Very interesting, I can't wait to see how they turn out! In particular it's nice to see more 4 player maps being added to the map pool, especially ones with no forced positioning. I'm getting kind of tired of nothing but two player maps personally.
Whirlwind looks really interesting. I wonder what kind of selection/testing process maps go through to become a candidate for GSL or GTSL map pools and how ones map becomes noticed by tournament organizers.
Don't know what to think about Muspelheim. It looks really straight forward - pretty much like Korhal Compound. Whirlwind looks amazing. Could be the best balanced-out 4player map in the mappool!
Due to the nature of the expansions, the spawn positions doesn't seem to fuck anything up like antiga on Bnet does, so that leads me to thinking it wasn't designed to be cross only...?
Whirlwind looks really big. I like the design of it though, and 3rd and 4th don't look too hard to defend since you can shuffle your forces back and fourth. It should make for some awesome games, not to mention it's a very pretty map. Muspelheim looks a bit linear though. Guess I'll see how it plays out.
Edit: Is Whirlwind a spiritual remake of a Brood War map?
On May 24 2012 18:25 JeffGoldblum wrote: 9 maps is waaaaay to many at least remove Entombed and Antiga.
GSTL is bo9, so it needs 9 maps lol
9 maps to practice... Thats a lot for a pro. If we want intelligent strategies that revolve around the map pool we need to reduce our map pools to at least 5 or 6
YES, I knew they were gonna pick Whirlwind at some point, played it like three months ago I think, its a freaking huge map, the biggest I have ever seen!
Too many maps. As for the new maps, the one has a really fucked up name :/ I'll call it MSH. The highground pods are kind of weird. I don't really feel they have as much of a function in the map design, as holding them probably isn't going to give you a big benifit. For instance holding the pods on a map like Match POint was really critical. The high ground here seems just more of a random little bit.
Whirlwind looks cool. The thirds are reasonable, not to hard to take and not to easy. IT seems like its going to be super easy to get a 4th gas though, so this map may be pretty protoss favored.
I would like to see some maps taken out of the pool
Entombed is a bad map and pretty imbalanced and way too good for protoss Cloud kingdom is a cool map, but PvT balance is really bad there. Atlantis is zerg favored, so might be a good candidate to go.
Both new maps look a bit ridiculous. What happened to open maps? Whirlwind close spawns favour strong 2 base pushes excessively on a map full of choke points, and the second map has ramps fucking everywhere.
On May 24 2012 18:25 opterown wrote: GSL starts two weeks after GSTL, so if reception is good, I could see some of the new maps next season maybe.
On May 24 2012 18:25 JeffGoldblum wrote: 9 maps is waaaaay to many at least remove Entombed and Antiga.
GSTL is bo9, so it needs 9 maps lol
9 maps to practice... Thats a lot for a pro. If we want intelligent strategies that revolve around the map pool we need to reduce our map pools to at least 5 or 6
This is a team league. This is why you have snipers practice certain maps/matchups.
Hm... I'm thinking Whirlwind needs to be cross only, it seems as though you can (in TvT) siege the 7 and 1 o' clock third (at from the fourth in horizontal positions). Maybe not, it just looks that way.
On May 24 2012 18:52 Jinsho wrote: Both new maps look a bit ridiculous. What happened to open maps? Whirlwind close spawns favour strong 2 base pushes excessively on a map full of choke points, and the second map has ramps fucking everywhere.
stop trolling, whirlwing is one of the most open maps ever and muspelheim has only few chokes
On May 24 2012 18:25 opterown wrote: GSL starts two weeks after GSTL, so if reception is good, I could see some of the new maps next season maybe.
On May 24 2012 18:25 JeffGoldblum wrote: 9 maps is waaaaay to many at least remove Entombed and Antiga.
GSTL is bo9, so it needs 9 maps lol
9 maps to practice... Thats a lot for a pro. If we want intelligent strategies that revolve around the map pool we need to reduce our map pools to at least 5 or 6
Please don't treat team leagues like individual ones. Players train and practice to be sent out on certain maps or against certain opponents. You aren't practicing for every single possible scenario, you approach it as a team.
On May 24 2012 18:47 Yoshi Kirishima wrote: why don't people like atlantis spaceship? i thought it was a pretty epic map
Too big and open mostly, certainly Terrans just toss the coin and proxy a lot on it so far
Both maps look pretty ok whirlwind looks like it would work for late game on all positions which is a refreshing change from maps like entombed valley.
