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Season 3 Ladder Map Update

Forum Index > SC2 General
58 CommentsPost a Reply
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Yhamm
Profile Blog Joined December 2012
France7248 Posts
July 23 2014 17:29 GMT
#1
http://us.battle.net/sc2/en/forum/topic/13570446982


Thank you for your feedback on the current season maps. After checking out the initial games being played on the new maps and considering the changes that we have lined up for the upcoming balance patch, we agree with popular community and pro players suggestions that some map spawn locations need adjusting. We’ll be looking to make the following changes:

1. Deadwing LE horizontal spawns disabled.
2. Foxtrot Labs LE diagonal spawns only.

In addition to these spawn location changes, we’ll be updating the map description text on these maps to offer details on the spawning locations. We’ll be trying to make these changes along with the balance patch soon. Thank you.
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LiquipediaWe will have only each other at the last
Genome852
Profile Blog Joined August 2010
United States979 Posts
July 23 2014 17:31 GMT
#2
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 23 2014 17:33 GMT
#3
Noooooooooooooooooo.

Still 100% Tempests and Soul train vs Zerg in horizontal positions
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 23 2014 17:33 GMT
#4
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.


And this, lol.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Rescawen
Profile Joined April 2010
Finland1028 Posts
July 23 2014 17:36 GMT
#5
blizzard!
oo_Wonderful_oo
Profile Blog Joined December 2013
The land of freedom23126 Posts
July 23 2014 17:37 GMT
#6
Solar is salty somewhere.
Well, better late than never. ;/
LiquidLegends StaffFPL 25 #1 | tfw I cast games on-air | back-to-back Liquibet winner
Universum
Profile Joined January 2011
Canada192 Posts
July 23 2014 17:40 GMT
#7
Really happy with those changes ! I wasn't part of the protoss players who would rush Tempest in close spawns on deadwing ...
You often learn more from losing than winning. Don't rage, it's a game!
geokilla
Profile Joined May 2011
Canada8244 Posts
July 23 2014 17:42 GMT
#8
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 23 2014 18:36 GMT
#9
Shame. I enjoyed building a proxy stargate in my natural

At least 8 basing is guaranteed to be easy now!
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 23 2014 18:49 GMT
#10
On July 24 2014 02:40 Universum wrote:
Really happy with those changes ! I wasn't part of the protoss players who would rush Tempest in close spawns on deadwing ...


Lol you missed out man, it was fun while it lasted.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
July 23 2014 18:52 GMT
#11
no more tempest shenanigans for me
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
July 23 2014 18:55 GMT
#12
Well Deadwing LE X-spawn in TvZ is not a fun story either I guess
Predicting around 80% for Zerg on that map when X-spawning, but I guess that is what vetos are for =D
However, I as a Terran player like the new maps in general
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 23 2014 19:32 GMT
#13
On July 24 2014 03:55 Glorfindel! wrote:
Well Deadwing LE X-spawn in TvZ is not a fun story either I guess
Predicting around 80% for Zerg on that map when X-spawning, but I guess that is what vetos are for =D
However, I as a Terran player like the new maps in general


New maps are really good for Terran IMO. Lots of choke points for widow mines and lots of dead air space for Vikings to shoot from.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Tuczniak
Profile Joined September 2010
1561 Posts
July 23 2014 19:40 GMT
#14
I'm surprised there were any zergs that played Deadwing.
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
July 23 2014 19:42 GMT
#15
Interesting
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Universum
Profile Joined January 2011
Canada192 Posts
Last Edited: 2014-07-23 20:03:41
July 23 2014 20:02 GMT
#16
On July 24 2014 04:40 Tuczniak wrote:
I'm surprised there were any zergs that played Deadwing.


Well now that horizontal spawns will be gone I believe Z players will enjoy the map as you can take 4 bases more easily now. Right now horizontal spawns are just stupid because of that '' rush lane '' and very close potential third (Not just because of Tempest Shenanigans). I think it will become a very good Z macro map, if they survive the '' cheese '' phase very early game.

