Yeah, Cloud Kingdom had a closed natural, easiest to defend than on Galactic
9-square wide from edge to edge.
Teo's wall is 13 squares wide and uses the diagonal nexus in the wall so it's twice as big of a wall - You need 2 extra pylons to complete the wall but this doubled width also makes cannons, forcefields and overcharges far weaker.
I actually don't think Galactic and CK will play THAT similarly. Even if the rocks were there at the nat backdoor, there are some pretty key differences in pathing and where bases/ramps/rocks are etc.
I do not like that they left two of my veto maps - Frost and Frozen temple. Both are unplayable if you play mech. So I hope that only one veto is needed for the new maps.
It would be great if there were a single season where 3 vetoes were sufficient. I always feel I am one veto short from getting a decent experience on the ladder.
On July 08 2016 17:58 FromtheAbysS wrote: Galactic Process looks very similar to Cloud Kingdom. Good thing as this one was one of the best map ever made in sc2. We will see... Dasan Station is a joke. TvT, early zerglings rush, Pylons rush, 3 entries in the main,... so much fun. The others look good but sad to say goodbye to Dusk Tower
And 6 entries to the main with blink stalkers ... what a nightmare it would be if we couldn't veto it.
reasonable things (cough rocks cough) got removed beforehand, something tells me unreasonable (untested, buggy, overlooked, [insert rant here]...) things will get removed afterwards just as well.
On July 10 2016 02:42 geokilla wrote: So has Blizzard said anything about changing the maps like that?
Here's the closest thing you're likely to get:
We typically make adjustments to community-created maps before they go on the ladder, but this was a case where we could have done better in communicating with NewSunshine about the changes we wanted to make. We identified where the breakdown happened internally and will take steps to ensure this doesn’t happen again after future contests. In the end, we’re all invested in having the best possible maps for players. Having a dialogue when possible as we iterate together on the maps contributes to this goal, so we’ll execute better on that going forward.
It sounds a bit canned as a response, though it's better than nothing. I personally don't have my hopes up, but I have to make peace with the situation either way.
Ok i've played those past few days on those maps, my opinion about terran matchup :
Dasan station may look bad, but if it stays only one season it might be ok to play on it, the metagame will shift quickly, tempest/adept might be too strong in TvP on this one because of the third base having gold and the very rush short distance, + tempest can be supported by stalker, TvZ looks very hard to call and we will probably never see a normal game on it
Apotheosis : I have honestly no idea why people think it would look good, the map is way way too big, and you can also take a third base as a gold, as you know "prion terraces" was already a very unfavored terran map because of the third being a gold, here we have this feature + the map is insanely big, which makes it very unfavored for terran
Galactic process : A few weird ideas about this map, but it have some cool feature and it's actually the only "balanced" and well thought map, may be balanced in TvP and slightly favored for zerg because of the 4th being maybe slightly too safe, but looks like a fair map
New gettysburg : The special features of the map are interesting and ok, but the layout of the first 4 base is way too safe, which makes it very hard to push or harass, you basically force a mid-lategame on this map, i doubt it will be any good
Considering the current metagame and the recent buff, i think it will be a very rough map pool for terran For the mirror match up every map are normal, except for dasan station that will give insanely random TvT, that will remain more on lucky drop timing than skill
On July 10 2016 19:14 [PkF] Wire wrote: Isn't Apotheosis going to be pretty imba in ZvP with the easy gold ?
The gold isn't that easy, since you can knock down the rocks to cut if off from the rest of the bases, and also shoot at the workers from the low ground.
On July 10 2016 19:14 [PkF] Wire wrote: Isn't Apotheosis going to be pretty imba in ZvP with the easy gold ?
The gold isn't that easy, since you can knock down the rocks to cut if off from the rest of the bases, and also shoot at the workers from the low ground.
this is how i'm hoping it turns out - the goal was an exaggerated "high risk high reward" design, where the risk also involves the opponent having to exploit the surrounding terrain. but we'll see how it works in practice...