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Re: Ladder Map Changes
if you guys read the comments - they removed alot of the maps due to choke point imbalances for Zerg. Some maps were moved because watch towers saw too much (like Lost Temple).
For the "1v1 2 slot map" reduction - they do not like Rush maps. They also said from here on, they will be making all "Rush maps" 4 slot maps.
They don't like matches that last too long or too short, or gimmick prone maps.
Just read the top paragraph; http://us.battle.net/sc2/en/blog/2356440#blog
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Re: Ladder Map Changes
Well i did copy the reasons why they removed old maps and why they put in new maps on the first page of this thread. And saying the watch towers on LT saw too much is phrasing it nicely. More like they were such key points to control on the map. And blizzard doesn't want a stalemate with each controlling half the map and having one tower each.
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Re: Ladder Map Changes
Now that I get a good look at Monlyth Ridge - You can see 1 of the starting points on each side, is more susceptible to cannon rushes (area outside base close to minerals and gas - other starting point is protected) - Fine unless there's no Protoss on your team. :)
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Re: Ladder Map Changes
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Re: Ladder Map Changes
I'm finding the new maps to be hit and miss.
I like Backwater Gulch. I've played to decent results and game lengths (20-30 minutes) with few rush defeats with all 3 races. Easy natural with a 3rd very reasonable so long as you are scouting properly. Can win with just about any strat if you can scout and counter properly.
Typhon is ok. Just a slightly larger Backwater. Scouting more important. Starve your opponent with expo raids for best results. Taking a third can be a mild issue.
Shattered Temple is meh. Naturals are reasonable to hold if you rally your troops to them, do a half wall and pray your opponent doesn't rush. If you can hold your natural, a 3rd through the rocks either gold or island is so easy it's a no brainer. Fail to hold your natural and a 3rd is a pipe dream. Best expansion philosophy is to go to the former islands before natural to defend natural from 2 sides. Not an easy expo map overall. Can you tell I prefer macro games yet? Lol.
Slag pits is trash. Want a third? Not bloody likely. I've seen a few Terrans and Tosses delay the natural and use it as a third in favor of the gold expos with some frequency. On top of that, distance between the mains and the naturals varies depending on your spawn, with the western one being shortest and the NE being longest. The other 2 are closer to the W one in distance to natural. Zergs need an all-in 1 base and a prayer, especially if spawning in the NE main.
2v2s:
Gutterhulk is easy to get to 3 bases on, but it is equally easy to get backdoored on. I usually have to open those rocks and play like I have a big main w/ 2 doors. Spawn positions of teammates are the 2 bases where you would be nearer for ground assist but further for air assist... Expo through backdoor rocks are within blink distance. Average to above average map. Update: I've figured out a nice way to play this map now and have upgraded my previous opinion from avg at best.
Omega Sector is very hard to move ground based armies out of main due to long and narrow doorway. If terran on opposing team goes mass thor, you will not get out. Getting a third is a challenge regardless. Small "2nd door" platforms easy to cheese/reaper due to longish distance between spawn location, platform and main exit.
Haven't played enough on the other 2v2s or the 4v4 to say anything yet.
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Re: Ladder Map Changes
Not sure why no one else noted this but here's the TL thread:
http://www.teamliquid.net/forum/view...opic_id=203774
Tal'Darim Altar has been altered and is entering the map pool. Shakuras has been modified and put back into the map pool. Backwater Gulch has been modified.
Tal'Darim Altar LE:
Ramp on Backwater Gulch moved to point towards natural
Shakuras Plateau modified so no more backdoor rocks to another main. Top and bottom expos accessed through destructible rocks at the third expo near Xel'Naga tower. Rocks to third from Xel'Naga towers removed.
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Re: Ladder Map Changes
They just... had to go and ruin Tal'Darim Altar, didn't they.
At least it's in the pool though, as well as Shakuras (modified to prevent backdoor pushing yay). The picture you have for Backwater Gulch doesn't work, but the change sounds quite good, and means it might even be possible to forge fe (though you'd lose to 100% of 6 pools).
I suppose the change to Tal'Darim was because most laddering people wouldn't notice there being less mins at the expansion, but they could have done without the rocks and double gas. I think after expanding there once you'd remember there being only one gas. On the other hand, as a zerg, I think I might actually prefer the double gas with rocks to the single gas without; zerglings are really a terrible mineral sink, when all the units to counter terran are high in gas.
Still, it means I won't be able to pull off that awesome build that SlayerS Zerg (min, was it?) pulled off in the GSTL.
EDIT: Woah, that backdoor path is now a cliff instead of a destructible ramp, meaning cliff-walkers can get up it. This is a big change considering that before, the main was protected by double-high cliffs on most sides. I sense reapers, which is honestly a good thing. There also might be a little more blink-stalker colossus and elevatoring tank pushes, which are bad, but probably better than a straight tank push into the main.
EDIT2: Tal'Darim had 5 full mineral patches, and 1 gas. That isn't so confusing; why does Blizzard insist on putting rocks at thirds and making every expansion 8 min 2 gas?
Also, why the crap is Crossfire not in the mappool yet. Blizz made that map!