EDIT: I misread and thought Deadwing would be cross spawn only
You often learn more from losing than winning. Don't rage, it's a game!
Yorkie
Profile Blog Joined December 2012
United States12612 Posts
July 23 2014 20:03 GMT
#17
Thank you Blizzard!
Hwang Kang Hooooooooooo. Follow mah boy Shellshock @Shellshock1122
Survivor61316
Profile Joined July 2012
United States470 Posts
July 23 2014 20:06 GMT
#18
On July 24 2014 02:42 geokilla wrote:
Show nested quote +
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.

You know you can manually target mines too right? It just takes quicker mircro
Liquid Fighting
NonY
Profile Blog Joined June 2007
8751 Posts
July 23 2014 20:12 GMT
#19
OMG plz also fix the rest of the glowing bugs
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 23 2014 20:14 GMT
#20
On July 24 2014 05:06 Survivor61316 wrote:
Show nested quote +
On July 24 2014 02:42 geokilla wrote:
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.

You know you can manually target mines too right? It just takes quicker mircro

Doesn't work the same tho. All your tank will focus the same pack of baneling with quick shift rights clic on them. WM have a way sorter radius and there is no way to really focus manually each of them. + Tank are good to hold the Z army a couple of second so you have more time to split, while you have absolutly no holders with biomine.
Mozdk
Profile Joined October 2010
Denmark6989 Posts
July 23 2014 20:18 GMT
#21
Deadwing was a given. What exactly is wrong with Foxtrot?
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 23 2014 20:22 GMT
#22
Don't understand the foxtrot change.
~ ~ <°)))><~ ~ ~
Soke
Profile Joined September 2012
United States790 Posts
July 23 2014 20:23 GMT
#23
On July 24 2014 05:18 Mozdk wrote:
Deadwing was a given. What exactly is wrong with Foxtrot?

There was never vertical spawns to begin with, but horizontal spawns were completely different layouts of your base and your expansions, plus another few imbalances.

Thank you Blizzard, the changes were much needed.
Djsoke
leopardb
Profile Joined August 2012
Germany92 Posts
Last Edited: 2014-07-23 20:30:32
July 23 2014 20:29 GMT
#24
On July 24 2014 05:23 Soke wrote:
Show nested quote +
On July 24 2014 05:18 Mozdk wrote:
Deadwing was a given. What exactly is wrong with Foxtrot?

There was never vertical spawns to begin with, but horizontal spawns were completely different layouts of your base and your expansions, plus another few imbalances.

Thank you Blizzard, the changes were much needed.


Well that's exactly what was nice in foxtrot labs either you would spawn with a delayed third because of rocks or a dangerous natural for the same reason (rocks) and you knew there was a high chance the situation would be the opposite for your opponent. That made for quite a different way to play, but i must have missed something :/ if Blizzard changed it, it must have been really imba...
don't worry, be happy
Drake
Profile Joined October 2010
Germany6146 Posts
July 23 2014 20:30 GMT
#25
seeing some players XvT getting DEMOLISHED in pro games seems helped, it was unplayable vs tanks
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
Drake
Profile Joined October 2010
Germany6146 Posts
July 23 2014 20:32 GMT
#26
On July 24 2014 05:18 Mozdk wrote:
Deadwing was a given. What exactly is wrong with Foxtrot?


On July 24 2014 05:22 TheFish7 wrote: Don't understand the foxtrot change.


As i heared in a few casts and said by a few pros this maps seems AMAZING on cross but near to broken on some spawns in some matchups.
i cant give much detail cause my skill is so bad xD but there was so many pros saying its even worse then deadwing that it has to be something
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
vult
Profile Blog Joined February 2012
United States9400 Posts
July 23 2014 20:36 GMT
#27
Well that is good that they changed these maps. It is unfortunate that some tournament games were effected beforehand by some of the imbalances.
I used to play random, but for you I play very specifically.
leopardb
Profile Joined August 2012
Germany92 Posts
July 23 2014 20:37 GMT
#28
Does somebody know when those changes will be in effect ? i'd hate to scout uselessly
don't worry, be happy
Survivor61316
Profile Joined July 2012
United States470 Posts
July 23 2014 20:39 GMT
#29
On July 24 2014 05:14 Faust852 wrote:
Show nested quote +
On July 24 2014 05:06 Survivor61316 wrote:
On July 24 2014 02:42 geokilla wrote:
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.

