GSTL Map Pool Announced - Page 7
Forum Index > SC2 General |
Holytornados
United States1022 Posts
| ||
Adreme
United States5574 Posts
On May 24 2012 22:41 Cenja wrote: The new maps look interesting, won't judge them until we see them in play. However I think 9 maps is too much, cut Atlantis atleast. You need a minimum of 9 maps or one map will wind up being a repeat. | ||
JeffGoldblum
Cook Islands191 Posts
On May 24 2012 22:42 Adreme wrote: You need a minimum of 9 maps or one map will wind up being a repeat. What's so bad about that? Play a great map 2 times or have a mediocre map just because. | ||
JOJOsc2news
3000 Posts
| ||
Adreme
United States5574 Posts
On May 24 2012 22:44 JeffGoldblum wrote: What's so bad about that? Play a great map 2 times or have a mediocre map just because. Well since its loser picks it will mean the Ace match is on the most advantageous map for one race like either Atlantis Spaceship or Daybreak if its against terran or Antiga in a TvZ/P. | ||
Adreme
United States5574 Posts
On May 24 2012 22:44 JOJOsc2news wrote: I'm a huge fan of 4 player maps with all 4 spawns enabled so I am really happy to see Whirlwind was picked up into the map pool of GSTL. I hope this can set a bit of a trend towards maps with all spawns enabled again. Wait whirlwind has all 4 spawns enabled? That is going create some strong drop play if you get bad spawns on a map that I already figured you could really easily get 4 bases if you spawn right. | ||
GhandiEAGLE
United States20754 Posts
| ||
MicroTastiC
375 Posts
edit: oh woops; misread! | ||
Dodgin
Canada39254 Posts
On May 24 2012 22:56 MicroTastiC wrote: wow, metapolis is back! and it would be quite small when compared to other huge maps! That says Metropolis ;o | ||
Sphen5117
United States413 Posts
REALLLLLLY excited for Whirlwind. It seems in non-cross spawn situations, if your opponent is to your right, you take the third to your left, and vice versa. For cross, it seems like either is viable. | ||
Roxor9999
Netherlands771 Posts
| ||
aristarchus
United States652 Posts
| ||
TheRealNanMan
United States1471 Posts
| ||
dextrin303
Sweden320 Posts
| ||
JeffGoldblum
Cook Islands191 Posts
On May 24 2012 23:05 Roxor9999 wrote: Whirlwind looks like shit! A rotational symmetrical map without cross spawns? On May 24 2012 23:12 aristarchus wrote: I wish we could stop using rotational symmetry for 4-player maps. I know it's tricky to design them, but when it's a 2-player game, they just aren't symmetric at all most of the time. It's really sad every time the caster starts a Tal'Darim TvT with "Well, A is going to really like these spawn positions...". Is THAT why Fighting Spirit is so bad? O_O | ||
DeltruS
Canada2214 Posts
| ||
RoninShogun
United States315 Posts
| ||
Ben...
Canada3485 Posts
| ||
althaz
Australia1001 Posts
I think there are still too many maps though, am I alone in thinking 5 maps is plenty and we can just repeat them (as long as they are good)? I guess in a team league extra maps is ok, but I'd still prefer less. | ||
Nuclease
United States1049 Posts
It seems very BW-esque, which isn't a bad thing it itself, but I feel as if it could REALLY favor Zerg. Line of sight blockers, hard expansions to defend against Zergling run-by's, and what seems to me a serious lack of options for certain play styles. EDIT: Kind of reminds me of Fighting Spirit or Sniper Ridge.....I think......don't know my BW maps as well as I used to. | ||
| ||