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On April 23 2010 12:09 Tsagacity wrote: Took one look at Incineration and knew I hated it. That map is insanely small and the opposing nats are about 10 seconds apart.
Yep, and super cool backdoors into your main that stalkers can blink past.
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Every map is a reaperfest...
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the new 2v2 maps are actually MORE of the twilight fortress mechanic that everyone fucking hates....
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The reason I don't like Twilight Fortress is just the sheer size of the map. These new ones look "ok" but yeah, nothing that's gonna make me want to play 2v2.
And yeah, Incineration Zone is ass.
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Lol Incineration Zone, moar cliffs pls. Tanks are gonna have fun times on this map... If the games ever take longer than 10 mins to end haha
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fast reaper will pwn so badly on this map, will be very hard to deal with i think the run distance is even shorter than step of war
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On April 23 2010 14:32 KhAlleB wrote:fast reaper will pwn so badly on this map, will be very hard to deal with i think the run distance is even shorter than step of war
Fast reaper only pwns the unprepared.
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I love incineration, as of right now it's my favorite 1v1 map (as a zerg). It's just so quick and easy creep tumoring up to your opponents expo, and I love how blizz put high grounds to place overlords safely. Not to mention it's aesthetically amazing, it's just a great time to play!
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looks awesome.. cant wait to play them.
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Incineration is either a map of genius or a map of hell. It's small, you defend up one little 3 way and you have easy straight ground security over 3 bases, but there's a million cliff sides to defend against air or cliff-hoppers, short straight line distance between the mains than any other map, and a backdoor on the opposite end of everything to worry about. Whatever it is, it's just crazy.
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Coalition and Arid Wastes sucks so bad, too tight even for SC2.
Decena seemed to be the best of them IMO.
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Is it just me or are they attempting to make maps as TINY AS POSSIBLE?
What I wouldn't kill for a larger map size holy god.
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I have a difficult time differentiating the creep from the some parts of the floor on Incineration with Low settings. Is anyone else running into this problem?
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Holy crap... i might not even be able to play 2v2s anymore ... i HATE the superclose partner spawns mechanic. Its promotes turtling lameness to the extreme and its just SO boring to play on.
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On April 23 2010 12:19 Tsagacity wrote: Oh by the way, "backdoor" is censored by the mature language filter. LOL
I found out that "master" is also censored.
P.S.-- Incineration is reaper/siege tank heaven. Ledges overlooking ledges overlooking everything on the map.
The only positive for zerg is that you can perch overlords over most of the map and they need air to take them down.
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The 2v2 maps are pretty enjoyable to play on. I much prefer these shared base style maps that promote teamwork over 2v1 cheesing. Aggression is still perfectly viable, but you end up with games that last more than 5 minutes more easily this way. People who complain about turtling are bad players who only know how to play the first 5 minutes of the game. Turtling and macro games are much more enjoyable and most importantly much more skill-based.
As for Incineration Zone, that is possibly the worst-designed, most imbalanced map I've ever seen. I don't know how zerg will win a ZvP there with a backdoor that makes Blistering Sands look sensible. It's also impossible to FE in TvP there, so I have a feeling that's going to ALSO be imbalanced for protoss. Honestly, it'd be an okay map if there just wasn't this freaking retard-mode backdoor. I'm so freaking sick of seeing them. They are horrible for high level play and completely garbage when it comes to balance.
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Blizz wants to play test some of their 2v2 specific shared base type maps.
I don't always like how these change the game dynamic. On a 4p 1v1 map start locs (cross, adjacent) and the positioning of your respective main forces add particular strategic considerations to the game. Sometimes these are there in shared base type maps, but more or less your forces are always together in the most defensible forward position. Using 4p 1v1 maps for 2v2 play you sometimes have separate 1v1 engagements going on. Additionally, if you consider early aggression and base trades for a 2v2 on a 4p 1v1 map it can often go something like this: 2v2 -> 2v1 -> 1v1. There is sometimes also the possibility of a player making a comeback and the game changing again to a 2v1 or 2v2.
On a shared base map, you effectively have one big base and that's it. The game is more likely to go 2v2 -> one team kills the other. I'll have to play the new maps to see what I think. Regarding Floophead's comment I don't have any problems with 2v1 cheese.
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Haven't gotten to play Incineration yet but it definitely looks like a fun/interesting fight over the gold expansion. Terran could definitely lock down quite a bit of the area with tanks.
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On April 23 2010 15:47 LUE.Leoj wrote: Haven't gotten to play Incineration yet but it definitely looks like a fun/interesting fight over the gold expansion. Terran could definitely lock down quite a bit of the area with tanks.
Ha, the gold expansion is more like a big "If I'm taking this you should just quit already" zone.
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