With 2014 Ladder Season 2 starting to wind down, we would like to take some time to preview our new maps for 2014 Ladder Season 3. The upcoming season will see nine new maps added across the 1v1, 2v2, 3v3, and 4v4 map pools. We’ve already published the new maps below to the Custom Games list, so after you’ve given them a quick look here, be sure to log in and get a few practice games on each before the season rolls at 12:01 a.m. PDT on Monday, July 7.
The 1v1 Map Pool
For the 1v1 maps this season, we focused on selecting maps created by our community map makers. In past seasons, we’ve used a mix of maps from our tournament organizers as well as community made maps. With so many talented map makers out there, we wanted to try a season with all new community maps. We reviewed several maps, and with the help of our partners, we chose the maps that were suitable for Season 3.
1v1 Removals Habitation Station LE Frost LE Alterzim Stronghold LE Waystation
Created by Uvantak, Foxtrot Labs was one of the most popular entries from the Team Liquid Map Contest, and with good reason. Depending on your spawn location, the map offers drastically different ways to attack and expand. The natural expansion on this map should be a bit more difficult to secure compared to other maps, but we believe this could also be one of the more interesting things about the map.
Created by JessicaSc2, Deadwing is another finalist from the Team Liquid Map Contest. This is a four-player fortress map that has some interesting features such as the narrow attack paths near the third bases. It should also be easier to take four bases on this map compared to most other maps being used in Season 3. With Alterzim Stronghold being in the map pool for the past few seasons, we were looking for another macro map to replace it. Among the maps that we reviewed, Deadwing stood out as the one that we felt could fulfill this need.
A Team Liquid Map Contest finalist created by Timmay, Catallena features a fairly standard expansion layout with interesting narrow paths and ramps that lead to different locations. This would be the second three-player map used on the ladder after Merry Go Round, which was used this past season. Compared to Merry Go Round, we feel this map could play differently in terms of choosing and defending the various key locations around the map.
This is a four-player community map created by Icetoad. While this map was not among the finalists in the Team Liquid Map Contest, it has placed highly in similar contests and caught our eye. The in-base natural expansion on the high ground is an interesting feature, which combined with a slightly easier to take third base, should offer something new to the current map pool.
(Vote): Like it! (Vote): Don't Like it. (Vote): Meh (Vote): No opinion.
As with recent ladder seasons, the maps used in 2014 Ladder Season 3 will also reflect the map pool used in WCS 2014 Season 3. Beyond Season 3, the map pool will also be used in the WCS Global Finals at BlizzCon taking place November 7–8. Below is a compiled list of the complete map pool. Complete 1v1 Map Pool for 2014 Season 3 Foxtrot Labs LE Catallena LE Nimbus LE King Sejong Station LE Overgrowth LE Merry Go Round LE Deadwing LE
The 2v2 Map Pool
In the 2v2 map pool, we focused on adding interesting maps that offered a more macro oriented play style. Last season, we tried adding more macro oriented 2v2 maps, and it worked out well. We’re looking to continue this trend with our Season 3 selections.
Also, there was a correction to the map name in the blog. The map name is actually "Old Country". Sorry for the confusion
Old Country will be used as a 2v2 map and 4v4 map in Season 3. The unique thing about this map in the 2v2 scenario is that the opposing team always spawns cross position from your team. The middle of the map is blocked off by destructible rocks, so it won’t be possible to get to your opponents by ground until the path is broken. We know that this type of map is stretching the bounds of map diversity quite a bit, but we believe that this is the correct direction.
This map was one of the Team Liquid Map Contest team map winners created by Timetwister22. Although Preservation is a fairly standard map, we were looking for a map where the rush distances are fairly long to help fill a need in the 2v2 map pool. Last season, we tried a couple of new maps in 2v2 that were more macro oriented and that test turned out well so we’re trying to push this line of thought more in Season 3.
The 3v3 Map Pool
Our focus for the 3v3 map pool is to continue to create a more diverse map selection.
3v3 Removals Temple of the Preservers Sands of Strife
The goal of this map is to create a more fortress style map where defending multiple bases on your team is easier. By defending the main choke point right beneath your main base, it’s possible to secure not only three natural expansions, but an open High Yield expansion as well. Off to the sides, there are two more expansions that should be fairly easy to access. These features combined with the three Xel’Naga towers that watch over the middle attack paths, set this map up to play out very macro heavy.
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. The 4v4 Map Pool
As with the 3v3 map pool, our goal for the 4v4 map pool is to help create a more diverse map selection.
Used in both the 2v2 and 4v4 map pool, the unique thing about this map in 4v4 is that towards the beginning of the game this map will play out as two 2v2s. The reason is that each team will be spread between two with two of four players starting near each other, and the other two being separated by rocks in the middle of the map. The key decision in playing this map would be to determine when the best time is to break those rocks and start playing a 4v4 game. Until then, this map will force both teams to play a more 2v2 like game that later opens up. Halcyon
Halcyon starts off as a bit of a fortress map. There’s an open High Yield expansion right below the main ramp of your team as well as two secure High Yield expansions with rocks in the main base. However, once your team opens up the back door rocks to gain access to four more bases, having to defend the two large ramps that are very far away from each other will be difficult.