Cool, they look a bit different. I guess Whirlwind is set up so you can always take a 3rd away from your opponent no matter which side they might spawn to you.
Whirlwind is... enormous. I love it. Glad to finally see a really big map that DOESN'T give you a free third. In the vein of so many modern brood war maps.
Whirlwind looks INCREDIBLE ! I think It will provide good games ! As for Musselheim, I think It's gonna be pretty boring, unless pro-gamers adapt more '' map specific '' strategies.
Ohana is a terrible map, in my opinion, the second worst in the ladder after Korhal. Dual Sight's removal seems to be a good thing. I'm excited to see the new maps in action, specially Muspelheim (the realm of fire).
Well i have kind of the feeling that all of the sc2 maps look the same.. the layout etc... The sc1 maps were a lot more enjoyable. I know its because of balance issues, but i think that the mapmakers job is really way too restricted by the players
Whirlwind looks like one of those maps where spawn locations have too big an impact on how the game plays out. Any close spawns allow for pushing into the natural or the third. Will be interesting to see nonetheless.
If Whirlwind was just a little bit bigger i think it would be the best map we ever had for starcraft2 but i think in some spawn locations it could be a little imbalanced in tvz
Whirlwind as I expected, good standard 4p map. I only worry that 4 bases are too easy, would have preferred to have half base thirds/fourths.
Muspelheim is pretty good and the coloring is sth we haven't seen yet in comp maps I think. One thing I dislike tho is that the main hugging base is utterly useless to both players imo.
On May 24 2012 18:12 Ruscour wrote: 9 maps? Atlantis needs to go, and I don't know why tournaments used Entombed in the first place.
Same reason they use Antiga Shipyard or Metalopolis for so long etc, least shitty ladder maps but not actually good maps when you compare them to all the maps that are out there.
On May 24 2012 18:25 opterown wrote: GSTL is bo9, so it needs 9 maps lol
Altho I don't disagree with a team league having so many maps in the map pool, this logic is just flawed. Why do you need 9 maps for a bo9, can't you stand seeing a map twice during a clanwar or what...
what do you guys think of this as the default banner for GSTL LR?
I dont like EG slayers logo.... It puts too much emphasise on EG and less on Slayers. Keeping in mind that EG will have like 3 players max in korea this is rather ridiculous.
On May 24 2012 22:02 Gosi wrote: Wow, 5 teams in the GSTL are "partnership" teams between two teams... lame.
Notice that those are mostly partnerships with western teams. They will have like westerner sitting on the bench for the western audience to cheer for them.
Also. Any one thinks after GSTL we will have either SK.Mvp or SK.Nestee?
On May 24 2012 22:02 Gosi wrote: Wow, 5 teams in the GSTL are "partnership" teams between two teams... lame.
Notice that those are mostly partnerships with western teams. They will have like westerner sitting on the bench for the western audience to cheer for them.
Also. Any one thinks after GSTL we will have either SK.Mvp or SK.Nestee?
re: hot6 logo - it's really hard to find a good clean logo, i've tried
Looks really nice, much better than the other banner. But you don't get the hidden meaning under the other banner, it is all part of the bigger fight for the mothership!
Never played a game on Muspelheim, but have you guys seen those naturals? Ô_Ô Or the lack of same.. Taking a natural on that map feels like taking a third when I just look at it..
I like Whirlwind a lot, and I like the raised platforms outside the spawns on the other map. It will (hopefully) add some nice positional wars in some of those games where it comes down to a big fight.
On May 24 2012 22:41 Cenja wrote: The new maps look interesting, won't judge them until we see them in play. However I think 9 maps is too much, cut Atlantis atleast.
You need a minimum of 9 maps or one map will wind up being a repeat.
On May 24 2012 22:41 Cenja wrote: The new maps look interesting, won't judge them until we see them in play. However I think 9 maps is too much, cut Atlantis atleast.
You need a minimum of 9 maps or one map will wind up being a repeat.
What's so bad about that? Play a great map 2 times or have a mediocre map just because.
I'm a huge fan of 4 player maps with all 4 spawns enabled so I am really happy to see Whirlwind was picked up into the map pool of GSTL. I hope this can set a bit of a trend towards maps with all spawns enabled again.
On May 24 2012 22:41 Cenja wrote: The new maps look interesting, won't judge them until we see them in play. However I think 9 maps is too much, cut Atlantis atleast.
