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2018 Season 4 Maps Announced - Page 2

Forum Index > SC2 General
36 CommentsPost a Reply
Prev 1 2 All
dr3am_b3ing
Profile Joined May 2015
Canada188 Posts
November 08 2018 16:44 GMT
#21
New maps look amazing for drops and zerg
Potassium Gang
vyzion
Profile Joined August 2016
308 Posts
November 08 2018 17:41 GMT
#22
too much whining and assumptions. let's give them a shot first and see what happens. you can whine after.
Tempest
Profile Joined October 2015
United States147 Posts
November 08 2018 17:56 GMT
#23
On November 09 2018 02:41 vyzion wrote:
too much whining and assumptions. let's give them a shot first and see what happens. you can whine after.


Negative sir, I will whine now! D:<
Quick, think of some pithy cliche and toss it here
Togekiss
Profile Joined January 2013
Canada154 Posts
November 08 2018 18:49 GMT
#24
So all but one new 1v1 map are basically small to medium sized? I wonder if this is to specifically shift the balance of power, so to speak? Will be interesting to see how the meta changes as a result of this map pool, and specifically if Terran will go back to more standard, no-proxy play vs Toss.
DSK
Profile Blog Joined February 2015
England1110 Posts
November 08 2018 19:16 GMT
#25
Habitation Watcher looks so beautiful.
**@ YT: SC2POVs at https://www.youtube.com/c/SC2POVsTV | https://liquipedia.net/starcraft2/SC2POVs @**
washikie
Profile Joined February 2011
United States752 Posts
November 08 2018 19:50 GMT
#26
On November 09 2018 03:49 Togekiss wrote:
So all but one new 1v1 map are basically small to medium sized? I wonder if this is to specifically shift the balance of power, so to speak? Will be interesting to see how the meta changes as a result of this map pool, and specifically if Terran will go back to more standard, no-proxy play vs Toss.


I think terran will go back to more standard play now that the cyclone is a different unit on new balance patch. Cyclone was kind of the enabler of the proxy meta because it was super threatening on offense so it forced protoss to guard the front which made it hard to also guard the main vs hellion drops and the like. It also was very strong defensively so it was difficult to counter attack a proxying terran due to the strength of mass repaired cyclones. new cyclone is much more suited to a purely defensive play style and lacks the offensive threat of the old cylone.
"when life gives Hero lemons he makes carriers" -Artosis
KR_4EVR
Profile Joined July 2017
316 Posts
November 08 2018 20:32 GMT
#27
I've had a complaint all LOTV long.

Maps with an S-shape from the main to the 4th bases make for much more interesting games than maps with a J-shape from the main to the 4th.

The fact that most LOTV maps have had a J-shape really just means you can't be out-positioned if your units are faster. Also an attack in the main means little since it's not far away.

In contrast, on maps with an S- shape the positioning is much more tactical. There are actual choices to make in terms of the question, "what is the right response to this enemy position?"

If you look back to HOTS era maps, the base layout includes a good mixture of all sorts of arrangements of 1st through 4th bases. I personally can't stand how in modern maps 4 bases can be easily defended just by setting troops on a horizontal patrol, whereas the 3rd base alone is hardly less secure.

To be designed well, maps need to have a 1 1/2 -point defence for the 3 bases (plus droppability in main) and 3-point defence for 4 bases. With the current design, the ground pathing between 4th and main (compared to air path) is too short for drops to be advantageous, and 4 bases only requires 2 points of defence. This is not right.

That's my twopence.
Et tu Brute ?
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2018-11-08 21:38:03
November 08 2018 21:37 GMT
#28
On November 09 2018 03:49 Togekiss wrote:
So all but one new 1v1 map are basically small to medium sized? I wonder if this is to specifically shift the balance of power, so to speak? Will be interesting to see how the meta changes as a result of this map pool, and specifically if Terran will go back to more standard, no-proxy play vs Toss.

automaton and port aleksander are both larger than any map currently in the ladder pool.
vibeo gane,
Ben...
Profile Joined January 2011
Canada3485 Posts
November 09 2018 00:48 GMT
#29
On November 09 2018 02:56 Tempest wrote:
Show nested quote +
On November 09 2018 02:41 vyzion wrote:
too much whining and assumptions. let's give them a shot first and see what happens. you can whine after.


