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On November 18 2011 07:23 ArvickHero wrote:Show nested quote +On November 18 2011 06:21 zobz wrote: I'm guessing the main reason for progamer protoss imba complaints is the general theme of these maps having 9 minerals at main, 7 minerals at nat. These map makers are up to their old games again of trying to force people to favour one base plays more heavily, which so far as I know has failed every time they've tried it in the past. Most likely everyone will still expand just as quickly as usual, and then blame the absurd nature of the map for their loss (I assume with good reason), but maybe this season I can witness a miracle. If they wanted to encourage 1-base play, then they should put 10 mineral patches in the main .. the biggest complaint by Protosses is the general cramped-ness of every map , making it difficult to engage the Terran Mech ball and Lurker/Swarm positions. Electric Circuit in particular looks very difficult for Protosses
Indeed. I know I'm not a good player, but it seems so easy for terran to just inch forward with seige tanks and take another base. Until they seige all the way to their opponent. It seems to be built for the turtling.
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On November 18 2011 11:40 VGhost wrote:Show nested quote +On November 18 2011 06:21 zobz wrote: I'm guessing the main reason for progamer protoss imba complaints is the general theme of these maps having 9 minerals at main, 7 minerals at nat. These map makers are up to their old games again of trying to force people to favour one base plays more heavily, which so far as I know has failed every time they've tried it in the past. Most likely everyone will still expand just as quickly as usual, and then blame the absurd nature of the map for their loss (I assume with good reason), but maybe this season I can witness a miracle. FWIW Fighting Spirit is a 9/7 map too. As are HBR and Circuit Breaker. So I assume that's not the reason for the griping. Oh. Quite right. I really thought 7 minerals at nat was exceptionally little for some strange reason. I had no idea about fighting spirit.
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The maps seems pretty interesting. If I had to guess, toss players would complain about the difficulty in taking safe 3rds on Outlier and Jade. Sniper ridge seems rather strong for tanks and lurkers with all of the small hills. Outlier seems just awful to fight tanks on, because of the small elongated paths, and the easy to access ledges in the middle. I hope to see the maps in action soon enough.
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Can anyone re-up the pictures on another server? For some reason Fomos isn't being kind to me (and hasn't been all day!). Thanks !
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This is completely off-topic but holy shit someone fixed TeamLiquid!!!! Haven't been here much lately since no BW was on and I just noticed the sidebar settings button that lets you filter out all the SC2 crap and you can finally set the calendar to show only BW events. Now if only there was a sidebar option to show the PR once again I think my life would be complete.
Back on topic: I'll be very interested to see how these maps play out, especially Chain Reaction. I don't think it will be as Zerg imba as Battle Royal since you can't lock out ground movement as easily as on that map.
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On November 18 2011 12:53 ninini wrote:Show nested quote +On November 18 2011 07:21 operwolf wrote:On November 18 2011 07:09 ninini wrote:wait...is ground zero an island map? and lol at nazi ridge. No, there are ramps leading down into the naturals. I meant the lava, or can you walk on it? If anything it's kind of hard to proxy on that map. I look forward to seeing a terran split that map.
You can walk on it, it's just unbuildable.
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Can we download the maps yet? The Kespa site doesn't have the download links yet
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Is it me or there is a Swastika in the last map ?
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On November 18 2011 16:47 mnesthes wrote: Is it me or there is a Swastika in the last map ? Yes it's a swastika, an ancient symbol used in countless cultures. No it isn't strictly a nazi symbol and please stop talking about swastikas. These are the maps, discus
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On November 18 2011 07:23 ArvickHero wrote:Show nested quote +On November 18 2011 06:21 zobz wrote: I'm guessing the main reason for progamer protoss imba complaints is the general theme of these maps having 9 minerals at main, 7 minerals at nat. These map makers are up to their old games again of trying to force people to favour one base plays more heavily, which so far as I know has failed every time they've tried it in the past. Most likely everyone will still expand just as quickly as usual, and then blame the absurd nature of the map for their loss (I assume with good reason), but maybe this season I can witness a miracle. If they wanted to encourage 1-base play, then they should put 10 mineral patches in the main .. the biggest complaint by Protosses is the general cramped-ness of every map, making it difficult to engage the Terran Mech ball and Lurker/Swarm positions. Electric Circuit in particular looks very difficult for Protosses Having MORE mineral patches will in turn be a significant disadvantage to zerg. Remember, P and T fully saturate their bases, meaning 11% more mineral patches makes their mineral income 11% bigger for their 2 base timing attacks. On the whole, that is a significant boos to their midgame timing attacks, and makes it tough for Z to handle them
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god damn it. the fake maps looked so good :< these look less interesting now that i saw those lol Outlier looks cool though o_o
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Russian Federation4405 Posts
Sniper ridge omfg. Heil Overmind lol.
