappeared. not sure what you mean by this blizz gives us a set off maps that we can and some ppl like them and will play them and others wont so they will veto them. and most blizz maps are not amazing but if you want to ladder you have to play cause you only get so many vetos. so again not sure what you mean. are you saying forget ladder and just play maps that you like then ok but if you want to ladder again you have to play the one that are given to you. | ||
Yakikorosu
1203 Posts
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Meepman
Canada610 Posts
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Morbidius
Brazil3449 Posts
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Blargh
United States2101 Posts
As for the new maps... - I do not particularly care for Merry Go Round as it provides a heavy advantage to certain races and positions. - Waystation is decent in the long-cross spawns and terrible in the short-cross spawns. In addition, it's just stupid having bases not reachable by ground because Terrans can just fly a CC over there and have a perfectly safe expansion. - The other two are fine. I'm a bit curious how much Korean pros practiced on these maps before they concluded it was good to add to the map-pools. I know a lot of the Korean map-makers had people test their maps at some point. | ||
SC2Toastie
Netherlands5725 Posts
On March 31 2014 10:19 Daimai wrote: Meh, what is protoss supposed to do vs terran if not blink allin, especially with the new widow mines? I'd see this as a balance whine... I advise you to change the post :D! Also, Robo openers seem to do quite decent still. | ||
And G
Germany491 Posts
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maartendq
Belgium3115 Posts
On March 27 2014 07:19 darkness wrote: Is it me or are all maps with a harder third base to take? If that's the case, then bye-bye Protoss. Not to worry, Protoss still has that dazzling array of 2base timings/all-ins that are almost impossible to stop even if you scout them five minutes in advance. | ||
juicyjames
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United States3815 Posts
A piece of feedback we hear from time to time is that the community would like to hear about what we are discussing behind the scenes prior to making changes. Since we recently previewed the Season 2 ladder maps and have been gathering and reviewing feedback on the maps, we thought we’d offer some information on specific points that we’ve been discussing. General 1v1 Map Feedback Overall, we've been seeing mostly positive feedback on the new maps. Within the discussion of these maps there have been a few general points of feedback that we’ve been reviewing. This includes discussion on scouting options for each race (Reapers, Overlords, etc), and the layout of the third bases on many of the maps . So far we're seeing mixed opinions on these topics, and we haven’t seen anything that we feel warrants a change at this time. We’ll continue to monitor these topics of discussion. As for map specific feedback, we have a couple of points we’ve been discussing. Waystation We’ve seen the most discussion on Waystation. Considering that the map has unique gameplay options depending on which location you start in, we expected that players would enjoy discussing the various possibilities within the map. Add rocks to the island base We’ve heard that some players feel that rocks should be added to the island bases to make expansion to these bases more difficult. We’ve discussed this topic, and we’d really like to see how the island bases play out without rocks. This is a topic we are still discussing, but we’d like to push to keep these bases without rocks. Make the top and bottom positions easier to wall off your natural expansion Some players have suggested that Waystation could benefit from making it easier to wall off your natural in the top and bottom start locations. We’ve looked at a few ways we achieve this, but we aren’t certain this is a change we want to make yet. We will be continuing to discuss this topic in more detail. Merry Go Round We’ve seen a lot of discussion on this map due to it being the first 3-player map on the ladder. Among the discussion were reports of a few minor bugs. We’ve looked into these reports and passed the information along to our QA team. Thank you to everyone who has provided feedback so far. Please keep sharing your thoughts, as we will continue to discuss the feedback we are receiving. | ||
SC2Toastie
Netherlands5725 Posts
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Nebuchad
Switzerland11915 Posts
"Two new maps have been introduced to support macro-play! Both maps include 30 expansions, and it will take approximately 5 minutes for a scouting unit to reach an opponent's starting base." | ||
And G
Germany491 Posts
Edit: Check it out! | ||
poiu
19 Posts
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Shadowfyre
United States14 Posts
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stuchiu
Fiddler's Green42661 Posts
http://www.teamliquid.net/tlpd/hots/maps/643_Habitation_Station/games/ZvP Stardust invented the Gold Soul Trian in his match against Jaedong at IEM Cologne. Since that time PvZ is now 19-7 in favor of Protoss. Something to think about. | ||
paddyz
Ireland628 Posts
Seems protoss will never be able to move out without getting base-raced. Suppose the rest of the pool is solid enough for me to block it :S | ||
Taronar
Netherlands177 Posts
And please don't just balance your thoughts of maps around protoss or even more specifically, blink-allins. | ||
gobbledydook
Australia2593 Posts
On April 03 2014 17:40 paddyz wrote: King Sejong looks broken. Is it not going to reward muta play & 1-1-1 too much? Seems protoss will never be able to move out without getting base-raced. Suppose the rest of the pool is solid enough for me to block it :S Watch the Proleague games, it doesn't look like it's too hard for Protoss. | ||
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