Negative sir, I will whine now! D:<

It's a TL tradition to complain about maps, veto said maps without trying them, then continuing to complain about them. Can't stop it now.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 09 2018 03:16 GMT
#30
On November 09 2018 05:32 KR_4EVR wrote:
I've had a complaint all LOTV long.

Maps with an S-shape from the main to the 4th bases make for much more interesting games than maps with a J-shape from the main to the 4th.

The fact that most LOTV maps have had a J-shape really just means you can't be out-positioned if your units are faster. Also an attack in the main means little since it's not far away.

In contrast, on maps with an S- shape the positioning is much more tactical. There are actual choices to make in terms of the question, "what is the right response to this enemy position?"

If you look back to HOTS era maps, the base layout includes a good mixture of all sorts of arrangements of 1st through 4th bases. I personally can't stand how in modern maps 4 bases can be easily defended just by setting troops on a horizontal patrol, whereas the 3rd base alone is hardly less secure.

To be designed well, maps need to have a 1 1/2 -point defence for the 3 bases (plus droppability in main) and 3-point defence for 4 bases. With the current design, the ground pathing between 4th and main (compared to air path) is too short for drops to be advantageous, and 4 bases only requires 2 points of defence. This is not right.

That's my twopence.


Could you give examples of S-shaped and J-shaped maps?

In general though, main/nat/third/fourth setups have trended this way in LotV due to the fact that having different possible thirds means that match-ups shake out to be more balanced (since having all three bases in a line can be difficult for terran, and having the third below the main can be difficult for zerg, and so on). The homogeneity isn't great of course.
jmui
Profile Joined October 2011
Canada3 Posts
November 09 2018 09:19 GMT
#31
Not that big of a deal, but some of the expos on Multiprocessor LE don't line up with the tile decoration.

https://imgur.com/a/xcysLN3
_fool
Profile Joined February 2011
Netherlands676 Posts
November 09 2018 10:54 GMT
#32
On November 08 2018 21:10 _Epi_ wrote:
Stasis looks awesome. Reminds me of a similar map we had in hots, where we had the legandary Scarlett vs Bomber. Can't wait to see epic games on this map <3

Was that where T floated his main over to the gold?
"News is to the mind what sugar is to the body"
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2018-11-09 15:28:01
November 09 2018 15:27 GMT
#33
On November 09 2018 19:54 _fool wrote:
Show nested quote +
On November 08 2018 21:10 _Epi_ wrote:
Stasis looks awesome. Reminds me of a similar map we had in hots, where we had the legandary Scarlett vs Bomber. Can't wait to see epic games on this map <3

Was that where T floated his main over to the gold?

Terran did the gold float on more than one map, but yes habitation station is the one where it became standard (at least until pro zergs perfected the ridiculous drone rush response)

man, what a great time. i miss proleague more than i miss anything in sc2.
TL+ Member
Avexyli
Profile Blog Joined April 2014
United States694 Posts
November 11 2018 23:16 GMT
#34
On November 08 2018 14:40 yubo56 wrote:
Show nested quote +
On November 08 2018 12:09 brickrd wrote:
On November 08 2018 09:29 AmFreak wrote:
Who designs these awful "team" maps?
Instead of making real team maps they just make 1v1 maps for 2/3/4 players.
A real team map should have at least some distance between the players, there is a reason the by far most popular team map was BGH/Hunters and team games were more popular in Bw.

why? do you want all team games to be NR 20 and 4 sky armies crashing into each other?

Exact opposite, split teams makes map control way more potent and promotes early aggression. Hunters in KESPA usually ended with zealots and lings alone



That's becasue there were no ramps and walls were pretty stupid and asymmetrical.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Sound1
Profile Joined August 2016
France93 Posts
November 21 2018 00:13 GMT
#35
Is Automaton in TvZ a joke ?
Is it only playable vs Zerg or it is an automatic veto ?
Startale Sound Fan boy Forever !
Quantran
Profile Joined September 2018
United States44 Posts
November 26 2018 12:48 GMT
#36
I am sad... they removed Acid Plant. That was my favorite map.
No one really reads these ; )
Quantran
Profile Joined September 2018
United States44 Posts
November 26 2018 12:49 GMT
#37
Blizz seems to be promoting more aggressive play with these new maps. Anyone else agree?
No one really reads these ; )
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