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On April 15 2014 16:40 Caihead wrote:Show nested quote +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. It's just a byproduct of tryinh to reduce blinkplay. Less cliffs in general, and the ones that are left often have doodads in between so that the blinking distance becomes longer. Or straight up holes instead of cliffs.
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On April 15 2014 16:02 starslayer wrote: 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.
It's been a day since the season started. Give it some time. Generally, players, when faced with something unfamiliar, will either cheese/aggressive or turtle. So, at least for the start of the season, I think we will see a lot of either of these play styles as they are "safe" ways to play in unfamiliar circumstances (i.e. don't demand much in the way of adaptation). SC2 players are a bit of a coddled lot - we are used to playing the way we have always played. Inertia is easy.
Maybe this map pool will turn out to be bad; but, at this stage it is far too soon to tell either way. (Certainly the Code A game between Ruin and Reality on MGR looked very interesting, IMO.) Give it a month at least, keep playing and see how you go. You may end up liking some or all of the maps after all. GG HF.
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Ugh, I don't have enough vetoes. I'm stuck having to play on Frost because King Sejong Station is joker town. Thanks to that, I'm enjoying a 10% TvZ this season. I think I'm done with ladder until the map pool improves, and it's only the first day. I can't bring myself to play a game I can't enjoy.
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I freaking love the new maps, I'm enjoying playing ladder currently way more than in all of the other seasons recently. Really happy we got them in, although i woulda loved to add outboxer instead of king sejong, still a cool map tho.
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On April 15 2014 16:55 aZealot wrote:Show nested quote +On April 15 2014 16:02 starslayer wrote: 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. It's been a day since the season started. Give it some time. Generally, players, when faced with something unfamiliar, will either cheese/aggressive or turtle. So, at least for the start of the season, I think we will see a lot of either of these play styles as they are "safe" ways to play in unfamiliar circumstances (i.e. don't demand much in the way of adaptation). SC2 players are a bit of a coddled lot - we are used to playing the way we have always played. Inertia is easy. Maybe this map pool will turn out to be bad; but, at this stage it is far too soon to tell either way. (Certainly the Code A game between Ruin and Reality on MGR looked very interesting, IMO.) Give it a month at least, keep playing and see how you go. You may end up liking some or all of the maps after all. GG HF.
This mappool isn't that bad: Habitation Station has always been ok. The little bit of shannenigans around the gold base isn't that bad for the game. King Sejong Station has looked good in proplay, but maybe slightly zergfavored. Overgrowth looks pretty standard. Merry Go Round looks pretty standard, just with 3spawns instead of 4. Alterzim Stronghold, still a bit gambly early on and probably slightly anti-zerg, but prolevel has shown it's an OK map. Frost is still one of the best and best balanced maps SC2 ever had. Waystation is the one that looks/feels really bad.
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Gnaaaa I just hate new maps in generell T_T I am way more passive and dont know really what to do than on maps I played a lot. I have like 4-15 on the new maps but positiv stats and the old ones lol
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Is it just me or most of the maps are anti macro protoss maps? What an awesome way to solve protoss design problems ♥ -.-
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United States4883 Posts
I'm relatively okay with most of the maps except Waystation. As a Zerg player, the spawns in both locations are actually really infuriating as I can't get the scouting info I need in time and/or can't take bases the way I would want to. Waystation is just really flawed, I'm not sure how Blizzard can justify this one.
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Hm, I feel Waystation is good for Zergs? I get really easily surrounded by ling/bling on the far away positions. Kinda the same on King Sejong Station
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Waystation seems so incredibly Terran favoured. I just had a PvT on it, on the furthest spawn positions. The manoeuvrability a Terran gets with Medivacs is insane compared to a slow Protoss push by ground, if you hold off a drop in the main they can just pick up and go to your third and take it out easily.
Then there's the fact they can scan your tech and by the time your army has made it to their base they've got it countered.
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Guys, here are the inefficient vespene geysers for the new maps, this can be discussed further on the thread dedicated to vespene inefficiency here
+ Show Spoiler +
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Hey,am i the only one that despises all the new maps? I'm not trying to hate,just expressing an oppinion.
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For the first time in many seasons I'm actually excited to try these new maps, I don't care if they are "imbalanced" when theorycrafting or after playing 2 games, they are different and it's something we should cherish.
This community is weird, complaining about stale map pools and the moment maps are different now complain about that? I'm sorry but the fact that maps are "blink friendly" or "imba for Terrans" or whatever IS NOT the reason why you keep losing, almost 100% of the time people complain they could've done something that would have won the game, you're not even near the level of pro gamers and if one of them manage to get a win on that specific map you can do it with no problems at all.
And I'm sorry, but to have a diverse map pool you need to have maps that favor different things, otherwise we're playing the same boring maps with a different tileset.
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I fucking hate King Sejong Station lol. This backdoor on the natural is freaking annoying against all kind of allin.
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Which of the new maps are the most anti-blink?
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I haven't played any of these maps, overgrowth look hellauva lot of fun though, the only map I'm skeptical towards is merry go round. As a zerg, I mean seriously all these highground places. Like where tanks/colossi can just reach your third from the high ground(at least it looks like that) and the nice expansions you can take on a high ground perch just seems to favour terran mech so much. Feels hard to fight a terran mech on this map without SH which is what I prefer.
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On April 16 2014 03:44 MockHamill wrote: Which of the new maps are the most anti-blink? overgrowth
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Overgrowth is nice to make a wall at main, not too wide, only played PvZ on it so far and I get the greedy zergs who get three bases really quickly before doing large roach/hydra pushes. It's kinda hard to position possible warp prism harrassments but it feels much more playable than Waystation. Still not had the chance to play on Sejong or Merry Go Round but I only have 1 veto left so I hope they're doable.
Just out of curiosity, what are other P players thoughts on Waystation for each match-up?
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On April 16 2014 02:21 Uvantak wrote:Guys, here are the inefficient vespene geysers for the new maps, this can be discussed further on the thread dedicated to vespene inefficiency here+ Show Spoiler + Love your graphics with the half transparent circles on the maps!
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These are interesting to see played out in Code A.
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