You need a minimum of 9 maps or one map will wind up being a repeat.
What's so bad about that? Play a great map 2 times or have a mediocre map just because.
Well since its loser picks it will mean the Ace match is on the most advantageous map for one race like either Atlantis Spaceship or Daybreak if its against terran or Antiga in a TvZ/P.
On May 24 2012 22:44 JOJOsc2news wrote: I'm a huge fan of 4 player maps with all 4 spawns enabled so I am really happy to see Whirlwind was picked up into the map pool of GSTL. I hope this can set a bit of a trend towards maps with all spawns enabled again.
Wait whirlwind has all 4 spawns enabled? That is going create some strong drop play if you get bad spawns on a map that I already figured you could really easily get 4 bases if you spawn right.
Ok, the reason I really really like whirlwind: It breaks the trend of having the location of your third base be plotted out for you. It's why I still like Shakuras at times, because you more or less have two options for your third. I also play Korhal by taking the expo above/below my main as my third, as opposed to the sunken death trap standard on.
REALLLLLLY excited for Whirlwind. It seems in non-cross spawn situations, if your opponent is to your right, you take the third to your left, and vice versa. For cross, it seems like either is viable.
I wish we could stop using rotational symmetry for 4-player maps. I know it's tricky to design them, but when it's a 2-player game, they just aren't symmetric at all most of the time. It's really sad every time the caster starts a Tal'Darim TvT with "Well, A is going to really like these spawn positions...".
On May 24 2012 23:05 Roxor9999 wrote: Whirlwind looks like shit! A rotational symmetrical map without cross spawns?
On May 24 2012 23:12 aristarchus wrote: I wish we could stop using rotational symmetry for 4-player maps. I know it's tricky to design them, but when it's a 2-player game, they just aren't symmetric at all most of the time. It's really sad every time the caster starts a Tal'Darim TvT with "Well, A is going to really like these spawn positions...".
Whirlwind looks pretty cool, for seem reason I look at that map and it actually feels sort of BW to me. Muspelheim sort of looks a little too bland, though. I mean I see the relatively open center with all the attack paths and the choice you have on the thirds but I dont like the watch tower placement at all, seems too powerful. Probably played out great in playtests though if theyre putting it in the GSL, so what do I know
Whirlwind looks like it could be ok. The other one is so ugly I have already forgotten what it's called, but looks fairly playable.
I think there are still too many maps though, am I alone in thinking 5 maps is plenty and we can just repeat them (as long as they are good)? I guess in a team league extra maps is ok, but I'd still prefer less.
Hmm... while I do like both maps, I feel that there needs to be more smaller maps in the pool. With Dual Sight gone, the only "small" map in the pool left is Ohana. I mean you can design maps which are small and won't result in every game ending off 2 bases.
Bel'Shir Beach and Ohana are examples. And if allowed to go to a macro game, Dual Sight has shown it's actually pretty fun to watch as well.
I really hope to see some 3-player map designs come back though. The 3 player map in the TLMC (Sanctuary?) seemed quite balanced.
On May 25 2012 00:19 pdd wrote: Hmm... while I do like both maps, I feel that there needs to be more smaller maps in the pool. With Dual Sight gone, the only "small" map in the pool left is Ohana. I mean you can design maps which are small and won't result in every game ending off 2 bases.
Bel'Shir Beach and Ohana are examples. And if allowed to go to a macro game, Dual Sight has shown it's actually pretty fun to watch as well.
I really hope to see some 3-player map designs come back though. The 3 player map in the TLMC (Sanctuary?) seemed quite balanced.
Cloud kingdom is small, it's slightly a bit bigger than xelnaga caverns
On May 25 2012 00:19 pdd wrote: Hmm... while I do like both maps, I feel that there needs to be more smaller maps in the pool. With Dual Sight gone, the only "small" map in the pool left is Ohana. I mean you can design maps which are small and won't result in every game ending off 2 bases.
Bel'Shir Beach and Ohana are examples. And if allowed to go to a macro game, Dual Sight has shown it's actually pretty fun to watch as well.
I really hope to see some 3-player map designs come back though. The 3 player map in the TLMC (Sanctuary?) seemed quite balanced.
Cloud kingdom is small, it's slightly a bit bigger than xelnaga caverns
I wouldn't want to argue with the mapmaker's opinion himself, but it really is a huge map IMO. It's very hard to rush and when it gets to the midgame onwards, moving up and down the map feels like a chore.
