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[TSL] Candidate Map Pool - Page 12

Forum Index > PokerStrategy.com TSL3 Forum
241 CommentsPost a Reply
Prev 1 10 11 12 13 Next All
PrAeToR.FeNiX
Profile Joined February 2010
Canada361 Posts
February 10 2011 14:05 GMT
#221
man i cant wait for this tournement to start !!
En taro Adun!
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2011-02-10 14:56:36
February 10 2011 14:09 GMT
#222
On February 10 2011 03:47 Liquid`Nazgul wrote:
The reason why we have posted this selection now is because we are of the opinion that players need to know their mappool plenty in advance. Ideally we would have announced our final 5 maps already, but because of developments in the scene we have decided to do it this way which gives us a little more time to look at the balance while players are still able to see which maps they should be practicing.

This means that there will not be other maps added as that defeats the point of giving players the map information with enough time in advance to practice.

On February 10 2011 06:22 Kennigit wrote:
These are the maps that have been chosen. If you want to talk about other potential maps, please do it outside of this thread.

This is questionable policy, in my humble opinion. The TSL is still quite awhile away, and if TL were to change the candidate map pool now, players would still have plenty of time to prepare. Hell, the players still aren't fully decided yet. Do the right thing and get rid of metal (even with the modifications, that map is way too dependent on where the players spawn) and scrap station (quite a lot of hate, questionable balance) and put in 2 iCCup maps, even if just as candidates. As you guys said, these are only candidate maps, only 5 will make it to the TSL. I don't think anybody would blame you if you switched out two of those maps due to "popular request."

Again, just my lowly opinion, but asserting TL staff sovereignty, as you two have, isn't quite a good a PR move as showing your flexibility, especially with the wiggle room you have now. (Still over a month and a half away! and this isn't like BW where TSL was the biggest tournament for which all players would practice constantly; up until March or even later, I feel even qualified candidates will still be focusing on other tournaments, so changing the mappool now wouldn't be a huge sleight)

EDIT: On second thought I think scrap is OK just because people seem to still have no idea if it's really imbalanced (tends to be bad players that hate it lol, ret admits he has trouble, etc)
posting on liquid sites in current year
Redox
Profile Joined October 2010
Germany24794 Posts
February 10 2011 14:20 GMT
#223
On February 10 2011 23:09 SpiritoftheTunA wrote:
Do the right thing and get rid of metal (even with the modifications, that map is way too dependent on where the players spawn)

Well they could modify Metalopolis anytime to make close ground spawns impossible, just like on Shakuras. That way it would become an awesome map without being too dependent on spawn luck.
Off-season = best season
setzer
Profile Joined March 2010
United States3284 Posts
February 10 2011 14:25 GMT
#224
On February 10 2011 23:20 Redox wrote:
Show nested quote +
On February 10 2011 23:09 SpiritoftheTunA wrote:
Do the right thing and get rid of metal (even with the modifications, that map is way too dependent on where the players spawn)

Well they could modify Metalopolis anytime to make close ground spawns impossible, just like on Shakuras. That way it would become an awesome map without being too dependent on spawn luck.


I'm of the opinion that if you have to disable a spawn to get rid of a ridiculous imbalance then the map itself is poorly designed. Metalopolis has had a good run, it's time to retire that map for good.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
February 10 2011 14:37 GMT
#225
On February 10 2011 23:20 Redox wrote:
Show nested quote +
On February 10 2011 23:09 SpiritoftheTunA wrote:
Do the right thing and get rid of metal (even with the modifications, that map is way too dependent on where the players spawn)

Well they could modify Metalopolis anytime to make close ground spawns impossible, just like on Shakuras. That way it would become an awesome map without being too dependent on spawn luck.

Far pos is still Z favored in ZvT, it's not like those positions are really balanced either.
posting on liquid sites in current year
Turgid
Profile Blog Joined September 2010
United States1623 Posts
Last Edited: 2011-02-10 18:33:01
February 10 2011 18:32 GMT
#226
On February 10 2011 23:25 setzer wrote:
Show nested quote +
On February 10 2011 23:20 Redox wrote:
On February 10 2011 23:09 SpiritoftheTunA wrote:
Do the right thing and get rid of metal (even with the modifications, that map is way too dependent on where the players spawn)

Well they could modify Metalopolis anytime to make close ground spawns impossible, just like on Shakuras. That way it would become an awesome map without being too dependent on spawn luck.


I'm of the opinion that if you have to disable a spawn to get rid of a ridiculous imbalance then the map itself is poorly designed. Metalopolis has had a good run, it's time to retire that map for good.


Can you name any major flaws that would exist with Metalopolis if it had the exact same layout it does now, but it were a 2 player map always spawning in cross positions?

Also does anyone have genuine statistics on what the TvZ win % is in cross spots in high level games?
(╬ ಠ益ಠ)
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
February 10 2011 21:38 GMT
#227
why scrap station? isnt LT more imbalance than that map?
Im daed. Follow me @TL_NB
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
February 10 2011 21:54 GMT
#228
Really great to see TSL taking the front foot; after seeing the kind of quality a game on Terminus can produce (GSTL last night Squirtle vs MVP - if you haven't seen it, you have not lived!) i really hope it gets selected..