You know you can manually target mines too right? It just takes quicker mircro

Doesn't work the same tho. All your tank will focus the same pack of baneling with quick shift rights clic on them. WM have a way sorter radius and there is no way to really focus manually each of them. + Tank are good to hold the Z army a couple of second so you have more time to split, while you have absolutly no holders with biomine.

If you dont stagger your tanks at all they will just fire on the same banelings and before they can shoot again the ling/bling will close on the army. The same goes for mines, you have to stagger them so that you can keep auto targeting as the banes come through. I'm not sure what you mean by tanks being good at holding the zerg army for a couple seconds; if by that you mean that it keeps the lings back for a couple seconds as they kill the tanks before going after the bio again, then mines do the same thing because Zergs generally send seers with their army the kill the mines while they pass through. If you mean that the damage and splash of tanks means that Zergs have to be ready to fully commit to the attack before launching it, then again, mines do the same thing because of their tremendous splash damage and damage output.

Couple of that with the mass of tanks you need to be able to trade cost effectively on creep, the longer siege time, the longer build time, super fast mutas who can be wreaking havoc in your base and still be back for the fight if you take too long to engage (ie slowly leapfrogging tanks), then mines are clearly a superior choice to add to the army composition than tanks in virtually any given situation.
Liquid Fighting
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
July 23 2014 20:41 GMT
#30
they should get rid of 3 spawn maps.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-07-23 20:48:28
July 23 2014 20:44 GMT
#31
On July 24 2014 05:39 Survivor61316 wrote:
Show nested quote +
On July 24 2014 05:14 Faust852 wrote:
On July 24 2014 05:06 Survivor61316 wrote:
On July 24 2014 02:42 geokilla wrote:
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.

You know you can manually target mines too right? It just takes quicker mircro

Doesn't work the same tho. All your tank will focus the same pack of baneling with quick shift rights clic on them. WM have a way sorter radius and there is no way to really focus manually each of them. + Tank are good to hold the Z army a couple of second so you have more time to split, while you have absolutly no holders with biomine.

+ Show Spoiler +
If you dont stagger your tanks at all they will just fire on the same banelings and before they can shoot again the ling/bling will close on the army. The same goes for mines, you have to stagger them so that you can keep auto targeting as the banes come through. I'm not sure what you mean by tanks being good at holding the zerg army for a couple seconds; if by that you mean that it keeps the lings back for a couple seconds as they kill the tanks before going after the bio again, then mines do the same thing because Zergs generally send seers with their army the kill the mines while they pass through. If you mean that the damage and splash of tanks means that Zergs have to be ready to fully commit to the attack before launching it, then again, mines do the same thing because of their tremendous splash damage and damage output.

Couple of that with the mass of tanks you need to be able to trade cost effectively on creep, the longer siege time, the longer build time, super fast mutas who can be wreaking havoc in your base and still be back for the fight if you take too long to engage (ie slowly leapfrogging tanks), then mines are clearly a superior choice to add to the army composition than tanks in virtually any given situation.

He was just saying that you can reliably focus fire banes with tanks, which is true.

You cannot reliably aim widow mines due to short range and lockon timer resetting every time you give them a new order. The most you can do in most cases is burrow / unburrow micro to prevent them from getting tripped by 1 or 2 sacrificial lings.
Survivor61316
Profile Joined July 2012
United States470 Posts
July 23 2014 20:48 GMT
#32
On July 24 2014 05:44 Genome852 wrote:
Show nested quote +
On July 24 2014 05:39 Survivor61316 wrote:
On July 24 2014 05:14 Faust852 wrote:
On July 24 2014 05:06 Survivor61316 wrote:
On July 24 2014 02:42 geokilla wrote:
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.