Not sure i like Muspelheim much. I am correct that your own watch tower can basically see any land based attack coming? Also it seems like a rather scary map for warpin on highground, with the high ground being so... open and from looks of it, pretty hard to cover while defending your nat.
On May 25 2012 00:19 pdd wrote: Hmm... while I do like both maps, I feel that there needs to be more smaller maps in the pool. With Dual Sight gone, the only "small" map in the pool left is Ohana. I mean you can design maps which are small and won't result in every game ending off 2 bases.
Bel'Shir Beach and Ohana are examples. And if allowed to go to a macro game, Dual Sight has shown it's actually pretty fun to watch as well.
I really hope to see some 3-player map designs come back though. The 3 player map in the TLMC (Sanctuary?) seemed quite balanced.
Cloud kingdom is small, it's slightly a bit bigger than xelnaga caverns
I wouldn't want to argue with the mapmaker's opinion himself, but it really is a huge map IMO. It's very hard to rush and when it gets to the midgame onwards, moving up and down the map feels like a chore.
Indeed, it works out as pretty large since you need to zig zag through the middle due to the rocks.
I don't like Whirlwind lol, whoever control the center will win eventually. The center give you too much vision and the siege tank line here with PF and watchtower?
Why are xelnaga's still clogging up the middle? Why is the middle still a funnel? Are we going to reduce all covert ground army movement to two expansion chokes? GSL must be being policed by blizzard. The disappearing XelNagas were awesome. Even better not to have them.
Its not imba or anything, just the most boring design.
I mean all they did was arrange expansions in a square boarder around the outside. Then they thought there weren't enough expansions so they added two more in the middle.
Seriously if someone had asked me to draw, a bland map in the beta, and told me not to worry about balance, just draw the first simple thing that comes to mind, I would have drawn Antiga.
Edit: The new maps look good btw. and besides for antiga very happy with the map pool.
Btw also glad that dual site is out. Not imba, just relatively boring, it lasted far to long.
Muspelheim looks like it has ridiculous positioning for T to siege the nat/third with the high ground areas and the way the bases are laid out, I'm hoping it ends up being good.
I absolutely love Whirlwind. Muspelheim seems a bit boring too me at first glance, not as interesting as Whirlwind to say the least, but nevertheless both maps look like good additions.
Though I think they should have replaced Entombed and Atlantis with these two maps instead of just adding them. But awesome news nonetheless.
Also: Yeah, Bel'Shir was awesome (really loved Bel'Shir Winter, we need more seasonal maps [I want some sort of Autumn map with fall colors and leaves and stuff, that'd be sick!]).
And the flying shark better return on one of these maps. Seems like it'd be a good fit on Whirlwind.
Wide entrances, hard to get 3rd in pvz, easy to get 3rd in pvt, can go up to about 4 bases or 5-6 in very "special" situations... well, that's something new that will surely help the 2 non mirror matchups that are atm more random than mirror ones. Honestly, i would really like to see some new map designs, doesn't have to be steps of war-ish nor Calm before the storm-esc but something new... if not, than why not keep the old ones so at least the meta game can evolve faster due to the older maps.
At least the art design is nice... finally there is a "volcano" map that i might like environment wise
The map pool is way to large imo. I'm on Tyler's side with that thinking that a smaller map pool would benefit the tournament. The new maps look cool though.
On May 24 2012 18:27 Tommylew wrote: how come i look at these new maps and striaght away think I wouldnt like to play zergs as protoss on these map lol real openn third bases
Not really. They are completely standard. Both are pretty much as open as Daybreak.
On May 25 2012 03:36 CruelZeratul wrote: The map pool is way to large imo. I'm on Tyler's side with that thinking that a smaller map pool would benefit the tournament. The new maps look cool though.
How do you propose they play a bo9 series with less then 9 maps?
On May 25 2012 03:55 CruelZeratul wrote: You could just play a few maps more than once, I don't get the point.
That sort of ruins the format though. It's loser picks, and you can only use each map once. That's a very key aspect of the format, because you can pick a map you don't want them to bring out later, and there's a lot more strategy.
On May 25 2012 03:36 CruelZeratul wrote: The map pool is way to large imo. I'm on Tyler's side with that thinking that a smaller map pool would benefit the tournament. The new maps look cool though.
How do you propose they play a bo9 series with less then 9 maps?
