|
While a matchup like 2v2 does not belong in a 1v1 league, especially in a bo1 format, I'd like to offer my input to best balance the map pool for next season, (considering we need to pay for it) bo1 = all race combinations have to be viable with no specific race combination favored in a match.
Map #1: ICCup Citadel of Gaia Balance: Citadel of Gaia is a balanced map for all matchups. As a team with zerg, you will have the mobility to move outside and take multiple expansions early. Protoss and terran teams will be able to take expansions without them getting completely denied by speedling runbys. The distance of the map will prevent 2 base timings from terran and protoss from being overpowered, giving zerg ample time to scout and drone given the amount of time they have before the attack comes. Also, this map is great for ripping down university laptop graphics cards. XXXX is slowing down the game, SO COOL.
Map #2: Magma Core Balance: Many of the same reasons I have stated in Citadel of Gaia, the game can be played out where nonzerg teams wall off the shared choke and go for a longer game. However, because the backside is more exposed, players will have to be wary of warp-ins on the high ground from the edge given with vision of an overlord, floating barracks, reaper, etc. Outside map control is essential for securing extra bases. Also, the map is decently big, so more of a chance of an endgame. (XXX IS SLOWING DOWN THE GAME :D)
Map #3: Twilight Fotress Balance: Same concept, zerg teams have the ability to expans outside earlier with map control, nonzerg teams essentially get a free base. Longer macro games are more fun to watch
Map #4: Scorched Haven Balance: I'm actually kind of iffy on this one. The rush distances are much closer to each other compared to the other maps and the shared choke at the bottom of the ramp is large and wide, making it harder to hold. (in addition in to the large area on the side of your base where opponents can warp in on the highground/reaper shenanigans, etc.) However, this is the only other map in the pool that is close to balanced in my opinion.
Knockdowns:
Desolate Stronghold: One player is always going to be stuck taking an expansion ridicuously far away from their main base.
Lunar Colony V: Mass speedlings can continuously deny expansions, especially the far one a player will always have to take assuming their ally took the close one. Large size of the map almost always favors zerg engagements.
Tyrador Keep: Obvious spawn imbalances.
The Boneyard: If cross spawns are forced, I could see the map kind of working. Close spawn - closer rush distances than Steppes of War.
I think four maps is enough for a map pool considering there is only one 2v2 set played every week. I guess if you wanted more you could always add an SC2 version of DMZ in the map pool, or maybe someone can make an island map. OR WE COULD REMOVE 2v2 ALTOGETHER, THAT WOULD SOLVE EVERYTHING NOW, WOULDN'T IT? (my school has no 2v2 team because a certain midmasters player refuses to play the game)
|
should remake Iron Curtain for sc2 with random spawn positions
|
|
interesting read. i like the part where u said "slowing down the game"
|
iron curtain would be bullshit because of warpin unless the middle divider is bigger than pylon radius
|
i agree with you, in that csl should have good 2v2 maps, esp if they end up keeping it in their format. However, I do believe that they have taken it out the competitive division, and I would only be in the fun division. Also, I think that all the maps that you listed, they might be the best 2v2 atm, but they are still awful, in that they are very easy to abuse and they lend themselves to short cheesy games
|
The Boneyard: If cross spawns are forced, I could see the map kind of working. Close spawn - closer rush distances than Steppes of War.
I have hosted a 2v2 tournament TeamCuP on EU. and we took boneyard and made that you always spawn cross positions. So there is never a closs spawn. I had the exakt ide you have. AND IT beacame the most played map in the tournament!
|
On September 02 2012 13:13 Burns wrote: i agree with you, in that csl should have good 2v2 maps, esp if they end up keeping it in their format. However, I do believe that they have taken it out the competitive division, and I would only be in the fun division. Also, I think that all the maps that you listed, they might be the best 2v2 atm, but they are still awful, in that they are very easy to abuse and they lend themselves to short cheesy games Most teams should be prepared for many different types of cheese, the size of the maps should limit the variety the opposing team can execute. I agree though, 2v2 doesn't belong in the competitive division.
|
2v2 doesn't belong in the competitive division.
I think it dose. team work is nice. Team work is a skill too. BUt yes the size of the map is important! I think blizz maps are to small.
|
This is definately a step in the right direction for the maps we are given for 2v2; hopefully this will make it more relevant in the league. (Instead of the round where you just send in your worst A-teamers / subs)
|
scorched haven and twilight fortress do not belong. they are not balanced.
desolate stronghold was taken out for wrong reasons.
lunar colony isn't bad.
|
Lunar is not balanced. PZ have to good time. This map is the best to cannon rush on. and PZ can esey take exp and def it with lings och roach togheter with stalkers.
Bt TP can never exp on Lunar. I have made a change on lunar colony TeamCuP lunar colony. Makning the cannon rush harder and esey to exp.
Lunar Colony V: Mass speedlings can continuously deny expansions, especially the far one a player will always have to take assuming their ally took the close one. Large size of the map almost always favors zerg engagements.
All this is corect. excep tha map is not large its kind of small. but the expansion area is really open.
|
|
|
|