The rush distance on this map is comparable to Shakuras Plateau or the longest distance on Metalopolis. We tried to go for a slightly more exposed natural expansion, followed up by a greater choice of which third expansion to take. The high-yield expansion offers better resource acquisition, but is also the most difficult to defend, while the corner expansion is similar to expansions found on Metalopolis or Shattered Temple. The base closest to your main is open, but remains easy to defend because of short travel time from the natural expansion. We wanted to go for a more open center with very powerful Watch Tower placements.
We’ve seen that rotationally symmetric four-player tournament maps can provide an advantage depending on where you start compared to your opponent and which races are involved in the match-up. This is feedback that we received from the community as well.
Our goal with this map was to address that issue. Whether you start horizontally, vertically, or diagonally, the game should be almost completely symmetric for both players. Also, no matter where you start, we were focused on minimizing features which tend to favor a specific race such as certain races experiencing challenges expanding beyond two bases, air-to-air distances which are too short between starting locations, the center path being the only viable attack route, or too many choke points.
Great as that frees up another 2 of my vetoes with XNC being the only one left now.
Not sure how good those maps actually look but really have to play them to get some idea.
Interesting add on
"TL Open
On the subject of new maps, TeamLiquid.net recently hosted a map contest to offer map makers a chance to show off their skills. This past weekend, the top contenders in the TL Open battled it out on the top maps that emerged from that contest. The TL Open tournament has now concluded, but you can still see these new maps in action by checking out the replays and VoDs. We’re carefully reviewing the maps that were featured in the tournament, and those which meet our standards have a chance to be included in future ladder seasons."
It's not the distance... it's the ramp size + position + exposed natural + small chokes. I see a lot of forcefield abuse on the tiny ramp preventing me from defending my expansion against +2 gateway timing pushes, and I see hellions followed by tank marine having an absolute party in those chokes.
wtf map 1 looks zerg abusive with two wide chokes to the natural and a wide open third. map 2 looks imba for protoss/terran with a 3rd easily taken with only 2 ramps to defend, bad for zerg also cause you have to break rocks for the secure third otherwise your third is open in the middle.
Not abusive at all.
(picture lovingly donated by Rage)
But terran players would never stoop to such a low tactic so it should be sweet.
Plus that's quite an investment early in the game and it's not like they could get most of their money back on it once the have actually used it so i can't see it taking off.
on the first map how far is the gold from the opponent's third (below main)? i kinda feel itll be upclose and personal between both sides like XNC ZvT(when both people take the gold).
Both maps are available to play right now in the normal version of SC2 (not just beta).
I've played the 2 player map (vs a computer, nothing to serious) and have so far been able to gather this:
1. Its similar to XNC in that the natural has two entrances HOWEVER the whole map is basically a better version of XNC for zerg in that terran or toss can't harrass as effectively.
2. ROCKS @_@
3. Its going to be hard for terran in atleast TvZ, and difficult/maybe even impossible for toss to FFE in PvZ. I can't really comment on the other match ups at this point.
To conclude, its a better version of XNC with it being more difficult for terran and toss rather than zerg this time around, I would go even so far to say that this should be a zerg favoured map just at a first glance at it.
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That guy who always has a base trade with Yang....BASE TRAAADEEEE
Last edited by Xenomorph; Thu, 15th-Dec-2011 at 6:18 PM.
2p map looks shitey all around. If I have to play on it I'm playing almost exclusively 1 base strategies.
4p map looks extremely tough for Zerg. But quite playable for TvP and TvT (as long as I can place a bunker that hits every approachable angle into my base I'm happy and this map fits that).
It's shitty for Zerg for 3 reasons:
1) easy to take 3rd for Terran. If you knock down the rocks and put tanks there they cover both entrance points into my bases. Too easy to 3rd up and secure vs mutalisks. Probably similar for Protoss I would not know.
2) easy to take 4th if we spawn horizontal or vertical. It's along the simple push path!
3) Shitty ramp setup. The hatchery at the natural cannot spread creep the cover the access to the ramp leading to the main. This makes dealing with a lot of terran bullshit extremely difficult. Protoss shit too possibly.
glad those maps are gone wasnt a big fan of them, the first map looks for favoured imo and the second one reminds me of TDA a bit
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' - is for Boxer - is for Idra - is for I have no self respect'
the great ToRZorba hating on chargelot/archon Previous known as ToRBobby
I decided to explore them a bit so i wasn't so clueless when the season starts tomorrow but as of yet am not really too sure what to make of them and this will only probably become clear after a week or two of ladder.
I decided to explore them a bit so i wasn't so clueless when the season starts tomorrow but as of yet am not really too sure what to make of them and this will only probably become clear after a week or two of ladder.
Anyone else checked them out?
Had a quick look at the 2p map. Disgustingly bad for zerg. 2 creep tumours between main and natural, abusable chokes at the natural, massive main base encouraging all sorts of cheesiness if you aren't watching the minimap, but mostly just really easy to hide a building from the slow arse overlord. Very small choke into the main makes it very hard to get into the base. Although the large main makes doomdrops pretty cool :P. I think Xelnaga is a much better map. Its natural is far more balanced in say a TvZ compared to this new one, imo. But can't really conclude too much until I play it on ladder. Which I won't be doing :P
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