YOU CAN PLAY MAPS MORE THAN ONCE I KNOW IT CRAZY HUH
On May 25 2012 03:55 CruelZeratul wrote: You could just play a few maps more than once, I don't get the point.
That sort of ruins the format though. It's loser picks, and you can only use each map once. That's a very key aspect of the format, because you can pick a map you don't want them to bring out later, and there's a lot more strategy.
Or just have predetermined maps like Proleague and coaches have to decide which players play which maps beforehand. That requires even more strategy! D:
On May 25 2012 03:36 CruelZeratul wrote: The map pool is way to large imo. I'm on Tyler's side with that thinking that a smaller map pool would benefit the tournament. The new maps look cool though.
How do you propose they play a bo9 series with less then 9 maps?
YOU CAN PLAY MAPS MORE THAN ONCE I KNOW IT CRAZY HUH
On May 25 2012 03:55 CruelZeratul wrote: You could just play a few maps more than once, I don't get the point.
That sort of ruins the format though. It's loser picks, and you can only use each map once. That's a very key aspect of the format, because you can pick a map you don't want them to bring out later, and there's a lot more strategy.
Or just have predetermined maps like Proleague and coaches have to decide which players play which maps beforehand. That requires even more strategy! D:
And that's a completely different format, GOM wants to use "winner's league" or all-kill format
On May 25 2012 03:36 CruelZeratul wrote: The map pool is way to large imo. I'm on Tyler's side with that thinking that a smaller map pool would benefit the tournament. The new maps look cool though.
How do you propose they play a bo9 series with less then 9 maps?
YOU CAN PLAY MAPS MORE THAN ONCE I KNOW IT CRAZY HUH
On May 25 2012 03:58 Gfire wrote:
On May 25 2012 03:55 CruelZeratul wrote: You could just play a few maps more than once, I don't get the point.
That sort of ruins the format though. It's loser picks, and you can only use each map once. That's a very key aspect of the format, because you can pick a map you don't want them to bring out later, and there's a lot more strategy.
Or just have predetermined maps like Proleague and coaches have to decide which players play which maps beforehand. That requires even more strategy! D:
And that's a completely different format, GOM wants to use "winner's league" or all-kill format
i.e. "The only reason we win is because of we have one guy who carries us-format" *cough*Prime*cough*
On May 25 2012 03:36 CruelZeratul wrote: The map pool is way to large imo. I'm on Tyler's side with that thinking that a smaller map pool would benefit the tournament. The new maps look cool though.
How do you propose they play a bo9 series with less then 9 maps?
YOU CAN PLAY MAPS MORE THAN ONCE I KNOW IT CRAZY HUH
On May 25 2012 03:58 Gfire wrote:
On May 25 2012 03:55 CruelZeratul wrote: You could just play a few maps more than once, I don't get the point.
That sort of ruins the format though. It's loser picks, and you can only use each map once. That's a very key aspect of the format, because you can pick a map you don't want them to bring out later, and there's a lot more strategy.
Or just have predetermined maps like Proleague and coaches have to decide which players play which maps beforehand. That requires even more strategy! D:
And that's a completely different format, GOM wants to use "winner's league" or all-kill format
i.e. "The only reason we win is because of we have one guy who carries us-format" *cough*Prime*cough*
Whirlwind looks great! Muspelheim I don't really like: it looks like another Ohana in that there's a lot of tight choke points that are very unfriendly to zerg players. Zergs are going to rely as a result on a lot of counter attacks instead of straight up fights, because unlike Ohana there are many more routes to counter.
both maps look like nice macro maps. at least three base play should work. on whirlwind the fourth should also be reasonably easy to take... and bye bye dualsight! hope we never meet again.
1. Map size is 160x160, making it just as big as Calm before the Storm, a map that was notorious for simply being too large. 2. While I like how the first 3 bases pan out, the 4th feels far too easy to take; there is little to no additional effort if you've already managed to secure 3 bases, so long as you can keep control of that middle area between the 3rd and 4th.
All in all, I expect this map to pan out similarly to how Calm Before the Storm did. Very economically greedy, death ball-oriented, unless someone tries to do some sort of proxy cheese to avoid the inevitability.
Muspelheim seems quite decent, though; I don't have any immediate concerns about the map. Map size is reasonable for a 2-player map, plenty of both chokes and more open areas to allow for different engagement positions depending on the matchup, and while the overview image doesn't do it justice, some of the aesthetics on the map are really cool.