All nine of the new maps have already been published to the Custom Games list in order to give you a chance to check them out before the new season begins. Please feel free to grab some games on these maps and tell us what you think in our map discussion thread. All of these maps will also be available through the matchmaking queues when Season 3 begins at 12:01 a.m. PDT on Monday, July 7.
Good luck and have fun on the 2014 Season 3 ladder!
Edit: Out Country's name was a typo. Is actually "Old Country" confirmed from Psione on reddit.
Woah, huge turnover this time around. I like that Nimbus and Foxtrot made it in. Those were two recent ones that caught my eye. I'm surprised Catallena and Deadwing made it in over Kamala Park though. That would've been my pick by a hair over Foxtrot to win TLMC4.
Sad to see Frost on the way out. All maps must die though ;;
On July 01 2014 05:28 FrostedMiniWheats wrote: Woah, huge turnover this time around. I like that Nimbus and Foxtrot made it in. Those were two recent ones that caught my eye. I'm surprised Catallena and Deadwing made it in over Kamala Park though. That would've been my pick by a hair over Foxtrot to win TLMC4.
Sad to see Frost on the way out. All maps must die though ;;
Yea I'm sad about Frost and Habitation station, absolutely thrilled about Altrezim Stronghold finally going.
I'm not happy that King Sejong Station is staying though. I really have grown to despise that map.
Waystation had to go. the long spawns was just brutal to play on. Really don't care much about the others though.
I'm not even protoss but Foxtrot seems like Daediulus over again. I hope they will stop trying to pull too much of this silliness. Catallena looks like the only normal map. Although I don't usually like sandy maps I have high hopes for this one. Nimbus is just looks confusing and annoying as hell later in the game to wall off everything. Deadwing looks like it was designed for Protoss, but looks interesting to mech on. (I hope the airspace looks as big as it does but if it doesn't it is an auto veto against toss)
On July 01 2014 05:51 chipmonklord17 wrote: Removing Frost and keeping King Sejong is a huge mistake imo, the new maps (at least those the pictures would load on my comp) look alright
Yea the pictures worked when I first posted them and now they won't. Trying to figure that out..
Finally Alterzim will be gone and Waystation should never have been added anyway. Sad to see Frost and Habitation Station gone though, really loved those maps.
Can't wait for octopus map. I'd be so tempted to place a pylon face on it or something >_>
I'm a bit disappointed that Kamala Park didn't make it in, I thought it was a lot cooler than both Catallena and Deadwing. And oooooh boy are people gonna complain about protoss on Catallena :D
Used in both the 2v2 and 4v4 map pool, the unique thing about this map in 4v4 is that towards the beginning of the game this map will play out as two 2v2s. The reason is that each team will be spread between two with two of four players starting near each other, and the other two being separated by rocks in the middle of the map. The key decision in playing this map would be to determine when the best time is to break those rocks and start playing a 4v4 game. Until then, this map will force both teams to play a more 2v2 like game that later opens up.
It looks like Blizzard is keeping their promise to keep their team map pool fresh every season. The 2vs2/4vs4 map Out Country looks very interesting. I’m pumped for next season
Used in both the 2v2 and 4v4 map pool, the unique thing about this map in 4v4 is that towards the beginning of the game this map will play out as two 2v2s. The reason is that each team will be spread between two with two of four players starting near each other, and the other two being separated by rocks in the middle of the map. The key decision in playing this map would be to determine when the best time is to break those rocks and start playing a 4v4 game. Until then, this map will force both teams to play a more 2v2 like game that later opens up.
This will some funny 4v4 cheese map.
I actually like how this is going to work at least in theory.
Definitely changes up normal 4v4 play. People are going to have to learn they can't do some of the shit you see in 4v4 games like teching up straight to Air.
Oh man I love the new additions!...except for deadwing which looks like it is trying to force a macro game 100% of the time which I think is bullshit.
The others are all really unique and differ from the standard maps that we have seen. Good diversity in this pool, I'm looking forward to it. I'm gonna miss frost though, that one made some great games. One of the better maps for sure, like Whirlwind and BelShir.
Foxtrot Labs - Very interesting. I like the very Cloud Kingdom vibe I get from the map (although I wish it wasn't also dark like CK was). Curious to see how that gold works, I don't see how it could ever be defendable but I'm sure someone will come up with something.
Deadwing - Being able to basically defend 5 bases from 1 location seems kind of silly to me. Even with those pathways above and below, it's so easy to turtle on 5 bases. I feel like it's just a new Alterzim, and it'll be veto'd by everyone.
Catellena - I don't like 3 player maps. I'm a sucker for symmetry and mirror, and 3 players maps are by nature not mirror'd. But other than that, seems okay-ish. I'm kind of meh about it until we see how it plays out.
Nimbus - Seems kind of like a zerg map to me, kind of wide open. I dont know how that high ground pocket natural will affect things. Can stalkers blink from the 4th to the high ground natural?
On July 01 2014 06:18 royalroadweed wrote: Please tell me deadwing has horizontal spawns.
deadwing has all spawns enabled
Horizontal spawns seems pretty good for tank play. You can break though the destructible rocks and siege your opponents natural and third mineral lines. You can even siege you opponents 3rd from your own third. Hopefully we'll see the return of marine tank vs Z.
