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United States33171 Posts
Blizzard post
Season 1 is approaching its end, which means Season 2 is just around the corner! In Season 2, we are introducing several new maps and map features (Rich Vespene Geysers, Inhibitor Zone Generators, and Reduced Mineral Fields.) Due to the experimental nature of these new map features, we will be introducing three new maps instead of four to the 1v1 map pool in the upcoming season. This should help players more easily get acquainted with all the new items coming in next season.
Once the new season commences on May 21, PDT, Port Aleksander LE, Automaton LE, and Year Zero LE will be removed from the 1v1 ladder. Furthermore, Ulzaan, Black Site 2E, and Last Impact will also be removed from the Team ladder. In their place, we’re adding the following new maps to the 1v1 ladder, as well as a new selection of Team maps.
Acropolis LE
Acropolis is a relatively small map for macro plays. Vertical third base expansions are easier to acquire and protect on this map. The area in the middle encourages direct conflict in the early game, and destroying rocks creates more open passages.
![[image loading]](https://bnetcmsus-a.akamaihd.net/cms/page_media/MZVWGA2Y1WSR1556065250674.jpg)
Thunderbird LE
This map features reduced minerals fields at certain locations that yield 5 minerals, allowing workers to clear them with one trip. Reduced minerals fields can be mined to unlock additional expansions or attack paths.
![[image loading]](https://bnetcmsus-a.akamaihd.net/cms/page_media/CMX70VG4OIPW1556065250624.jpg)
Turbo Cruise '84 LE
Turbo Cruise ’84 LE features Inhibitor Zone Generators that slow all units in its area of effect. In this small map, rows of these Inhibitor Zone Generators make the initial rush distance longer.
![[image loading]](https://bnetcmsus-a.akamaihd.net/cms/page_media/3VQN9W3JIDB91556065251733.jpg)
Final 1v1 Map Pool for Season 2, 2019
- Kairos Junction LE
- New Repugnancy LE
- Cyber Forest LE
- King's Cove LE
- Acropolis LE
- Turbo Cruise ’84 LE
- Thunderbird LE
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Interesting they keep Cyber Forest. I don't think any map in years comes any close to it in terms of how terribly imbalanced its tournament winrates are.
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United Kingdom20278 Posts
Cool stuff! Look forward to playing on em
On May 08 2019 05:49 Elentos wrote: Interesting they keep Cyber Forest. I don't think any map in years comes any close to it in terms of how terribly imbalanced its tournament winrates are.
IDD, two matchups where one race wins ~1.7x more than the other one. It's a pretty wild imbalance in todays age and surprisingly rarely gets brought up since people tend to assume that maps are just roughly balanced now.
I'd say take Cyber Forest too and put a fourth new map in as usual
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Also
Acropolis is a relatively small map for macro plays What counts as relatively small to Blizzard? Or maybe the question should be what counts as a macro play?
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I would like to express my support of there being a synthwave themed map. That's fantastic!
I too will echo the previous comments about questioning why Cyber Forest is still in the pool. It's poorly balanced and seems to favour all-ins.
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Canada8988 Posts
Nice having the new maps it's been to long.
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What's wrong with cyber forest? I am lost an uninformed, and I did a search and found nada.
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I am kind of disappointed they left the slowing fields on turbo cruise... Just makes the map awkward and gimmicky. Same thing could be argued for thunderbird but having terrain you can alter through removal isn't a new concept (Destructable rocks) these inhibitor field zones are indestructible and placed in very annoying spots. It is the wrong way to stop rushes as you can leave mines in the middle of them and then any unit that walks through is just screwed, I am also surprised they kept Cyber forest over Port Aleksander. The rich gas geysers are exciting though I like that feature.
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I am kind of disappointed they left the slowing fields on turbo cruise... Just makes the map awkward and gimmicky. Same thing could be argued for thunderbird but having terrain you can alter through removal isn't a new concept (Destructable rocks) these inhibitor field zones are indestructible and placed in very annoying spots. It is the wrong way to stop rushes as you can leave mines in the middle of them and then any unit that walks through is just screwed, I am also surprised they kept Cyber forest over Port Aleksander. The rich gas geysers are exciting though I like that feature.
I disagree with this sentiment completely, map features are the only viable way to keep maps from being absurd. It's not a gimmick if it fulfills its function, rocks (now that they have been utilized properly lately) are not a gimmick. They allow smaller maps initially that eventually branch out instead of everything having to be Tal'darim Altar X.0 because force fields and AoE exist in the late game.
The slowing fields have SO MUCH potential to make smaller maps viable if the code is cracked, they also may eventually help with the lack of defenders advantage in SC2. It's always a risk to pass through one even if you have a supply lead, it's the first real form of zone control available in SC2.
I'm excited to see where they go, just got to figure out how to properly use them.
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Northern Ireland24279 Posts
Well I’ve been putting off my return to playing for a while but these maps look semi-interesting
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interesting!
looking forward to new maps. this season's pool was one of the most boring for me in a very long time. i honestly can't remember the difference between most of the maps except port alexander is the "no reaper cliff map" lol
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Pretty awful choices from Blizzard.
Cyber Forest and New Repugnancy don't deserve another season in the pool. Acropolis is okay I guess; it was decent but not great in the TLMC tournament, and it did win the contest. Ephemeron was a significantly better map though. Thunderbird was rather bad even allowing for the fact that pros clearly didn't know how to play the map--it was the best mineral wall map admittedly. Neo Tokyo Turbo Cruise was really bad--no idea why they'd choose it over Winter's Gate.
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I'm a bit disappointed in this upcoming map pool even though the maps overall aren't that bad. I would really like to see experimentation with 4 player maps again or at least larger 2 player maps since we have gotten to a point where we see maps completely mined out and the late game limited by the size of maps.
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Year Zero gave us several "game of the years" games and is out... wtf??!
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On May 08 2019 08:22 zell901 wrote:Show nested quote +I am kind of disappointed they left the slowing fields on turbo cruise... Just makes the map awkward and gimmicky. Same thing could be argued for thunderbird but having terrain you can alter through removal isn't a new concept (Destructable rocks) these inhibitor field zones are indestructible and placed in very annoying spots. It is the wrong way to stop rushes as you can leave mines in the middle of them and then any unit that walks through is just screwed, I am also surprised they kept Cyber forest over Port Aleksander. The rich gas geysers are exciting though I like that feature. I disagree with this sentiment completely, map features are the only viable way to keep maps from being absurd. It's not a gimmick if it fulfills its function, rocks (now that they have been utilized properly lately) are not a gimmick. They allow smaller maps initially that eventually branch out instead of everything having to be Tal'darim Altar X.0 because force fields and AoE exist in the late game. The slowing fields have SO MUCH potential to make smaller maps viable if the code is cracked, they also may eventually help with the lack of defenders advantage in SC2. It's always a risk to pass through one even if you have a supply lead, it's the first real form of zone control available in SC2. I'm excited to see where they go, just got to figure out how to properly use them.
I'm not saying rocks are a gimmick they are a good part of the game just like the mineral walls are. I think the idea of 5 mineral patch walls is good I just think the inhibitor zones are gimmicky. They slow not only ground units but air units also and for the map they are on the ones on the side are a bit unnecessary and almost in the way. The map also punishes stuff like reaper / probe / scv scouting by slowing it down (through either going around or pushing through it) I just don't think that is good design. (Even going around it there is a field avoidable but still there) That being said you are right about giving it time to see where it goes. It could possibly be a great feature. I just currently see it as an instant veto.
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Hmmm,I'm more interested in rich vespene.
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The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
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United Kingdom20278 Posts
On May 08 2019 10:50 ZigguratOfUr wrote: Pretty awful choices from Blizzard.
Cyber Forest and New Repugnancy don't deserve another season in the pool.
Agree on Cyber Forest
There's a 2.0 of New Repugnancy which is much improved, presumably they're using that.
Having looked into it a bit now, it seems that Blizzad's ladder edition of New Repugnancy 1.0 is actually substantially worse than the original. They made some key changes like moving the gas on the natural to the other end of the mineral line which makes it harder to scout.
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On May 08 2019 12:48 Cyro wrote:Show nested quote +On May 08 2019 10:50 ZigguratOfUr wrote: Pretty awful choices from Blizzard.
Cyber Forest and New Repugnancy don't deserve another season in the pool. Agree on Cyber Forest There's a 2.0 of New Repugnancy which is much improved, presumably they're using that. Having looked into it a bit now, it seems that Blizzad's ladder edition of New Repugnancy 1.0 is actually substantially worse than the original. They made some key changes like moving the gas on the natural to the other end of the mineral line which makes it harder to scout.