I wonder if Metropolis will have any tweaks to help TvZ in the GSTL, or whether they'll be happy to leave it as is given the role sniping and map picking plays in team leagues anyway.
On May 25 2012 04:40 vultdylan wrote: Whirlwind looks extremely Terran favored with a close proximity for 4 bases and them all being on high ground.
Its gonna make mech a lot more appetizing, which I do not mind, even as a Protoss player. These maps are also gonna be great at deflecting drops and muta play, which are also quite nice. I think its a good map. Discourages bio and encourages mech.
On May 25 2012 03:36 CruelZeratul wrote: The map pool is way to large imo. I'm on Tyler's side with that thinking that a smaller map pool would benefit the tournament. The new maps look cool though.
How do you propose they play a bo9 series with less then 9 maps?
YOU CAN PLAY MAPS MORE THAN ONCE I KNOW IT CRAZY HUH
On May 25 2012 03:55 CruelZeratul wrote: You could just play a few maps more than once, I don't get the point.
That sort of ruins the format though. It's loser picks, and you can only use each map once. That's a very key aspect of the format, because you can pick a map you don't want them to bring out later, and there's a lot more strategy.
Or just have predetermined maps like Proleague and coaches have to decide which players play which maps beforehand. That requires even more strategy! D:
Why make yourself look like a dbag and type in all caps in an effort to belittle someone else? His point stands. Replaying maps is a poor format for team leagues. Playing each map once and allowing the loser to pick creates an additional layer of strategy in terms of picking, lineup order, etc.
I loooooooooooooooooooooooove Muspelheim, looks like a brood war map, unlike those perfect looking maps like the new Whirlwind, sure hope blizzard puts this map on the ladder I would love to play it.
Muspelheim looks a bit odd for me while I really like whirlwind. These will obviously add new flavor and styles to the GSTL and I think that it might allow snipers that can analyze maps well to play really well. I'm curious to see how it turns out
On May 25 2012 04:40 vultdylan wrote: Whirlwind looks extremely Terran favored with a close proximity for 4 bases and them all being on high ground.
Clearly the fact that the bases are on high ground is enough to conclude that the map will be extremely Terran favored. Whirlwind is huge AND open, if anything it will be zerg favored.
On May 25 2012 04:40 vultdylan wrote: Whirlwind looks extremely Terran favored with a close proximity for 4 bases and them all being on high ground.
[/QUOTE] I don't agree, denying bases will be hard for terrans aswell, and they are the ones suffering most when both players get to four or more bases, as they can't reproduce fast or build a good deathball.
But hey, we wont know before we see the maps in action. Always exciting with new maps!
Great looking maps. Interested to see how they will play out in GSTL. It's going to be funny seeing the Korean casters try to pronounce Muspelheim (무스펠하임) hahaha.
Seems like a solid map pool. I don't find Muspelheim too promising, though. I don't think many games will go past the second base. Guess we'll have to see.
On May 25 2012 03:36 CruelZeratul wrote: The map pool is way to large imo. I'm on Tyler's side with that thinking that a smaller map pool would benefit the tournament. The new maps look cool though.
How do you propose they play a bo9 series with less then 9 maps?
YOU CAN PLAY MAPS MORE THAN ONCE I KNOW IT CRAZY HUH
On May 25 2012 03:58 Gfire wrote:
On May 25 2012 03:55 CruelZeratul wrote: You could just play a few maps more than once, I don't get the point.
That sort of ruins the format though. It's loser picks, and you can only use each map once. That's a very key aspect of the format, because you can pick a map you don't want them to bring out later, and there's a lot more strategy.
Or just have predetermined maps like Proleague and coaches have to decide which players play which maps beforehand. That requires even more strategy! D:
And that's a completely different format, GOM wants to use "winner's league" or all-kill format
i.e. "The only reason we win is because of we have one guy who carries us-format" *cough*Prime*cough*
Prime has the 3 headed monster of Ghostking Marineking and Maru to defeat to beat them and thats why they win. I think if you could pick one team that was carried hard by 1 player it would have been MVP the season they won it because it felt like everytime they were always down 3-0 or 3-1 and DRG would have to come in and win and then he did that.
On May 25 2012 04:40 vultdylan wrote: Whirlwind looks extremely Terran favored with a close proximity for 4 bases and them all being on high ground.
