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Frozen Temple looks excellent, I always liked the look of maps with thin valleys in the center but the maps with this feature before were huge maps, and besides that were barely played at a high level. This map pretty much forces the point, somewhat like Ulrena where there's a one-unit wide pathway that's used in just about every game. Other than that it reminds me of Neo Planet S, but with destructible rocks.
Ruins of Endion is kind of unremarkable, it's another experiment with close spawns by air. More rocks. Kind of on the fence about this one.
KCK does look f'n crazy and just looking at it I want to play some games there. The pro version won't use all 8 spawns will it?
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Frozen Temple reminds of Heavy Rain with that central path.
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On March 26 2016 06:12 Dabble wrote: Frozen Temple looks excellent, I always liked the look of maps with thin valleys in the center but the maps with this feature before were huge maps, and besides that were barely played at a high level. This map pretty much forces the point, somewhat like Ulrena where there's a one-unit wide pathway that's used in just about every game. Other than that it reminds me of Neo Planet S, but with destructible rocks.
Ruins of Endion is kind of unremarkable, it's another experiment with close spawns by air. More rocks. Kind of on the fence about this one.
KCK does look f'n crazy and just looking at it I want to play some games there. The pro version won't use all 8 spawns will it? From what I gather, on KCK your opponent is always supposed to spawn on one of the 3 locations that's the furthest from where you spawned.
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I'm a little disappointed in Frozen Temple. I was expecting a modern version of lost temple similiar to what Metropolis was to Metalopolis.
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On March 26 2016 07:08 royalroadweed wrote: I'm a little disappointed in Frozen Temple. I was expecting a modern version of lost temple similiar to what Metropolis was to Metalopolis. Nope, that's just how Blizzard names their maps, basically a description of what it looks like. Is anyone familiar with Ice Cliffs?
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KCK will be fun. Squeez out one liberator, one tank and one medivac and your enemy will never mine from his main or later his 3rd again. Oh yeah.
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Does anyone else miss wide-open areas for battle?
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Loved them all, at least for the first look. We actually have to play on them to judge. Map changes are always exiting as it creates new metas and offers something new to watch.
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I've played on all of them a number of times.
Korhal is very fun, way better than expected.
Frozen is terrain abuse heaven for terran. Don't enjoy the no choice of third, though. You can take the far away one, but it's siegable from the xel naga tower.
Invader has some crazy positional play too. Also the third/fourth can both be sieged by libs without vision, so put an overlord up there. Other than that, seemed like a pretty normal map?
Ruins is .. something. Reapers seem to get nat to nat quicker than other maps. Dropping pool at 17 instead of 18 makes up for that. There's going to be a lot of breaking the rocks at the gold and pushing through there. It's going to suck.
Reps of the games: http://sc2replaystats.com/account/replays/29/0/1117/1v1/Private/25/0
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Ruins looks like a nice map for positional play. At least to some degree. Could be a good map to test not having tankivacs. Can someone who played it confirm? If it just wasn't for the close air distance though...
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another blizzard map thread
10% "as a professional map artisan i find these BLIZZAAHHD maps pitiful and wretched. what curs they are not to offer me a salary to create all of their maps. i must retreat into my mapmaking lair and brood." 15% "finally, new maps! they look cool! woo!" 15% "this was your last chance, blizzard!!! you fucked it up again!!! these idiots never learn!!! aargh!!!" 20% "they removed THOSE maps but not the map OP RACE always BEATS ME ON?!" 20% "i play protoss and one of these maps has a kinda-difficult third base, therefore i'm uninstalling and switching to heroes of the storm for this season" 20% "i play zerg and one of these maps has a kinda-difficult fourth base, therefore i'm switching to protoss"
in seriousness: frozen temple looks cool. ruins of endion just looks like another ROCKS AND GOLD BASES map/rotated ulrena. invader looks decent, but i think it will suffer from "80% of the map is never used in normal games" syndrome. korhal carnage could be interesting too, but gimmicky two base strategies might be too strong at higher levels.
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On March 26 2016 11:40 InfCereal wrote:There's going to be a lot of breaking the rocks at the gold and pushing through there. It's going to suck. i imagine the position below the cliff at the natural will be great for bio tank pushes. it's like the position outside the third at orbital shipyard with a much shorter rush distance, and with medivacs spotting tanks will be able to hit rallying units in two or three different areas, which is terrifying. the base with the rocks on it (which zerg will never take against an aggressive terran) also provides natural simcity, which obviously favors terran. with close air and no ulrena rush distance zerg has to go 2 base spire, so i see a lot of zvt on that map being 2 base spire into defending a push while using mutas to try to harass the reinforcements/snipe tankivacs while terran is setting up
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I hate when David Kim speaks about maps and mentions diversity, distinct maps, different build orders and strategies..
Creativity stemming from bad/weird map design is something that doesn't exist in sc2 esports. Everything you see in tournament games has been done countless times before on ladder and probably thought of by someone else before the player uses it themselves.
It's just an excuse to use gimmicky & bad maps that force players to take gambles.
We've had to deal with the worst map pool in a long time since beta, and I wouldn't be surprised if matters only got worse.
I already knew David Kim gave up on the ideal of trying to create the best multiplayer experience possible for the higher end of the skill spectrum for players/pro-gamers a long time ago and is just getting by doing the bare minimum..
But nowadays it's like the rest of blizzard gave up as well. (WCS, Psione gave up trying to improve things, etc..)
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Amazing textures, specially the ice map.