The original mapmaker did made a new version of New Repugnancy called New Rotterdam, but I'd be extremely surprised if Blizzard was going to use it. It would be unprecedented afaik. Invader was an awful map, the mapmaker made a less awful 2.0 version of Invader, but Blizzard never used it.
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My first impression of these maps is that they will be extremely good for mech and Protoss the thirds look so safe, slow zones look like a really strong area to attack through with a siegetank push or deathball.
I know a lot of the community hates them but I kind of like unusual maps they keep the meta game fresh and interesting. But I think it’s important that they don’t stay in the pool to long either since often times players find very broken stratagies on them over time. Cough gold base in natural map, cough.
I have a feeling that like many safe third base maps of yore these maps will encourage heavy turtle play and late game deathballs. I’m hopeing that the unique map features will give players some options to extend onto the map with a greedy fourth base to punish this kind of play though so we will have to see how it shakes out.
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Perfect. I think this is the first time Blizzard removed all the maps that I had vetoed and kept the rest. The new maps looks interesting as well.
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Lol looks like a very fun season ahead of us. I'll definitely play this season.
This seriously looks like a really fun map pool =). Nice job!
And despite the korean pro complaints about the Turbo Cruise map I think it will produce some very crazy, interesting games.
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Czech Republic12129 Posts
They really left Cyber Forest in there? C'mon ><
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oh boy I love Turbo Cruise '84 LE. That looks exactly like my kind of map.
Looking forward to it !
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Czech Republic12129 Posts
On May 08 2019 14:04 NinjaNight wrote: Lol looks like a very fun season ahead of us. I'll definitely play this season.
This seriously looks like a really fun map pool =). Nice job!
And despite the korean pro complaints about the Turbo Cruise map I think it will produce some very crazy, interesting games. It won't be seen until BO7 IMO. Or if it's forced.
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Automaton? glad to see it go. TvP just sucks for the terran on this map
Port Aleksander? it's an ok map. nothing special. it had its time
Year Zero? love this map... but as others have said, non-standard maps have a short expiration date. we've been treated to mass BCs vs Serral and mech vP. what else is there? am I going to be blown away seeing those strategies on this map again? probably not. good memories tho
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Something about the inhibitor fields gives me horrible, horrible FPS on Turbo Cruise. I usually sit around 180-200 FPS in SC2. I get about 70 on that map even with nothing happening. Really hope they can optimize that map a bit better before it hits ladder.
Also, I really dislike them showing up on the minimap. It makes the mini map too busy and is distracting to say the least - And personally, I really dislike the aesthetic design of the inhibitor. It just looks kinda gross, especially having two overlapping each other instead of just one big one. Just my two cents.
I think the map itself will play out fine and be fun / different - and if not, can always veto it. But i'm pretty open to weird / creative maps.
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Dunno, I have impression this is antizerg mappool. Maps are small, mineral deprieved and rich on vespene. Protoss can be way to dominant on first look. of course, I might be wrong
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United Kingdom20278 Posts
On May 08 2019 13:07 ZigguratOfUr wrote:Show nested quote +On May 08 2019 12:48 Cyro wrote:On May 08 2019 10:50 ZigguratOfUr wrote: Pretty awful choices from Blizzard.
Cyber Forest and New Repugnancy don't deserve another season in the pool. Agree on Cyber Forest There's a 2.0 of New Repugnancy which is much improved, presumably they're using that. Having looked into it a bit now, it seems that Blizzad's ladder edition of New Repugnancy 1.0 is actually substantially worse than the original. They made some key changes like moving the gas on the natural to the other end of the mineral line which makes it harder to scout. The original mapmaker did made a new version of New Repugnancy called New Rotterdam, but I'd be extremely surprised if Blizzard was going to use it. It would be unprecedented afaik. Invader was an awful map, the mapmaker made a less awful 2.0 version of Invader, but Blizzard never used it.
That's what i meant; they should definitely use it. It would be incredibly lazy not to. It's the same map, just better.
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As a Terran player, I'm happy that Alex and Auto removed.
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On May 08 2019 12:19 zell901 wrote: The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
Can't agree more, remember when GSL decided to allow the pros to choose the map pool for GSL? All we were seeing was Daybreak and Overgrowth. They are clearly trying to help Terran with this map pool, since they kept Terran's best maps.
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Is it possible to get even bigger size maps? [/sarcastic] maps are gigantic and zerg/terran timings dont hit like they can with toss and a warprism. Also the bigger the map, the stronger recall, nydus and BC teleport becomes.
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Czech Republic12129 Posts
On May 09 2019 17:25 Morbidius wrote:Show nested quote +On May 08 2019 12:19 zell901 wrote: The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
Can't agree more, remember when GSL decided to allow the pros to choose the map pool for GSL? All we were seeing was Daybreak and Overgrowth. They are clearly trying to help Terran with this map pool, since they kept Terran's best maps. You mean Cyber Forest with 60.5 % PvT and 41.1 % TvZ? 
Cyber Forest LE
Edit> Even the PvZ is off by almost 4 %. But it stays
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On May 08 2019 12:19 zell901 wrote: The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
Good that you're so well informed about what every viewer of sc2 wants. I as a viewer never want to see again a bo7 being decided on Dasan Station or Secret Spring and I don't think I'm alone with this sentiment.
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United States33171 Posts
On May 10 2019 00:13 Charoisaur wrote:Show nested quote +On May 08 2019 12:19 zell901 wrote: The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
Good that you're so well informed about what every viewer of sc2 wants. I as a viewer never want to see again a bo7 being decided on Dasan Station or Secret Spring and I don't think I'm alone with this sentiment.
well I enjoyed some of the dasan station and redshift games we saw in important tournaments
now what?
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I can only think of like one DStation game, but a handful of Redshift. Mainly because Redshift was actually relatively standard and well executed in its layout beyond its 'short' rush distance and the gold memes.
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Czech Republic12129 Posts
Redshift was on the normal side of things, Dasan Station ... But I liked both maps on ladder(!)
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ok but i wanted to play more games on year zero....
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goodnight, Year Zero. goodnight, Boats. Automaton, it was your time.
Why was Winter’s Gate not chosen? Turbo Cruise is a trash map. Acropolis looks great - won TLMC for a reason. Thunderbird will be okay, I guess, but there were better options I think.
I’m pleased to see King’s Cove remain in the pool, and Kairos Junction. Also okay with Cyber Forest, but I’m a protoss so why do I know.
New Repugnancy isn’t great. Would have loved to see Ephemeron, perhaps.
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On May 10 2019 03:37 Waxangel wrote:Show nested quote +On May 10 2019 00:13 Charoisaur wrote:On May 08 2019 12:19 zell901 wrote: The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
Good that you're so well informed about what every viewer of sc2 wants. I as a viewer never want to see again a bo7 being decided on Dasan Station or Secret Spring and I don't think I'm alone with this sentiment. well I enjoyed some of the dasan station and redshift games we saw in important tournaments now what?  Point is that we don't know what the majority of viewers want.
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Really bummed out Winter's Gate wasn't out inhibitor map .
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On May 08 2019 12:19 zell901 wrote: The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
Couldn't agree more.
Pros and the usual conservative suspects on TL who like to parrot pro opinions on maps will always disagree but recent developments have shown that trying new things are good for the game in terms of viewership. It's just a narrow minority in extremely niche sections of the viewership who think that their few dissenting views disprove this.
Of course it is concerning that Turbo Cruise is probably going to be vetoed into oblivion in most games, so we won't ever get to see how these new concepts would actually play out (and naysayers will of course immediately use that as proof that they don't work), but at least it means that slightly less weird maps have a chance to be played more often.
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On May 12 2019 23:19 Valyrian wrote:Show nested quote +On May 08 2019 12:19 zell901 wrote: The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
Couldn't agree more. Pros and the usual conservative suspects on TL who like to parrot pro opinions on maps will always disagree but recent developments have shown that trying new things are good for the game in terms of viewership. It's just a narrow minority in extremely niche sections of the viewership who think that their few dissenting views disprove this.Of course it is concerning that Turbo Cruise is probably going to be vetoed into oblivion in most games, so we won't ever get to see how these new concepts would actually play out (and naysayers will of course immediately use that as proof that they don't work), but at least it means that slightly less weird maps have a chance to be played more often.
It's very obvious that new things are super beneficial for viewership. People naturally get bored of the same old, same old. One of the most important things is to keep the game fresh by changing things up.
Agreed about Turbo Cruise, I wish they'd give it a chance. I'm going to try to get as many games as I can on that map and see how it is.
