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Unread Thu, 15th-Dec-2011, 1:50 PM Who's Who:   BnetId: xGKingBenji.281  Race: Location: Sydney  Total Posts Made: 1,457 # 1
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News: Weekly Season 5 Map Changes

These maps will be removed:
  • (4) Abyssal Caverns
  • (4) Nerazim Crypt

And two new maps will be introduced to the pool:

(2) Arid Plateau
Click the image to open in full size.
+ [Show Description] +
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.


(4) Entombed Valley
Click the image to open in full size.
+ [Show Description] +
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.


Source: Battle.net
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Last edited by Dox; Thu, 15th-Dec-2011 at 2:08 PM.
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Unread Thu, 15th-Dec-2011, 1:53 PM BnetId: PhoenixA  Race: Clan: pX  Location: Newcastle Australia  Total Posts Made: 277 # 2
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YES!!! i disliked those maps :P
and the new maps look big so i can expands more
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Unread Thu, 15th-Dec-2011, 1:56 PM BnetId: Hunter.108  Race: Location: Melbourne  Total Posts Made: 10 # 3
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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."
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Unread Thu, 15th-Dec-2011, 2:05 PM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 4
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First map terrifies me in both ZvT and ZvP. I'm keen to play on the 2nd one though.
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Unread Thu, 15th-Dec-2011, 2:16 PM Who's Who:   BnetId: IrisPetraeus.226  Race: Location: Auckland, New Zealand  Total Posts Made: 1,200 # 5
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First map looks great, particularly for . Second map looks overcomplicated.
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Unread Thu, 15th-Dec-2011, 2:50 PM BnetId: Eldrid.367  Race: Location: Sydney, Penrith  Total Posts Made: 169 # 6
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Quote:
Originally Posted by Dox View Post
First map terrifies me in both ZvT and ZvP. I'm keen to play on the 2nd one though.
1st one is meant to be decent size, metal cross spawn ish.

Should be good! i may be wrong, but i think thats large enough.
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Unread Thu, 15th-Dec-2011, 2:52 PM Who's Who:   BnetId: Dox.792  Race: Location: Brisbane  Total Posts Made: 2,980 # 7
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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.
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Unread Thu, 15th-Dec-2011, 2:56 PM BnetId: cRSenSei.831  Race: Clan: TA  Location: Brisbane, Australia  Total Posts Made: 386 # 8
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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.
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Unread Thu, 15th-Dec-2011, 3:18 PM BnetId: nGenZergGirl.981  Race: Location: WA, Australia  Total Posts Made: 388 # 9
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+ Show +
http://img204.imageshack.us/img204/8...1121423113.jpg


Not abusive at all.
(picture lovingly donated by Rage)

Quick Comments
 asdfSchnitzel:  
Uh oh =/

Last edited by ZergGirl; Thu, 15th-Dec-2011 at 3:20 PM.
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Unread Thu, 15th-Dec-2011, 3:19 PM BnetId: aLtNXZ.221  Race: Clan: aLt  Location: Brisbane, Australia  Total Posts Made: 853 # 10
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It's like the new version of ramp bunkering. Except better because u cant even get a half surround on it. That map is getting veto'd straight away.

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 nirvAnA:  
lol!
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Unread Thu, 15th-Dec-2011, 3:20 PM BnetId: cRSenSei.831  Race: Clan: TA  Location: Brisbane, Australia  Total Posts Made: 386 # 11
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or just put a neutral supply there like MLG maps do? :\
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Unread Thu, 15th-Dec-2011, 3:21 PM BnetId: aLtNXZ.221  Race: Clan: aLt  Location: Brisbane, Australia  Total Posts Made: 853 # 12
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There not doing that any time soon otherwise the would've done that to the ramps by now
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Unread Thu, 15th-Dec-2011, 3:25 PM Who's Who:   BnetId: DevianT.811  Race: Location: Melbourne, Australia  Total Posts Made: 2,266 # 13
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Hated Abyssal Caverns, but Nerazim Crypt was not so bad.

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 TADivinity:  
Agreed. Nerazim was basic and lazy, but I thought it okay tbh
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Unread Thu, 15th-Dec-2011, 3:27 PM BnetId: TAEdarus.427  Race: Location: Ballarat, Australia  Total Posts Made: 449 # 14
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Are these new maps available to play currently on live version of sc2 or only on PTR?
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Unread Thu, 15th-Dec-2011, 3:27 PM Who's Who:   BnetId: IrisPetraeus.226  Race: Location: Auckland, New Zealand  Total Posts Made: 1,200 # 15
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Quote:
Originally Posted by Eddie View Post
Hated Abyssal Caverns, but Nerazim Crypt was not so bad.
Nerazim had potential.
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Unread Thu, 15th-Dec-2011, 3:32 PM BnetId: ToRDeathsFng.788  Race: Clan: ToR  Location: Melbourne, Australia  Total Posts Made: 764 # 16
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So many tight chokes on those maps, so many ramps, so many forcefields!
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Unread Thu, 15th-Dec-2011, 4:04 PM Who's Who:   Race: Location: Adelaide, Australia  Total Posts Made: 1,638 # 17
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Quote:
Originally Posted by ZergGirl View Post
+ Show +
http://img204.imageshack.us/img204/8...1121423113.jpg


Not abusive at all.
(picture lovingly donated by Rage)
Oh sweet looks like it'll be ez pz for Zerg np np.
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Unread Thu, 15th-Dec-2011, 4:12 PM BnetId: Hunter.108  Race: Location: Melbourne  Total Posts Made: 10 # 18
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Smiley: Cool

Quote:
Originally Posted by ZergGirl View Post
+ Show +
http://img204.imageshack.us/img204/8...1121423113.jpg


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.




*post may contain traces of sarcasm

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 TASlowHands:  
In terran we trust!
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Unread Thu, 15th-Dec-2011, 4:25 PM BnetId: Rane, 618  Race: Location: Indonesia  Total Posts Made: 73 # 19
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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).
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Unread Thu, 15th-Dec-2011, 4:43 PM Who's Who:   Total Posts Made: 877 # 20
iM tgun
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Hey look, it's my new vetos!
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