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New Ladder Maps for '14 Season 2 - Page 14

Forum Index > SC2 General
318 CommentsPost a Reply
Prev 1 12 13 14 15 16 Next All
Shebuha
Profile Blog Joined May 2011
Canada1335 Posts
April 14 2014 18:32 GMT
#261
On April 01 2014 07:38 maartendq wrote:
Show nested quote +
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.

Do people actually think this?
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 14 2014 18:59 GMT
#262
On April 15 2014 03:32 Shebuha wrote:
Show nested quote +
On April 01 2014 07:38 maartendq wrote:
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.

Do people actually think this?

Yeah. You only have to check WCS for being convinced.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 14 2014 18:59 GMT
#263
On April 15 2014 00:32 Thalandros wrote:
Personally I've always disliked Frost and dont know why they've kept it in for so long. It's kind of dull too, actually. Overall as a Z player I'm pretty happy, considering the previous seasons havent been very kind to zerg recently. Waystation seems like a challenging but interesting map to play and i just love the aesthetic of Overgrowth.

For a while I felt like I was the only person who felt that way about Frost. Makes me feel like less of an outcast to see other people say the same thing.
Twitter: @iamcaustic
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
April 14 2014 20:19 GMT
#264
On April 15 2014 03:59 Faust852 wrote:
Show nested quote +
On April 15 2014 03:32 Shebuha wrote:
On April 01 2014 07:38 maartendq wrote:
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.

Do people actually think this?

Yeah. You only have to check WCS for being convinced.


MC has been oracle expanding, into 2 base all in like the boss that he is. You know he's going to probably do it before the game starts, you scout and confirm it, he still kills you.
:)
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
April 14 2014 20:20 GMT
#265
On April 15 2014 05:19 Reborn8u wrote:
Show nested quote +
On April 15 2014 03:59 Faust852 wrote:
On April 15 2014 03:32 Shebuha wrote:
On April 01 2014 07:38 maartendq wrote:
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.

Do people actually think this?

Yeah. You only have to check WCS for being convinced.


MC has been oracle expanding, into 2 base all in like the boss that he is. You know he's going to probably do it before the game starts, you scout and confirm it, he still kills you.


And he's been doing it more or less since HotS came out. And it keeps getting buffed :D

But I love MC so it's okay.
In Somnis Veritas
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 14 2014 20:22 GMT
#266
On April 15 2014 05:19 Reborn8u wrote:
Show nested quote +
On April 15 2014 03:59 Faust852 wrote:
On April 15 2014 03:32 Shebuha wrote:
On April 01 2014 07:38 maartendq wrote:
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.

Do people actually think this?

Yeah. You only have to check WCS for being convinced.


MC has been oracle expanding, into 2 base all in like the boss that he is. You know he's going to probably do it before the game starts, you scout and confirm it, he still kills you.


You can check Has, Alicia, Crank or Arthur games. They didn't bother taking a 3rd.
sage_francis
Profile Joined December 2006
France1823 Posts
April 14 2014 20:54 GMT
#267
Didnt knew merry go round was blinkable. I guess i gonna veto it
sage_francis
Profile Joined December 2006
France1823 Posts
Last Edited: 2014-04-14 21:01:22
April 14 2014 20:56 GMT
#268
Also, i have no clue why all the maps have huge ramps at natural when this was rectified on daedalus.... May somebody enligth me?
SonGoku
Profile Joined September 2013
Germany152 Posts
April 14 2014 21:12 GMT
#269
Blizzard wants some zerg tournament wins.
kappa.

User was warned for this post
Big J
Profile Joined March 2011
Austria16289 Posts
April 14 2014 21:32 GMT
#270
On April 15 2014 05:56 sage_francis wrote:
Also, i have no clue why all the maps have huge ramps at natural when this was rectified on daedalus.... May somebody enligth me?

All the ramps are 3x at most. Daedalus had a 4x before the patch, that was the main problem.