Good to see TSL on the front foot - i am a little bit upset that Scrap is in their but hopefully it doesn't make the cut

iCCup is also another consideration that i suppose was left out?
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
Meta
Profile Blog Joined June 2003
United States6228 Posts
February 11 2011 06:02 GMT
#229
I just want to say that after watching the GSTL Finals, I take back everything I said about not using ICCup maps. The GSL maps are amazing. I hope all of them get used. TSL FTW!!
good vibes only
feaynnewedd
Profile Joined January 2011
Germany41 Posts
February 11 2011 07:52 GMT
#230
Yeah! This might become a tournament with really awesome macro games! That's one of the reasons I did not buy a GSL ticket yet, I like long games, not all-in every game (of course I'm exaggerating...)
What I wanted to say is: Awesome!
Btw, I like scrap station (and I'm a terran player), I think it makes for exciting strategies!
Dinotoss hwaiting!
Pirat6662001
Profile Joined January 2011
Russian Federation949 Posts
February 11 2011 09:00 GMT
#231
I would love to see LT instead of Scrap, also Iccup and ESL maps should be considered because some of them are very well done
So.. this Earth, nice planet you might say- WRONG!!
SmoKim
Profile Joined March 2010
Denmark10305 Posts
February 11 2011 09:16 GMT
#232
after watching GSTL i could not be more pumped with the new Gom maps, holy fuck
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
Gentso
Profile Joined July 2010
United States2218 Posts
February 11 2011 17:16 GMT
#233
I really feel as though someone should edit Scrap Station and make it symmetrical for tournaments.
TRAP[yoo]
Profile Joined December 2009
Hungary6026 Posts
February 13 2011 00:27 GMT
#234
xelnaga caverns and shakuras are the only offical maps i would pick. fill the rest with gstl or iccup maps
FTD
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
February 13 2011 17:07 GMT
#235
scrap station is very bad for PvP!

Pls consider this when selecting the maps. But I'am very happy with your possible selection so far. looking forward to it!
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Kammalleri
Profile Joined November 2010
Canada613 Posts
February 13 2011 19:56 GMT
#236
Top 4 maps, Xelnaga Metalopolis Crevasse Teldarim.

I haven't seen enough of crossfire in sc2 yet, but i've seen some good games. Shakuras led to many really good game lately.

Hate scrap and havent seen terminus at all.
Lambertus
Profile Joined February 2010
South Africa994 Posts
Last Edited: 2011-02-15 11:51:12
February 15 2011 11:40 GMT
#237
In my opinion Scrap Station is a map that creates interesting strategies and interesting games. Not sure if it really is a balanced map, but I would like to see it in the map-pool for entertaining reasons.

Edit: Oh and good that LT isnt in there.
The only known Reverend on TL playing SC2 and BW (http://www.teamliquid.net/forum/viewmessage.php?topic_id=409226)
Miragee
Profile Joined December 2009
8708 Posts
February 15 2011 15:30 GMT
#238
On February 10 2011 23:37 SpiritoftheTunA wrote:
Show nested quote +
On February 10 2011 23:20 Redox wrote:
On February 10 2011 23:09 SpiritoftheTunA wrote:
Do the right thing and get rid of metal (even with the modifications, that map is way too dependent on where the players spawn)

Well they could modify Metalopolis anytime to make close ground spawns impossible, just like on Shakuras. That way it would become an awesome map without being too dependent on spawn luck.

Far pos is still Z favored in ZvT, it's not like those positions are really balanced either.


In my opinion the players, which say Metal Cross is zerg favoured are the same which doing 2 Base Timing pushes the most of the time and don't really macro up.

On February 11 2011 03:32 Turgid wrote:
Show nested quote +
On February 10 2011 23:25 setzer wrote:
On February 10 2011 23:20 Redox wrote:
On February 10 2011 23:09 SpiritoftheTunA wrote:
Do the right thing and get rid of metal (even with the modifications, that map is way too dependent on where the players spawn)

Well they could modify Metalopolis anytime to make close ground spawns impossible, just like on Shakuras. That way it would become an awesome map without being too dependent on spawn luck.


I'm of the opinion that if you have to disable a spawn to get rid of a ridiculous imbalance then the map itself is poorly designed. Metalopolis has had a good run, it's time to retire that map for good.


Can you name any major flaws that would exist with Metalopolis if it had the exact same layout it does now, but it were a 2 player map always spawning in cross positions?

Also does anyone have genuine statistics on what the TvZ win % is in cross spots in high level games?


Korea televised: TvZ: 35-30 (53.8%)
ZvP: 18-27 (40%)
PvT: 25-40 (38.5%)

Overall Cups: TvZ: 239-168 (58.7%)
ZvP: 118-172 (40.7%)
PvT: 253-277 (47.7%)
Mirrors: 375 TvT | 88 ZvZ | 144 PvP
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-02-15 18:57:59
February 15 2011 18:57 GMT
#239
Metalopolis shouldn't be in map pool, the difference between spawning on cross and on close positions is so huge that it's just bad for any good tourney. Chances winning on this map are just too luck dependant. Also I think there is not place for xel naga. Even if it's one of the best maps on ladder atm it's still not good.

I would really like to see some iccup maps added

Also new rebalanced LT could be added - it's pretty decent now.
You should never underestimate the predictability of stupidity
-miDnight-
Profile Joined September 2010
Taiwan455 Posts
February 16 2011 00:39 GMT
#240
how about the new test map in 1.2.1?
the modified lost temple seems really good.
http://www.facebook.com/midnightsc Chinese caster from TW (go SEn)
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