Favorite SC2 1v1 Map? - Page 5
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Exteray
United States1094 Posts
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AdahnSC
United States376 Posts
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Kadoka
United States82 Posts
On March 23 2010 01:53 Foreplay wrote: i hate the name metalopolis because i always misread it as metropolis. Metalopolis is obviously the Korean pronounciation of Metropolis. | ||
barthos
United States30 Posts
VOTE: blistering sands Because there's nothing more fun than defending a "choke" for your bases that leaves you on low ground with no funnel into your units and miles out of walking distance if you get dropped. | ||
Synwave
United States2803 Posts
I like all the maps so far because I really feel that I have to change up my playstyle a bit depending on the map which adds another dimension aside from the race matchup. About the only map I really hate is the 2v2 only one (can't recall it this late at night and dont feel like looking it up) that encourages pure turtling...*yawn* boring as heck mass unit gameplay. | ||
Perseverance
Japan2800 Posts
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prosatan
Romania7059 Posts
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LuDwig-
Italy1143 Posts
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Kare
Norway786 Posts
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konadora
Singapore66060 Posts
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danieldrsa
Brazil522 Posts
Miss it | ||
Jyvblamo
Canada13788 Posts
On March 25 2010 02:32 danieldrsa wrote: Isnt Shakuras Plateau 1x1 also? Miss it It isn't. | ||
danieldrsa
Brazil522 Posts
Just checked, yes it is 1x1 just like Metalopolis. They can be played 1x1 or 2x2. | ||
Jyvblamo
Canada13788 Posts
On March 25 2010 02:48 danieldrsa wrote: Just checked, yes it is 1x1 just like Metalopolis. They can be played 1x1 or 2x2. All maps can be played 1x1 in custom mode, but that doesn't mean they're 1v1 maps. | ||
Wedge
Canada580 Posts
I dislike most of the others, especially Desert Oasis and Blistering, but then again, I'm a T player heh. | ||
Jaksiel
United States4130 Posts
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GenesisX
Canada4267 Posts
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Fumi
529 Posts
On March 24 2010 22:42 konadora wrote: Most are okay, except Desert Oasis. Terrible map. This. Oh god this. | ||
TerranUp16
United States88 Posts
However, I voted Metalopolis. The double, wide entrances to the natural almost makes me take my vote away, but there is sufficient high ground from your base and from the "third natural" that as Terran I can generally take advantage of that to make the lack of walling not matter. The placement of the high-yields I absolutely love and the overall structure of the map leaves a little to be desired for maneuvering in the middle, but the amount of high ground and the effect it has more than satiates me and the (imo) balanced support for air/drops brings the whole thing together. Kulas Ravine is a really close second as I like the inclusion of the rock natural/second natural and the relative insecurity of the regular natural (at least with the state of the current meta-game where one-basing for a bit is more viable than in Brood War). The usage of rocks overall on that map is just great. My only real issue with the map is that mains feel a bit overly secure and the I feel like the positional imbalances with Terran walling on that map are second only to Blistering Sands. Quick shout-out to Scrap Station as it makes for very interesting and different games courtesy of the close "crow flies" base distances, although I can't in good faith vote for it with the island base generally being so Terran-favored, but otherwise it's a really interesting experiment unlike Desert Oasis. | ||
minus_human
4784 Posts
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