[M]/[P] Liquid (Updated) - Page 2
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BLinD-RawR
ALLEYCAT BLUES49039 Posts
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ihasaKAROT
Netherlands4730 Posts
Its hard to produce the perfect map, since that doenst exist if you look at the races. If you ask 50 terrans, 50 toss and 50 zergs seperately, you get totally different results. | ||
DisaFear
Australia4074 Posts
On March 07 2011 15:48 exterior8D wrote: After taking the polls i felt like contributed something :O yedat | ||
Severedevil
United States4795 Posts
Although SC2's mechanics don't really allow worker skipping. | ||
Maginor
Norway505 Posts
Wait, that would be a pretty awsome cake. Never mind then. | ||
ihasaKAROT
Netherlands4730 Posts
On March 07 2011 19:48 Maginor wrote: You have to be careful, though. Making a cake this way, you would end up with one with strawberries, choclate, marzipan, carrots, cheese, icecream and jello. Wait, that would be a pretty awsome cake. Never mind then. Im bringing the carrots naturally, whos in on the rest | ||
adso
718 Posts
i thought i was gonna see.. just got numbers :< reading through the results and posts... is useful @ihasaKAROT <3 i'm bringing choc or cheez, but one or the other @BLinD-RawR: fighting spirit IS the best sc1 map ..or was it not python? [leaves to go open scbw and check again ) | ||
Manimal_pro
Romania991 Posts
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Griffith`
714 Posts
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Reborn8u
United States1761 Posts
Also, against terran when they do large drops of 2+ medevacs you have to send such a large army to kill it. With stim and med evacs sending too little can be fatal, sending to much means it could be a diversion to snipe your natural. Either case can cost you the game, losing key tech in the main or losing your natural. Mutas are just difficult because they keep you pinned and allow zerg to become greedy. The only anti air splash is storm, which takes a long time to get out so your stalkers will then be free to push out. Phoenix and blink stalkers can deal with it, if zerg goes for that huge muta ball however storm is the only really cost effective way to deal with it and be able to move out. It just costs to much to make that many cannons, stalkers and phoenix which wont help you be aggressive when they have a giant ling ball too. | ||
Chill
Calgary25939 Posts
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Southlight
United States11743 Posts
On March 08 2011 02:12 Chill wrote: I'm kind of loling at the results. "I want no harassment opportunities and a lot of easy to defend bases. I want the middle open." Some things never change Glad I'm not the only one that was amused by all the anti-proxy anti-harass map voting. | ||
Lonyo
United Kingdom3884 Posts
e.g. 4 way symmetrical in every way, rotation symmetry, LT/Metalopolis type. Although it's kind of boring since no one will pick rotational symmetry even though it can potentially be worked very nicely into a map. and then rush distances from main/main and nat/nat. | ||
monitor
United States2400 Posts
On March 08 2011 02:31 Lonyo wrote: There needs to be a poll on map size/distances, and positional types, although I assume that might come later. e.g. 4 way symmetrical in every way, rotation symmetry, LT/Metalopolis type. Although it's kind of boring since no one will pick rotational symmetry even though it can potentially be worked very nicely into a map. and then rush distances from main/main and nat/nat. I think you kinda nailed it... the amount of detail put into a (good) map is far far more than a poll can determine. These polls are more like "What are the features of the ideal map?". By the way, Lost Temple and Metalopolis are reflection symmetry. I believe they used this symmetry to avoid lawsuits over maps looking like swasticas (happened in BW). Their new map Backwater Gulch uses rotational symmetry, but is asymmetrical in the middle two golds; curious? | ||
quaffle
United States249 Posts
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DarkPlasmaBall
United States42223 Posts
On March 08 2011 02:12 Chill wrote: I'm kind of loling at the results. "I want no harassment opportunities and a lot of easy to defend bases. I want the middle open." Some things never change macromacromacromacromacro. It's probably just because there are so many SC2 maps that have such fast games already. A lot of people want something different I'm not surprised at the polls either lol Call the map "Team Liquid Request" | ||
Chill
Calgary25939 Posts
On March 08 2011 03:11 DarkPlasmaBall wrote: macromacromacromacromacro. It's probably just because there are so many SC2 maps that have such fast games already. A lot of people want something different I'm not surprised at the polls either lol Call the map "Team Liquid Request" I understand, but it's just funny that's nothing changed since Brood War. People want to take their easy bases, then make a huge army, and then smash it into another huge army. Where's the finesse? I still love Lost Temple's cliffs | ||
DarkPlasmaBall
United States42223 Posts
On March 08 2011 03:18 Chill wrote: I understand, but it's just funny that's nothing changed since Brood War. People want to take their easy bases, then make a huge army, and then smash it into another huge army. Where's the finesse? I still love Lost Temple's cliffs Same here. Judging by the number of anti-cheese threads we've seen, I'd make an educated guess and say that most people don't like to worry about any sort of hidden plays, trickery, all-in builds, or anything other than "standard macro" strategies when they actually play the game. Of course, it's amazing to watch when Boxer or other pros would do interesting things in SC1... | ||
Natt
France253 Posts
On March 07 2011 18:49 Crazycraft wrote: Whatever it turns out to be, I suggest resisting the urge to call it Griffith's Perfect Map™ ROFL this made my day ! Ontopic, it seems the perfect map is like the opposite of Blizzard typical map, which does not surprize me very much. Seriously, something like terminus RE is REALLY good to me. But turning the gold into normal expos and removing rocks will benefit the map. | ||
lefix
Germany1082 Posts
all zerg can do is build an early pool while protoss and especially terran will benefit alot more from exploitable map features like highgrounds at the natural, places to hide proxy pylons and buildings, etc. but in theory those are nice things to have because they make a boring map more interesting | ||
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