You know you can manually target mines too right? It just takes quicker mircro

+ Show Spoiler +
Doesn't work the same tho. All your tank will focus the same pack of baneling with quick shift rights clic on them. WM have a way sorter radius and there is no way to really focus manually each of them. + Tank are good to hold the Z army a couple of second so you have more time to split, while you have absolutly no holders with biomine.

If you dont stagger your tanks at all they will just fire on the same banelings and before they can shoot again the ling/bling will close on the army. The same goes for mines, you have to stagger them so that you can keep auto targeting as the banes come through. I'm not sure what you mean by tanks being good at holding the zerg army for a couple seconds; if by that you mean that it keeps the lings back for a couple seconds as they kill the tanks before going after the bio again, then mines do the same thing because Zergs generally send seers with their army the kill the mines while they pass through. If you mean that the damage and splash of tanks means that Zergs have to be ready to fully commit to the attack before launching it, then again, mines do the same thing because of their tremendous splash damage and damage output.

Couple of that with the mass of tanks you need to be able to trade cost effectively on creep, the longer siege time, the longer build time, super fast mutas who can be wreaking havoc in your base and still be back for the fight if you take too long to engage (ie slowly leapfrogging tanks), then mines are clearly a superior choice to add to the army composition than tanks in virtually any given situation.

He was just saying that you can reliably focus fire banes with tanks, which is true.

You cannot reliably aim widow mines due to short range and lockon timer resetting every time you give them a new order. The most you can do in most cases is burrow / unburrow micro to prevent them from getting tripped by 1 or 2 sacrificial lings.

Yeah its definitely way easier with tanks, no doubt. But mines are still a way better unit so it doesn't really make sense to play marine tank regardless of that.
Liquid Fighting
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
July 23 2014 20:51 GMT
#33
Ah, pity. I enjoyed horizontal spawns on Foxtrot...
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
[PkF] Wire
Profile Joined March 2013
France24232 Posts
Last Edited: 2014-07-23 22:11:13
July 23 2014 21:13 GMT
#34
At last, at last. While you're at it, you could fix the numerous colossi glitches of Foxtrot Labs (ask Uvantak if you want him to show you how to do it).

It's good though because it shows Blizzard is more and more enclined to answering community and pro scene feedback. I take it as a really positive sign.
SpikeStarcraft
Profile Joined October 2011
Germany2095 Posts
Last Edited: 2014-07-23 23:11:48
July 23 2014 23:11 GMT
#35
Doesnt seem to be in effect on EU yet. I just had a game with horizontal spawns on deathwing.
Sajaki
Profile Joined June 2011
Canada1135 Posts
July 23 2014 23:41 GMT
#36
On July 24 2014 08:11 SpikeStarcraft wrote:
Doesnt seem to be in effect on EU yet. I just had a game with horizontal spawns on deathwing.


They're getting clumped with the widowmine/thor/timewarp patch.
Inno pls...
JessicaSc2
Profile Joined February 2014
Poland123 Posts
July 24 2014 00:57 GMT
#37
who needs variety anyway...
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 24 2014 01:10 GMT
#38
On July 24 2014 05:39 Survivor61316 wrote:
Show nested quote +
On July 24 2014 05:14 Faust852 wrote:
On July 24 2014 05:06 Survivor61316 wrote:
On July 24 2014 02:42 geokilla wrote:
On July 24 2014 02:31 Genome852 wrote:
Won't stop me from tank dropping zerg on deadwing every game lalala

Good changes though.

Tank drops OP! But I play Marine Tank on that map. God it's so much more fun than Widow Mines. Manually targetting the Banelings and watching them go BOOM.

You know you can manually target mines too right? It just takes quicker mircro

Doesn't work the same tho. All your tank will focus the same pack of baneling with quick shift rights clic on them. WM have a way sorter radius and there is no way to really focus manually each of them. + Tank are good to hold the Z army a couple of second so you have more time to split, while you have absolutly no holders with biomine.