On July 01 2014 05:57 Sajaki wrote: Oh now im super excited for the next season. Catallena looks really good for blink allins tvp but without playing the map i cannot say for sure.
i think the distance from the blink entrance point in the main and the natural ramp is too long for blink "all-in" to be that effective
Nice to see 4 community maps entering the ladder. I am actually disappointed that Biome isnt in, I think for 1 season they could have experimented with it.
Very happy! I disliked Habitation Station and Waystation, and the replacements look great.
What i don't understand is why do they keep insisting with those huge huge maps, like Deadwing, Alterzim, etc. Isn't it clear that they are just to big for SC2?
Looking like one of the best map pools yet. Blizzard not having any contribution helps a lot
I tried Foxtrot labs. It's such a pain in PvZ. You can't wall your natural properly. Worst than deadalus point. I don't understand why they kept KingSejong. So the new map pool will be :
2 two players maps 2 three players maps 3 four player maps
On July 01 2014 06:22 SetGuitarsToKill wrote: So, gold league thoughts on the maps:
Deadwing - Being able to basically defend 5 bases from 1 location seems kind of silly to me. Even with those pathways above and below, it's so easy to turtle on 5 bases. I feel like it's just a new Alterzim, and it'll be veto'd by everyone.
yeah someone which can turtle on 5 bases on Alterzim is definitely a gold league issue (=
Out of maps removed, I will miss Frost. For me it was the best map by far out of all maps used for current season.
New maps, Nimbus and Foxtrot Labs are amazing, Foxtrot reminds me a lot of Cloud Kingdom with a twist and I liked Cloud Kingdom a lot. Not too impressed with Deadwing, but it is ok. Don't like Catallena at all.
On July 01 2014 06:22 SetGuitarsToKill wrote:Nimbus - Seems kind of like a zerg map to me, kind of wide open. I dont know how that high ground pocket natural will affect things. Can stalkers blink from the 4th to the high ground natural?
You can't blink from the 4th to the high ground natural. During play testing it was a bit more T favored
I just played a game on Foxtrot and observed my team mates play some games on them and, I can say with much joy that there seem to be a lot of abusable tank spots, which doesn't do much at the pro level, given that no one makes tanks outside of TvT, but its great news for me because zergs have no idea how to deal with tanks any more :D Although here is hoping marine tank makes a comeback of sorts in pro play.
Happy that Alterzim, Habitation, and Waystation are gone. A little surprised to see Frost go as it didn't have any particular problem with it, was just a solid 4 player map.I am very happy that a lot of the TLMC maps made it in. A little disappointed that Kamala Park wasn't one of the map contest finalists that was chosen, but good on Blizzard for letting the community make a big splash this season. Also thanks for picking Foxtrot Labs, my second favorite
That is the worst efffffffing map no one likes it and it is vetoed in every round of every tournament who the effff made that terrible decision
Overgrowth I am not fond of but at least it isnt as god awful of a map as Merry Go Round.
King Sejong: Meh, don't care either way.
Very sad about Frost being gone. For the life of me I can't imagine the idiot Blizzard has working for them that chose to get rid of that map, one of the most popular maps, while keeping Merry Go Round.
I didn't mind Waystation, but many people hated it, so it doesn't surprise me.
Pretty happy with these maps, IMO they look like they will be really fun, macro oriented maps, not so hard to take 3rd / 4th anymore...Awesome!!!EXCITED!!
Not enthusiastic at all. And the lack of 2 spawns map is something I don't like. We'll see when the ladder editions will be uploaded -they don't seem to be atm.
On July 01 2014 07:30 Shaella wrote: Ick. A whole bunch of 4player maps for WCS
no thank you..
Blizzard asked specifically for 4p maps this TLMC, so there was not much that we could do about it.
On July 01 2014 07:06 Destructicon wrote: I just played a game on Foxtrot and observed my team mates play some games on them and, I can say with much joy that there seem to be a lot of abusable tank spots
Glad you liked them, i like to put little things like these in all my maps, in some they are stronger in others weaker, but i love to make stuff like that because it rewards better the players that want to spend a bit of APM doing these little micro tricks or cheap tactics, and it is really freaking fun to watch for the observers.
Go hatch first into 2 base and take a third at a gold. Make sure Protoss scouts it. They will try to hit a timing. Go nydus in their base and win.
ZvT:
Use Revivals 2 base roach+1 carapace and take both golds. Just keep throwing roaches at them till they quit.
Deadwing:
ZvP: Dependant on how wide the inital ramp is (I can't tell from the pictures) you could just gamble on a fast 10 pool speedling all-in. If not just regular 10 pool cause fast 3 base maps make Protoss go Nexus first or cannon rush for some reason.
ZvT: Roach bane bust close horizontal spawns.
Vertical spawns after getting 3 base, run about 12 lings all the way around the map and kill the 2 sets of rocks. Make about 6 banes and 10 lings and sneak them there and just wait. Eventually when Terran is doing that siege the creep thing do the counter. Wait .5 seconds as they go back to their base and look, then right-click move your entire army around their army so as not to set off triggers and kill the army. Win the game.
