Petition for New (good) Maps - Page 12
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Papulatus
United States669 Posts
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Pwere
Canada1554 Posts
+ Show Spoiler + Adding rocks, removing one base... ![]() ![]() | ||
akaname
United Kingdom599 Posts
not signing for Blizzard's map pool, signing to get these used in other tournaments. | ||
sixfour
England11060 Posts
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Icetoad
Canada262 Posts
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Penke
Sweden346 Posts
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SilverJohnny
United States885 Posts
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Yaotzin
South Africa4280 Posts
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Smigi
United States328 Posts
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.Enigma.
Sweden1461 Posts
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Soluhwin
United States1287 Posts
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rfoster
United States1005 Posts
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Soluhwin
United States1287 Posts
On July 01 2011 03:01 Pwere wrote: That's already been taken care of. + Show Spoiler + Adding rocks, removing one base... ![]() ![]() That's some great 'map-making' skills employed there :D | ||
tsuxiit
1305 Posts
On July 01 2011 05:47 Yaotzin wrote: How can people like maps like Hysteria that are begging for a 3base 200/200 turtle fest :/ I disagree. It actually looks quite difficult to defend from 3 bases because of the opponent's ability to pressure both the third and natural simultaneously while dividing the defender's forces. This looks to me like a map where both players, atleast in cross positions, have a huge incentive to take more than 3 bases, mostly because the 4th and 5th expansions don't draw you gradually closer to your opponent, as is the case in most Blizzard maps. | ||
Ravencruiser
Canada519 Posts
So yes, you have my support ![]() | ||
Johanaz
Denmark363 Posts
Please don´t theorycraft about Hysteria from a glance at the overview image. The map was chosen from a pool of 100+ and won because it proved itself in 2 awesome tournaments featuring pros like dde, Ddoro, Cruncher, Spanishiwa to name a few. Go watch the VODs and replays. | ||
Derez
Netherlands6068 Posts
On July 01 2011 02:41 Chill wrote: Can you add some justification to this? So far you have "All these maps are terrible because I looked at one of the maps and things get in the way of your vision and make your screen raise and fall." I don't think these maps are the best possible map pool, but I certainly think a lot of them are great. I would never call them bad maps or horrible maps. Big caveat: I've only watched a couple of replays and a few of the casted games. That said, hysteria has a single choke covering 3 bases. Granted, the choke has multiple entrances, but the running distance between them is huge. I'd say that pretty much ruins the map when it comes to ZvP, but I play neither, so I'll reserve judgement there. On to sanctuarium, which I actually played a couple of games on. I find it to be a poor map for TvZ. You can pretty much straight up throw any aggressive opener you were considering out of the window. The choke is too small for effective hellion play, and spines are crazy powerful against any early marine play, again due to the crazy small choke. The map pretty much forces a 1 rax FE into a 2 base tank timing, which seems to be crazy strong as long as you aren't on cross position. Loads of chokes, loads of high grounds and you're pretty much at the edge of the Z's base in 2-3 hops. Past a 2-base, mutas get very strong due to the fact that you have 3 mineral lines pretty much hugging eachother, while there's relatively long ground paths inbetween That said: I accept that certain playstyles are stronger on certain maps, but I think that maps that pretty much force a build out of a player go too far. These maps are definately better than some of the current maps in the map pool, especially slag pits and DQ are abominations, but both these maps could be better if they would encourage more variable strategies then the same thing over and over again. It would be interesting to see a tournament try them, like the NASL for example (typhon peaks, really?), but so far I'm not convinced these maps would offer more than the GSL mappool. I'd welcome these 2 replacing DQ and slag tho, I mean, worst case is that they'll be my new vetoes ;p. | ||
Broodie
Canada832 Posts
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Antares777
United States1971 Posts
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Yaotzin
South Africa4280 Posts
On July 01 2011 06:00 tsuxiit wrote: I disagree. It actually looks quite difficult to defend from 3 bases because of the opponent's ability to pressure both the third and natural simultaneously while dividing the defender's forces. This looks to me like a map where both players, atleast in cross positions, have a huge incentive to take more than 3 bases, mostly because the 4th and 5th expansions don't draw you gradually closer to your opponent, as is the case in most Blizzard maps. From a Protoss perspective (since I play that) PvZ. FE to natural. Wall choke to natural, then take 3rd. Defend either a ramp (forcefields booya) or a simcity with cannons. Easy as pie. No reason to do anything at all until I've saturated 3 bases. PvT. Defend area a little north of natural. I have 3 decent chokes to forcefield here. Not ideal, but pretty good. Third is then trivial to take. I see no reason for Terran or Zerg to do anything but a turtle into 3base style, either. Bases are nice and close for Zerg, and a siege tank wall protects all 3 for Terran. | ||
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