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Active: 10467 users

GSTL maps got final updates

Forum Index > SC2 General
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1 2 3 4 5 Next All
Xeph
Profile Joined September 2004
Korea (South)191 Posts
Last Edited: 2011-02-06 19:48:13
February 06 2011 10:45 GMT
#1
New maps for GSTL got final updates for the league. I sent mapfiles to EU, NA, SEA, TW uploaders, and those maps will be updated on server soon. I also sent GomTV modified version of Lost Temple, Xel'Naga Cavarns, Metalopolis.

Thank you again [SCC]Faust(NA), [wh]_ForAlways(NA), MeLo(SEA). Beta(TW) and specially thank you smileyyy(EU).


Below screenshots are from the latest version. You can see lot of changes; resources, rocks, terrains, rush distances, neutral supply depots or something.


1. Crevasse (custom, 크레바스, KR EU NA SEA TW avilable) by JackyPrime

[image loading]

2. Crossfire SE(customized blizzard, 십자포화, KR EU NA SEA TW available) by JackyPrime

[image loading]

3. Terminus Re(customized Blizzard, 종착역, KR EU NA SEA TW available) by LSPrime

[image loading]

4. Tal'Darim Altar(custom, 탈다림 제단, KR EU NA SEA TW available) by LSPrime

[image loading]

5. GomTV Modified Lost Temple screenshot by smileyyy

[image loading]
Persistent Pursuit of Perfection
Special Endrey
Profile Joined June 2010
Germany1929 Posts
February 06 2011 10:48 GMT
#2
Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ?
This signature is ruining eSports - -Twitter: @SpecialEndrey
ALPINA
Profile Joined May 2010
3791 Posts
February 06 2011 10:51 GMT
#3
Crevasse looks awesome and I especially like the textures on that map
You should never underestimate the predictability of stupidity
Xeph
Profile Joined September 2004
Korea (South)191 Posts
Last Edited: 2011-02-06 10:53:02
February 06 2011 10:52 GMT
#4
On February 06 2011 19:48 Special Endrey wrote:
Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ?

Pre-installed destructible neutral supply depots to prevent entrance-blocking with two bunkers or three pylons.

You can see an example on Terminus RE.
Persistent Pursuit of Perfection
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
February 06 2011 10:55 GMT
#5
They look way better than the 1.2.1 maps. Am I the only one who finds it ironic that they removed most of the gold expansions or changed them back to blue ? I guess the boosts proved a bit too much.
I will never ever play Mech against Protoss. - MVP
Chise
Profile Joined December 2010
Japan507 Posts
Last Edited: 2011-02-06 11:00:49
February 06 2011 10:59 GMT
#6
Props to GOM for really trying to balance the maps the best they can and making changes until they are balanced.

Maps like those look like the future of SC2 to me.
Ziggitz
Profile Joined September 2010
United States340 Posts
February 06 2011 11:01 GMT
#7
On February 06 2011 19:52 Xeph wrote:
Show nested quote +
On February 06 2011 19:48 Special Endrey wrote:
Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ?

Pre-installed destructible neutral supply depots to prevent entrance-blocking with two bunkers or three pylons.

You can see an example on Terminus RE.


Awesome.

I noticed on some of the maps the expos have only 7 mineral patches. Is this with terran in mind giving them better income that zerg or protoss percentage wise with their mules to account for the larger map sizes?
milesfacade
Profile Joined November 2010
United Kingdom799 Posts
Last Edited: 2011-02-06 11:07:16
February 06 2011 11:03 GMT
#8
These are all the changes I can see:

Crevasse: Scrap metal has replaced the rocks. There is a larger ramp from third to fourth base. No more rocks at third. Other slight dimension changes. Gold minerals changed to normal minerals.

Crossfire SE: No changes as far as I can tell

Terminus RE: No longer scrap metal at the fourth. Orientation of third base changed. Neutral supply depot on main base ramp.

Tal'Darim Altar: No more rocks at third expansion. All gold bases removed.
Smigi
Profile Joined April 2010
United States328 Posts
February 06 2011 11:05 GMT
#9
These maps are great. I can't wait.

I LOVE how they removed the rocks from the potential thirds on Taldarim and Crevasse.

They were just annoying more than anything.
Drone then Own
zonic
Profile Joined May 2010
New Zealand64 Posts
February 06 2011 11:08 GMT
#10
these maps so big! 16 bases in a 1v1
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
Last Edited: 2011-02-06 11:09:11
February 06 2011 11:08 GMT
#11
is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)

Wow, I think Terminus RE is the most exciting map ^_^
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
Amestir
Profile Blog Joined May 2010
Netherlands2126 Posts
Last Edited: 2011-02-06 11:13:03
February 06 2011 11:09 GMT
#12
Hmm it's great they fixed the bunker / pylon blocking but I find this a rather clumsy solution. Surely there has to be a more elegant solution?
We know nothing.
Norada
Profile Joined August 2010
China482 Posts
February 06 2011 11:10 GMT
#13
wtb these maps to go on ladder. they look so sexy<3
PredY
Profile Joined September 2009
Czech Republic1731 Posts
February 06 2011 11:23 GMT
#14
is taldarim altar smaller or did they just remove the gold expos?
http://www.twitch.tv/czelpredy
Ultramus
Profile Joined June 2010
United States319 Posts
February 06 2011 11:24 GMT
#15
On February 06 2011 20:08 Licmyobelisk wrote:
is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)

Wow, I think Terminus RE is the most exciting map ^_^


Having played it a few times, I kind of enjoy it, as a muta/ling player, bigger maps=more gas=more mutas!! and I can't be killed as easily by 2 base timings that hit before I have any appreciable number of mutas up. I can see your point with the pathing but it's too big to effectively control with a big death ball or tanks without some of them being undefended. Just my opinion and experiences though.
Baking is like science for hungry people
imJealous
Profile Joined July 2010
United States1382 Posts
Last Edited: 2011-02-06 11:34:17
February 06 2011 11:27 GMT
#16
On February 06 2011 20:08 Licmyobelisk wrote:
is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)

Wow, I think Terminus RE is the most exciting map ^_^

I don't think it will be terrible. It could be a good candidate for veto depending on what original ladder maps are still in the pool but its still a large map with lots of freedom to expand. Most of the current ladder maps have similarly dangerous terrain features, shorter rush distance, and fewer viable expansions to boot.

Also, if large macro based maps like these do turn out to tip the balance of the game too far in zergs favor then features like these that favor tanks and colossus may be necessary to restore map balance.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
ccHaZaRd
Profile Joined February 2009
Canada1024 Posts
February 06 2011 11:35 GMT
#17
crevasse and crossfire look awesome :D
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 06 2011 11:43 GMT
#18
Crossfire looks unbelievably big
MrCon
Profile Blog Joined August 2010
France29748 Posts
February 06 2011 11:48 GMT
#19
They removed the stupid rocks at the 3rd \o/ This is great.
Lunat!c
Profile Joined March 2010
122 Posts
February 06 2011 12:07 GMT
#20
I think those maps are great! But I already saw some games on them and from what I saw I am pretty sure that those maps change the whole balance of the game e.g. Protoss can easily take 3 bases and build up a perfect army against zerg with maps like these we will need a lot of balance patches...
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