Long Spawns: Mass creep.
ZvP: Alternate between these 3 builds. 10 pool for Nexus first. Hatch into Roach slowling bust. Tripel hatch before pool and hide a hydra den or muta spire at the third spawning location depending on what you scout.
ZvT: Play like Merry Go Round?
Nimbus: ZvP: Alternate between these two builds: 10 pool to threaten nexus first into 2 base all-ins. Triple hatch before pool into roach max to stop all other all-ins.
ZvT: Nothing special needed. Watch out for the Ryung 2 base all-ins.
The tilesets for Nimbus and Foxtrot are so DARK. Makes me glad about the WCS GameHeart thing. Hopefully strong colors will make things easier to watch.
EDIT:
On July 01 2014 08:09 stuchiu wrote: My quick and dirty answers to every map:
I'm hearbroken by the loss of Habitation Station and Frost, but at least Nimbus and Catellena look like a lot of fun. Foxtrot looks alright too. I always love to see the strategies that gold bases enable.
I can't believe they are getting rid of Habitation Station. The gold strats are just barely now getting figured out, and they seem balanced enough imho. They are killing the most thrilling tournament map out there right now. Not happy
looks good, though im a bit worried about horizontal positions in TvZ since it looks like tanks can fire from 3rd to 3rd... other than that, looks like a great set of maps
On July 01 2014 08:13 Circumstance wrote: The tilesets for Nimbus and Foxtrot are so DARK. Makes me glad about the WCS GameHeart thing. Hopefully strong colors will make things easier to watch.
It is great that there is more and more community maps in the map pool ! Personally, community maps tend to improve my experience of the game a lot . I`m by no mean a map maker, but why hasn`t come up with a valid Island map like there was in Broodwar ?
On July 01 2014 08:09 stuchiu wrote: My quick and dirty answers to every map:
Foxtrot: ZvP Go hatch first into 2 base and take a third at a gold. Make sure Protoss scouts it. They will try to hit a timing. Go nydus in their base and win.
ZvT:
Use Revivals 2 base roach+1 carapace and take both golds. Just keep throwing roaches at them till they quit. + Show Spoiler +
Deadwing:
ZvP: Dependant on how wide the inital ramp is (I can't tell from the pictures) you could just gamble on a fast 10 pool speedling all-in. If not just regular 10 pool cause fast 3 base maps make Protoss go Nexus first or cannon rush for some reason.
ZvT: Roach bane bust close horizontal spawns.
Vertical spawns after getting 3 base, run about 12 lings all the way around the map and kill the 2 sets of rocks. Make about 6 banes and 10 lings and sneak them there and just wait. Eventually when Terran is doing that siege the creep thing do the counter. Wait .5 seconds as they go back to their base and look, then right-click move your entire army around their army so as not to set off triggers and kill the army. Win the game.
Long Spawns: Mass creep.
ZvP: Alternate between these 3 builds. 10 pool for Nexus first. Hatch into Roach slowling bust. Tripel hatch before pool and hide a hydra den or muta spire at the third spawning location depending on what you scout.
ZvT: Play like Merry Go Round?
Nimbus: ZvP: Alternate between these two builds: 10 pool to threaten nexus first into 2 base all-ins. Triple hatch before pool into roach max to stop all other all-ins.
ZvT: Nothing special needed. Watch out for the Ryung 2 base all-ins.
That's just so fucking dirty.
I love it.
On July 01 2014 08:30 S1eth wrote: A question to the map makers and anyone with keen eyes:
Did Blizzard make any changes to the community maps (like they did with Daybreak (mineral count) or Yeonsu (textures))?
They changed some parts behind the natural bases in the Bottom left/Top Right main bases in my map (Foxtrot), i now need to go check how easy is to make cannon rushes with these new changes, in the old version it was pretty damn hard to do because i added destructible plates there, but yeah, i need to check what else they changed.
Do you see the LE editions on the custom games browser ? I can find Catallena LE which is slightly different from the original, at least with some trees added, and "Zeromus Nimbus" which is Blizzard made, but no Foxtrot Labs LE or Deadwing LE for the time being.
Edit : never mind you can find them on the "browse maps" menu.
Been waiting on this. The mapmakers are really polishing there skills. I don't do many team games but I'm glad to see them updated too as people say it's gotten stagnant. If they can continue to do this every season it will be great. something like 3-4 new, 3-4 removed. Slowly but surely blizzard is listening to us and making starcraft better for it!
Seems to me that on Old Country a double terran team could both 2 rax, fly over to the other side, and marine rush any other team and be mostly unscoutable.
My poor poor baby Habitation Station, <3. It's had it's time on ladder and produced plenty of awesome and unique games and it's amazing how many maps are trying out Gold minerals again, makes me happy because Gold Minerals were pretty much considered a joke but now people are using them again in maps. Yay!
This new map pool should be really fun. I like it quite a bit and having new maps come in just mean more new strategies hopefully emerging.
Congratulations to all map makers that are on ladder, cherish it bros! Welcome to the big league! haha.
