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I read somewhere that 1/3 of the maps are macro maps, 1/3 are rush maps, while the other 1/3 are "hybrid" maps (easier to macro than rush maps, but much easier to rush than macro maps). Now, there are ten maps in the 1v1 map pool, so it's not evenly divided into three per category, so I'm guessing that to balance it out, there are three macro maps, three balanced maps, and three rush maps.
I veto Scrap Station, Shakuras Plateau, and Taldarim Altar LE. These are the three macro maps in the map pool, right? All three have long walking distances between starting locations and easily defensible natural expansions.
In case you haven't figured it out, I hate long macro games. I come from a micro-based RTS background where macro is an afterthought (Generals, C&C 3, Warcraft 3), and I prefer fighting fast and furious engagements to long, drawn-out battles in my RTS games. It was quite jarring to learn that the competitive community prefers long games on large maps when it's so much harder to micro a 200/200 army than a much smaller one.
So, what about you? Which maps do you veto, and why?
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i lvoe macro:D i show realy some skill at the end, maby cuzz i played bw at a nub lvl, ut i vetoed slag pits DQ and scrap staton, all are small maps wichts i had, yust dont give any dynamic to the game, and scrapstation cuzz hard 3, almost impos
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I do not down-vote any map, as I should be prepared when entering a tournament. I can't play on a map I haven't practiced.
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United Kingdom12010 Posts
Slag Pits - I really hate the fact it's hard to defend your natural and once you've done that, there's no really good to take third bases, if you take another main you have to spread right out.
The Deserty Map - Same reason as above, although I never actually gave it a chance, I just vetod it when I saw the image, maybe it's a good map.
Delta Quadrant - I've played it loads, it's supposed to be good for T but I always find the games are either too short or two long on it. I seemed to always get this map over everything else, so vetod it so I could play some other maps more.
I'm quite happy with the map pool now. Taldarim Altar, Shattered Temple, Scrap Station, Metalopolis, Typhoon Peaks, Xel'naga Caverns, Shakura's Plateux are all maps I really enjoy and you can get good macro games going on all of them I've found. It's quite nice being T as yes I could Rush, but I'd much rather play it for the long game and my favourite matchup is TvT and on all of these maps, the TvT's are awesome due to positioning and other things like that.
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I'm a Protoss.
Scrap Station. Cause it leads to either 200/200 stalements or abusive / all-innish play. Slag Pits. Didn't even play it once, cause no real third, ridiculous short way when close, huge natural. Delta-Quadrant. Small distances, open naturals, warp-in / drop in the back
Would also like to vote Backwater and Xel'Naga. Both are super narrow, with the easy ability to split the map leading to 200/200 stalements. Just bad most of the time. (i know xel'naga can lead to nice games, but most are camping or rush games D: )
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On March 28 2011 01:18 Rawr wrote: I do not down-vote any map, as I should be prepared when entering a tournament. I can't play on a map I haven't practiced. Let's be honest...if a tournament is using Slag Pits in their map pool, the tournament is most likely not worth playing in.
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Backwater gulch - unplayable ZvP Slag pits - Terrible map and boring to play on. Delta quadrant - Obvious reasons
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On March 28 2011 01:21 Elefanto wrote: I'm a Protoss.
Scrap Station. Cause it leads to either 200/200 stalements or abusive / all-innish play. Slag Pits. Didn't even play it once, cause no real third, ridiculous short way when close, huge natural. Delta-Quadrant. Small distances, open naturals, warp-in / drop in the back
Would also like to vote Backwater and Xel'Naga. Both are super narrow, with the easy ability to split the map leading to 200/200 stalements. Just bad most of the time. (i know xel'naga can lead to nice games, but most are camping or rush games D: )
My exact 3 choices for mainly the same reasons.
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Slag Pits ( don't need to explain why ._. ) and DQ.
I'm giving the new Blistering sand's like map a try. Still not sure if i like it.
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DQ because of back door warp in.
Scrap because its boring and Blink Collosi is really gay -_-
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I'm sure I've made posts in similar threads before, but if only to document my shifting perspective: It's DQ and Slag for me. I really don't (and never have) liked DQ for the great many possible reasons and Slag is just ugh, good luck having a macro game on there. So great one for you I guess
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DQ-No need to explain. I hate Slag Pits, but in most tournaments, you get 1 veto so I have to learn the map. Backwater Gulch is also pretty terrible
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i basically veto the whole map pool. i hope that i have the chance to play ladder again in the distant future.
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backwater gulch & slag pits always. they are plain terrible and will never be used in any tournament anyways.
as T typhoon as 3rd veto. i dont like the map layout and the SUPER open natural (like 270° of attack angle. really?)
as Z DQ as 3rd veto. for obvious reasons.
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iam zerg, i love macrostyle and i veto backwater gulch(i never gave it a try),delta(obvious one) and slagpits( close positions you know...)
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i veto backwater gulch/slag pits/delta quadrant because they are completely awful imbalanced maps, not to mention slag pits and delta quadrant are ridiculously positionally imbalanced. Slag pits close ground position is shorter than steppes of war and its hard to expand for T/P and more or less impossible for them to take a third -_-
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Slag Pits - Not only does it not have a third, it is also the most boring looking map I have ever seen. Shakuras - Didn't like the original one, so when i heard it was back I directly veto'd it. Typhon Peaks - For some reason I nearly always lose on this map, and I get cheesed on it a lot weirdly.
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Before patch: DQ Slag Backwater
After: DQ Slag Scrap
I'm hoping the change to Backwater produces at least some non-terrible games. I've always disliked Scrap's map architecture, its just ridiculous and has no place in Sc2 imo.
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I only veto 1 map and that is Scrap Station. As P, is the the worst map in pretty much every MU. PvP is just who can get the better 4gate and because of super wide open ramp, you can't even effectively block it from coming up. PvZ isn't too bad because its harder for zerg to defend their third when they want to take it so it isn't as one sided. PvT I hate on that map because it is so open for drops and banshee harass.
All the other maps I can adapt to but Scrap is just crap haha.
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