Season 5 Map Pool Changes Announced - Page 41
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CeliosB
Canada100 Posts
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Ryze
Canada234 Posts
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anonymitylol
Canada4477 Posts
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Moralez
Portugal1857 Posts
On December 22 2011 09:17 anonymitylol wrote: Just vote these two garbage maps off, same as we did with Abyssal Caverns and Nezarim. Blizzard will learn eventually. yep sad but true. | ||
cameler
Canada99 Posts
We need more Taldarim Altar style maps! And I will veto these garbage new maps for sure. | ||
nvs.
Canada3609 Posts
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FrostedMiniWheats
United States30730 Posts
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Boblhead
United States2577 Posts
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Epishade
United States2267 Posts
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Sentient
United States437 Posts
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Probe1
United States17920 Posts
I don't think Arid should be considered a serious competitive map. My memory is a little hazy but I think blood bath had a longer rush distance and a more defendable natural. Okay that was a joke but wow, thanks for removing the two maps I had vetoed Blizzard. But I'm pissed you gave me at least one new map to veto. Final edit: They should take a hint- it's not that there are SO MANY MORE zergs on the ladder than T/P. It's all Zergs veto the same maps that put them behind before they've made their first worker! Naturally Zs play mostly the same maps and T/P veto maps for the exact same reason. Therefore: Buttload of mirror matches because most players tend to agree which maps are bad for which races. If you're making maps.. that are bad for a race... | ||
HardMacro
Canada361 Posts
Seriously, since FFE is out of the question, I'm forced to x gate expand or tech- the problem is that zergs know this, and they simply take a fast third while keeping on top of scouting me, and the ridiculously covered and close third means pushes or tech cheeses are much more likely to fail than usual. However, in the games that I did manage to get my natural up without being significantly behind, I was able to take a very fast third myself as well on only 2-4 gates and defend it easily to gain a bit midgame advantage. IMBA map for PvZ for sure, because most FFE builds revolves around a mid-game push or some kind of tech that forces the zerg to stop droning, but since the 3rd is so easily defended my zerg opponents have gone up to ~70 drones when my pushes hit and defended with ease due to the terrain, whereas they would have otherwise died or lost their 3rd on another map if they didn't stop droning at around 55 supply. I play random so voting down is not an option - any ideas on approaching PvZ on this map? I'm thinking of some kind of hardcore turtle build with an ultra-fast 3rd and heavy upgrades, but zerg macro and larva inject facing ZERO pressure... doesn't seem too viable to me. | ||
mememolly
4765 Posts
On December 22 2011 09:43 Probe1 wrote: Lol I'm yet to play longer than a 10 minute game on Arid. ZvT I flat out don't blame my Terran opponents. The entire map is ridiculously good for early aggression. I don't think Arid should be considered a serious competitive map. My memory is a little hazy but I think blood bath had a longer rush distance and a more defendable natural. Okay that was a joke but wow, thanks for removing the two maps I had vetoed Blizzard. But I'm pissed you gave me at least one new map to veto. I took one look at the nat and baneling busted on it, insanely bad map; the match-ups are too dependent on maps as it is without these pieces of shit in the pool, oh well, they'll never see competitive play but it makes you wonder about blizz's competence if they think that maps like these are suitable in any regard | ||
Probe1
United States17920 Posts
On December 22 2011 09:48 mememolly wrote: I took one look at the nat and baneling busted on it, insanely bad map; the match-ups are too dependent on maps as it is without these pieces of shit in the pool, oh well, they'll never see competitive play but it makes you wonder about blizz's competence if they think that maps like these are suitable in any regard Tbh I have a limited experience ZvT. All the games were 2/3 rax all ins lolol. | ||
Scila
Canada1849 Posts
Terran ftw | ||
Probe1
United States17920 Posts
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Burns
United States2300 Posts
also i dont understand how toss is supposed to expand on any of those maps | ||
XRaDiiX
Canada1730 Posts
Last time I made Ultras in a PvZ I lost 5 maxes armies with superior upgrades. It's true you build Ultras if you want to lose. Mainly beig the fact that most smart Protoss will retreat to their base when they see Ultras and the Ultras just melt to blink stalker when you're forced to engage Witha max army; since it's better for a Zerg to do such a thing it's just Ultras get stomped so hard by almost any Protoss composition except heavy zealot. This is why I now go Muta every game. | ||
Wasteweiser
Canada522 Posts
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OneOddOrange
Canada215 Posts
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