Wow, after playing those maps... I just wish I had more vetos. I like Catallena quite a lot, but the others... I'll have to play at least one, and I don't think I'm going to enjoy the games on it.
Wow, the 1v1 map pool is completely comprised of community-made maps this season with not a single Blizzard map in sight. How far we've come since the earliest days if WoL when we all had to deal with some really nasty Blizzard maps.
I think the HotS 1v1 map pools have been solid so far, and this season will be no exception.
"Meh" is appropriate. Foxtrot is probably the best out of the newly added, but only with cross-spawns. Otherwise, they are all sort of mediocre-looking for competitive play. We'll see, I suppose. I'd expect to see many of the new ones vetoed, except they took out the best of the older maps, so now it's like a total mixed bag. Good to see Alterzim out though.
Oh well.
Edit: I changed my mind, I don't particularly care for Foxtrot either. Nimbus or Deadwing might be the best one. Also Catallena is just bad. Cool idea, but just bad.
I keep changing my mind. I'm not very content with any of them, really.
"Beyond Season 3, the map pool will also be used in the WCS Global Finals at BlizzCon taking place November 7–8. Below is a compiled list of the complete map pool."
On July 01 2014 09:56 SidianTheBard wrote: My poor poor baby Habitation Station, <3. It's had it's time on ladder and produced plenty of awesome and unique games and it's amazing how many maps are trying out Gold minerals again, makes me happy because Gold Minerals were pretty much considered a joke but now people are using them again in maps. Yay!
This new map pool should be really fun. I like it quite a bit and having new maps come in just mean more new strategies hopefully emerging.
Congratulations to all map makers that are on ladder, cherish it bros! Welcome to the big league! haha.
I really liked your map, Sidian. Both to play and to watch. It had a good run. I am looking forward to the next one!
Foxtrot has a size of 148x148, giving it an area of 21904 Deading has a size of 167x167, giving it an area of 27889 Nimbus has a size of 152x152, giving it an area of 23104 Catallena has a size of 164x164, giving it an area of 26896
Compared to frost (158x162, 25596):
Foxtrot is 85.6% the size of frost Deadwing is ~9% larger than frost Nimbus is 90.2% the size of frost Catallena is 5.1% larger than frost
In general, the maps are smaller than frost
Now, compare these to the even bigger maps such as Waystation (168x168, 28224) and Alterzim (192x192, 36864) and these maps are significantly smaller than the previous map pool
On July 01 2014 12:09 Jer99 wrote: Some quick number crunching:
Foxtrot has a size of 148x148, giving it an area of 21904 Deading has a size of 167x167, giving it an area of 27889 Nimbus has a size of 152x152, giving it an area of 23104 Catallena has a size of 164x164, giving it an area of 26896
Compared to frost (158x162, 25596):
Foxtrot is 85.6% the size of frost Deadwing is ~9% larger than frost Nimbus is 90.2% the size of frost Catallena is 5.1% larger than frost
In general, the maps are smaller than frost
Now, compare these to the even bigger maps such as Waystation (168x168, 28224) and Alterzim (192x192, 36864) and these maps are significantly smaller than the previous map pool
Thank you! I am a fan of 4 player maps in general.
Of all these new ones, I see myself vetoing Deadwing *as a Zerg player... I don't like OVERLY big (alterzim and waystation) ... and the 3rd and 4th look WAY too easily defensible for a meching Terran. The others look decent. We will see though
On July 01 2014 12:09 Jer99 wrote: Some quick number crunching:
Foxtrot has a size of 148x148, giving it an area of 21904 Deading has a size of 167x167, giving it an area of 27889 Nimbus has a size of 152x152, giving it an area of 23104 Catallena has a size of 164x164, giving it an area of 26896
Compared to frost (158x162, 25596):
Foxtrot is 85.6% the size of frost Deadwing is ~9% larger than frost Nimbus is 90.2% the size of frost Catallena is 5.1% larger than frost
In general, the maps are smaller than frost
Now, compare these to the even bigger maps such as Waystation (168x168, 28224) and Alterzim (192x192, 36864) and these maps are significantly smaller than the previous map pool
Ooooh, that is good. I remember reading a Dustin Browder AMA long ago where he commented that SC2 had been designed for smaller and medium sized maps. As such the recent trend toward more and more larger maps was odd and not good for the game, IMO. I'd still have liked another two player map, but I can live with smaller 4 player maps too.
On July 01 2014 12:09 Jer99 wrote: Some quick number crunching:
Foxtrot has a size of 148x148, giving it an area of 21904 Deading has a size of 167x167, giving it an area of 27889 Nimbus has a size of 152x152, giving it an area of 23104 Catallena has a size of 164x164, giving it an area of 26896
Compared to frost (158x162, 25596):
Foxtrot is 85.6% the size of frost Deadwing is ~9% larger than frost Nimbus is 90.2% the size of frost Catallena is 5.1% larger than frost
In general, the maps are smaller than frost
Now, compare these to the even bigger maps such as Waystation (168x168, 28224) and Alterzim (192x192, 36864) and these maps are significantly smaller than the previous map pool
This is good to know as the map size was disadvantageous to Terran last season.