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Czech Republic12129 Posts
On May 12 2019 23:19 Valyrian wrote:Show nested quote +On May 08 2019 12:19 zell901 wrote: The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
Couldn't agree more. Pros and the usual conservative suspects on TL who like to parrot pro opinions on maps will always disagree but recent developments have shown that trying new things are good for the game in terms of viewership. It's just a narrow minority in extremely niche sections of the viewership who think that their few dissenting views disprove this. Of course it is concerning that Turbo Cruise is probably going to be vetoed into oblivion in most games, so we won't ever get to see how these new concepts would actually play out (and naysayers will of course immediately use that as proof that they don't work), but at least it means that slightly less weird maps have a chance to be played more often. Maybe because the more unstandard the map is the more imbalanced it is? Have you though about that?
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On May 13 2019 06:15 deacon.frost wrote:Show nested quote +On May 12 2019 23:19 Valyrian wrote:On May 08 2019 12:19 zell901 wrote: The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
Couldn't agree more. Pros and the usual conservative suspects on TL who like to parrot pro opinions on maps will always disagree but recent developments have shown that trying new things are good for the game in terms of viewership. It's just a narrow minority in extremely niche sections of the viewership who think that their few dissenting views disprove this. Of course it is concerning that Turbo Cruise is probably going to be vetoed into oblivion in most games, so we won't ever get to see how these new concepts would actually play out (and naysayers will of course immediately use that as proof that they don't work), but at least it means that slightly less weird maps have a chance to be played more often. Maybe because the more unstandard the map is the more imbalanced it is? Have you though about that?
Eh obviously non-standard maps are more likely to be imbalanced since they are less predictable. Saying that the more non-standard a map is the more imbalanced it is is still false. The problem with Turbo Cruise is not that it's non-standard. The problem is that Turbo Cruise's execution of Inhibitor Zones just seems way worse than Winter's Gate's.
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Maybe because the more unstandard the map is the more imbalanced it is? Have you though about that?
Imbalance isn't necessarily bad, terran could probably use an imbalanced map pool right now. The definition of standard will never change if no one is ever forced to change it.
If you define balance by 50%vs50%vs50% then I don't care about balance at all, that would be positively boring like it was late WOL broodlord infestor era. Entire Eras of brood war were defined by certain races having an epiphany in the meta and going on an absolute tear of domination, it has happened many times over without a single patch, other than through the maps themselves.
I also happen to agree that Turbo is a relatively poor use of the fields, however for a brand new mechanic being introduced to many players who never so much as keep up with the custom map scenes/contests etc, it's by far the most straight forward introduction possible.
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Czech Republic12129 Posts
On May 13 2019 06:35 ZigguratOfUr wrote:Show nested quote +On May 13 2019 06:15 deacon.frost wrote:On May 12 2019 23:19 Valyrian wrote:On May 08 2019 12:19 zell901 wrote: The pro's will always veto anything that isn't standard if they can, regardless of how well designed. They don't care about how interesting the game is, any changes shake up their formula for winning.
Unfortunately for them, boring map pools and stagnant gameplay leads to less viewers and directly impacts the prize pools and viewership. New maps and interesting map pools are a huge benefit to Starcraft, especially if team leagues continue to pick up steam like they have been.
I'm all for forcing enough weird maps so they cannot all be vetoed. The only caveat being they can't literally be busted, perhaps avoiding that risk is reason enough to stray closer to standard maps...but I think it will be good for Starcraft int he long run.
Getting new blood and keeping viewers interested is how the scene will continue to be grown. A lot of my fond memories of watching brood war was crazy maps and interesting strategies.The last couple map pools has been meaningless, every map could be substituted for every other map, except maybe one per season but even then it has a 100% veto rate.
Couldn't agree more. Pros and the usual conservative suspects on TL who like to parrot pro opinions on maps will always disagree but recent developments have shown that trying new things are good for the game in terms of viewership. It's just a narrow minority in extremely niche sections of the viewership who think that their few dissenting views disprove this. Of course it is concerning that Turbo Cruise is probably going to be vetoed into oblivion in most games, so we won't ever get to see how these new concepts would actually play out (and naysayers will of course immediately use that as proof that they don't work), but at least it means that slightly less weird maps have a chance to be played more often. Maybe because the more unstandard the map is the more imbalanced it is? Have you though about that? Eh obviously non-standard maps are more likely to be imbalanced since they are less predictable. Saying that the more non-standard a map is the more imbalanced it is is still false. The problem with Turbo Cruise is not that it's non-standard. The problem is that Turbo Cruise's execution of Inhibitor Zones just seems way worse than Winter's Gate's. If the game wouldn't face issues like - all Protoss tournaments - I would be fine with 1 weird map. But in the current situation and with the speed of how Blizzard reacts? Nah. More down.
On May 13 2019 06:54 zell901 wrote:Show nested quote +Maybe because the more unstandard the map is the more imbalanced it is? Have you though about that? Imbalance isn't necessarily bad, terran could probably use an imbalanced map pool right now. The definition of standard will never change if no one is ever forced to change it. If you define balance by 50%vs50%vs50% then I don't care about balance at all, that would be positively boring like it was late WOL broodlord infestor era. Entire Eras of brood war were defined by certain races having an epiphany in the meta and going on an absolute tear of domination, it has happened many times over without a single patch, other than through the maps themselves. I also happen to agree that Turbo is a relatively poor use of the fields, however for a brand new mechanic being introduced to many players who never so much as keep up with the custom map scenes/contests etc, it's by far the most straight forward introduction possible. The issue is you don't know which way it goes until it's played enough. And then Blizzard really tends to fix only the biggest upsets, otherwise they don't care. see the god damn Cyber Forest with its winrates (TvZ 41.1 %, PvT 60.5 %, ZvP 46.4 % Cyber Forest LE ). No matter the numbers this map is still in the map pool and it's certainly not favorable for Terrans.
And again, I can't stress that enough, Blizzard is so fucking slow on patching bad maps it's not even funny. In the end this is the company that brought us one of the most open naturals of all times and thought it was fine.
I'm not saying all the maps have to be super standard(especially not for ladder, but since ladder = tournament maps... this isn't right either), but considering Blizzard history and the present it's better to ask for standard maps which are less prone to be imbalanced when we are facing possible balance issues which is Blizzard not even commenting(!).
FFS nobody here remember Daedalus Point fiasco? And this was obvious from the start to everyone playing the game
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So as zerg we have:
Acropolis - Free third base for Protoss Thunderbird - Defend drop in your third, main, third, main Turbo Cruise- hahahah, haaa
Oh well, time to perfect some one base shenanigans. And veto Turbo Cruise.
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Czech Republic12129 Posts
On May 13 2019 17:02 Highrock1 wrote: So as zerg we have:
Acropolis - Free third base for Protoss Thunderbird - Defend drop in your third, main, third, main Turbo Cruise- hahahah, haaa
Oh well, time to perfect some one base shenanigans. And veto Turbo Cruise.
How does Nydus seem against Turbo Cruise? Because if the army moves away... Not sure though, my zerg is quite weak.
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ahahahahahahahahaha
inhibitor corridor ahahhahahahahaha
mineral walls so good i could vomit <3
fun fun fun!
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It's pretty decent in my opinion. Acropolis looks good enough, not sure on Turbo Cruise though, it's a little gimmicky but I guess we need to see how it pans out
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Is the slowing mechanics also affecting air units?
if not well... as always air is so strong in sc2 this jjust adds up. Maybe time to buffer again the queen aa?
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The issue is you don't know which way it goes until it's played enough. And then Blizzard really tends to fix only the biggest upsets, otherwise they don't care. see the god damn Cyber Forest with its winrates (TvZ 41.1 %, PvT 60.5 %, ZvP 46.4 % (Wiki)Cyber Forest LE ). No matter the numbers this map is still in the map pool and it's certainly not favorable for Terrans.
And again, I can't stress that enough, Blizzard is so fucking slow on patching bad maps it's not even funny. In the end this is the company that brought us one of the most open naturals of all times and thought it was fine.
I'm not saying all the maps have to be super standard(especially not for ladder, but since ladder = tournament maps... this isn't right either), but considering Blizzard history and the present it's better to ask for standard maps which are less prone to be imbalanced when we are facing possible balance issues which is Blizzard not even commenting(!).
