On September 18 2017 01:44 ZigguratOfUr wrote:
It's not like they had time to learn the maps either.
It's not like they had time to learn the maps either.
yeah, it's more of just an unfortunate thing than anyone being at fault
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Fatam
1986 Posts
On September 18 2017 01:44 ZigguratOfUr wrote: Show nested quote + On September 18 2017 01:15 Fatam wrote: it was a slightly early gg but she was probably dead. Rough series for her, maybe was tired cuz it's late over there or maybe the TY series took the energy out of her. @ the Grime game she pretty much just let Classic get to 3 base unmolested (attempted one 8-ling runby and that was about it) and amass a bunch of voids/oracles so the result wasn't too shocking. @ the last Arch game (I didnt see the earlier ones so idk what happened on them), I think worker rush isn't viable bc once people have seen the map even once they will always wall and it won't work. --------------------------------------------- I do think these map tournaments are particularly brutal on experimental maps because the pro players don't really want to learn the maps so they will just do the lowest effort cheeses to get the game over with. Which to be fair to them is kind of understandable if they have a lot of other stuff going on (needing to train for other higher stake tournaments or whatever), it's just unfortunate It's not like they had time to learn the maps either. yeah, it's more of just an unfortunate thing than anyone being at fault | ||
Shellshock
United States97248 Posts
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TomatoSauceVinegar
5 Posts
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Elentos
55454 Posts
On September 18 2017 13:53 TomatoSauceVinegar wrote: Will Group A go to tiebreaks with the current 3-way tie and tied map scores? Tie breaker matches are meant to be played off stream at some point yeah | ||
WardiTV
513 Posts
On September 18 2017 19:21 Elentos wrote: Show nested quote + On September 18 2017 13:53 TomatoSauceVinegar wrote: Will Group A go to tiebreaks with the current 3-way tie and tied map scores? Tie breaker matches are meant to be played off stream at some point yeah 20th September, 6.30pm KST (1.5 hours before RO8 broadcast. They will probably be cast live. | ||
Mun_Su
France2063 Posts
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Ej_
47656 Posts
On September 18 2017 20:57 Mun_Su wrote: Nerchio's ragequits are so tasty You do know he said gg in every game? | ||
Phredxor
New Zealand15075 Posts
On September 18 2017 21:19 Ej_ wrote: You do know he said gg in every game? You're a polish Zerg. We can't trust what you say. | ||
Elentos
55454 Posts
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Inflicted
Australia18228 Posts
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seemsgood
5527 Posts
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yht9657
1810 Posts
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Weavel
Finland9213 Posts
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Elentos
55454 Posts
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Elentos
55454 Posts
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Liquid`Snute
Norway839 Posts
Arch of Janus (my veto), Grime, Sky Garden, Neon Violet Square, God's Garden (inno's veto) Both neon violet and grime have centered mains instead of corner mains which really sucks vs terran. the "in-base" natural on neon violet holds no value to zerg. And from there, I have to just break down rocks up until minute 12 similar to playing Interloper. Not very fun for zerg. Grime needs a more accessible 4th. And then to top it off as if having a centered main instead of a corner main wasn't bad enough, I get unlucky with a 1 in 3 chance and get the worst possible spawns vs terran on sky garden. Leaves me with 2 choices: Letting terran expand freely across the map while i desperately try to keep my main intact vs vacs while trying to drag it to a 40 minute hive game, or all-in with an air-related build (this is what i tried). Mappers really need to take into account that we don't want spawn related coin flips, and zerg doesn't want to spawn into terran all the time. Focus on fair development and balance. Imagine what pro games play out like before designing the map instead of relying on memes like this. We went over this in 2010 and 2011 already with lost temple and metalopolis. The air spawns on Sky Garden don't even have a sensible 4th for zerg outside of the super-remote gold base, which you'll never have creep control over anyway. /rant | ||
Zaros
United Kingdom3673 Posts
On September 18 2017 22:08 Liquid`Snute wrote: Man I really got not only the worst map pool vs terran, but also the worst spawns. Arch of Janus (my veto), Grime, Sky Garden, Neon Violet Square, God's Garden (inno's veto) Both neon violet and grime have centered mains instead of corner mains which really sucks vs terran. the "in-base" natural on neon violet holds no value to zerg. And from there, I have to just break down rocks up until minute 12 similar to playing Interloper. Not very fun for zerg. Grime needs a more accessible 4th. And then to top it off as if having a centered main instead of a corner main wasn't bad enough, I get unlucky with a 1 in 3 chance and get the worst possible spawns vs terran on sky garden. Leaves me with 2 choices: Letting terran expand freely across the map while i desperately try to keep my main intact vs vacs while trying to drag it to a 40 minute hive game, or all-in with an air-related build (this is what i tried). Mappers really need to take into account that we don't want spawn related coin flips, and zerg doesn't want to spawn into terran all the time. Focus on fair development and balance. Imagine what pro games play out like before designing the map instead of relying on memes like this. We went over this in 2010 and 2011 already with lost temple and metalopolis. The air spawns on God's Garden don't even have a sensible 4th for zerg outside of the super-remote gold base, which you'll never have creep control over anyway. /rant Maybe blame the judges for choosing the questionable maps in the first place | ||
Liquid`Snute
Norway839 Posts
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Ej_
47656 Posts
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Elentos
55454 Posts
On September 18 2017 22:19 Liquid`Snute wrote: Sure, i was a bit busy with montreal this time around so i didn't judge, will do what i can to be judging in the next one. I hope I'm not alone in that having a 1/3 chance of air and 2/3 chance of long distance is fundamentally bad and should be instantly rejected by default. Others might think differently about spawn coinflips tho. I don't get why you wouldn't disable close by air spawns on a map like that. Close by air is always gonna be problematic. Not that I think cross spawns on a map that size would work out amazingly. | ||
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