Can someone enligthen me how I can take a third on Waystation against reaper/hellion/banshee? While the Terran gets a close third with the island...
yaxxer
Profile Joined January 2014
Germany12 Posts
April 14 2014 21:34 GMT
#271
How to wall of on Waystation? (Toss, Far spawns)
Was just about to close the wall with 1 forge, 2 gates and 2 pylons when 6 Zerglings slipped through. And that guy played Hatch first -.-
Somehow I feel like on Daedalous....dunno why

MC, Scarlett, Jaedong, HerO, PartinG, Hyun
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
April 14 2014 21:46 GMT
#272
On April 15 2014 06:32 Big J wrote:
Show nested quote +
On April 15 2014 05:56 sage_francis wrote:
Also, i have no clue why all the maps have huge ramps at natural when this was rectified on daedalus.... May somebody enligth me?

All the ramps are 3x at most. Daedalus had a 4x before the patch, that was the main problem.

Can someone enligthen me how I can take a third on Waystation against reaper/hellion/banshee? While the Terran gets a close third with the island...


Why not take a far away base and set up a nydus ala bw?
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
Tuczniak
Profile Joined September 2010
1561 Posts
April 14 2014 22:11 GMT
#273
On April 15 2014 06:46 GTPGlitch wrote:
Show nested quote +
On April 15 2014 06:32 Big J wrote:
On April 15 2014 05:56 sage_francis wrote:
Also, i have no clue why all the maps have huge ramps at natural when this was rectified on daedalus.... May somebody enligth me?

All the ramps are 3x at most. Daedalus had a 4x before the patch, that was the main problem.

Can someone enligthen me how I can take a third on Waystation against reaper/hellion/banshee? While the Terran gets a close third with the island...


Why not take a far away base and set up a nydus ala bw?
It's not worth to take bases with nydus. You spend 300/300, let opponent know you have it and can't defend it with ground units.

Anyway in all those maps it's pretty hard to take 3rd against helion/reaper/banshee.

And Merry go Round is rather bad I think.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-04-14 22:23:52
April 14 2014 22:12 GMT
#274
--- Nuked ---
protosskappa
Profile Joined August 2013
13 Posts
April 15 2014 00:47 GMT
#275
terrible mappool
maps like waystation to me feels like it was left in middle of creation and put into the mappool so empty and plain boring it is even without talknig about balanse and 3rd placement

king sejong is also terrible map

and 2 of the worst maps of the last season aka alterzim and frost are left

yuno give us good maps blijard
ETisME
Profile Blog Joined April 2011
12715 Posts
April 15 2014 05:33 GMT
#276
It does kinda make sense that many won't like it since they are trying to push map design to be more different than before.

Haven't played nearly enough games to make a judgment for me
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
starslayer
Profile Joined August 2011
United States696 Posts
April 15 2014 07:02 GMT
#277
so far after playing a bunch on these maps i am very disappointed in all of them, the ones they kept and the new ones.

waystation is just really long on the macro side takes forever to cross the map and only allins with the other spawn.which is what they want i guess.

marry go round can still go blink and cant go reaper since there no place to jump unless you want to lose the reaper right away and not get the scout. and hard to hold third as zerg and toss and mech terran so far.

king sejong station isnt terribe but has crazy spots for tanks to shell your main if you let them get it which isnt hard to stop but still. i guess besides that i guess its ok so far

and last overgrowth im just not sure where to take a third on this map still. also a sick crazy spot for tanks to shell the nat from the base behind that natural, and with drops it can be a bitch to brake but also very sick to use not sure if i like it or not very abusive.

also every map has a hard to take third or some what hard to take there all just very poorly made maps IMO seem just too long. i feel they rush to pick the maps or they just dont care and did eeny meeny miny moe.

sadly this might be the season i take a break/stop playing sc2 none of these maps are any fun IMO leads to boring play with SH, very turtle mech since everything is so big, protoss silliness in general is still very good. w/e. i hope someone can show me so sick games on these map to change my mind but im just not digging these maps at all.
i came here to kickass and chew bubblegum and i'm all out of bubble gum
klup
Profile Joined May 2013
France612 Posts
Last Edited: 2014-04-15 07:37:40
April 15 2014 07:24 GMT
#278
King sejong station : how to make a map where reaper is useless but blink still amazing! It's like the past few month we saw so many reaper abuse OPness leading to quick GG it was the right decision to design map with double height cliff everywhere to promote blink usage and prohibit any reaper play because blink was UP tactic that was absolutely not viable .