FFS nobody here remember Daedalus Point fiasco? And this was obvious from the start to everyone playing the game
One season isn't enough for an entire meta to shift, generally speaking. The pros tend to ram a triangle shaped piece into a circle hole while veto'ing said circle as much as possible and then complain about it until blizzard goes back to standard. Doesn't mean the map is bad, nor do I blame the pros, but they are doing damage to the game in the long run. Perhaps next season will see terran changes and maybe the overall map pool favors terran. Cyber being in as a balancing force would be perfectly fine in such a hypothetical scenario. Which isn't all that far fetched. There is no formula, just go with the flow and make the best of it.
If the games are good, entertaining, and bringing advertisers and viewers to support the scene that's all that matters. The pros don't make their living off of first place, it's all of the ancillary support they receive, first place is the goal and would likely make a career worth it, but not required. If it was then Serral alone would have retired a huge group of talent last year.
It's far more important for the scene to be healthy than for every player to have an even playing field from season to season. Entire matchups in brood war have been +-10% for extended periods of domination (relatively speaking SC2 would lose their collective minds if this was the case), but they still made it work and people still loved to watch it. Cool maps and strategies are one of the biggest drivers for casual viewers, at least that seems to be the case in my extended circles, like it or not the casual viewer is by far the majority. I'd even venture to guess the VAST majority of watchers don't even so much as play multiplayer!
IMO Bo5/7 is too abundant to keep variety/risk taking high enough right now. High impact low repetition is generally the way to go in RTS games from a viewership perspective. Proleague was an amazing format for this very reason, the players got ample time to prepare for a specific matchup and single game, and the teams could field whichever race they wanted on a map (which allowed mapmakers to go crazy, as races could avoid matchups). It avoided all the pitfalls of constant weekend style tournaments, and really allows the RTS genre to shine. I hope team leagues continue to crop up as they seem to be doing now.
When the game becomes stale to play and watch and viewers are no longer interested, then you have big problems that need to be fixed ASAP, even if the game balance itself is considered reasonable at the time.
Edit: Here's a few years of TvZ history in SC2's predecessor with brief trend analysis and such, this much variation even in a game with zero patches (map balance only) shows the depth of the Starcraft series.
https://tl.net/forum/brood-war/94254-a-history-of-terran-vs-zerg
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I'm hoping Turbo Cruise will actually work out, but even tho it's a cool concept I can only see it being the #1 map veto for every player.
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i hope everyone realizes that the rush distance on turbo cruise is so short that the inhibitors just make it take a normal amount of time, lol
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On May 14 2019 01:18 zell901 wrote:Show nested quote +The issue is you don't know which way it goes until it's played enough. And then Blizzard really tends to fix only the biggest upsets, otherwise they don't care. see the god damn Cyber Forest with its winrates (TvZ 41.1 %, PvT 60.5 %, ZvP 46.4 % (Wiki)Cyber Forest LE ). No matter the numbers this map is still in the map pool and it's certainly not favorable for Terrans.
And again, I can't stress that enough, Blizzard is so fucking slow on patching bad maps it's not even funny. In the end this is the company that brought us one of the most open naturals of all times and thought it was fine.
I'm not saying all the maps have to be super standard(especially not for ladder, but since ladder = tournament maps... this isn't right either), but considering Blizzard history and the present it's better to ask for standard maps which are less prone to be imbalanced when we are facing possible balance issues which is Blizzard not even commenting(!).
FFS nobody here remember Daedalus Point fiasco? And this was obvious from the start to everyone playing the game One season isn't enough for an entire meta to shift, generally speaking. The pros tend to ram a triangle shaped piece into a circle hole while veto'ing said circle as much as possible and then complain about it until blizzard goes back to standard. Doesn't mean the map is bad, nor do I blame the pros, but they are doing damage to the game in the long run. Perhaps next season will see terran changes and maybe the overall map pool favors terran. Cyber being in as a balancing force would be perfectly fine in such a hypothetical scenario. Which isn't all that far fetched. There is no formula, just go with the flow and make the best of it. If the games are good, entertaining, and bringing advertisers and viewers to support the scene that's all that matters. The pros don't make their living off of first place, it's all of the ancillary support they receive, first place is the goal and would likely make a career worth it, but not required. If it was then Serral alone would have retired a huge group of talent last year. It's far more important for the scene to be healthy than for every player to have an even playing field from season to season. Entire matchups in brood war have been +-10% for extended periods of domination (relatively speaking SC2 would lose their collective minds if this was the case), but they still made it work and people still loved to watch it. Cool maps and strategies are one of the biggest drivers for casual viewers, at least that seems to be the case in my extended circles, like it or not the casual viewer is by far the majority. I'd even venture to guess the VAST majority of watchers don't even so much as play multiplayer! IMO Bo5/7 is too abundant to keep variety/risk taking high enough right now. High impact low repetition is generally the way to go in RTS games from a viewership perspective. Proleague was an amazing format for this very reason, the players got ample time to prepare for a specific matchup and single game, and the teams could field whichever race they wanted on a map (which allowed mapmakers to go crazy, as races could avoid matchups). It avoided all the pitfalls of constant weekend style tournaments, and really allows the RTS genre to shine. I hope team leagues continue to crop up as they seem to be doing now. When the game becomes stale to play and watch and viewers are no longer interested, then you have big problems that need to be fixed ASAP, even if the game balance itself is considered reasonable at the time. Edit: Here's a few years of TvZ history in SC2's predecessor with brief trend analysis and such, this much variation even in a game with zero patches (map balance only) shows the depth of the Starcraft series. https://tl.net/forum/brood-war/94254-a-history-of-terran-vs-zerg
I rate this post 10/10. Nice analysis!
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Czech Republic12129 Posts
On May 14 2019 01:18 zell901 wrote:Show nested quote +The issue is you don't know which way it goes until it's played enough. And then Blizzard really tends to fix only the biggest upsets, otherwise they don't care. see the god damn Cyber Forest with its winrates (TvZ 41.1 %, PvT 60.5 %, ZvP 46.4 % (Wiki)Cyber Forest LE ). No matter the numbers this map is still in the map pool and it's certainly not favorable for Terrans.
And again, I can't stress that enough, Blizzard is so fucking slow on patching bad maps it's not even funny. In the end this is the company that brought us one of the most open naturals of all times and thought it was fine.
I'm not saying all the maps have to be super standard(especially not for ladder, but since ladder = tournament maps... this isn't right either), but considering Blizzard history and the present it's better to ask for standard maps which are less prone to be imbalanced when we are facing possible balance issues which is Blizzard not even commenting(!).
FFS nobody here remember Daedalus Point fiasco? And this was obvious from the start to everyone playing the game + Show Spoiler +One season isn't enough for an entire meta to shift, generally speaking. The pros tend to ram a triangle shaped piece into a circle hole while veto'ing said circle as much as possible and then complain about it until blizzard goes back to standard. Doesn't mean the map is bad, nor do I blame the pros, but they are doing damage to the game in the long run. Perhaps next season will see terran changes and maybe the overall map pool favors terran. Cyber being in as a balancing force would be perfectly fine in such a hypothetical scenario. Which isn't all that far fetched. There is no formula, just go with the flow and make the best of it. If the games are good, entertaining, and bringing advertisers and viewers to support the scene that's all that matters. The pros don't make their living off of first place, it's all of the ancillary support they receive, first place is the goal and would likely make a career worth it, but not required. If it was then Serral alone would have retired a huge group of talent last year. It's far more important for the scene to be healthy than for every player to have an even playing field from season to season. Entire matchups in brood war have been +-10% for extended periods of domination (relatively speaking SC2 would lose their collective minds if this was the case), but they still made it work and people still loved to watch it. Cool maps and strategies are one of the biggest drivers for casual viewers, at least that seems to be the case in my extended circles, like it or not the casual viewer is by far the majority. I'd even venture to guess the VAST majority of watchers don't even so much as play multiplayer! IMO Bo5/7 is too abundant to keep variety/risk taking high enough right now. High impact low repetition is generally the way to go in RTS games from a viewership perspective. Proleague was an amazing format for this very reason, the players got ample time to prepare for a specific matchup and single game, and the teams could field whichever race they wanted on a map (which allowed mapmakers to go crazy, as races could avoid matchups). It avoided all the pitfalls of constant weekend style tournaments, and really allows the RTS genre to shine. I hope team leagues continue to crop up as they seem to be doing now. When the game becomes stale to play and watch and viewers are no longer interested, then you have big problems that need to be fixed ASAP, even if the game balance itself is considered reasonable at the time. Edit: Here's a few years of TvZ history in SC2's predecessor with brief trend analysis and such, this much variation even in a game with zero patches (map balance only) shows the depth of the Starcraft series. https://tl.net/forum/brood-war/94254-a-history-of-terran-vs-zerg BW is completely different thing as the map pool wasn't based on Blizzard and no one else. You're arguing something I didn't write and never will. I don't object against non-standard maps per se, I object against them in a state when we have heavy Protoss Korea, Terrans are struggling across all regions and in that state we can't exactly tell if the non-standard map helps as we can't say in which direction the pendulum swings.
