Good job GSL.
Map revisions for GSL October - Page 5
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Brett
Australia3820 Posts
Good job GSL. | ||
SiguR
Canada2039 Posts
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Madera
Sweden2672 Posts
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MrSexington
United States1768 Posts
As a spectator, this was always my favorite feature of Bel'shir Beach. | ||
Teoita
Italy12246 Posts
I have never seen a pvp on bel'shir, but since there never was a ramp in the first place, shouldn't it be a 4gate map alredy? | ||
dNa
Germany591 Posts
On September 17 2011 17:27 MrSexington wrote: Any masters+ people know the reason for removing this: As a spectator, this was always my favorite feature of Bel'shir Beach. my thought exactly, it was an awesome feature of the map. My thought would be that they had it removed because if you drop a siegetank there with a few marines it could shell of the opponent's natural... maybe? it has to be a problem considering balance, because the highground did make for interesting games. | ||
Asha
United Kingdom38056 Posts
On September 17 2011 17:23 SiguR wrote: Is there some problem with fast double expands that i'm not aware of? Why is there such a tendency to put in destructible rocks to prevent it? The issue was punishing it on some maps. The original Tal'Darim had less minerals at the third and one gas as a limiting factor. Then when Blizz wanted to introduce it to the ladder pool they needed to have the bases act the same as each other so as to not blindside people who've never actually seen the GSL so added destructible rocks and a normal mineral field. Terminus used to have a closed off third and the issue became that it was almost impossible to do anything to a ridiculously fast third for any race. That's why they opened up that passage with rocks originally, I guess they're taking a step back on that modification but are using rocks at the minerals themselves to stall the timing at least a little. | ||
hugman
Sweden4644 Posts
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sVnteen
Germany2238 Posts
protoss maps incoming ? | ||
Tarrot
Taiwan85 Posts
On September 17 2011 17:23 SiguR wrote: Is there some problem with fast double expands that i'm not aware of? Why is there such a tendency to put in destructible rocks to prevent it? I've seen in some games where if Protoss FFE's Zerg goes quick third and maxes out on roaches before the Protoss has a sizeable army (talking 200 vs. 120). That could potentially be a reason. | ||
GentleDrill
United Kingdom672 Posts
I don't particularly like the Terminus changes since it'll just lead to more turtling on 3-base into 200-200 deathball fight, but if it's necessary to help Protosses then I guess that's how it has to be. | ||
shineq
United Kingdom1453 Posts
I'm not sure about the Bel'shir changes, I really liked the high ground on the choke. | ||
Arceus
Vietnam8332 Posts
Besides, those other changes are pretty interesting | ||
RTudoRR
Romania216 Posts
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Heavenly
2172 Posts
On September 17 2011 17:23 SiguR wrote: Is there some problem with fast double expands that i'm not aware of? Why is there such a tendency to put in destructible rocks to prevent it? The part where no ZvP really went past midgame because quick third always lead to a huge macro advantage as long as the zerg prepared for warpgate allins (or even if he didn't because those builds are used less often now because it's risky to assume that the zerg won't have enough to hold it off). Slayers_Min v Genius comes to mind where he maxed out on roaches and amoved by the time Genius had like 110 supply. Much faster thirds being taken and learning better defense shifted the game really heavily in zerg's favor to the point that if they play well enough protoss basically is always fighting an uphill battle. You never see infestors or anything of the sort making that much of a difference, just getting bruteforced by tons of units in the midgame. | ||
chestnutman
176 Posts
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Kimla
Sweden400 Posts
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ticktack
United Arab Emirates874 Posts
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clusen
Germany8702 Posts
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Micket
United Kingdom2163 Posts
On September 17 2011 19:23 Heavenly wrote: The part where no ZvP really went past midgame because quick third always lead to a huge macro advantage as long as the zerg prepared for warpgate allins (or even if he didn't because those builds are used less often now because it's risky to assume that the zerg won't have enough to hold it off). Slayers_Min v Genius comes to mind where he maxed out on roaches and amoved by the time Genius had like 110 supply. Much faster thirds being taken and learning better defense shifted the game really heavily in zerg's favor to the point that if they play well enough protoss basically is always fighting an uphill battle. You never see infestors or anything of the sort making that much of a difference, just getting bruteforced by tons of units in the midgame. Yep, infestors never appeared on the Korean scene. Infestors was simply another option for Zerg to use which defeated 2 base all in play and/or deathball play. 2 base infestor gives Zerg an option which doesn't require taking a really fast 3rd base. If anything, Blizzard's new patch was catered to the foreigners (in regard to infestors). | ||
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