Mandatory protected natural for every map? - Page 2
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Obamarauder
697 Posts
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ZigguratOfUr
Iraq16955 Posts
On February 20 2018 05:39 Obamarauder wrote: I thought maps like nimbus were pretty good, not much turtling on that map Nimbus was a rushfest because of the ramp to the main. | ||
opisska
Poland8852 Posts
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Charoisaur
Germany15867 Posts
People use Dusk Towers as an example why in-base naturals are bad but it was actually the map which gave us by far the most entertaining games in 2016. (Maru vs Zest Code A, Maru vs Zest Proleague, TY vs Zest, Nerchio vs Showtime with the 3-pronged attack from Nerchio, TaeJa vs Zest, Stats vs Maru, TY vs Dark, Dark vs Classic, INnoVation vs Dark etc) | ||
LTCM
174 Posts
Then again I don't really ever veto maps cause I like the change and I just want to have fun. I suck at the game so it's not like 100 point higher mmr from better map selection means crap at my level. | ||
ZigguratOfUr
Iraq16955 Posts
On February 20 2018 06:17 Charoisaur wrote: I personally like inbase-naturals. The ease of securing expansions gets kinda counter-acted by the fact that the in-base natural is usually very vulnerable to harassment. Still every map shouldn't have an in-base natural, just a few. People use Dusk Towers as an example why in-base naturals are bad but it was actually the map which gave us by far the most entertaining games in 2016. (Maru vs Zest Code A, Maru vs Zest Proleague, TY vs Zest, Nerchio vs Showtime with the 3-pronged attack from Nerchio, TaeJa vs Zest, Stats vs Maru, TY vs Dark, Dark vs Classic, INnoVation vs Dark etc) 2016 was a complete train-wreck for maps, the worst year on record (2010-2011 could be argued to be worse, but they deserve more leeway). Dusk Towers stood out as a 6/10 map in a map pool of 3/10s. | ||
WeddingEpisode
United States356 Posts
On February 20 2018 01:19 ReachTheSky wrote: These types of maps lead to the most boring stagnant gameplay. It's not fun to play these and it's also not fun to watch as a spectator. I think you are looking for no rush 10 minute games which is the opposite of what sc2 lotv is. Well, my idea was just that a mid-game might be more likely. | ||
Loccstana
United States833 Posts
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ZigguratOfUr
Iraq16955 Posts
On February 20 2018 09:07 Loccstana wrote: Anyone here want to see more semi island maps? I really loved those kind of maps from broodwar Semi-island maps tend to be rather imbalanced (both in BW and SCII), and most people feel like air play is already too prevalent in SCII. | ||
Avexyli
United States690 Posts
On February 19 2018 21:24 -NegativeZero- wrote: no | ||
Creager
Germany1884 Posts
On February 20 2018 00:27 orvinreyes wrote: why not go further and just skip the first 5 minutes of the game then. boring AF Like they did by introducing the 12 worker start? On topic, while I prefer macro games and usually don‘t shy away from being on the defensive side, I‘d rather not see inbase naturals on every map. | ||
NoobSkills
United States1595 Posts
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SHODAN
United Kingdom1060 Posts
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deacon.frost
Czech Republic12128 Posts
![]() I generally don't count 2 rax proxy or another 1 base all-ins as this would happen on any map as the player doesn't have any intentions of using the in-base natural. Thanks! | ||
algue
France1436 Posts
At the moment any new map concept has to be done right on first try because the only way to get your map played is to get it on the ladder and if it's considered cancerous by the players you can bet your ass that any new iteration of your map or your concept will never make it again. Pocket expansions and backdoors are the only two weird/innovative concepts that were given a few tries on the ladder and even then it was like 3 or 4 tries at best. It's understandable though since ladder maps are tournament maps and there's money on the line, players, especially pros don't wanna be a random mapmaker's guinea pig. However Blizzard isn't doing much to allow more maps to be tested. I think CS:GO style operations would do a lot of good to Sc2. | ||
leublix
493 Posts
For the other match-ups I don't mind it too much as long as the third isn't too easy to wall. If one map in the map pool has this feature it's ok imo. It doesn't make the game more fun though. | ||
mishimaBeef
Canada2259 Posts
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themusic246
United States210 Posts
Its like salt in a meal, maybe just add a little to spice up the map pool every now and then (same with pocket thirds, unique rush maps etc), but dont eat a spoonfull of salt at once :3 | ||
RogerChillingworth
2781 Posts
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Qwyn
United States2779 Posts
I'm not a fan of free bases. One of the most general principles of map design is that as you expand, you should be expanding outwards (that is, further and further towards the middle/perimeter of the map) and each successive expansion should be riskier than the previous. Obviously at this point in the game's life cycle natural expansions are considered to be a given. However giving all maps safe naturals removes an entire stage of the game from consideration that is an essential part of keeping players honest and on top of their fundamentals. | ||
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