ZigguratOfUr Profile Blog Joined April 2012 Iraq 16046 Posts Last Edited: 2016-06-07 01:21:32 #10



edit:



I already posted my opinion of the maps after seeing the games



Here's how I feel about the changes:



GALACTIC PROCESS- Changes are nice and moderately improve the map. The hallways still won't be used.



KORHAL KILLZONE- This map is the most improved in my mind, which is impressive considering how minimal the changes were. The rock towers make taking a third or fourth that little bit safer, which will increase the breadth of different games played on the map while conserving it's "rush" map status.



NAMASTE- Namaste has also improved quite a bit, the new bottom of the map being much better (though I'm still doubtful as to how often it'll be taken anyhow). The changes to the top of the map reduce the amount of abuse possible (especially by siege tanks) quite a bit. I'm still not a huge fan of the map, but the changes have certainly been for the better.



PALADINO TERMINAL- Fairly small changes that solved a few of the map's problems. Still not sold on the overrall concept though.



SHIVA- The changes make the other third slightly more viable, but didn't go far enough. All the problems I had with the map are still there.



DASAN STATION- The changes make the early game slightly more manageable at the cost of making the mid-game much worse. The map was already way too restrictive, and the map flow was already way too awkward and this change only made it worse. Until the golds are mined out opening another path the map is a nightmare to navigate. Still by far my least favourite map in the contest.



NEW GETTYSBURG- Slight improvement overall. The air blockers are still going to trap units incredibly often.



CALDEUM PLATEAU- This Caldeum Plateau is almost an entirely new map. The gold is a lot more necessary to take now which makes it fit the category better, but there's only so much that can be fixed when the core concept is weak.



FLAME JUGGLER- I still have not much of an opinion about this map.



GOOJIRA GREENHOUSE- The fact that you can now take the gold makes the pocket natural makes it so much better, and the changes to the back of it are great. I preferred the original position of the ramp from the main to the pocket, since this new ramp makes defending 4 bases too easy, and it was already pretty easy in the first place. The changes to the middle of the map do make it less choky which is good, but it also makes the middle not as interesting. It increases the problem of people just sticking to their corner of the map, and reduces the incentive to take position in the middle. Mixed feelings overrall about these changes. Oh nice the voting system is finally not FPTP anymore. Still not sure who I'm voting for--I'll have to look at the changes made carefully.edit:I already posted my opinion of the maps after seeing the games (here) , and they haven't changed much from watching more of the games save that I like Apotheosis a little less due to how little early game options there are, and Flame Juggler which was a question mark for me before turned out to be pretty average, not really compelling enough to be a winner in my eyes.Here's how I feel about the changes:GALACTIC PROCESS- Changes are nice and moderately improve the map. The hallways still won't be used.KORHAL KILLZONE- This map is the most improved in my mind, which is impressive considering how minimal the changes were. The rock towers make taking a third or fourth that little bit safer, which will increase the breadth of different games played on the map while conserving it's "rush" map status.NAMASTE- Namaste has also improved quite a bit, the new bottom of the map being much better (though I'm still doubtful as to how often it'll be taken anyhow). The changes to the top of the map reduce the amount of abuse possible (especially by siege tanks) quite a bit. I'm still not a huge fan of the map, but the changes have certainly been for the better.PALADINO TERMINAL- Fairly small changes that solved a few of the map's problems. Still not sold on the overrall concept though.SHIVA- The changes make the other third slightly more viable, but didn't go far enough. All the problems I had with the map are still there.DASAN STATION- The changes make the early game slightly more manageable at the cost of making the mid-game much worse. The map was already way too restrictive, and the map flow was already way too awkward and this change only made it worse. Until the golds are mined out opening another path the map is a nightmare to navigate. Still by far my least favourite map in the contest.NEW GETTYSBURG- Slight improvement overall. The air blockers are still going to trap units incredibly often.CALDEUM PLATEAU- This Caldeum Plateau is almost an entirely new map. The gold is a lot more necessary to take now which makes it fit the category better, but there's only so much that can be fixed when the core concept is weak.FLAME JUGGLER- I still have not much of an opinion about this map.GOOJIRA GREENHOUSE- The fact that you can now take the gold makes the pocket natural makes it so much better, and the changes to the back of it are great. I preferred the original position of the ramp from the main to the pocket, since this new ramp makes defending 4 bases too easy, and it was already pretty easy in the first place. The changes to the middle of the map do make it less choky which is good, but it also makes the middle not as interesting. It increases the problem of people just sticking to their corner of the map, and reduces the incentive to take position in the middle. Mixed feelings overrall about these changes. Maps I made recently: Nevermore: https://i.imgur.com/NiqR0Rj.jpg | Rubaiyat: https://i.imgur.com/XD3E3vd.jpg | Grand Canal: https://i.imgur.com/kNgyOCo.jpg