Nice! Glad to see Blizzard gives the community a tap on the shoulder. Would like it if it stayed like this forever. Blizzard has more time to focus on other things, we'll handle the maps.
I wish they keep habitation station just for one more season. It is one of the few maps where there are different strategy in place. Even I myself as a diamond random player loves exploring that gold base option and try to see what I can achieve with the boosted economy.
Do we really get two maps with 3 spawning locations for the next season? This feels weird, although I like Catallena more than I like Merry Go Round just from the look of it, haven't played it yet so I can't really comment on how it's playing out.
The two maps DeadWing and Catalena are blinkable by the third with wide main giving plenty of space for blink allin and force to make lots of bunkers to cover all the area.
If you add King Sejong Station to this you have 3 maps where this bullshit can be pulled to a great efficiency.
But the good news about Catalena is that it seems to be possible to jump with a reaper from the third also so maybe better scouting available.
My baby just got one of the best buffs that I could ever ask for thanks to all of these maps: THE Tank. These maps are actually really promising for a lot of terrans as all of these maps are generally smaller.
"The natural expansion on this map should be a bit more difficult to secure" % of zerg to veto this map. If the zerg generally has to stay 1 base ahead for a macro game then .. erm pylon block and sup block all day anyone . making a timing even more powerful from toss and terran. In b4 this map gets more hate than that ramp we once had (but still have it in sejong but noone said anything)
Noooooooo first season I can't pick only 2 player/cross spawn maps. Been harder every season with more evil 4 player and even 3 player maps coming in with last season only 4 left and this season I have to play two maps where I can't find my opponent Evil TL contest only doing 3+ player maps and ruining my way of only playing 2 player maps since I started at end of WoL
On July 02 2014 05:51 Incand wrote: Noooooooo first season I can't pick only 2 player/cross spawn maps. Been harder every season with more evil 4 player and even 3 player maps coming in with last season only 4 left and this season I have to play two maps where I can't find my opponent Evil TL contest only doing 3+ player maps and ruining my way of only playing 2 player maps since I started at end of WoL
Oh man! I knew it was you w/o even watching at the nametag, ahaha. You will learn the REAL SC NOW! p.s. I'm telling ya, 3 player maps are awesome =)
Pretty sure Catallena is a reference to Kpop girlsband Orange Caramel as Catallena (song) was released 3 months ago and includes a kind of trolling octopus in their music video.
On July 01 2014 18:32 klup wrote: The two maps DeadWing and Catalena are blinkable by the third with wide main giving plenty of space for blink allin and force to make lots of bunkers to cover all the area.
If you add King Sejong Station to this you have 3 maps where this bullshit can be pulled to a great efficiency.
But the good news about Catalena is that it seems to be possible to jump with a reaper from the third also so maybe better scouting available.
The biggest issue for blink isn't getting into the main. Its pressuring the main and the natural at the same time early before stim is done. Allowing for timewarp on the ramp.
Catallena its really not as easy as it was on yeonsu (with no ramp into the nat to boot).
On deadwing, there is a ramp leading to the nat and to get the more efficient blink all in positioning you need to kill the rocks into the natural delaying the blink all in slightly. This makes it easier to hold than in the old blink friendly maps.
This being said I still think deadwing is something terran should avoid vs p
On July 01 2014 08:09 EatThePath wrote: For the love of god blizzard please stop using team maps that have cannon-cheesable main minerals. Seriously wtf, every fucking time.
Yeah I'm really fucking pissed at the team maps, they also seem completely oblivious to the mass phoenix with support meta in teams when they throw a map like old country in there.
I don't know if anyone else already said that, but according to TLPD Merry Go Round has a 61% ZvP... and it's still in the map pool. It is actually hard to take a hird and the open space also makes 2 base allin not very effective.
Is it just me or is Catallena LE mining rate very slow due to the configuration of the minerals ? Timings seems to be off by a good 5-10 seconds early game.
Edit : the maps are live on ladder on EU. Couldn't Blizzard see that they were putting descriptions like "completely devoid of any description whatsoever" or "sdsdds" for the new maps ? It's absolutely ridiculous and pretty unprofessionnal.
not 100% percent sure yet but on the new map catallena the top right spawns left gas seems really far away compared to the other spawns still need to test it out but from the looks of it, its pretty far away. (same as merry go round)
On July 07 2014 14:18 starslayer wrote: not 100% percent sure yet but on the new map catallena the top right spawns left gas seems really far away compared to the other spawns still need to test it out but from the looks of it, its pretty far away. (same as merry go round)
All the Vespene geysers in Catallena are efficient, just checked.
On July 07 2014 14:18 starslayer wrote: not 100% percent sure yet but on the new map catallena the top right spawns left gas seems really far away compared to the other spawns still need to test it out but from the looks of it, its pretty far away. (same as merry go round)
All the Vespene geysers in Catallena are efficient, just checked.
Anybody else experiencing major lag on the new maps? And it isn't me that's lagging but my opponents? Every game on a new map so far has had pretty bad lag spikes which kinda kills it for me.
On July 07 2014 16:21 jtype wrote: The new maps are an absolute joke. They wont need to buff terran if they let ridiculous maps like this get chosen.
