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New Ladder Maps for Season 3. - Page 10

Forum Index > SC2 General
214 CommentsPost a Reply
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You can find TL Strategy's preview of the maps here
Morphage
Profile Joined September 2011
France492 Posts
Last Edited: 2014-07-07 23:15:52
July 07 2014 23:15 GMT
#181
On July 08 2014 07:58 jtype wrote:
Show nested quote +
On July 08 2014 07:36 Morphage wrote:
I just had my placement match on Deadwing....Terran friends, veto this map immediately.


Lol what?!? That map is a Terran dream come true.

edit - Actually, I selfishly wasn't considering the TvP matchup. I'm speaking as a Zerg main, hence my frustration.


Yeh I had the unfortunate experience of playing a Protoss on that map, but I don't see why it would be so bad for a zerg either, the map is just so fucking huge.
EJK
Profile Blog Joined September 2013
United States1302 Posts
July 07 2014 23:18 GMT
#182
are there any position spawns that are disagbled on any of the maps?
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Universum
Profile Joined January 2011
Canada192 Posts
July 08 2014 01:19 GMT
#183
So as promised, I tested every mineral line in Foxtrot (The version currently on the ladder) and it seems that the two glitches I pin pointed are the only one. Then again, perhaps there is more that I missed. Nothing major really, but as I noticed them I figured I'd point it out. Here are the screenshots:

This is for the bottom right dance:

[image loading]

This is for the colossus hug top left:

[image loading]

You often learn more from losing than winning. Don't rage, it's a game!
LingBlingBling
Profile Joined December 2012
United States353 Posts
Last Edited: 2014-07-08 01:29:43
July 08 2014 01:28 GMT
#184
On July 08 2014 06:27 Existor wrote:
Show nested quote +
On July 08 2014 06:26 [PkF] Wire wrote:
Foxtrot is really hard to play on normal settings, not because it's a bad map -I can't tell yet- but because of that fucking blur. God, do they even play their maps before releasing them ? This shiny effect nearly makes me feel uncomfortable.

Cloud Kingdom says hello.


cloud kingdom never had FPS issues like some of these new HOTS maps being produced. Seems like every season there is always one map with some type of graphic issues, fps blur's ECT. Not very fun to play on.

Hard to see burrowed widow mines on this map, ECT on any settings. Notice FPS has issues on Fox, compared to the other maps.
Remember our motto: We ain't got it.
Zode
Profile Joined April 2011
Canada297 Posts
July 08 2014 01:53 GMT
#185
These maps seem darker then past maps to me, first time playing them I'm like whoaaaaa.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 08 2014 01:53 GMT
#186
On July 08 2014 10:19 Universum wrote:
So as promised, I tested every mineral line in Foxtrot (The version currently on the ladder) and it seems that the two glitches I pin pointed are the only one. Then again, perhaps there is more that I missed. Nothing major really, but as I noticed them I figured I'd point it out. Here are the screenshots:

This is for the bottom right dance:

+ Show Spoiler +
[image loading]


This is for the colossus hug top left:

+ Show Spoiler +
[image loading]



Okay, thank you for that, regarding the first picture here's how my version of the map looks.

+ Show Spoiler +
[image loading]


And this is Blizzard's.

+ Show Spoiler +
[image loading]


I do not know why they decided to change the mineral line, maybe the QA team found another bug they tried to get rid of (?), i'll mess around with that and see if i can find anything that could be exploited in my version.

As far as the second pic that's an easy fix and it is something that i did not do when testing my map (drop colossi around the mineral lines), so it probably exists in my version as well, let's see if i can fix this. One thing i cannot assure you is that this will be fixed in the ladder version, it is a very specific bug and foxtrot has more dire issues that must be dealt with first. What i can assure you tho is that in all my future maps i'll test more weird things like these.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Universum
Profile Joined January 2011
Canada192 Posts
July 08 2014 02:16 GMT
#187
On July 08 2014 10:53 Uvantak wrote:
Show nested quote +
On July 08 2014 10:19 Universum wrote:
So as promised, I tested every mineral line in Foxtrot (The version currently on the ladder) and it seems that the two glitches I pin pointed are the only one. Then again, perhaps there is more that I missed. Nothing major really, but as I noticed them I figured I'd point it out. Here are the screenshots:

This is for the bottom right dance:

+ Show Spoiler +
[image loading]


This is for the colossus hug top left:

+ Show Spoiler +
[image loading]



Okay, thank you for that, regarding the first picture here's how my version of the map looks.

+ Show Spoiler +
[image loading]


And this is Blizzard's.

+ Show Spoiler +
[image loading]


I do not know why they decided to change the mineral line, maybe the QA team found another bug they tried to get rid of (?), i'll mess around with that and see if i can find anything that could be exploited in my version.

