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Patch 1.2.1 on PTR - Page 14

Forum Index > Community News and Headlines
797 CommentsPost a Reply
Prev 1 12 13 14 15 16 40 Next All
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
February 04 2011 07:08 GMT
#261
@Ribbon

The testmaps are out of order (testmap2 and testmap3) so that's possibly why there is confusion between the maps. Some people may not see the names and realize they are out of order or they are just referring to them in the order they are given. Either way, it's unclear unfortunately
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Kmozar
Profile Joined November 2010
Australia7 Posts
February 04 2011 07:08 GMT
#262
On February 04 2011 16:06 FabledIntegral wrote:
Show nested quote +
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


You talking about this new map pool?

If you're talking about the old one, they were just simply poor maps, even if we have somewhat "adapted" to the maps, it doesn't mean they are quality or fun to play on!

I'm excited for these new maps, I think while definitely not perfect or even "top notch," they are easily an improvement on the existing map pool, which shows at least Blizzard is learning!


Woops, I meant the new pool of maps, I didn't word that too well.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
February 04 2011 07:08 GMT
#263
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


Oh really????

So Z's were supposed to just adapt to the game rather than the 10 second rush distance on steppes?

Just played toss 3 times in a row on test map 3. Unbelivable the choke is force field heaven.

Weve discussed it to death T late game is shit, only reason they do well is because of early game pushes.

Im not saying T is doomed, just my frist observation after 4 tosses in a row on test map 3.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2011-02-04 07:11:35
February 04 2011 07:10 GMT
#264
On February 04 2011 16:08 Kmozar wrote:
Show nested quote +
On February 04 2011 16:06 FabledIntegral wrote:
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


You talking about this new map pool?

If you're talking about the old one, they were just simply poor maps, even if we have somewhat "adapted" to the maps, it doesn't mean they are quality or fun to play on!

I'm excited for these new maps, I think while definitely not perfect or even "top notch," they are easily an improvement on the existing map pool, which shows at least Blizzard is learning!


Woops, I meant the new pool of maps, I didn't word that too well.


NP, I assumed that's what you meant actually, just wanted to clarify


On February 04 2011 16:08 XXXSmOke wrote:
Show nested quote +
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


Oh really????

So Z's were supposed to just adapt to the game rather than the 10 second rush distance on steppes?

Just played toss 3 times in a row on test map 3. Unbelivable the choke is force field heaven.

Weve discussed it to death T late game is shit, only reason they do well is because of early game pushes.

Im not saying T is doomed, just my frist observation after 4 tosses in a row on test map 3.


I agree the T lategame is shit if you enter it on even terms, but I truly feel that T can still compete no problem, and the bigger the map, you'd think the more abusable drops would be, right? I'm actually really excited as a T player to get to the lategame more often.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
February 04 2011 07:14 GMT
#265
I'm getting this error:
[image loading]
Commentatorhttp://twitter.com/proxywolf
TL+ Member
dandan23
Profile Joined October 2010
Malaysia101 Posts
February 04 2011 07:19 GMT
#266
Is the bug for creep tumor hotkey gonna be fix ?
TeamLiquid Fighting!! =3
Sniffy
Profile Joined September 2010
Australia290 Posts
February 04 2011 07:25 GMT
#267
On February 04 2011 16:08 XXXSmOke wrote:
Show nested quote +
On February 04 2011 16:04 Kmozar wrote:
There is already so much crying about the map pool... The players are supposed to adapt to the game and map pool, the game isn't meant to adapt to them.


Oh really????

So Z's were supposed to just adapt to the game rather than the 10 second rush distance on steppes?

Just played toss 3 times in a row on test map 3. Unbelivable the choke is force field heaven.

Weve discussed it to death T late game is shit, only reason they do well is because of early game pushes.

Im not saying T is doomed, just my frist observation after 4 tosses in a row on test map 3.


T lategame being shit is your shit opinion. Just because you have no idea how to do anything other than Hellion/Stim bullshit doesn't mean every T doesn't.
Jayrod
Profile Joined August 2010
1820 Posts
Last Edited: 2011-02-04 07:49:12
February 04 2011 07:26 GMT
#268
ah the pubstar ladder heros that think they only lose games because maps favor their opponent. Why did I expect people to welcome the change in map pool? I wonder how many of you have played them?

Edit: ive loaded each one up now and I really like testmap 2 alot.