If you dont stagger your tanks at all they will just fire on the same banelings and before they can shoot again the ling/bling will close on the army. The same goes for mines, you have to stagger them so that you can keep auto targeting as the banes come through. I'm not sure what you mean by tanks being good at holding the zerg army for a couple seconds; if by that you mean that it keeps the lings back for a couple seconds as they kill the tanks before going after the bio again, then mines do the same thing because Zergs generally send seers with their army the kill the mines while they pass through. If you mean that the damage and splash of tanks means that Zergs have to be ready to fully commit to the attack before launching it, then again, mines do the same thing because of their tremendous splash damage and damage output.

Couple of that with the mass of tanks you need to be able to trade cost effectively on creep, the longer siege time, the longer build time, super fast mutas who can be wreaking havoc in your base and still be back for the fight if you take too long to engage (ie slowly leapfrogging tanks), then mines are clearly a superior choice to add to the army composition than tanks in virtually any given situation.


Tanks don't do overkill, so if you shiftclic 4/5 banelings, they will probably all be dead.
[PkF] Wire
Profile Joined March 2013
France24232 Posts
Last Edited: 2014-07-24 01:47:49
July 24 2014 01:44 GMT
#39
On July 24 2014 09:57 JessicaSc2 wrote:
who needs variety anyway...


Please Jessica, I know it must be painful to be told "your map as it stood was not suited for competitive play", like it must be painful for the mother of a mentally crippled child to be told the truth by a physician, but balance and gameplay issues on horizontal spawns were blatant. Variety is welcome but must not come at the price of a fair competitive environment.
JessicaSc2
Profile Joined February 2014
Poland123 Posts
July 24 2014 02:02 GMT
#40
On July 24 2014 10:44 [PkF] Wire wrote:
Show nested quote +
On July 24 2014 09:57 JessicaSc2 wrote:
who needs variety anyway...


Please Jessica, I know it must be painful to be told "your map as it stood was not suited for competitive play", like it must be painful for the mother of a mentally crippled child to be told the truth by a physician, but balance and gameplay issues on horizontal spawns were blatant. Variety is welcome but must not come at the price of a fair competitive environment.


So blatant that no one noticed them until the map got on ladder? Please.

The only map that has been reasonably decent for terran now has been thoroughly nerfed because some zergs cannot adapt.
Sigh.
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
July 24 2014 03:13 GMT
#41
On July 24 2014 05:22 TheFish7 wrote:
Don't understand the foxtrot change.


I think the problem is that the gold base is much easier to take for one player than the other in horizontal spawns
To ease another's heartache is to forget one's own - Lincoln
SC2Towelie
Profile Joined July 2014
United States561 Posts
July 24 2014 03:38 GMT
#42
FINALLY
Don't forget to bring a towel! (Towelie.635)
Wertheron
Profile Joined October 2011
France439 Posts
Last Edited: 2014-07-24 06:23:37
July 24 2014 06:22 GMT
#43
On July 24 2014 11:02 JessicaSc2 wrote:
Show nested quote +
On July 24 2014 10:44 [PkF] Wire wrote:
On July 24 2014 09:57 JessicaSc2 wrote:
who needs variety anyway...


Please Jessica, I know it must be painful to be told "your map as it stood was not suited for competitive play", like it must be painful for the mother of a mentally crippled child to be told the truth by a physician, but balance and gameplay issues on horizontal spawns were blatant. Variety is welcome but must not come at the price of a fair competitive environment.


So blatant that no one noticed them until the map got on ladder? Please.

The only map that has been reasonably decent for terran now has been thoroughly nerfed because some zergs cannot adapt.
Sigh.


