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Czech Republic12115 Posts
On May 28 2020 08:38 Waxangel wrote: Purity and Industry was fun to watch for like 2 weeks before everyone hated it. I wonder if there's an ecosystem where fans enjoy the honeymoon phase of weird maps for a little bit without stressing the pros too much. I like purity and industry as a random(with all them races), I dislike golden wall. I don't think I vetoed it, but it's close it.
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I'd like to make a 21 baneling salute for Purity and Industry, fallen in combat by the hands of imbalance.
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>map named Pillars of Gold >no gold bases
??
also the new additions seems like pretty straightforward normal maps, I like them. And they all look really good aswell which I like to see aswell.
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On May 28 2020 23:22 Andi_Goldberger wrote: >map named Pillars of Gold >no gold bases
??
also the new additions seems like pretty straightforward normal maps, I like them. And they all look really good aswell which I like to see aswell. Even though I'm not opposed to "experimental" maps, history shows that those maps fizzle out really fast. Golden Wall actually is one of the best funky maps of the last years. Lots of interesting games there.
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Why do "Ice and Chrome LE" and "Pillars of Gold" have your 4th and 5th bases at almost the same distance as your 2nd and 3rd? so that you can easily protect 5 bases? These maps look painful to play, especially against someone who just turtles until maxed. I would have loved to see at least one 4 player map come back into rotation.
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I think the maps will be vetoed about the same this season with purity and golden wall being vetoed almost every time. Overall i think the new maps are all pretty good and standard except for the speed zones on deathura but overall I like the map pool.
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It'll be interesting to see how Submarine plays out. We haven't had a 12 base map in the pool since Fracture in 2018 S3 despite them being fairly common until then, even in LotV. I don't think it tends to matter much whether maps have 14 or 16 bases - the locations are far more important - but with 12, any game that goes late will be extremely tense, regardless of the layout. If the fifth base is what allows you to build a proper late game composition, the sixth is what you need to sustain it, and with 12 bases, there's nothing beyond that. If you lose a base in the late game, you're almost certainly in trouble, which isn't necessarily the case if you were at 7 or 8.
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It feels like submarine will be terrible for zerg. The best maps are large maps with tons of bases and fewer chokes, and this map is opposite in every dimension. It seems blizzard really wants to make zerg feel the pain this year. Besides all the nerfs after blizzcon, they keep finding new maps that are not favorable for zerg (purity is awful for zerg, golden wall has slight edge for terran in zvt).
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did they add another week to the current season? i thought the new one started this week....
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On June 02 2020 01:19 HelpMeGetBetter wrote:did they add another week to the current season? i thought the new one started this week....
3th of june last time I checked
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It was extended to next week.
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On May 28 2020 00:38 Ben... wrote: Deathaura, Ice and Chrome, and Pillars of Gold all have roughly similar layouts, and this layout is also found in Ever Dream, so we will have 4 maps that are roughly identical. Add to that they're getting rid of Eternal Empire, which is one of the best maps they have had since I started playing again and one of the few maps that had a different layout from the rest of the pool. I can't say I'm super excited for this map pool or anything.
I'm gonna guess Pillars of Gold will be an immediate veto for protoss players. The third locations are wide open. Terrans could siege the low-ground third from that ramp and be in a comfortable spot and holding those thirds against a bust from zerg would also not be trivial since there's not any chokes or high ground to allow some type of advantage.
+1.....
Those 12 workers still hurts.
Im the only one who is thinking 12 workers & minerals patch changes have a serious issue on maps ?
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nope, it's known but accepted, wouldn't have made those changes myself but it seems to be the more popular side of things
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On June 02 2020 02:50 Meavis wrote: nope, it's known but accepted, wouldn't have made those changes myself but it seems to be the more popular side of things
I don t think maps must be used as a balance settings,.. maps has always been a part of the strategy
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On May 31 2020 07:36 webhappy wrote: It feels like submarine will be terrible for zerg. The best maps are large maps with tons of bases and fewer chokes, and this map is opposite in every dimension. It seems blizzard really wants to make zerg feel the pain this year. Besides all the nerfs after blizzcon, they keep finding new maps that are not favorable for zerg (purity is awful for zerg, golden wall has slight edge for terran in zvt).
It will be next to impossible to defend the Parting Blink stalker build on submarine as Terran.
Seems like they always want to leave base blink as an option...as if the warp prism isn't strong enough when it comes to entering bases.
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Those giant pillar things on Ice and Chrome are horrible. Why would they include those? They obscure vision for vital parts of your base. If you spawn north as Protoss there's a gigantic post blocking vision of most of where your wall at your natural expansion would be, but that isn't the case for the south spawn. It's quite poor. I'm vetoing that map for this reason alone. It's too bad because the rest of that map's layout seems okay.
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On June 13 2020 04:57 Ben... wrote: Those giant pillar things on Ice and Chrome are horrible. Why would they include those? They obscure vision for vital parts of your base. If you spawn north as Protoss there's a gigantic post blocking vision of most of where your wall at your natural expansion would be, but that isn't the case for the south spawn. It's quite poor. I'm vetoing that map for this reason alone. It's too bad because the rest of that map's layout seems okay.
I remember this bug happening very often at the start of a season. If I recall correctly it happens when the game is launched when the patched hasn't finished downloading.
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On June 13 2020 05:18 Superouman wrote:Show nested quote +On June 13 2020 04:57 Ben... wrote: Those giant pillar things on Ice and Chrome are horrible. Why would they include those? They obscure vision for vital parts of your base. If you spawn north as Protoss there's a gigantic post blocking vision of most of where your wall at your natural expansion would be, but that isn't the case for the south spawn. It's quite poor. I'm vetoing that map for this reason alone. It's too bad because the rest of that map's layout seems okay. I remember this bug happening very often at the start of a season. If I recall correctly it happens when the game is launched when the patched hasn't finished downloading. Okay, thanks. That makes sense. I thought it was weird and figured there was no way it would get through vetting since it causes issues.
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These maps are friggin hard to play Mech on.
Just saying. . .
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played some 2v2 games on Nightscape. with friend colors on, i should be green, my mate yellow, opponent red. but on this map we have nice purple disco lights so i can't really see what the fuck is going on.
it would be very nice to advise map makers to not use those colorings on the maps. in the meantime, i have to spend one veto -.- on an otherwise nice map.
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