I don't mind race-favoring maps as long as they're in the same ratio for all races. So please show me the heavy T favoring map. If there's a map favoring by 10 % wr both Protoss and Zerg against Terrans, then there should be a map favoring Terran against P/Z, but there isn't. Which is the issue.
Again, I don't mind if Blizzard stirs things up, but the map pool as a whole thing has to be balanced.
On May 14 2019 05:24 VriskaT wrote: I'm hoping Turbo Cruise will actually work out, but even tho it's a cool concept I can only see it being the #1 map veto for every player. Especially if the performance issues reported in several places will be true.
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On May 14 2019 16:40 deacon.frost wrote:Show nested quote +On May 14 2019 05:24 VriskaT wrote: I'm hoping Turbo Cruise will actually work out, but even tho it's a cool concept I can only see it being the #1 map veto for every player. Especially if the performance issues reported in several places will be true. Who reported performance issues? Do you know where they occur on the map?
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Czech Republic12129 Posts
On May 15 2019 16:49 Superouman wrote:Show nested quote +On May 14 2019 16:40 deacon.frost wrote:On May 14 2019 05:24 VriskaT wrote: I'm hoping Turbo Cruise will actually work out, but even tho it's a cool concept I can only see it being the #1 map veto for every player. Especially if the performance issues reported in several places will be true. Who reported performance issues? Do you know where they occur on the map? eg
On May 09 2019 06:03 LHK wrote:Something about the inhibitor fields gives me horrible, horrible FPS on Turbo Cruise. I usually sit around 180-200 FPS in SC2. I get about 70 on that map even with nothing happening. Really hope they can optimize that map a bit better before it hits ladder. + Show Spoiler +Also, I really dislike them showing up on the minimap. It makes the mini map too busy and is distracting to say the least - And personally, I really dislike the aesthetic design of the inhibitor. It just looks kinda gross, especially having two overlapping each other instead of just one big one. Just my two cents.
I think the map itself will play out fine and be fun / different - and if not, can always veto it. But i'm pretty open to weird / creative maps .
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On May 12 2019 23:19 Valyrian wrote: Pros and the usual conservative suspects on TL who like to parrot pro opinions on maps will always disagree but recent developments have shown that trying new things are good for the game in terms of viewership. It's just a narrow minority in extremely niche sections of the viewership who think that their few dissenting views disprove this. Recent developments have shown that pulling conclusions out of specific parts of the body may result in a negative feedback which is the following. There is no corelation between viewership numbers and "innovating" map mechanics. Maps basically stayed the same since 2011. Just better and more balanced in layouts and that's it. We even see xelnaga towers much rarely these days (which i can't agree more with). No mineral patch tweaks/rising lava levels/slowing fields and other bs stuff ever stayed on the ladder for more than one season. Because everyone hates it. If you start playing/watching the game because of artificial tweaks to its gameplay that only mean you actually don't like its core gameplay in the first place. Consider switching to EA (may be mobile) rts titles. p.s. don't care about turbo cruise performance issues, gonna veto it for good anyways.
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Czech Republic12129 Posts
The question is who's the target audience. Viewers and casuals? Well, lot of games catered to those and they didn't exactly survived when the HC audience left the game. While HC audience shouldn't be the primary target, it's wise to not piss them too much if you want longevity of the game. If the "viewers want crazy stuff" would be true, we can end up in a situation where almost none plays the game and everyone is watching and I don't think this is desired state for Blizzard's monies.
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On May 15 2019 20:57 deacon.frost wrote: The question is who's the target audience. Viewers and casuals? Well, lot of games catered to those and they didn't exactly survived when the HC audience left the game. While HC audience shouldn't be the primary target, it's wise to not piss them too much if you want longevity of the game. If the "viewers want crazy stuff" would be true, we can end up in a situation where almost none plays the game and everyone is watching and I don't think this is desired state for Blizzard's monies. And my question is: do viewers actually like wierd stuff like that? If it is so, what is the percentage? Any stats or numbers to back it up? Who exactly is the SC audience? Is it dominated by hardcore longtime fans who play the game themselves or does it mostly consist of non-player base? Like, we don't actually have the numbers and i doubt blizzard has/care. They just keep throwing stuff at the wall to see if something sticks, and it kinda suits the situation but it should already be obvious by now that map tweaks direction is a deadend. They tried it numerous times and it NEVER ever worked.
I'm no expert but common sense tells me viewers generally prefer dynamic, fast paced games with lots of action, with clear, simple rules and gameplay that are easy to grasp. How exactly does slowing field or other wierd counter intuitive mechanics like 5 minerals patches blocking paths contribute to that, i have no clue.
If you want me to discribe the most attractive interaction in SC2 that is both interesting to play and watch i would definitely say it's ling/bane muta vs mmm. For me this is the epitome of dynamic/fast-paced and which is most important - clear and simple gameplay. I would rather focus on improving other aspects of the game for them to look like that. But blizzard, as it seems, chose the other path. They, for some reason, think that it's about diversity. Both in playstyles and maps. They keep promoting imbecile unorthodox playstyles like mech and tempests, revamping units from scratch every year (cyclone), keep "innovating" maps and so on.
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Played a PvP on Turbo Cruise. That map has some serious performance issues, at least for me. My frame rate at the start of games is usually around 180-200 and averages out around 60-100 by lategame depending on the map and if I'm playing against zerg or not. At the start of the game on that map my FPS was averaging about 140 and about 5 minutes into PvP it was down to around 60 with spikes down much lower when a lot was going on. I can't even imagine how bad it will be against zerg.
I guess I'm going to have to veto it. I had to do the same thing with Stasis a couple seasons back.
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On May 15 2019 21:27 insitelol wrote:Show nested quote +On May 15 2019 20:57 deacon.frost wrote: The question is who's the target audience. Viewers and casuals? Well, lot of games catered to those and they didn't exactly survived when the HC audience left the game. While HC audience shouldn't be the primary target, it's wise to not piss them too much if you want longevity of the game. If the "viewers want crazy stuff" would be true, we can end up in a situation where almost none plays the game and everyone is watching and I don't think this is desired state for Blizzard's monies. And my question is: do viewers actually like wierd stuff like that? If it is so, what is the percentage? Any stats or numbers to back it up? Who exactly is the SC audience? Is it dominated by hardcore longtime fans who play the game themselves or does it mostly consist of non-player base? Like, we don't actually have the numbers and i doubt blizzard has/care. They just keep throwing stuff at the wall to see if something sticks, and it kinda suits the situation but it should already be obvious by now that map tweaks direction is a deadend. They tried it numerous times and it NEVER ever worked. I'm no expert but common sense tells me viewers generally prefer dynamic, fast paced games with lots of action, with clear, simple rules and gameplay that are easy to grasp. How exactly does slowing field or other wierd counter intuitive mechanics like 5 minerals patches blocking paths contribute to that, i have no clue. If you want me to discribe the most attractive interaction in SC2 that is both interesting to play and watch i would definitely say it's ling/bane muta vs mmm. For me this is the epitome of dynamic/fast-paced and which is most important - clear and simple gameplay. I would rather focus on improving other aspects of the game for them to look like that. But blizzard, as it seems, chose the other path. They, for some reason, think that it's about diversity. Both in playstyles and maps. They keep promoting imbecile unorthodox playstyles like mech and tempests, revamping units from scratch every year (cyclone), keep "innovating" maps and so on.
everything looking like ling bane muta vs mmm gets old real fast.
i find mech and tempest death balls enjoyable. i can appreciate the positioning, precision, decision making, and macro those styles entail. the best games of the year, for me, all entailed either mech and/or a protoss death ball.