Before going to ladder, these maps were not played by pros... now it's the case and i think they want map with balance not T/Z/P favored (just because the mapmacker is T/Z/P).
Scoobers
Profile Joined May 2013
48 Posts
July 24 2014 06:23 GMT
#44
I really liked deadwing horrizontal positions and now its just another map that both sides go to super macro mode.
That game of Taeja vs Solar was really good because it played out in a non standard way, it was something new and exciting although I would assume that Tempest mostly was the reason for the change :D that thing is such an annoyance early game and when its built right next to go makes you wanna go QXC on your keyboard

when does this and mine buff go live?
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 24 2014 06:33 GMT
#45
On July 24 2014 15:23 Scoobers wrote:
when does this and mine buff go live?

By the end of the week.
Scoobers
Profile Joined May 2013
48 Posts
July 24 2014 06:40 GMT
#46
On July 24 2014 15:33 Faust852 wrote:
Show nested quote +
On July 24 2014 15:23 Scoobers wrote:
when does this and mine buff go live?

By the end of the week.

I kind of still hope they change their mind and buff tank and thor in TvZ so we dont see mines... Then again Protoss needs those mines to scare them so theyre forced to stay more honest in PvT
KOtical
Profile Joined January 2011
Germany451 Posts
July 24 2014 06:51 GMT
#47
all maps right now are good for terran (compared to all seasons in hots before) this is blizzards attempt to get some more race stats around 50%.
Terran right now with lets say the maps of season 2 hots would just get wrecked every game...
im not a big fan of balancing by maps...
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 24 2014 06:54 GMT
#48
On July 24 2014 15:51 KOtical wrote:
all maps right now are good for terran (compared to all seasons in hots before) this is blizzards attempt to get some more race stats around 50%.
Terran right now with lets say the maps of season 2 hots would just get wrecked every game...
im not a big fan of balancing by maps...

There is a huge patch coming up soon dude.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 24 2014 18:58 GMT
#49
On July 24 2014 15:51 KOtical wrote:
all maps right now are good for terran (compared to all seasons in hots before) this is blizzards attempt to get some more race stats around 50%.
Terran right now with lets say the maps of season 2 hots would just get wrecked every game...
im not a big fan of balancing by maps...


Brood War was balanced by maps for like 10 years. It works fine.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 25 2014 05:16 GMT
#50
I'm curious about the instantaneous reaction to Deadwing's horizontal spawns. Terrans had to put up with over two seasons of Blink builds. Why shouldn't other races have to put up with very strong new Terran builds for months as they work to figure out a viable response? I hope I don't need to remind anyone that Blink wasn't just OK, it was very strong.

Usually people jump all over the "let pros figure out a response even if it takes a year" option. I haven't seen enough games on Deadwing, but is it really so impossible that Zergs will figure out a way to play that map? If we give them six months?

On July 25 2014 03:58 DinoMight wrote:
Show nested quote +
On July 24 2014 15:51 KOtical wrote:
all maps right now are good for terran (compared to all seasons in hots before) this is blizzards attempt to get some more race stats around 50%.
Terran right now with lets say the maps of season 2 hots would just get wrecked every game...
im not a big fan of balancing by maps...


Brood War was balanced by maps for like 10 years. It works fine.


There are definitely some disadvantages to balancing by maps. It's an imprecise art. Take Blink Stalker all-ins - the only way to balance that through map design also made it more difficult to scout in TvP.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 25 2014 07:17 GMT
#51
On July 25 2014 03:58 DinoMight wrote:
Show nested quote +
On July 24 2014 15:51 KOtical wrote:
all maps right now are good for terran (compared to all seasons in hots before) this is blizzards attempt to get some more race stats around 50%.
Terran right now with lets say the maps of season 2 hots would just get wrecked every game...
im not a big fan of balancing by maps...


Brood War was balanced by maps for like 10 years. It works fine.


I really wish people would stop using this example, starcraft2 isn't brood war and many things, if not all, can't be balanced by maps in SC2.
"Not you."
Skynx
Profile Blog Joined January 2013
Turkey7150 Posts
July 25 2014 15:09 GMT
#52
1. Deadwing LE horizontal spawns disabled.


