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Proleague Round 3 Map Changes

Forum Index > SC2 General
48 CommentsPost a Reply
1 2 3 Next All
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
Last Edited: 2014-04-10 09:36:32
April 10 2014 08:24 GMT
#1
Source: https://www.facebook.com/proleague.en?fref=photo

As published on their facebook page, this are the changes in the map pool for Round 3 of the SKProleague 2014, Round 3 starts April 13th.

Out;
Yeonsu
Polar Night

Changed:
Out Boxer
+ Show Spoiler +
On April 10 2014 18:14 Dghelneshi wrote:
There are actually a lot of small changes to Outboxer.
  • The main base was decreased in size. As a result, the third base has a bit more open space around it.
  • The sixth base was moved back/outwards a bit. Now there is at least some space between the CC/Nexus/Hatch and the rocks on the pathway.
  • The fourth on that side now has a little bit more air space towards the 6th, which should make it more defendable.
  • The fourth near the natural was moved back and decreased in size. This makes it actually possible to take the 6th without being in firing range from the opponent's high ground 4th and vice versa the 4th is more defendable due to added air space and distance.
  • The further away ramps down to the center were moved a bit towards the main base, are wider and have no more rocks.
  • The center area now has some extra dead space, making it more narrow and presumably preventing colossus from walking up anywhere but the ramps.
  • Creep tumors on islands were removed.


Edit: Overall, the changes to the 4th bases seem like a targeted nerf towards Terran siege pushes, so maybe we will see less mech on this map.

[image loading]


In:
Merry-Go-Round
+ Show Spoiler +
[image loading]


Maze
+ Show Spoiler +
[image loading]
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Mura Ma Man, Dark Da Dude, Super Shot Sos!
digmouse
Profile Blog Joined November 2010
China6330 Posts
April 10 2014 08:27 GMT
#2
Oh oh oh Arkanoid MK2!
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
Last Edited: 2014-04-10 08:29:19
April 10 2014 08:27 GMT
#3
My first reactions;
I can't for the life of me think of the change on Out Boxer,

MGR, Fine, I like the map and so do the Code A pro's.

Maze, yay for destructable rocks?
Wait, it looks like there's a large ramp into the main blocked by rocks. I do like that :D!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
April 10 2014 08:28 GMT
#4
MRG really getting some love.
Niko_Thien
Profile Joined September 2011
Germany2671 Posts
April 10 2014 08:32 GMT
#5
The new map looks unusual, that is a good thing imho. Always the same playstyle gets boring Hoping to see some entertaining games on the new map
@Niko_Thien on twitter!
Lorch
Profile Joined June 2011
Germany3690 Posts
April 10 2014 08:35 GMT
#6
I think the change on Out Boxer is no neutral creep tumors on the islands?

Maze looks really wierd, can't wait to see games on it!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
April 10 2014 08:38 GMT
#7
On April 10 2014 17:35 Lorch wrote:
I think the change on Out Boxer is no neutral creep tumors on the islands?

Maze looks really wierd, can't wait to see games on it!

That actually might be it :-)! Thanks!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Ctesias
Profile Joined December 2012
4595 Posts
April 10 2014 08:39 GMT
#8
I really like these changes. MGR is a cool map, and Maze seems interesting. Like Arkanoid, but less extreme. Should be a lot of fun.

The only alteration I can think of for Outboxer is the removal of creep on the island bases? They might not even show on the map picture anyway, though.
Flash | Mvp
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
April 10 2014 08:42 GMT
#9
I can't think of a reason to remove those tumors... They had served a purpose in the first place.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
April 10 2014 08:42 GMT
#10
Wow, it's like they read my mind :D (or my post in the feedback thread perhaps..)

So happy Yeonsu/Polar are out. ffs it took awhile.

We're even getting something arkanoid-esque. I loved that map even though it didn't exactly strike me as balanced (which is fine for proleague format).
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Phredxor
Profile Joined May 2013
New Zealand15076 Posts
April 10 2014 08:44 GMT
#11
Oh cool, Maze looks like fun D:

I won't miss immortal all-ins on Yeonsu either.
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
April 10 2014 08:46 GMT
#12
I guess forcefields might be somewhat useful in the maze of doom.
prabhbhambra13
Profile Joined April 2011
United Kingdom424 Posts
April 10 2014 08:47 GMT
#13
Arkanoid v2!

Hoping to see some more unorthodox games on it.
SECO SECO SECO
Caihead
Profile Blog Joined July 2011
Canada8550 Posts
April 10 2014 08:49 GMT
#14
Maze might be amazing mech tvt heaven or a terrible mess.
"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
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 10 2014 08:52 GMT
#15
Haha, Maze, seriously. Arkanoid remnants
LiquipediaWanderer
ACrow
Profile Joined October 2011
Germany6583 Posts
April 10 2014 08:52 GMT
#16
Haha, Maze looks so ProLeague, very crazy.
Get off my lawn, young punks
linkhimura
Profile Joined March 2014
Argentina231 Posts
April 10 2014 08:53 GMT
#17
wow, I really like maze!! it's sooooo cool!!

I don't think they should have changed that to outboxer, but well, w/e.

The only thing I can think right now is in maze, I like it so much.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
April 10 2014 08:58 GMT
#18
My first ever thread to reach Community News #proud
Mura Ma Man, Dark Da Dude, Super Shot Sos!
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 10 2014 09:05 GMT
#19
hooray for non-standard :D
vibeo gane,
Dghelneshi
Profile Joined January 2013
Germany82 Posts
Last Edited: 2014-04-10 09:56:02
April 10 2014 09:14 GMT
#20
There are actually a lot of small changes to Outboxer.
  • The main base was decreased in size. As a result, the third base has a bit more open space around it.
  • The sixth base was moved back/outwards a bit. Now there is at least some space between the CC/Nexus/Hatch and the rocks on the pathway.
  • The fourth on that side now has a little bit more air space towards the 6th, which should make it more defendable.
  • The fourth near the natural was moved back and decreased in size. This makes it actually possible to take the 6th without being in firing range from the opponent's high ground 4th and vice versa the 4th is more defendable due to added air space and distance.
  • The further away ramps down to the center were moved a bit towards the main base, are wider and have no more rocks.
  • The center area now has some extra dead space, making it more narrow and presumably preventing colossus from walking up anywhere but the ramps.
  • Creep tumors on islands were removed.


Edit: Overall, the changes to the 4th bases seem like a targeted nerf towards Terran siege pushes, so maybe we will see less mech on this map. I could be totally wrong though.
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