starcraft is a strategy game first and foremost. action junkies can look somewhere else
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On May 22 2019 13:05 BerserkSword wrote:Show nested quote +On May 15 2019 21:27 insitelol wrote:On May 15 2019 20:57 deacon.frost wrote: The question is who's the target audience. Viewers and casuals? Well, lot of games catered to those and they didn't exactly survived when the HC audience left the game. While HC audience shouldn't be the primary target, it's wise to not piss them too much if you want longevity of the game. If the "viewers want crazy stuff" would be true, we can end up in a situation where almost none plays the game and everyone is watching and I don't think this is desired state for Blizzard's monies. And my question is: do viewers actually like wierd stuff like that? If it is so, what is the percentage? Any stats or numbers to back it up? Who exactly is the SC audience? Is it dominated by hardcore longtime fans who play the game themselves or does it mostly consist of non-player base? Like, we don't actually have the numbers and i doubt blizzard has/care. They just keep throwing stuff at the wall to see if something sticks, and it kinda suits the situation but it should already be obvious by now that map tweaks direction is a deadend. They tried it numerous times and it NEVER ever worked. I'm no expert but common sense tells me viewers generally prefer dynamic, fast paced games with lots of action, with clear, simple rules and gameplay that are easy to grasp. How exactly does slowing field or other wierd counter intuitive mechanics like 5 minerals patches blocking paths contribute to that, i have no clue. If you want me to discribe the most attractive interaction in SC2 that is both interesting to play and watch i would definitely say it's ling/bane muta vs mmm. For me this is the epitome of dynamic/fast-paced and which is most important - clear and simple gameplay. I would rather focus on improving other aspects of the game for them to look like that. But blizzard, as it seems, chose the other path. They, for some reason, think that it's about diversity. Both in playstyles and maps. They keep promoting imbecile unorthodox playstyles like mech and tempests, revamping units from scratch every year (cyclone), keep "innovating" maps and so on. everything looking like ling bane muta vs mmm gets old real fast. i find mech and tempest death balls enjoyable. i can appreciate the positioning, precision, decision making, and macro those styles entail. the best games of the year, for me, all entailed either mech and/or a protoss death ball. starcraft is a strategy game first and foremost. action junkies can look somewhere else
Funny you say that because I think this is the most action packed fast paced RTS ever and is relatively low on strategy for a strategy game.
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Northern Ireland24279 Posts
I’ve always wanted a few more maps in the pool each season, with more vetoes. It gives more variety and at lesst a few more shots to mapmakers to get their maps used.
Personal preferences aside I think the pool is too small so they play it too safe, on the other side of that coin there’s usually one decent/classic map that gets removed almost every season to shake it up.
Have a slightly bigger pool and have both solid and well-rested balanced maps, with some more interesting curveballs and more vetoes you get basically all the boxes ticked no?
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Northern Ireland24279 Posts
On May 15 2019 21:27 insitelol wrote:Show nested quote +On May 15 2019 20:57 deacon.frost wrote: The question is who's the target audience. Viewers and casuals? Well, lot of games catered to those and they didn't exactly survived when the HC audience left the game. While HC audience shouldn't be the primary target, it's wise to not piss them too much if you want longevity of the game. If the "viewers want crazy stuff" would be true, we can end up in a situation where almost none plays the game and everyone is watching and I don't think this is desired state for Blizzard's monies. And my question is: do viewers actually like wierd stuff like that? If it is so, what is the percentage? Any stats or numbers to back it up? Who exactly is the SC audience? Is it dominated by hardcore longtime fans who play the game themselves or does it mostly consist of non-player base? Like, we don't actually have the numbers and i doubt blizzard has/care. They just keep throwing stuff at the wall to see if something sticks, and it kinda suits the situation but it should already be obvious by now that map tweaks direction is a deadend. They tried it numerous times and it NEVER ever worked. I'm no expert but common sense tells me viewers generally prefer dynamic, fast paced games with lots of action, with clear, simple rules and gameplay that are easy to grasp. How exactly does slowing field or other wierd counter intuitive mechanics like 5 minerals patches blocking paths contribute to that, i have no clue. If you want me to discribe the most attractive interaction in SC2 that is both interesting to play and watch i would definitely say it's ling/bane muta vs mmm. For me this is the epitome of dynamic/fast-paced and which is most important - clear and simple gameplay. I would rather focus on improving other aspects of the game for them to look like that. But blizzard, as it seems, chose the other path. They, for some reason, think that it's about diversity. Both in playstyles and maps. They keep promoting imbecile unorthodox playstyles like mech and tempests, revamping units from scratch every year (cyclone), keep "innovating" maps and so on. It’s a strategy game, people having to use their brains to play different maps differently is good IMO if it doesn’t break the game.
Game is the best it’s ever been in variety of compositions and styles, especially with recent strides in making mech work well against Protoss.
I don’t think those map features are unintuitive at all, whether they’re good is another thing entirely. Inhibitor fields slow units, 5 mineral patches you send a worker to clear a path.
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So performance issues aside, the concept of inhibitor fields isn’t too crazy. It just means that instead of having three attack paths where 2 are long and 1 is short they have three attack paths that are all the same length.
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Northern Ireland24279 Posts
On May 22 2019 23:32 General_Winter wrote: So performance issues aside, the concept of inhibitor fields isn’t too crazy. It just means that instead of having three attack paths where 2 are long and 1 is short they have three attack paths that are all the same length. How bad are these performance issues anyway? My PC had seen better days when I built it and that’s 7 years ago now
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On May 22 2019 15:37 Wombat_NI wrote: I’ve always wanted a few more maps in the pool each season, with more vetoes. It gives more variety and at lesst a few more shots to mapmakers to get their maps used.
Personal preferences aside I think the pool is too small so they play it too safe, on the other side of that coin there’s usually one decent/classic map that gets removed almost every season to shake it up.
Have a slightly bigger pool and have both solid and well-rested balanced maps, with some more interesting curveballs and more vetoes you get basically all the boxes ticked no? Yep, that would be the logical solution. I've said the same thing before, so have others, but we've never had an official Blizzard response to that idea, (at least that i'm aware of). But it sure seems it'd give more variety every season while also giving the pro players their professional maps as well. Would seem like an obvious win - win to everyone involved, so obvious that its obviously ignored as a solution.
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On May 22 2019 14:18 NinjaNight wrote:Show nested quote +On May 22 2019 13:05 BerserkSword wrote:On May 15 2019 21:27 insitelol wrote:On May 15 2019 20:57 deacon.frost wrote: The question is who's the target audience. Viewers and casuals? Well, lot of games catered to those and they didn't exactly survived when the HC audience left the game. While HC audience shouldn't be the primary target, it's wise to not piss them too much if you want longevity of the game. If the "viewers want crazy stuff" would be true, we can end up in a situation where almost none plays the game and everyone is watching and I don't think this is desired state for Blizzard's monies. And my question is: do viewers actually like wierd stuff like that? If it is so, what is the percentage? Any stats or numbers to back it up? Who exactly is the SC audience? Is it dominated by hardcore longtime fans who play the game themselves or does it mostly consist of non-player base? Like, we don't actually have the numbers and i doubt blizzard has/care. They just keep throwing stuff at the wall to see if something sticks, and it kinda suits the situation but it should already be obvious by now that map tweaks direction is a deadend. They tried it numerous times and it NEVER ever worked. I'm no expert but common sense tells me viewers generally prefer dynamic, fast paced games with lots of action, with clear, simple rules and gameplay that are easy to grasp. How exactly does slowing field or other wierd counter intuitive mechanics like 5 minerals patches blocking paths contribute to that, i have no clue. If you want me to discribe the most attractive interaction in SC2 that is both interesting to play and watch i would definitely say it's ling/bane muta vs mmm. For me this is the epitome of dynamic/fast-paced and which is most important - clear and simple gameplay. I would rather focus on improving other aspects of the game for them to look like that. But blizzard, as it seems, chose the other path. They, for some reason, think that it's about diversity. Both in playstyles and maps. They keep promoting imbecile unorthodox playstyles like mech and tempests, revamping units from scratch every year (cyclone), keep "innovating" maps and so on. everything looking like ling bane muta vs mmm gets old real fast. i find mech and tempest death balls enjoyable. i can appreciate the positioning, precision, decision making, and macro those styles entail. the best games of the year, for me, all entailed either mech and/or a protoss death ball. starcraft is a strategy game first and foremost. action junkies can look somewhere else Funny you say that because I think this is the most action packed fast paced RTS ever and is relatively low on strategy for a strategy game.
I never said starcraft is not action packed and fast paced.
