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Osaka27156 Posts
As reported earlier by WaxAngel, many pro teams have been complaining to OGN about the new Map Demon's Forest. As written here, the majority of complaints are about the tree doodads in the middle of the map. These doodads cause glitches in unit behaviors, specifically with vultures laying mines and archons being warped. (Although god knows how dragoons fair with their spastic behavior).
Now the complaints have reached a crescendo that OGN cannot ignore. Today Fobbish sourced a FighterForum.com article which confirmed the map will be removed after the current round of 16 is completed.
The remaining games which will be affected are Rock vs Flash tomorrow, Stork vs Rumble on Friday, BeSt vs Jaedong on the 30th, and sAviOr vs Sea on Feb. 1st.
The marks the second map within the past year that has been removed from play in mid-season. During the last ProLeague, DMZ was removed as a 2v2 map. Historically this is the third map removed, as Valley of the Wind was taken out of the 2004 ProLeague after a single game.
2008 has been a real disappointment to fans in terms of maps. The MSL decided to use the same map pool as their previous tournament, removing one of the few exciting elements from their otherwise laborious round of 32. According to all indications, OGN map makers knew of the potential problems prior to releasing the map, but did so anyway. It is about time that both OGN, MBC, and their joint ProLeague efforts realized that fans like new maps. It is one of their most tangible connections to the proscene, and an aspect of the game that creates diversity and interest. Continued neglect of this aspect of progaming can only hurt the industry.
For a look at the balance of the current ProLeague maps prior to this Sunday's finals, please read Daigomi's great Final Edit's article here.
Mani
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Wowie, that means there is a grand total of 1 new map(s..) for the osl and msl. Disappointing to say the least.
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Ugh, I liked the Forest concept, I hope it returns in the future (albeit maybe a bit toned down)
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Same I like the idea of a map with a forest in it, but just have less trees.
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Baltimore, USA22258 Posts
On January 22 2008 14:24 ShaLLoW[baY] wrote: Ugh, I liked the Forest concept, I hope it returns in the future (albeit maybe a bit toned down)
It's not a bad concept, just wayyyy too tight with the doodad placement. A little more spaced out wouldn't be bad. And at least something a little more visually appealing would help too.
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We need some new maps; so many possibilities haven't been explored, so many innovative things not implemented yet...
:[ How could they not shell out new maps, BWMN does it all the time XD
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Melbourne5338 Posts
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Osaka27156 Posts
Apparently I was utilizing the "random thread generator" mechanism of TL.net.
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i told gtr it was bad he said it was brilliant and ingenious but i knew it was bad
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Doh, I was liking that map too
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i never even got to play it !
I thought The Exorcist was going to be another new map replacing it at first, and i got excited 
damn you manifesto!!!!!(7)
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United States7166 Posts
nice news post! small typo error:
On January 22 2008 14:15 Manifesto7 wrote: According top all indications, OGN map makers knew of the potential problems prior
yea.. maps are so important..which is why I am worried for SC2 in this aspect (given their history with poor maps that came with SC/BW/WC3/TFT) well at least there will always be other mapmakers like those from mapdori
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It looked like a pretty cool map otherwise; wish they kept it but just removed the trees.
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Is there a particular reason (or reasons) why this map would not be suitable for compeditive play with some minor fixes like having the 'glitchy' trees removed? I would be interested to hear the thoughts of some of you more experienced players/enthusiasts. This situation seems especially unfortunate to me with regards this map having a potentially profound effect on some players' OSL performance, and then immediately being removed entirely well before the completion of the tournament.
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United States10774 Posts
THE EXORCIST HAS ARRIVEDDDD
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iNcontroL
USA29055 Posts
hehe funny reference
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When I said the map was DMZ level bad, I was almost right. It was played for a round, instead of scraped before even happening.
I called it! [brag mode off]
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Osaka27156 Posts
On January 22 2008 17:04 {88}iNcontroL wrote:hehe funny reference 
I figure my target audience is a little young, but I don't care.
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Hungary11305 Posts
At least there is only one PvT where the minelaying glitches could really count (Flash vs. Rock tomorrow). Archons you can at least morph where you want and keep them out of the wood and TvZ is naturally less dependant on mines.
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I have tested the vult mine bug: i managed to get 4 vults stuck on top of a tree just by laying mines around the area. The vults were constantly spinning on the spot and it was impossible to move them anywhere else with 'stop', 'move' or 'attack'.
Hence I agree that this map sucks
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