[TSL] Candidate Map Pool - Page 12
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PrAeToR.FeNiX
Canada361 Posts
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SpiritoftheTunA
United States20903 Posts
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) 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) | ||
Redox
Germany24794 Posts
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. | ||
setzer
United States3284 Posts
On February 10 2011 23:20 Redox wrote: 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
United States20903 Posts
On February 10 2011 23:20 Redox wrote: 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. | ||
Turgid
United States1623 Posts
On February 10 2011 23:25 setzer wrote: 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? | ||
NB
Netherlands12045 Posts
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bkrow
Australia8532 Posts
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? | ||
Meta
United States6225 Posts
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feaynnewedd
Germany41 Posts
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! | ||
Pirat6662001
Russian Federation949 Posts
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SmoKim
Denmark10301 Posts
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Gentso
United States2218 Posts
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TRAP[yoo]
Hungary6026 Posts
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clickrush
Switzerland3257 Posts
Pls consider this when selecting the maps. But I'am very happy with your possible selection so far. looking forward to it! | ||
Kammalleri
Canada613 Posts
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
South Africa960 Posts
Edit: Oh and good that LT isnt in there. | ||
Miragee
8411 Posts
On February 10 2011 23:37 SpiritoftheTunA wrote: 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: 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
3791 Posts
I would really like to see some iccup maps added Also new rebalanced LT could be added - it's pretty decent now. | ||
-miDnight-
Taiwan455 Posts
the modified lost temple seems really good. | ||
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