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United Kingdom12021 Posts
On November 30 2012 05:58 iKill wrote: Transistor is - in my eyes - just a fucking joke.
Here are a few glaring weaknesses you can pick out from about 2 minutes of map analysis:
- It favors early pooling to an extreme degree in PVZ - It massively favors air harass in all matchups because of the ridiculous distance between the outer edges of the main and the nat - It massively favors blink play in PvT and PvP - There is more or less no way you can reliably stop a 4gate with a tech build in PvP
It's like they just took 2.5 years of map making knowledge and said "LOL NOPE we're better than these imbeciles". Innovation is fine, but seriously, at this point they should know better than to make a map with double ramps to the high ground.
Is it a bad thing to actually have a map that's good for air hurass?
In the pool right now in the GSL I can't see any maps that are actually any good for air. It basically makes mutas pointless, especially when all maps have the Fighting Spirit style triangle defended main base.
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On November 30 2012 06:00 Qikz wrote:Show nested quote +On November 30 2012 05:58 iKill wrote: Transistor is - in my eyes - just a fucking joke.
Here are a few glaring weaknesses you can pick out from about 2 minutes of map analysis:
- It favors early pooling to an extreme degree in PVZ - It massively favors air harass in all matchups because of the ridiculous distance between the outer edges of the main and the nat - It massively favors blink play in PvT and PvP - There is more or less no way you can reliably stop a 4gate with a tech build in PvP
It's like they just took 2.5 years of map making knowledge and said "LOL NOPE we're better than these imbeciles". Innovation is fine, but seriously, at this point they should know better than to make a map with double ramps to the high ground. Is it a bad thing to actually have a map that's good for air hurass? In the pool right now in the GSL I can't see any maps that are actually any good for air. It basically makes mutas pointless, especially when all maps have the Fighting Spirit style triangle defended main base.
Agreed. One of the main reasons I don't even watch SC2 anymore is the stagnant map pool. It's always the same map, with minor changes.
Even if they aren't 100% balanced, different maps allowing new strategies are exciting!
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How did Stephano let HerO kill 3 infestors after that hatch with his zealots :o
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United Kingdom12021 Posts
On November 30 2012 06:03 Kurr wrote:Show nested quote +On November 30 2012 06:00 Qikz wrote:On November 30 2012 05:58 iKill wrote: Transistor is - in my eyes - just a fucking joke.
Here are a few glaring weaknesses you can pick out from about 2 minutes of map analysis:
- It favors early pooling to an extreme degree in PVZ - It massively favors air harass in all matchups because of the ridiculous distance between the outer edges of the main and the nat - It massively favors blink play in PvT and PvP - There is more or less no way you can reliably stop a 4gate with a tech build in PvP
It's like they just took 2.5 years of map making knowledge and said "LOL NOPE we're better than these imbeciles". Innovation is fine, but seriously, at this point they should know better than to make a map with double ramps to the high ground. Is it a bad thing to actually have a map that's good for air hurass? In the pool right now in the GSL I can't see any maps that are actually any good for air. It basically makes mutas pointless, especially when all maps have the Fighting Spirit style triangle defended main base. Agreed. One of the main reasons I don't even watch SC2 anymore is the stagnant map pool. It's always the same map, with minor changes. Even if they aren't 100% balanced, different maps allowing new strategies are exciting!
Another thing I noticed is there's actually dead space outside the main so AFAIK you can't actually blink in.
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On November 30 2012 06:18 Lasbike wrote: How did Stephano let HerO kill 3 infestors after that hatch with his zealots :o
Wrong thread?
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On November 30 2012 06:30 Qikz wrote:Show nested quote +On November 30 2012 06:03 Kurr wrote:On November 30 2012 06:00 Qikz wrote:On November 30 2012 05:58 iKill wrote: Transistor is - in my eyes - just a fucking joke.
Here are a few glaring weaknesses you can pick out from about 2 minutes of map analysis:
- It favors early pooling to an extreme degree in PVZ - It massively favors air harass in all matchups because of the ridiculous distance between the outer edges of the main and the nat - It massively favors blink play in PvT and PvP - There is more or less no way you can reliably stop a 4gate with a tech build in PvP
It's like they just took 2.5 years of map making knowledge and said "LOL NOPE we're better than these imbeciles". Innovation is fine, but seriously, at this point they should know better than to make a map with double ramps to the high ground. Is it a bad thing to actually have a map that's good for air hurass? In the pool right now in the GSL I can't see any maps that are actually any good for air. It basically makes mutas pointless, especially when all maps have the Fighting Spirit style triangle defended main base. Agreed. One of the main reasons I don't even watch SC2 anymore is the stagnant map pool. It's always the same map, with minor changes. Even if they aren't 100% balanced, different maps allowing new strategies are exciting! Another thing I noticed is there's actually dead space outside the main so AFAIK you can't actually blink in. Pathfinder from BW was a "terrible map" due to similar reasons as Transistor.
What do we get? One of the best comebacks in PvT history.
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I like the idea of maps favoring certain imbalances here and there.
I am sick and tired of the "far rush distance, super easy to take and defend third" maps that encompass the entirety of the sc2 scene right now
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It looks like that guillotine map is very forcefield friendly, still we need people to play these maps alot to find out imbalances. And I'm all for maps that try to force the metagame away from the current situation.
I'm also confident enough in the tourney organizers that any maps with obvious imbalances will be removed/replaced quickly.
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That high ground behind the nat, rofl.
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opterown
Australia54747 Posts
On November 30 2012 06:18 Lasbike wrote: How did Stephano let HerO kill 3 infestors after that hatch with his zealots :o must be because they weren't playing on a kespa map
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On November 30 2012 07:11 lorestarcraft wrote: That high ground behind the nat, rofl.
Heartbreak Ridge. Dat map.
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I like the idea of maps which slightly favor one race over another. These maps will be interesting because straight away we can see that current early game and meta-game strategies will not work well on some of these maps. I am a bit tired of watching games which play out the same story lines over and over.
On a side note, I would like to see tournaments like Dreamhack, MLG, IPL, IEM and other big tournaments besides GSL and OSL to start paying for professional map creations. You can't make tournaments successful any more without finally putting resources into developing interesting maps. We shouldn't rely on community map designers to produce works of art but instead pay these people to dedicate their time to hone their skills.
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I'm all for introducing some new maps. Especially if they stay out of ladder. It'd be nice to see some new map-oriented strategies.
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The tileset for Desert Flower is different from the preview image in the OP. It's a snow tileset and looks nice.
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holy damn, the stream is so nice edit: until you full screen it
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On December 03 2012 17:03 glzElectromaster wrote:Show nested quote +On November 30 2012 07:11 lorestarcraft wrote: That high ground behind the nat, rofl. Heartbreak Ridge. Dat map. ohhhhhh memories. tank drops in the back. lurker drops in the back. mine out back and speedling into main teehehehehe
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United Kingdom12021 Posts
On December 03 2012 20:31 Kal_rA wrote:Show nested quote +On December 03 2012 17:03 glzElectromaster wrote:On November 30 2012 07:11 lorestarcraft wrote: That high ground behind the nat, rofl. Heartbreak Ridge. Dat map. ohhhhhh memories. tank drops in the back. lurker drops in the back. mine out back and speedling into main teehehehehe
These things were what kept me from ever getting above D on iCCUP. I lost every single game as Terran to those strats, well atleast lurker drops. T_T
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I want more maps like bifrost. Lovely positional play map, that thing.
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PSIONIC!!!!
This is actually pretty entertaining, the maps look so sick, I really hope someone will eventually upload them to na/eu, because I would love to play on them.
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