I think the spawn locations might need to be fixed on a couple of the maps though. For instance spawning close posiitons on map 5 makes the xel nagas worthless. Same with map 2 as well. Overall pretty cool, surprised by short rush distances in certain spawns though. Id imagine they would fix the spawns as one rush distance was 25 seconds with a probe, seemed really close.

the only map i dont care for is the space station one with the humongous ramps in the middle. overall a step in the right direction if the spawns are fixed. I think map 2 feels the most balanced... on face value.
Dubpace
Profile Joined August 2010
United States251 Posts
February 04 2011 07:31 GMT
#269
Oh cool another map with a backdoor. Just what all of us wanted.
Deadlyhazard
Profile Joined May 2010
United States1177 Posts
February 04 2011 07:31 GMT
#270
On February 04 2011 15:15 0neder wrote:
WHY DO BLIZZARD AND CUSTOM MAP MAKERS REFUSE TO USE THE DESERT/BADLANDS TILESET A LA DESERT OASIS? WTF!?!?!!?!?

Because it's an ugly earthtone tileset that isn't clever in anyway. I hope both of those tilesets are somehow erased from the game.
Hark!
PBJ
Profile Joined August 2010
United States141 Posts
February 04 2011 07:33 GMT
#271
Map one close positions are stupid hard to defend for zerg, you have a backdoor to your natural and really close walking to the front.
Ultra Brian
Profile Joined April 2010
Canada22 Posts
February 04 2011 07:33 GMT
#272
lol the first map looks like lost temple without the ledges by the expansion. It looks like they are making a few more maps which will help zerg. Which is good.
All the strategy to be good but none of the skill.
legatus legionis
Profile Joined October 2010
Netherlands559 Posts
Last Edited: 2011-02-04 07:36:16
February 04 2011 07:34 GMT
#273
In contrast to the GSL candidate maps. My heart skipped a beat because of the symmetry on these. The first one is lost temple, but with perfect mirroring. The last one seems to follow a similar trend, but theres being played around with different ways to do it, if you look at the edges and the filling. I don't know, maybe I'm just rambling because I'm super psyched, because this is actually a great step in a long process of creating and refining maps. I just hope they will also play around with 1v1 maps, because I'm not the biggest fan of the 2v2 maps. And I don't play 2v2 but I think they aren't that optimal for 2v2 anyway.

Edit: Also "SC2 Public Test server is not available right now. Please check http://www.battle.net/sc2/game/ptr/ for more information." I'm on EU, I really hope we get access to a PTR this time because we didn't get it the last time, and we might just never get it
Arco
Profile Joined September 2009
United States2090 Posts
February 04 2011 07:36 GMT
#274
In-game peeping at the new LT. It looks pretty cool to say the least.

Gonna try some out and see how they feel.
Sobba
Profile Joined August 2010
Sweden576 Posts
February 04 2011 07:39 GMT
#275
Its clear that blizzard has listend to the pro community for bigger maps.
fruiteater
Profile Joined February 2011
4 Posts
February 04 2011 07:40 GMT
#276
[image loading]
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-02-04 07:42:46
February 04 2011 07:41 GMT
#277
On February 04 2011 16:40 fruiteater wrote:
[image loading]


This is how I feel about map3 so far.

It seems to have scrap station main to nat distance, and delta quadrant rush distance.... and all the attack points are very narrow.


The other maps I've played so far seem good. Hopefully LT2 will at least get a different tileset or a mirror flip.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Ownos
Profile Joined July 2010
United States2147 Posts
February 04 2011 07:45 GMT
#278
This the first 1 lost temple without the terran bias???

I like the second one too. The rest are kinda... ok? If these maps replace some of shittier maps on the ladder I'd consider it an improvement. Maps aren't great at first glance. We'll see.
...deeper and deeper into the bowels of El Diablo
DerekJCEX
Profile Joined June 2009
United States64 Posts
February 04 2011 07:46 GMT
#279
Looking at the maps, I'm happy they made improvements to LT. Other than that I am pretty disappointed. I don't really care to comment about how I feel each map plays out right now because that is being discussed enough by people who are most likely more qualified than me, but what I do want to note is how each map looks like it began as a map they have already created but decided to change it up and make it different. None of them really feel new. I swear map #3 started out as the 4v4 map High Ground and they just changed it up lol. And from what you guys have said they even threw in an old map from beta? This all seams like a lack of effort to me. Everyone should go to the custom map section of this forum and check out all the maps the community has come up with. From how they look and how they play out, they are all pretty unique.

I'm happy Blizz is listening to the community and trying to improve the map pool, but I really can't understand why they don't try out GSL or iCCup maps. There has to be a reason for it. The people that made this game are smart. I'm sure they understand how much thought, time and effort the community has put in to coming up with new maps. They know these maps exists, and most of them are quite good.

My question is, do they just look at them and be like "eh we can do it better", or do they have some policy that any official ladder map that they roll out has to be made by the Blizzard team? These are really the only two reasons I can come up with. I just don't understand
Hypatio
Profile Joined September 2010
549 Posts
February 04 2011 07:47 GMT
#280
At the very least, if these maps replace trash like delta quadrant, steppes, and jungle basin, they are certainly improvements.
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