All I said was that it is a strategy game, first and foremost. You think that diversifying strategies should take a back seat to making everything look "clear and simple" like action packed mmm vs ling bane muta
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Northern Ireland24279 Posts
On May 22 2019 23:49 BerserkSword wrote:Show nested quote +On May 22 2019 14:18 NinjaNight wrote:On May 22 2019 13:05 BerserkSword wrote:On May 15 2019 21:27 insitelol wrote:On May 15 2019 20:57 deacon.frost wrote: The question is who's the target audience. Viewers and casuals? Well, lot of games catered to those and they didn't exactly survived when the HC audience left the game. While HC audience shouldn't be the primary target, it's wise to not piss them too much if you want longevity of the game. If the "viewers want crazy stuff" would be true, we can end up in a situation where almost none plays the game and everyone is watching and I don't think this is desired state for Blizzard's monies. And my question is: do viewers actually like wierd stuff like that? If it is so, what is the percentage? Any stats or numbers to back it up? Who exactly is the SC audience? Is it dominated by hardcore longtime fans who play the game themselves or does it mostly consist of non-player base? Like, we don't actually have the numbers and i doubt blizzard has/care. They just keep throwing stuff at the wall to see if something sticks, and it kinda suits the situation but it should already be obvious by now that map tweaks direction is a deadend. They tried it numerous times and it NEVER ever worked. I'm no expert but common sense tells me viewers generally prefer dynamic, fast paced games with lots of action, with clear, simple rules and gameplay that are easy to grasp. How exactly does slowing field or other wierd counter intuitive mechanics like 5 minerals patches blocking paths contribute to that, i have no clue. If you want me to discribe the most attractive interaction in SC2 that is both interesting to play and watch i would definitely say it's ling/bane muta vs mmm. For me this is the epitome of dynamic/fast-paced and which is most important - clear and simple gameplay. I would rather focus on improving other aspects of the game for them to look like that. But blizzard, as it seems, chose the other path. They, for some reason, think that it's about diversity. Both in playstyles and maps. They keep promoting imbecile unorthodox playstyles like mech and tempests, revamping units from scratch every year (cyclone), keep "innovating" maps and so on. everything looking like ling bane muta vs mmm gets old real fast. i find mech and tempest death balls enjoyable. i can appreciate the positioning, precision, decision making, and macro those styles entail. the best games of the year, for me, all entailed either mech and/or a protoss death ball. starcraft is a strategy game first and foremost. action junkies can look somewhere else Funny you say that because I think this is the most action packed fast paced RTS ever and is relatively low on strategy for a strategy game. I never said starcraft is not action packed and fast paced. All I said was that it is a strategy game, first and foremost. You think that diversifying strategies should take a back seat to making everything look "clear and simple" like action packed mmm vs ling bane muta I don’t even think it’s that clean a style to watch sometimes, if you’re a veteran viewer or player for sure. For casuals or those less familiar with the game the volatility of mine hits might be something it’s hard to get a grasp on vs some other compositions.
I do like me some MMM for sure, one of my favourite styles out there.
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The far more interesting outcome of Turbo Cruise '84 isn't the inhibitor fields creating some gimmick interaction with standard rushes or timings through the middle; truthfully players just don't go that way which, with the layout of the map, isn't that big of a deal. Instead, the interest is the inhibitor fields changing air unit use. The arrangement of the fields can funnel air units in ways through the middle of the map that has never been available before. That alone has raised my interest in the map, deciding angles for dropships or mutalisks or vikings.
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On May 22 2019 23:49 BerserkSword wrote:Show nested quote +On May 22 2019 14:18 NinjaNight wrote:On May 22 2019 13:05 BerserkSword wrote:On May 15 2019 21:27 insitelol wrote:On May 15 2019 20:57 deacon.frost wrote: The question is who's the target audience. Viewers and casuals? Well, lot of games catered to those and they didn't exactly survived when the HC audience left the game. While HC audience shouldn't be the primary target, it's wise to not piss them too much if you want longevity of the game. If the "viewers want crazy stuff" would be true, we can end up in a situation where almost none plays the game and everyone is watching and I don't think this is desired state for Blizzard's monies. And my question is: do viewers actually like wierd stuff like that? If it is so, what is the percentage? Any stats or numbers to back it up? Who exactly is the SC audience? Is it dominated by hardcore longtime fans who play the game themselves or does it mostly consist of non-player base? Like, we don't actually have the numbers and i doubt blizzard has/care. They just keep throwing stuff at the wall to see if something sticks, and it kinda suits the situation but it should already be obvious by now that map tweaks direction is a deadend. They tried it numerous times and it NEVER ever worked. I'm no expert but common sense tells me viewers generally prefer dynamic, fast paced games with lots of action, with clear, simple rules and gameplay that are easy to grasp. How exactly does slowing field or other wierd counter intuitive mechanics like 5 minerals patches blocking paths contribute to that, i have no clue. If you want me to discribe the most attractive interaction in SC2 that is both interesting to play and watch i would definitely say it's ling/bane muta vs mmm. For me this is the epitome of dynamic/fast-paced and which is most important - clear and simple gameplay. I would rather focus on improving other aspects of the game for them to look like that. But blizzard, as it seems, chose the other path. They, for some reason, think that it's about diversity. Both in playstyles and maps. They keep promoting imbecile unorthodox playstyles like mech and tempests, revamping units from scratch every year (cyclone), keep "innovating" maps and so on. everything looking like ling bane muta vs mmm gets old real fast. i find mech and tempest death balls enjoyable. i can appreciate the positioning, precision, decision making, and macro those styles entail. the best games of the year, for me, all entailed either mech and/or a protoss death ball. starcraft is a strategy game first and foremost. action junkies can look somewhere else Funny you say that because I think this is the most action packed fast paced RTS ever and is relatively low on strategy for a strategy game. I never said starcraft is not action packed and fast paced. All I said was that it is a strategy game, first and foremost. You think that diversifying strategies should take a back seat to making everything look "clear and simple" like action packed mmm vs ling bane muta "Strategy" is just a label on a box. It also has that "R" in it. But the game shouldn't be a hostage of its name or label or some other artificial tag. It should be a game. And the game is all about gameplay. As i said i can only share my personal view on gameplay, i don't know about everyone else, and you can keep that opinion of yours about tempest deathballs being fun and all, but it looks like obvious trolling to me.
What's more important, the term "strategy" itself is generally overcomplicated on purpose by people who want to look more intellegent/do not clearly understand it. Strategy is literally every decision you make, good/bad, simple/complicated w/e, everything is strategy. Claiming that mech death balls involve more positioning and decision making is plain wrong, as operating slow death balls is identical to operating fast death balls with one exeption. You actually need to be faster than your opponent. That's just another layer in your skill. People who defend these playstyles are just slowpokes. Sure thing, they try to justify that with something like "i prefer to think not to spam keys mindlessly" backing it up with "its a strategy game after all". But that's a misconception. Starcraft is not that demanding in terms of actual "thinking", don't try to fool yourselves. It's not quantum physics or rocket science. You do not "think" about anything during a match, you just react to what you see according to your game knowledge/game sense/experience you name it. Nothing wrong with adding a speed requirement to that. That's what makes gameplay (in many sports, even in chess that is starcraft often compared to). Like, you don't need to be a new Einstein to spam planetaries all over the map and camp behind them only to move out when you are 200/200 on tanks. Oh look, opponent is trying to flank you! Siege up! He flees! Unsiege! Definitely some 50000 iq gaming here. And that is all that your "strategy" is about.
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Czech Republic12129 Posts
Banned Turbo Cruise, either I have low hw or the game hates me, having lag issues there without ping changes
Edit> Anyone having similar issues? Maybe I got lucky into my ISP bad time.
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On May 23 2019 22:48 deacon.frost wrote: Banned Turbo Cruise, either I have low hw or the game hates me, having lag issues there without ping changes
Edit> Anyone having similar issues? Maybe I got lucky into my ISP bad time. As I mentioned a few posts back, I had the same thing. I played a couple more games on that map and they were all the same.
It's the map. I had played games on all the other maps without issue before and after I played the games on Turbo Cruise so it wasn't my internet or hardware acting up. There's a fairly substantial performance hit when playing that map versus the other maps.
It's too bad because I actually think it's a really neat map.