Is this not implemented? I still face ppl on horizontal spawns, can't say i dislike it tho
"When seagulls follow the troller, it is because they think sardines will be thrown into the sea. Thank you very much" - King Cantona | STX 4 eva
NonY
Profile Blog Joined June 2007
8751 Posts
Last Edited: 2014-07-25 15:33:06
July 25 2014 15:32 GMT
#53
On July 25 2014 16:17 19Meavis93 wrote:
Show nested quote +
On July 25 2014 03:58 DinoMight wrote:
On July 24 2014 15:51 KOtical wrote:
all maps right now are good for terran (compared to all seasons in hots before) this is blizzards attempt to get some more race stats around 50%.
Terran right now with lets say the maps of season 2 hots would just get wrecked every game...
im not a big fan of balancing by maps...


Brood War was balanced by maps for like 10 years. It works fine.


I really wish people would stop using this example, starcraft2 isn't brood war and many things, if not all, can't be balanced by maps in SC2.

We don't know if it's a limitation of the game. It's the community that has prevented SC2 from being balanced by maps so far. Players and fans have to be willing to put up with longer periods of imbalance and have to be able to use a map that seems imbalanced for a full season (and not let it just get vetoed every match). If people can't accept those things, then they have to accept having a more static and stale game.

Knee-jerk reactions happen because a new map comes along with terrain that massively benefits a prevailing strategy/build/tactic on only one side of a matchup. This isn't fair. The idea is to make the disadvantaged race play another style or build where that change is irrelevant, or figure out a new tactic for nullifying the advantage, or invent a whole new style or build, and then some of that knowledge can be used on other maps too and the disadvantaged race actually comes out ahead because they were forced to innovate and improve. If players aren't willing to go through the struggle and fans aren't willing to watch it then there's no point.

Players were throwing in the towel way too early, especially in the context of a veto system that means the impact on competitive play would have been minimal anyway.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
LingBlingBling
Profile Joined December 2012
United States353 Posts
Last Edited: 2014-07-25 16:23:30
July 25 2014 16:14 GMT
#54
On July 24 2014 15:23 Scoobers wrote:
I really liked deadwing horrizontal positions and now its just another map that both sides go to super macro mode.
That game of Taeja vs Solar was really good because it played out in a non standard way, it was something new and exciting although I would assume that Tempest mostly was the reason for the change :D that thing is such an annoyance early game and when its built right next to go makes you wanna go QXC on your keyboard

when does this and mine buff go live?


No the reason is because deadwing on horizontal positions was incredibly imbalanced in Terrans favor vs zerg, can parade push with tanks for a free win on that map vs zerg. Solar prob wishes those changes happened before IEM.

QUOTE]On July 26 2014 00:09 Skynx wrote:
1. Deadwing LE horizontal spawns disabled.


Is this not implemented? I still face ppl on horizontal spawns, can't say i dislike it tho [/QUOTE]

Patch is not out yet, Think they said 10:30 pst for NA. Not sure about EU/KR times.
Remember our motto: We ain't got it.
StorM_Sweden
Profile Joined July 2014
Sweden45 Posts
July 25 2014 16:48 GMT
#55
Why is there so many 4 player maps this season and not 2 player maps?. Very strange. Any feedback would be great
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
July 25 2014 16:50 GMT
#56
On July 26 2014 01:48 StorKK wrote:
Why is there so many 4 player maps this season and not 2 player maps?. Very strange. Any feedback would be great

Diversity, allowing for more options in mapmaking, less prone to split maps, allows for more metagaming opportunities.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
StorM_Sweden
Profile Joined July 2014
Sweden45 Posts
July 25 2014 16:56 GMT
#57
i see, so overall they wanna se more macrogames?
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 26 2014 14:28 GMT
#58
On July 26 2014 01:48 StorKK wrote:
Why is there so many 4 player maps this season and not 2 player maps?. Very strange. Any feedback would be great

Still less than the average BW map pool!
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 26 2014 14:29 GMT
#59
On July 26 2014 01:56 StorKK wrote:
i see, so overall they wanna se more macrogames?

They want to see more interesting macrogames.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
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