Not a single new map has actually a backdoor entrance that can be jumped using reaper. ALL fucking naturals are reaper proof . You can count jumpable cliffs with a single hand for most of these maps.

Where is the reaper love? This unit is not OP why the hell making anti reaper maps. It has begun with Polar night with stupid new concept of cliffs with ice blocks that can't be jumped and now it continues for every new blizzard map. It is very bad design to kill completely tactics that are not even OP. Playing with small reaper squad was ton of fun, Blizzard killed it.

Conclusion : there is not a single friendly reaper map on the mappool. NOT A SINGLE ONE !
Heavy rain ---> removed
Yeonsu----> removed

RIP the reaper. Now it's just a hero unit you make after orbital to scout and then that fall to oblivion. Too bad for one of the most well redesigned unit of sc2
Caihead
Profile Blog Joined July 2011
Canada8550 Posts
April 15 2014 07:40 GMT
#279
On April 15 2014 16:24 klup wrote:
King sejong station : how to make a map where reaper is useless but blink still amazing! It's like the past few month we saw so many reaper abuse OPness leading to quick GG it was the right decision to design map with double height cliff everywhere to promote blink usage and prohibit any reaper play because blink was UP tactic that was absolutely not viable .

Not a single new map has actually a backdoor entrance that can be jumped using reaper. ALL fucking naturals are reaper proof . You can count jumpable cliffs with a single hand for most of these maps.

Where is the reaper love? This unit is not OP why the hell making anti reaper maps. It has begun with Polar night with stupid new concept of cliffs with ice blocks that can't be jumped and now it continues for every new blizzard map. It is very bad design to kill completely tactics that are not even OP. Playing with small reaper squad was ton of fun, Blizzard killed it.

Conclusion : there is not a single friendly reaper map on the mappool. NOT A SINGLE ONE !
Heavy rain ---> removed
Yeonsu----> removed

RIP the reaper. Now it's just a hero unit you make after orbital to scout and then that fall to oblivion. Too bad for one of the most well redesigned unit of sc2


I don't know if that was a conscious decision, might just be a coincidence since alot of these maps were used in this season in professional games already.
"If you're not living in the US or are a US Citizen, please do not tell us how to vote or how you want our country to be governed." - Serpest, American Hero
Squat
Profile Joined September 2013
Sweden7978 Posts
April 15 2014 07:42 GMT
#280
On April 15 2014 16:24 klup wrote:
King sejong station : how to make a map where reaper is useless but blink still amazing! It's like the past few month we saw so many reaper abuse OPness leading to quick GG it was the right decision to design map with double height cliff everywhere to promote blink usage and prohibit any reaper play because blink was UP tactic that was absolutely not viable .

Not a single new map has actually a backdoor entrance that can be jumped using reaper. ALL fucking naturals are reaper proof . You can count jumpable cliffs with a single hand for most of these maps.

Where is the reaper love? This unit is not OP why the hell making anti reaper maps. It has begun with Polar night with stupid new concept of cliffs with ice blocks that can't be jumped and now it continues for every new blizzard map. It is very bad design to kill completely tactics that are not even OP. Playing with small reaper squad was ton of fun, Blizzard killed it.

Conclusion : there is not a single friendly reaper map on the mappool. NOT A SINGLE ONE !
Heavy rain ---> removed
Yeonsu----> removed

RIP the reaper. Now it's just a hero unit you make after orbital to scout and then that fall to oblivion. Too bad for one of the most well redesigned unit of sc2

It's what happens when you try to avoid make real changes and instead just dismember the map making when a strat or unit is problematic, blink all in being the case right now. It's been a recurring theme since 2011, contorting maps to fit them around bad gameplay and design.

Two years from now we'll probably be playing Frost on five different tilesets because it will be only map that is not broken.
"Digital. They have digital. What is digital?" - Donald J Trump
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