Electric circuit looks like a 4 player Medusa
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Chain reaction...looks like a beautiful map to troll with.
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what the hell is chain reaction?
wonder how this will play out....
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ALLEYCAT BLUES48897 Posts
I just noticed that you can mineral walk on outlier to the expos blocked by the temples.
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Chain Reaction... Battle Royal, only slightly bigger!
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On November 18 2011 17:41 BroodWarHD wrote:Show nested quote +On November 18 2011 07:23 ArvickHero wrote:On November 18 2011 06:21 zobz wrote: I'm guessing the main reason for progamer protoss imba complaints is the general theme of these maps having 9 minerals at main, 7 minerals at nat. These map makers are up to their old games again of trying to force people to favour one base plays more heavily, which so far as I know has failed every time they've tried it in the past. Most likely everyone will still expand just as quickly as usual, and then blame the absurd nature of the map for their loss (I assume with good reason), but maybe this season I can witness a miracle. If they wanted to encourage 1-base play, then they should put 10 mineral patches in the main .. the biggest complaint by Protosses is the general cramped-ness of every map, making it difficult to engage the Terran Mech ball and Lurker/Swarm positions. Electric Circuit in particular looks very difficult for Protosses Having MORE mineral patches will in turn be a significant disadvantage to zerg. Remember, P and T fully saturate their bases, meaning 11% more mineral patches makes their mineral income 11% bigger for their 2 base timing attacks. On the whole, that is a significant boos to their midgame timing attacks, and makes it tough for Z to handle them
Longinus is a great example of this. As stated in the God of the Battlefield article, the extra income allows a terran to have TWO timing attacks against Zerg: pre-muta and pre-defiler. Zerg has to hinder his own economy to try to survive a timing attack that might not even come.
Protoss is the race most affected by this, though. Progamers often say that one mineral patch makes a huge difference for Protoss. More mineral patches = better for protoss, generally.
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10387 Posts
On November 18 2011 23:00 jpak wrote:Show nested quote +On November 18 2011 17:41 BroodWarHD wrote:On November 18 2011 07:23 ArvickHero wrote:On November 18 2011 06:21 zobz wrote: I'm guessing the main reason for progamer protoss imba complaints is the general theme of these maps having 9 minerals at main, 7 minerals at nat. These map makers are up to their old games again of trying to force people to favour one base plays more heavily, which so far as I know has failed every time they've tried it in the past. Most likely everyone will still expand just as quickly as usual, and then blame the absurd nature of the map for their loss (I assume with good reason), but maybe this season I can witness a miracle. If they wanted to encourage 1-base play, then they should put 10 mineral patches in the main .. the biggest complaint by Protosses is the general cramped-ness of every map, making it difficult to engage the Terran Mech ball and Lurker/Swarm positions. Electric Circuit in particular looks very difficult for Protosses Having MORE mineral patches will in turn be a significant disadvantage to zerg. Remember, P and T fully saturate their bases, meaning 11% more mineral patches makes their mineral income 11% bigger for their 2 base timing attacks. On the whole, that is a significant boos to their midgame timing attacks, and makes it tough for Z to handle them Longinus is a great example of this. As stated in the God of the Battlefield article, the extra income allows a terran to have TWO timing attacks against Zerg: pre-muta and pre-defiler. Zerg has to hinder his own economy to try to survive a timing attack that might not even come. Protoss is the race most affected by this, though. Progamers often say that one mineral patch makes a huge difference for Protoss. More mineral patches = better for protoss, generally. of course, this is why I suggested increasing the mineral patch count, to offset the Zeg's natural advantage of the map due to map architecture and air rush distance. I especially remember the fiasco of low mineral patch count on Tears of the Protoss, which made it near impossible for Protoss to win any games on that map.
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your Country52793 Posts
I might port one or two of these into sc2 if they turn out to be good.
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Chain reaction looks really cool. Only one I have mixed feelings about is Outlier..
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