As far as the second pic that's an easy fix and it is something that i did not do when testing my map (drop colossi around the mineral lines), so it probably exists in my version as well, let's see if i can fix this. One thing i cannot assure you is that this will be fixed in the ladder version, it is a very specific bug and foxtrot has more dire issues that must be dealt with first. What i can assure you tho is that in all my future maps i'll test more weird things like these.



Just to be clear the colossus weren't dropped there...they were walked there . As I mentionned it's nothing major, but might as well just show those glitch


You often learn more from losing than winning. Don't rage, it's a game!
The_Darkness
Profile Joined December 2011
United States910 Posts
July 08 2014 02:25 GMT
#188
I really dislike nearly all of these maps after playing on them. No 2 player maps and Foxtrot is hard to wall off on. These maps were so bad that I thought Blizzard designed them all. Are these maps going to make their way to PL?
To be is to be the value of a bound variable.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
July 08 2014 02:36 GMT
#189
On July 08 2014 11:25 The_Darkness wrote:
I really dislike nearly all of these maps after playing on them. No 2 player maps and Foxtrot is hard to wall off on. These maps were so bad that I thought Blizzard designed them all. Are these maps going to make their way to PL?


The reason they are all 4 player is because they are different.

For TLMC the goal was to choose maps that differed from the standard by a little bit but could still allow some standard play. The exception was foxtrot, because it is so very different. To be honest, we didn't know Blizz was gonna choose all of these for ladder but I am kinda glad they did. It could shake up the metagame since the maps are pretty different from what we've been used to. The smaller number of 2 player maps also reduces the number of easy proxy maps which have been very strong for Protoss recently.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
July 08 2014 02:41 GMT
#190
On July 08 2014 07:37 JacobShock wrote:
Show nested quote +
On July 08 2014 05:59 ZAiNs wrote:
On July 08 2014 05:39 PinoKotsBeer wrote:
Only solution to get rid of it is set terrain to low quality :/


OMFG these maps are sooooooooo fcking bad, i wish i could veto them all. More ZPcraft for ANOTHER season. i'll skip this season. Cant be bothered to play the game much longer with all the nonsense going on. Hopefully i will find a different good game in the meanwhile.

You should play Yoshi's Island it's really good and relaxing.


FUCK YOSHI!

+ Show Spoiler +


Noo! Don't fuck Yoshi! Look at how awesome he is!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
July 08 2014 03:03 GMT
#191
rush distances for the new maps

here
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
The_Darkness
Profile Joined December 2011
United States910 Posts
July 08 2014 05:42 GMT
#192
On July 08 2014 11:36 ZeromuS wrote:
Show nested quote +
On July 08 2014 11:25 The_Darkness wrote:
I really dislike nearly all of these maps after playing on them. No 2 player maps and Foxtrot is hard to wall off on. These maps were so bad that I thought Blizzard designed them all. Are these maps going to make their way to PL?


The reason they are all 4 player is because they are different.

For TLMC the goal was to choose maps that differed from the standard by a little bit but could still allow some standard play. The exception was foxtrot, because it is so very different. To be honest, we didn't know Blizz was gonna choose all of these for ladder but I am kinda glad they did. It could shake up the metagame since the maps are pretty different from what we've been used to. The smaller number of 2 player maps also reduces the number of easy proxy maps which have been very strong for Protoss recently.


It's very unclear to me what these maps offer in terms of being new other than foxtrot, which I imagine will be vetoed by most protosses and thus a bit of a dud. They are also are all ugly as sin. Why are the old GSL maps so vastly superior. Do the amateur map makers not have access to the same tile sets. These maps are depressing to look at and they're just very uninspired. But that's just my initial reaction; maps have grown on me in the past. I hope these do.
To be is to be the value of a bound variable.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
July 08 2014 05:48 GMT
#193
On July 08 2014 11:36 ZeromuS wrote:
Show nested quote +
On July 08 2014 11:25 The_Darkness wrote:
I really dislike nearly all of these maps after playing on them. No 2 player maps and Foxtrot is hard to wall off on. These maps were so bad that I thought Blizzard designed them all. Are these maps going to make their way to PL?


The reason they are all 4 player is because they are different.

For TLMC the goal was to choose maps that differed from the standard by a little bit but could still allow some standard play. The exception was foxtrot, because it is so very different. To be honest, we didn't know Blizz was gonna choose all of these for ladder but I am kinda glad they did. It could shake up the metagame since the maps are pretty different from what we've been used to. The smaller number of 2 player maps also reduces the number of easy proxy maps which have been very strong for Protoss recently.

A lot of Protoss proxies become stronger on 4 player maps because they may not be scouted or at least will probably be scouted later.
anessie
Profile Joined August 2011
180 Posts
July 08 2014 13:11 GMT
#194
On July 01 2014 05:17 Vindicare605 wrote:
Dust Bowl

+ Show Spoiler +
[image loading]

Dust Bowl is more of a rush friendly map where each player per team starts spread out from each other. It is possible to gather your forces at the choke point leading towards the three players, but there is also a longer back door path that the opposing team can take as well. The center of this map features a long path with ramps serving as choke points that can be used as forward defensive positions as well. We believe this map will play very aggressive and the team controlling the key locations of the map or using a more aggressive play style will be at an advantage.