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Northern Ireland24279 Posts
On May 23 2019 20:48 insitelol wrote:Show nested quote +On May 22 2019 23:49 BerserkSword wrote:On May 22 2019 14:18 NinjaNight wrote:On May 22 2019 13:05 BerserkSword wrote:On May 15 2019 21:27 insitelol wrote:On May 15 2019 20:57 deacon.frost wrote: The question is who's the target audience. Viewers and casuals? Well, lot of games catered to those and they didn't exactly survived when the HC audience left the game. While HC audience shouldn't be the primary target, it's wise to not piss them too much if you want longevity of the game. If the "viewers want crazy stuff" would be true, we can end up in a situation where almost none plays the game and everyone is watching and I don't think this is desired state for Blizzard's monies. And my question is: do viewers actually like wierd stuff like that? If it is so, what is the percentage? Any stats or numbers to back it up? Who exactly is the SC audience? Is it dominated by hardcore longtime fans who play the game themselves or does it mostly consist of non-player base? Like, we don't actually have the numbers and i doubt blizzard has/care. They just keep throwing stuff at the wall to see if something sticks, and it kinda suits the situation but it should already be obvious by now that map tweaks direction is a deadend. They tried it numerous times and it NEVER ever worked. I'm no expert but common sense tells me viewers generally prefer dynamic, fast paced games with lots of action, with clear, simple rules and gameplay that are easy to grasp. How exactly does slowing field or other wierd counter intuitive mechanics like 5 minerals patches blocking paths contribute to that, i have no clue. If you want me to discribe the most attractive interaction in SC2 that is both interesting to play and watch i would definitely say it's ling/bane muta vs mmm. For me this is the epitome of dynamic/fast-paced and which is most important - clear and simple gameplay. I would rather focus on improving other aspects of the game for them to look like that. But blizzard, as it seems, chose the other path. They, for some reason, think that it's about diversity. Both in playstyles and maps. They keep promoting imbecile unorthodox playstyles like mech and tempests, revamping units from scratch every year (cyclone), keep "innovating" maps and so on. everything looking like ling bane muta vs mmm gets old real fast. i find mech and tempest death balls enjoyable. i can appreciate the positioning, precision, decision making, and macro those styles entail. the best games of the year, for me, all entailed either mech and/or a protoss death ball. starcraft is a strategy game first and foremost. action junkies can look somewhere else Funny you say that because I think this is the most action packed fast paced RTS ever and is relatively low on strategy for a strategy game. I never said starcraft is not action packed and fast paced. All I said was that it is a strategy game, first and foremost. You think that diversifying strategies should take a back seat to making everything look "clear and simple" like action packed mmm vs ling bane muta "Strategy" is just a label on a box. It also has that "R" in it. But the game shouldn't be a hostage of its name or label or some other artificial tag. It should be a game. And the game is all about gameplay. As i said i can only share my personal view on gameplay, i don't know about everyone else, and you can keep that opinion of yours about tempest deathballs being fun and all, but it looks like obvious trolling to me. What's more important, the term "strategy" itself is generally overcomplicated on purpose by people who want to look more intellegent/do not clearly understand it. Strategy is literally every decision you make, good/bad, simple/complicated w/e, everything is strategy. Claiming that mech death balls involve more positioning and decision making is plain wrong, as operating slow death balls is identical to operating fast death balls with one exeption. You actually need to be faster than your opponent. That's just another layer in your skill. People who defend these playstyles are just slowpokes. Sure thing, they try to justify that with something like "i prefer to think not to spam keys mindlessly" backing it up with "its a strategy game after all". But that's a misconception. Starcraft is not that demanding in terms of actual "thinking", don't try to fool yourselves. It's not quantum physics or rocket science. You do not "think" about anything during a match, you just react to what you see according to your game knowledge/game sense/experience you name it. Nothing wrong with adding a speed requirement to that. That's what makes gameplay (in many sports, even in chess that is starcraft often compared to). Like, you don't need to be a new Einstein to spam planetaries all over the map and camp behind them only to move out when you are 200/200 on tanks. Oh look, opponent is trying to flank you! Siege up! He flees! Unsiege! Definitely some 50000 iq gaming here. And that is all that your "strategy" is about. Well no, certain comps do require more decision-making, even more actions than others, or rely on positioning more than others.
There’s a huge difference in effectiveness of a good mech engagement when you’ve sieged in smart positions, vs one that isn’t or even worse if it gets caught unsieged.
There’s plenty of elements in SC2, focusing on one too hard to the detriment of others just ignores the whole skill set of the game.
Taken to extremes and you do get amusing ladder BM if nothing else. For me it’s the type who just copies a build and throws bio and drops at you and then BMs you afterwards because you suck and their race is so mechanically hard, even though you have higher APM. Especially delicious when their bio micro is worse than yours when you play Terran.
I do agree that there’s a subset of players who actually don’t have any strategy whatsoever, but complain the game isn’t strategic because their ‘proper’ shit turtling style where they just sit there and do nothing gets punished.
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United Kingdom20278 Posts
On May 24 2019 00:03 Ben... wrote:Show nested quote +On May 23 2019 22:48 deacon.frost wrote: Banned Turbo Cruise, either I have low hw or the game hates me, having lag issues there without ping changes
Edit> Anyone having similar issues? Maybe I got lucky into my ISP bad time. As I mentioned a few posts back, I had the same thing. I played a couple more games on that map and they were all the same. It's the map. I had played games on all the other maps without issue before and after I played the games on Turbo Cruise so it wasn't my internet or hardware acting up. There's a fairly substantial performance hit when playing that map versus the other maps. It's too bad because I actually think it's a really neat map.
Getting less performance than other maps in general but not as bad as i expected (1.3, 1.5x worse)
noticeable FPS drops scrolling past the inhibitor fields though, even with only 12 workers on the map. The performance limit is still CPU as expected.
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Czech Republic12129 Posts
On May 24 2019 02:47 Cyro wrote:Show nested quote +On May 24 2019 00:03 Ben... wrote:On May 23 2019 22:48 deacon.frost wrote: Banned Turbo Cruise, either I have low hw or the game hates me, having lag issues there without ping changes
Edit> Anyone having similar issues? Maybe I got lucky into my ISP bad time. As I mentioned a few posts back, I had the same thing. I played a couple more games on that map and they were all the same. It's the map. I had played games on all the other maps without issue before and after I played the games on Turbo Cruise so it wasn't my internet or hardware acting up. There's a fairly substantial performance hit when playing that map versus the other maps. It's too bad because I actually think it's a really neat map. Getting less performance than other maps in general but not as bad as i expected (1.3, 1.5x worse) noticeable FPS drops scrolling past the inhibitor fields though, even with only 12 workers on the map. The performance limit is still CPU as expected. I don't see FPS issues per se, from time to time i can see something that could be called as input lag, but pings were fine(from 3k 40 loss) and i didn't see any fps drops. It may be because of my PC. Don't know
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On May 24 2019 05:55 deacon.frost wrote:Show nested quote +On May 24 2019 02:47 Cyro wrote:On May 24 2019 00:03 Ben... wrote:On May 23 2019 22:48 deacon.frost wrote: Banned Turbo Cruise, either I have low hw or the game hates me, having lag issues there without ping changes
Edit> Anyone having similar issues? Maybe I got lucky into my ISP bad time. As I mentioned a few posts back, I had the same thing. I played a couple more games on that map and they were all the same. It's the map. I had played games on all the other maps without issue before and after I played the games on Turbo Cruise so it wasn't my internet or hardware acting up. There's a fairly substantial performance hit when playing that map versus the other maps. It's too bad because I actually think it's a really neat map. Getting less performance than other maps in general but not as bad as i expected (1.3, 1.5x worse) noticeable FPS drops scrolling past the inhibitor fields though, even with only 12 workers on the map. The performance limit is still CPU as expected. I don't see FPS issues per se, from time to time i can see something that could be called as input lag, but pings were fine(from 3k 40 loss) and i didn't see any fps drops. It may be because of my PC. Don't know  try play some commander games first the bubble effect is new a thing in melee mode but not in coop there is a high chance ur problem is a bug and because everyone just vetos it so it s left unknown by blizz
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United Kingdom20278 Posts
On May 24 2019 05:55 deacon.frost wrote:Show nested quote +On May 24 2019 02:47 Cyro wrote:On May 24 2019 00:03 Ben... wrote:On May 23 2019 22:48 deacon.frost wrote: Banned Turbo Cruise, either I have low hw or the game hates me, having lag issues there without ping changes
Edit> Anyone having similar issues? Maybe I got lucky into my ISP bad time. As I mentioned a few posts back, I had the same thing. I played a couple more games on that map and they were all the same. It's the map. I had played games on all the other maps without issue before and after I played the games on Turbo Cruise so it wasn't my internet or hardware acting up. There's a fairly substantial performance hit when playing that map versus the other maps. It's too bad because I actually think it's a really neat map. Getting less performance than other maps in general but not as bad as i expected (1.3, 1.5x worse) noticeable FPS drops scrolling past the inhibitor fields though, even with only 12 workers on the map. The performance limit is still CPU as expected. I don't see FPS issues per se, from time to time i can see something that could be called as input lag, but pings were fine(from 3k 40 loss) and i didn't see any fps drops. It may be because of my PC. Don't know 
It still runs okay in the early game but it just runs a lot worse than other maps. You'll have substantially higher performance on those unless you're limiting your FPS by something else.
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Turbo Cruise ’84 LE
I'm fine to play Turbo Cruise ’84 LE but... the color is awful. Any way in my settings to make it a normal color? It has a purple hue.
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