We need Delta Quadrant
#Dreampool: Old ladder maps return for Season 4 - Page 23
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RampancyTW
United States577 Posts
We need Delta Quadrant | ||
RampancyTW
United States577 Posts
On September 17 2014 22:52 PiPoGevy wrote: Just missed this. This man has the right idea.Testbug, Scrap Station, Crevasse, Delta Quadrant, Terminus, Belshir Beach | ||
VArsovskiSC
Macedonia563 Posts
Desert Oasis & Scrap station - cause they're the most w.t.f. Terminus RE & Tal'Darim Altar - cause of Macro and Xel'Naga Caverns - cause of classic Bonus: give us an all-island map (can balance how many bases the islands have - doesn't mean only one base per island, but would be cool to have as many air wars as possible on it), and see how that one goes actually There was one map all on islands (except your natural) in BW - make something like that and let us try it | ||
Yurie
11537 Posts
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Charoisaur
Germany15630 Posts
Scrap station Akilon waste Daybreak Cloud Kingdom Antiga shipyard Metropolis | ||
SpaceYeti
United States723 Posts
LOL. I was just about to post a joke about Incineration Zone. Glad to see I'm not the only one who remembers the glory (lol?) that was this map. | ||
RampancyTW
United States577 Posts
On September 17 2014 18:14 sigm wrote: I might switch back to Zerg for a season just to roach rush like back in ye olde 2010 Platinum League daysExactly. And that leads to quick, exciting and dynamic games. We need more of those. We also need Blizzard to port Blood Bath over to SC2 as well, that map is the absolute apex of fast & furious action. | ||
SharkZ
Bulgaria8 Posts
1 Tal'Darim Altar 2 Antiga Shipyard 3 Xel'Naga Caverns 4 Scrap Station 5 Dual Sight 6 Bel'Shir Beach 7 Nerazim Crypt | ||
Liquid`Jinro
Sweden33719 Posts
On September 17 2014 23:03 VArsovskiSC wrote: Yeonsu & Coud Kingdom - cause they're the best maps Desert Oasis & Scrap station - cause they're the most w.t.f. Terminus RE & Tal'Darim Altar - cause of Macro and Xel'Naga Caverns - cause of classic Bonus: give us an all-island map (can balance how many bases the islands have - doesn't mean only one base per island, but would be cool to have as many air wars as possible on it), and see how that one goes actually There was one map all on islands (except your natural) in BW - make something like that and let us try it There were many island maps throughout BWs history. In the beginning there was Dire Straits (several huge mains disconnected by short spaces of air). OSL and WCG used Hall of Valhalla (a semi-island map with mains on high ground without ramps), and later OSL used Forbidden Zone (the best semi-island map there was IMO). WCG later used Gorky Park (super Terran map, yet somehow a zerg won WCG that year), and Estrella (both semi island maps). MSL had an island map as well... can't remember the name of it tho. Nal_rA had a crazy game on it vs oov or nada... I think. Charity? Maybe? ITV had Isles of Siren, a full island map with an inbase natural. I'm not sure it's possible to make a fullisland map in SC2 that's balanced (I think vikings are problematic, in BW you played goliath drops a lot on these maps, but while vikings are similar to goliaths they are not as strong with the trade-off of being able to fly, but too slow to get away from P and Z air), semi-island might work tho. | ||
KonanTenshi
Sweden210 Posts
Also, Scrap station, delta quadrant, Spaceship station, Stepes of War.... The list goes on | ||
ZAiNs
United Kingdom6525 Posts
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Jett.Jack.Alvir
Canada2250 Posts
I used to do void ray rushes (with the now defunk speed upgrade); wait until the opponent is out of position; and kill his base with 6 void rays. I don't know if that would still work with all the changes to the void ray, but man those were fun wins. But that map was painful to secure the natural. I wonder if a tempest rush would work on Scrap Station. | ||
The_Templar
your Country52796 Posts
On September 18 2014 00:26 Jett.Jack.Alvir wrote: Scrap Station, such nostalgia… I used to do void ray rushes (with the now defunk speed upgrade); wait until the opponent is out of position; and kill his base with 6 void rays. I don't know if that would still work with all the changes to the void ray, but man those were fun wins. But that map was painful to secure the natural. I wonder if a tempest rush would work on Scrap Station. You're more vulnerable to counterattacks since your main ramp is wider than usual. Otherwise, probably | ||
MstrJinbo
United States1251 Posts
On September 17 2014 22:57 RampancyTW wrote: Oh and Delta Quadrant We need Delta Quadrant No we don't. F*** that map It's been years and I still feel traumatized by its time on the ladder | ||
Erik.TheRed
United States1655 Posts
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Ben...
Canada3485 Posts
On September 18 2014 00:26 Jett.Jack.Alvir wrote: I wonder if a tempest rush would work on Scrap Station. YES YES YES YES YES Oh Scrap Station. Proxying an oracle on it will constitute building a stargate in your own base. A weird paradox of both proxying and not proxying at the same time. I wish we had the old mothership so we could still do mothership mass recall rushes on it. In all seriousness, I would love to give Cloud Kingdom another go. I still think that is one of the best maps in the history of SC2. Blink might be an issue on it but outside of that it was, and continues to be one of my favourite maps to play on. It was also the only map I ever was not sick of by the end of it being on ladder. The only other map that came close was Daybreak in WoL. Once people figured out swarmhosts on Daybreak though, I no longer liked it. I would also like to give Entombed Valley another go. That map provided a ton of incredibly good games back in the day, especially in PvT. Likewise with Metalopolis. Yeah it would be nightmarish with oracles and speed medivacs, but at least it would be interesting. It would have to be cross positions only as close by air would be completely busted in every way. | ||
nimdil
Poland3743 Posts
On September 17 2014 23:55 Liquid`Jinro wrote: MSL had an island map as well... can't remember the name of it tho. Nal_rA had a crazy game on it vs oov or nada... I think. Charity? Maybe? I guess it's one of these 2? http://www.teamliquid.net/tlpd/korean/games/2211_NaDa_vs_Nal_rA http://www.teamliquid.net/tlpd/korean/games/6633_NaDa_vs_Nal_rA | ||
Liquid`Jinro
Sweden33719 Posts
Oh and there was Paradox (look up Joyo vs BoxeR on there), and the map Nal_rA (I think?) did the mass hallu arbiter recall vs goodfriend (Parallel Lines). Oh and 815: semi island, ramp so small only marines/zealots/zerglings and workers can walk down. Arkanoid: semi island with huge neutral building blocks everywhere. Monty Hall: semi-island, with 3 paths to your main each blocked by low mineral count mineral blocks. Hmmmmm and the crazy one my friend (Travin) made that was used one Blizzcon I think. Can't remember name but it was hilarious - you spawned on a shared island with a mineral wall separating you. Lots of mineral walking glitches to rush and stuff haha Found it: http://www.panschk.de/mappage/comments.php?mapid=335 There was one other, desert island map that I cant remember the name of (Edit: coulee). Also made by a guy from TL (mora). I used it for one of the rounds in the TL sc2 beta key contest (ironman: http://www.teamliquid.net/forum/news-archive/97155-betacontest-ironman-relaunch) | ||
Lonyo
United Kingdom3884 Posts
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Moonsalt
264 Posts
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