There are a few exploitable siege tank spots that aren't a bad consolation prize.
Blizzard has messed up executing this new map pool in that the names and descriptions in the veto menu are rather lacking, at least at the time of this post. There are a few placeholder names and descriptions that look very messy.
On July 08 2014 02:32 Stress wrote: Foxtrot Labs kills my eyes with that haze/blur effect. Anyway to fix this (other than vetoing the map)?
Same here, I actually thought my glasses were dirty. Aside from that, that map produces some really fun TvT's. A lot of these maps seem very tank friendly, I kind of like it. Just watched Kas use tanks to great effect on Deadwing vs Zerg.
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.
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.
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.
Nice that it helped you, but thats not my type of game.
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.
Edit : CORRECT THE MAP NAMES AND THE DESCRIPTIONS. For God's sake. "sdsdsd".
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.
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.
Edit : CORRECT THE MAP NAMES AND THE DESCRIPTIONS. For God's sake. "sdsdsd".
The TLMC maps were playtested and corrected to avoid shit like this, but appearently Blizzard uploaded the wrong version (along with having the wrong names).
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.
Edit : CORRECT THE MAP NAMES AND THE DESCRIPTIONS. For God's sake. "sdsdsd".
The TLMC maps were playtested and corrected to avoid shit like this, but appearently Blizzard uploaded the wrong version (along with having the wrong names).
Which is outrageous and so unprofessionnal it makes me want to kick a Blizzard employee in the face. Releasing maps on ladder is something serious, they are even damaging the mapmakers credibility with such poor versions of their maps.
Edit : I remember the map pool being changed when too many problems arose on Metropolis. What are they waiting for to correct all the problems EVERYONE is mentioning ? I mean is it that hard to change two map names, two map descriptions and to upload the correct version of Foxtrot ? Amazing laziness.
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.
I remember Cloud Kingdom had a similar issue going on but for whatever reason I find it much worse on Foxtrot Labs.
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.
Edit : CORRECT THE MAP NAMES AND THE DESCRIPTIONS. For God's sake. "sdsdsd".
The TLMC maps were playtested and corrected to avoid shit like this, but appearently Blizzard uploaded the wrong version (along with having the wrong names).
Well that explains why foxtrot also has some mineral spots problem. Every game I've played on it so far there's always one of my colossus that gets stuck dancing between minerals lines and ledge (Bottom right expansion mostly). I also got two colossus stuck UNABLE TO FREE THEMSELVES behind two mineral patches on the third expansion (The lower one behind the rocks) on the top left Spawn. The first incident isn't too bad I just manually walk the colossus out of the dance, but the second one is pretty bad, I essentially lost 2 colossus because of map design. Please Blizzard upload the right version of the map.
PS: I'd upload an image of the map and pinpoint the spots exactly but I have no idea how to do it. If someone explains it to me I'll take screenshots and post them here.
On July 08 2014 07:13 HelpMeGetBetter wrote: does this season really end November 10? Thats a long season.....
Ha ha yeah, the dates are chosen so that the ladder season ends the same time the WCS crown their champions. It's a long season indeed, so we'd better have perfect versions of the maps uploaded if we're to play on it for roughly 4 months and a half.
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.
Edit : CORRECT THE MAP NAMES AND THE DESCRIPTIONS. For God's sake. "sdsdsd".
The TLMC maps were playtested and corrected to avoid shit like this, but appearently Blizzard uploaded the wrong version (along with having the wrong names).
Well that explains why foxtrot also has some mineral spots problem. Every game I've played on it so far there's always one of my colossus that gets stuck dancing between minerals lines and ledge (Bottom right expansion mostly). I also got two colossus stuck UNABLE TO FREE THEMSELVES behind two mineral patches on the third expansion (The lower one behind the rocks) on the top left Spawn. The first incident isn't too bad I just manually walk the colossus out of the dance, but the second one is pretty bad, I essentially lost 2 colossus because of map design. Please Blizzard upload the right version of the map.
PS: I'd upload an image of the map and pinpoint the spots exactly but I have no idea how to do it. If someone explains it to me I'll take screenshots and post them here.
Please do, i want to check this so i can replicate it and fix it in my version at least.
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.
Edit : CORRECT THE MAP NAMES AND THE DESCRIPTIONS. For God's sake. "sdsdsd".
The TLMC maps were playtested and corrected to avoid shit like this, but appearently Blizzard uploaded the wrong version (along with having the wrong names).
Well that explains why foxtrot also has some mineral spots problem. Every game I've played on it so far there's always one of my colossus that gets stuck dancing between minerals lines and ledge (Bottom right expansion mostly). I also got two colossus stuck UNABLE TO FREE THEMSELVES behind two mineral patches on the third expansion (The lower one behind the rocks) on the top left Spawn. The first incident isn't too bad I just manually walk the colossus out of the dance, but the second one is pretty bad, I essentially lost 2 colossus because of map design. Please Blizzard upload the right version of the map.
PS: I'd upload an image of the map and pinpoint the spots exactly but I have no idea how to do it. If someone explains it to me I'll take screenshots and post them here.
Please do, i want to check this so i can replicate it and fix it in my version at least.