Clearly the fact that the bases are on high ground is enough to conclude that the map will be extremely Terran favored. Whirlwind is huge AND open, if anything it will be zerg favored.
I dont see a huge open map. It seems like a huge chokey map which would intheory be terrible for zerg but with a lot of flanking opportunities which is good for zerg. I see some good TvZ games coming out of it though with some good 2 base pushes for terran seiging tanks at that forth and elevatoring the main/natural and also possibly taking a super fast 4th on top there 3rd and doing a lot of drops which will be fun to see.
On May 25 2012 03:36 CruelZeratul wrote: The map pool is way to large imo. I'm on Tyler's side with that thinking that a smaller map pool would benefit the tournament. The new maps look cool though.
How do you propose they play a bo9 series with less then 9 maps?
YOU CAN PLAY MAPS MORE THAN ONCE I KNOW IT CRAZY HUH
On May 25 2012 03:55 CruelZeratul wrote: You could just play a few maps more than once, I don't get the point.
That sort of ruins the format though. It's loser picks, and you can only use each map once. That's a very key aspect of the format, because you can pick a map you don't want them to bring out later, and there's a lot more strategy.
Or just have predetermined maps like Proleague and coaches have to decide which players play which maps beforehand. That requires even more strategy! D:
You're basically demanding they change their entire team league system, and remove all of the strategy involved in picking maps etc. just so they can drop a few? On top of that you act like a complete douche bag when doing it. Definitely one of the dumber posts I've come across =\
On May 24 2012 18:16 DYEAlabaster wrote: Super confused why Muspelheim is in, and why Atlantis is still in....
Agreed. I would give Antiga and Entombed the axe as well.
very excited to see whirlwind tho!
Why is there always so much hate for Entombed? It's statistically quite balanced and has made for imo many of the best games in GSL.
A lot of people don't like it because It's rather Protoss favored, but I agree that it's a good map and should stay. Lots of great games have been played on it.
I like this new map pool a lot, although I'm not sure why they have Entombed in there. I'm glad Tal'darim and Metalopolis aren't in here, among others.
EDIT: Did anyone notice the Mothership in the top picture is using it's purifier beam? :O Possible new ability in LotV or HotS incoming.....
On May 25 2012 11:08 Fencer710 wrote: EDIT: Did anyone notice the Mothership in the top picture is using it's purifier beam? :O Possible new ability in LotV or HotS incoming.....
It will be interesting to see how these new maps work out. It looks like whirlwind has 4 compact bases which may work well for Toss and Terran but a pretty open mid that could work well for Zerg.
On May 24 2012 22:02 Gosi wrote: Wow, 5 teams in the GSTL are "partnership" teams between two teams... lame.
Notice that those are mostly partnerships with western teams. They will have like westerner sitting on the bench for the western audience to cheer for them.
Also. Any one thinks after GSTL we will have either SK.Mvp or SK.Nestee?
Doubt it. They just landed that huge sponsorship deal with LG for those two players specifically, I believe.
Whirlwind's gonna be good for terran drop play from the looks of it. Massive ground distance from 3rd/4th at the front to main and hardly any air distance
at first glance they looked like team game maps. but upon closer inspection i think these maps have great potential. i hope they show us some good games!
I really feel that muspelheim needs to have the lighting on it redone, it's way to dark as it is currently. A name change would also be nice but not as necessary.
On May 24 2012 18:16 DYEAlabaster wrote: Super confused why Muspelheim is in, and why Atlantis is still in....
Agreed. I would give Antiga and Entombed the axe as well.
very excited to see whirlwind tho!
Why is there always so much hate for Entombed? It's statistically quite balanced and has made for imo many of the best games in GSL.
It's kind of a Zerg's nightmare, especially in ZvP, but also in ZvT, the base setup makes mutalisk play next to impossible, makes it extremely easy for both T and P to grab a quick 3rd. Then, if the zerg wants to take a 4th, they have to somehow hold a wide open base against a very scary 3 base push from the terran or toss.
The choke to the 3rd is also tank and forcefield HEAVEN, there are so many places to stick tanks and forcefields that just murder melee units.
This is coming from someone who played zerg, then switched to protoss. The map is stupidly in favor of toss in PvZ.
The aesthetics are also completely half-assed, someone at blizzard probably made that map during their lunch break.
On the other hand, its a great map for PvT, mirror matches are more interesting because there are 4 spawns, and brood lords are quite good on it. I just feel that the style of map could be a lot better than the way its done on entombed.