http://www.fighterforum.com/news/news_photo_read.asp?cat=PHO&idx=1334
The Eye
Sting
Arcadia
Felix
Rush Hour 3
Thoughts?
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Carnac
Germany / USA16648 Posts
http://www.fighterforum.com/news/news_photo_read.asp?cat=PHO&idx=1334 The Eye Sting Arcadia Felix Rush Hour 3 Thoughts? | ||
IdrA
United States11541 Posts
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to miss the mark
Bosnia-Herzegovina1381 Posts
Yeah Z is fucked. | ||
gulii
Sweden2791 Posts
Cool with a snowmap now. | ||
thedeadhaji
39473 Posts
ow my eyes hurt >< | ||
FireBlast!
United Kingdom5251 Posts
These maps are only potential nominees, I guess we will see probably 2 of them at most actually being used next season. | ||
NeoIllusions
United States37500 Posts
How many maps are there in each MSL season, 4? | ||
bsj9
United States927 Posts
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Eatme
Switzerland3919 Posts
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Carnac
Germany / USA16648 Posts
On March 13 2006 12:23 FireBlast! wrote: The final map is in fact Rush Hour 3, they fixed a few resource imbalances as well shuffling a little the positioning of the 11 o clock natural. These maps are only potential nominees, I guess we will see probably 2 of them at most actually being used next season. Uh, yeah, I didn't really look that closely at the Rush Hour picture, gonna edit my first post. You got any infos on potential OGN maps? | ||
skindzer
Chile5113 Posts
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Live2Win
United States6657 Posts
Like FireBlast said, they're just potential nominees for the new map this MSL. Here's a detailed explanation. The Eye Explanation: Once again they are experimenting with ramps. With specially designed ramps they can now have ramps point in different directions instead of the few they had. If you remember ramps were generally North-South. This was because of StarCraft's 2D Design. Now they have eliminated that and can make it go South-North. Also, ramps use to only go diagnal, now they can make it horizonal and vertical. The natural is made so that in order to take it, you must play offesive-rather than defensive. The many expos is suppose to make it a macro-base map. My opinion: Interesting map. No islands, and plenty of gas expos. Rush distances are fairly far, and as long as you protect one ramp from below, you can take ur nat and min-only without problem. The other expos are below ramps, and they're are plenty of gas expos. It will be interesting to see the balance on this map. Sting Explanation: Based on the design of Raid-Assault. Made for strategic play. There are little roads early game rushes, but the roads are narrow. Once it goes into mid-game there are other places to take, and in late-game there are many roads to choose from. The main base has two entrances, but 1 entrance is too narrow so that only basic-units may enter (lings, zlots, mnm) My Opinion: I generally don't like these type of maps. They tend to create the most balance issues. However, it takes much studying and practice to find strats and sometimes they create alot of exciting games. It reminds me alot of Ride Of Valks and BiFrost. Arcadia Explanation: A map designed to replace R-Point-like maps, created in basic design to make it safe (I'm assuming they mean balance issues). It re-introduces island expos and is expected to show some nice games. My Opinion: I do not like the roads in the middle. And the nat can be easily targetted from the opposite side. In gereral I don't think it will be toss-friendly. There are not so many gas expos that can be accessed easily, and it will be difficult to battle in the middle for zerg. So in general, I think it is slightly terran-friendly, and bring much stress to toss users. But that's just theory, we'll have to see. Felix Explanation: A map connected by bridges in a circular motion. There are not too much resources at your expos and the map in general is not economically rich. The natural does not have that much money compared to other maps and is slightly difficult to defend, thus an offensive style may suit it better. Expected to have nice balance. My Opinion: I don't like ice maps. They hurt my eyes. I don't like how the expos are in wide open areas, and can be targetted from different sides. I'm not sure what to say but I don't think it will be easy for zerg to take their nats. Rush Hour 3 Explanation: Upgraded from Rush Hour 2. The 11 natural has been changed to make it even. (Zerg players were complaining that it is harder to defend ur expo there than anywhere else) And have been fixed to settle mining issues. My opinion: I liked Rush Hour 1 better! | ||
SuperJongMan
Jamaica11586 Posts
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Suicide
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Canada1225 Posts
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