I'd love to but I have no idea how to post screenshots in a TL Forum post. Please someone help me ? I'd post screenshots with colossus so you can see the exact locations.
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.
Edit : CORRECT THE MAP NAMES AND THE DESCRIPTIONS. For God's sake. "sdsdsd".
The TLMC maps were playtested and corrected to avoid shit like this, but appearently Blizzard uploaded the wrong version (along with having the wrong names).
Well that explains why foxtrot also has some mineral spots problem. Every game I've played on it so far there's always one of my colossus that gets stuck dancing between minerals lines and ledge (Bottom right expansion mostly). I also got two colossus stuck UNABLE TO FREE THEMSELVES behind two mineral patches on the third expansion (The lower one behind the rocks) on the top left Spawn. The first incident isn't too bad I just manually walk the colossus out of the dance, but the second one is pretty bad, I essentially lost 2 colossus because of map design. Please Blizzard upload the right version of the map.
PS: I'd upload an image of the map and pinpoint the spots exactly but I have no idea how to do it. If someone explains it to me I'll take screenshots and post them here.
Please do, i want to check this so i can replicate it and fix it in my version at least.
I'd love to but I have no idea how to post screenshots in a TL Forum post. Please someone help me ? I'd post screenshots with colossus so you can see the exact locations.
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.
Edit : CORRECT THE MAP NAMES AND THE DESCRIPTIONS. For God's sake. "sdsdsd".
The TLMC maps were playtested and corrected to avoid shit like this, but appearently Blizzard uploaded the wrong version (along with having the wrong names).
Well that explains why foxtrot also has some mineral spots problem. Every game I've played on it so far there's always one of my colossus that gets stuck dancing between minerals lines and ledge (Bottom right expansion mostly). I also got two colossus stuck UNABLE TO FREE THEMSELVES behind two mineral patches on the third expansion (The lower one behind the rocks) on the top left Spawn. The first incident isn't too bad I just manually walk the colossus out of the dance, but the second one is pretty bad, I essentially lost 2 colossus because of map design. Please Blizzard upload the right version of the map.
PS: I'd upload an image of the map and pinpoint the spots exactly but I have no idea how to do it. If someone explains it to me I'll take screenshots and post them here.
Please do, i want to check this so i can replicate it and fix it in my version at least.
I'd love to but I have no idea how to post screenshots in a TL Forum post. Please someone help me ? I'd post screenshots with colossus so you can see the exact locations.
Here you go:
I'm at work right now afor the next 2 hours and for some reason the '' Upload Image '' and other options in post wouldn't show up on my mobile and I never noticed them before xD I'm such a noob. I should be able to post the examples around 11 pm EST. I'll test all mineral lines and see if those two were the only glitchy ones.
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.
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.
Edit : CORRECT THE MAP NAMES AND THE DESCRIPTIONS. For God's sake. "sdsdsd".
The TLMC maps were playtested and corrected to avoid shit like this, but appearently Blizzard uploaded the wrong version (along with having the wrong names).
I wish they would stop removing good functional maps and expand the pool a bit, let you mix things up or have a few wonky maps, even give more vetoes if required.
Looking forward to playing some games on these and see how they work. Thank fuck no Alterzim though
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.
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:
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.
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:
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.
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:
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
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
Nimbus was meant to be allow all spawn. We were testing close position a couple months ago and it was sent to blizz, so the wrong version of the map was published.
I was speaking about the typo in the change notes, where it references deadwing under nimbus. It was sufficiently ironic and appropriate for notes about map note errors to be in error that I had to comment.
Too bad about cross spawns though, but I think it's the best way.
Foxtrot really hurts my eyes, I would of been fine with this map if it was not for the blur, curious to see if anyone has a slight fps drop on this map? For some reason only on this map my fps is goes to 45 on the other maps my FPS stays at 60+
Played on a few of them (as Z) not thrilled about how they all play, deadwing for instance gets tough vs drop heavy T late game. I do however, think that's not a bad thing seeing more creative maps that may favor one race over another is a 100% more fun way to experience the game then the constant balance changes on cookie cutter maps we've had up to this point. Actually hope blizzard does more of this in the future.
Hmm. So they fixed the map names and descriptions in EU game client, but did not bother to fix them on EU web profiles or API. I guess we will have to get accustomed to seeing '[zeromus] dwing' and 'Zeromus Nimbus' on EU web profiles in future too.
I feel that as a Terran player, I just experienced the exact opposite of what the TL Preview raved about for Foxtrot Labs. Granted I was playing on horizontal spawns...
Edit: Kind of funny how people thought Foxtrot Labs was a good map. But now, it seems to be reversed?
I feel that as a Terran player, I just experienced the exact opposite of what the TL Preview raved about for Foxtrot Labs. Granted I was playing on horizontal spawns...
Edit: Kind of funny how people thought Foxtrot Labs was a good map. But now, it seems to be reversed?
As I Terran I immediately veto that map after 2 games - it always looked bad, in my opinion. It is near impossible to take a 4th without Zerg or Protoss harassing your 3rd while you try to take another base. They will just move back-and-fourth until you are caught out of position and cant defend one of them.