Between reaper harass, 3 easy cannon rush spots, proxy's & fast lings this map should be renamed to "Cheese Mania".

It's weird that on so many new team maps they made it possible to get to the mineral line instantly with any low ground cannon.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 08 2014 13:16 GMT
#195
yeah the team maps are a total disaster, I get the feeling I'm not really contributing though when I have a top ranking in 3v3 but almost only make 1v1 maps @@, I should really start making some more team maps.
"Not you."
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-07-08 13:18:33
July 08 2014 13:17 GMT
#196
On July 08 2014 14:42 The_Darkness wrote:
Show nested quote +
On July 08 2014 11:36 ZeromuS wrote:
On July 08 2014 11:25 The_Darkness wrote:
I really dislike nearly all of these maps after playing on them. No 2 player maps and Foxtrot is hard to wall off on. These maps were so bad that I thought Blizzard designed them all. Are these maps going to make their way to PL?


The reason they are all 4 player is because they are different.

For TLMC the goal was to choose maps that differed from the standard by a little bit but could still allow some standard play. The exception was foxtrot, because it is so very different. To be honest, we didn't know Blizz was gonna choose all of these for ladder but I am kinda glad they did. It could shake up the metagame since the maps are pretty different from what we've been used to. The smaller number of 2 player maps also reduces the number of easy proxy maps which have been very strong for Protoss recently.


It's very unclear to me what these maps offer in terms of being new other than foxtrot, which I imagine will be vetoed by most protosses and thus a bit of a dud. They are also are all ugly as sin. Why are the old GSL maps so vastly superior. Do the amateur map makers not have access to the same tile sets. These maps are depressing to look at and they're just very uninspired. But that's just my initial reaction; maps have grown on me in the past. I hope these do.


You can't do nearly as much anymore thanks to restrictions set by meta, aka blink now since blizzard is refusing to patch that.
aesthetics are a choice of the mappers, I personaly had to veto foxtrot because of the lighting which I really regret since it looks interesting to play on.
"Not you."
juicyjames *
Profile Joined August 2011
United States3815 Posts
July 12 2014 02:13 GMT
#197
http://us.battle.net/sc2/en/forum/topic/13423182509

Today we published updated versions of three maps in the 2014 Season 3 Ladder map pool. As we explained earlier in the week, these changes were made to fix existing bugs and react to player feedback. With the maps now updated in all regions, here the details of the changes.

Deadwing LE
  • The raised platforms in the center of the map no longer allow unit pathing
  • The placement of certain platforms near the main bases have been shifted
  • Deadwing LE should now display the correct map name in enGB clients
Nimbus LE
  • Cross spawns have been enabled
  • Deadwing LE should now display the correct map name in enGB clients
Foxtrot Labs LE
  • The map lighting has been adjusted
We'll continue to keep an eye on the maps as the season continues, and we want to thank everyone who has helped provide feedback thus far.
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 12 2014 02:20 GMT
#198
Nimbus LE
Cross spawns have been enabled
Deadwing LE should now display the correct map name in enGB clients

just lol
Comprehensive strategic intention: DNE
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
July 12 2014 02:26 GMT
#199
On July 12 2014 11:13 juicyjames wrote:
http://us.battle.net/sc2/en/forum/topic/13423182509

Show nested quote +
Today we published updated versions of three maps in the 2014 Season 3 Ladder map pool. As we explained earlier in the week, these changes were made to fix existing bugs and react to player feedback. With the maps now updated in all regions, here the details of the changes.

Deadwing LE
  • The raised platforms in the center of the map no longer allow unit pathing
  • The placement of certain platforms near the main bases have been shifted
  • Deadwing LE should now display the correct map name in enGB clients
Nimbus LE
  • Cross spawns have been enabled
  • Deadwing LE should now display the correct map name in enGB clients
Foxtrot Labs LE
  • The map lighting has been adjusted
We'll continue to keep an eye on the maps as the season continues, and we want to thank everyone who has helped provide feedback thus far.


I thought the fact units could get on top of those platforms was cool. I mean the placement may have been a little close to some positions and we failed to realise that in tlmc, but the fact units could go there was awesome. Anyone remember that one Boxer game where he put marines on top of the platforms on updated Temple? was Fantastic.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Universum
Profile Joined January 2011
Canada192 Posts
July 12 2014 02:30 GMT
#200
On July 12 2014 11:20 EatThePath wrote:
Show nested quote +
Nimbus LE
Cross spawns have been enabled
Deadwing LE should now display the correct map name in enGB clients

just lol


I should've read the description of those maps earlier. I litteraly played nimbus like 40 times since monday and I didn't know there were no cross spawns xD
You often learn more from losing than winning. Don't rage, it's a game!
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