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On March 26 2016 20:30 brickrd wrote: another blizzard map thread
10% "as a professional map artisan i find these BLIZZAAHHD maps pitiful and wretched. what curs they are not to offer me a salary to create all of their maps. i must retreat into my mapmaking lair and brood." You might be speaking in satire here, but I'm done with all this nonsense. I poured 5 years of work into making maps for this game, and while I rarely saw the success I knew I could pull off, that never mattered to me, I loved doing it, it came from a love of this game, I adored the scene and the maps. As long as somebody, anybody, got recognized, I was happy. My love for this game has been dying however, every time Blizzard talks about what they think is cool, and not what makes the game fun to play, my love for the game dies a little more.
There's a vision Blizzard has for this game, and they think whatever it is, it's really cool, but I can't stand it, their vision shows in the way they control everything, and the way they choose their maps. I know what the community can produce and has produced, I was there, so seeing what really gets Blizzard's stamp of approval is simply disheartening, it robs me of the will to keep doing it. I got into SC2 because it was a fun game, not because it was cool to watch. Remove the word cool from the English dictionary and Blizzard loses more from SC2 than I ever could. My level of disappointment approaches that of an addicted gambler, who just doesn't know when to quit, but there's one difference.
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Invader is so painful as a Zerg when it's not cross or close air TT. It's actually a ridiculously small rush distance and it's impossible to take a third. I think this should get patched out? Feels just like close spawn Metalopolis...I'll keep playing games but it's brutal that both of your thirds are close to the enemy...
Invader's hella awkward, lol. Such a big map and so choked and convoluted. It naturally drives you towards the middle, which is super painful for a race like Zerg. In TvT it's absolutely crucial that you get out on the map and secure the bottom lane (I've only gotten close / close air spawns), which makes you super vulnerable to drops because of how windy the map is, lol.
Lots of abusive siege tank positions since the main is so small. Actually hella hard to fit all your production in your main TT. The map definitely favors P/T vs Z because of how staged the thirds are, how convoluted the map is, and how it naturally drives you towards the middle of the map.
The fact that the map is so convoluted wouldn't be a problem if it weren't so damn big, lol.
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On March 28 2016 16:59 Qwyn wrote: Invader is so painful as a Zerg when it's not cross or close air TT. It's actually a ridiculously small rush distance and it's impossible to take a third. I think this should get patched out? Feels just like close spawn Metalopolis...I'll keep playing games but it's brutal that both of your thirds are close to the enemy...
Invader's hella awkward, lol. Such a big map and so choked and convoluted. It naturally drives you towards the middle, which is super painful for a race like Zerg. In TvT it's absolutely crucial that you get out on the map and secure the bottom lane (I've only gotten close / close air spawns), which makes you super vulnerable to drops because of how windy the map is, lol.
Lots of abusive siege tank positions since the main is so small. Actually hella hard to fit all your production in your main TT. The map definitely favors P/T vs Z because of how staged the thirds are, how convoluted the map is, and how it naturally drives you towards the middle of the map.
The fact that the map is so convoluted wouldn't be a problem if it weren't so damn big, lol. 2 base muta is really strong on invader
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On March 28 2016 19:41 brickrd wrote:Show nested quote +On March 28 2016 16:59 Qwyn wrote: Invader is so painful as a Zerg when it's not cross or close air TT. It's actually a ridiculously small rush distance and it's impossible to take a third. I think this should get patched out? Feels just like close spawn Metalopolis...I'll keep playing games but it's brutal that both of your thirds are close to the enemy...
Invader's hella awkward, lol. Such a big map and so choked and convoluted. It naturally drives you towards the middle, which is super painful for a race like Zerg. In TvT it's absolutely crucial that you get out on the map and secure the bottom lane (I've only gotten close / close air spawns), which makes you super vulnerable to drops because of how windy the map is, lol.
Lots of abusive siege tank positions since the main is so small. Actually hella hard to fit all your production in your main TT. The map definitely favors P/T vs Z because of how staged the thirds are, how convoluted the map is, and how it naturally drives you towards the middle of the map.
The fact that the map is so convoluted wouldn't be a problem if it weren't so damn big, lol. 2 base muta is really strong on invader
2 base muta is never strong in lotv.
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On March 28 2016 20:04 InfCereal wrote:Show nested quote +On March 28 2016 19:41 brickrd wrote:On March 28 2016 16:59 Qwyn wrote: Invader is so painful as a Zerg when it's not cross or close air TT. It's actually a ridiculously small rush distance and it's impossible to take a third. I think this should get patched out? Feels just like close spawn Metalopolis...I'll keep playing games but it's brutal that both of your thirds are close to the enemy...
Invader's hella awkward, lol. Such a big map and so choked and convoluted. It naturally drives you towards the middle, which is super painful for a race like Zerg. In TvT it's absolutely crucial that you get out on the map and secure the bottom lane (I've only gotten close / close air spawns), which makes you super vulnerable to drops because of how windy the map is, lol.
Lots of abusive siege tank positions since the main is so small. Actually hella hard to fit all your production in your main TT. The map definitely favors P/T vs Z because of how staged the thirds are, how convoluted the map is, and how it naturally drives you towards the middle of the map.
The fact that the map is so convoluted wouldn't be a problem if it weren't so damn big, lol. 2 base muta is really strong on invader 2 base muta is never strong in lotv. try it, the map is huge, has weird terrain you can abuse and the third is awkward to take. it's a muta map
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