OMG OMG OMG U GUYS ITS NEW MAP TIME
To begin, a retrospective at what I thought about this season's maps:
Quote:
Originally Posted by goofyballer
Overgrowth: looks like it's an easy third for Protoss (wall off the outside path with gateways + cannon, lol at Zerg) so terrible map, also gonna be super easy for Protoss to feint towards Z natural then just put up a wall of forcefields kill the third and recall home
Merry Go Round: somehow doesn't look terrible despite being 3 players, though your 3rd appears a bit exposed if other player spawns counterclockwise
Waystation: total joke map with the bottom left/upper right spawns if Terran is playing, float a quick CC over for a free base, are you ****ing kidding? Other than that looks alright
Overgrowth: I think I was wrong, this map wasn't terribly imbalanced (except in favor of mech TvZ), and while Protoss did have some strong simcity-based attacks on third bases with force fields that we all saw way too often, the map allowing for pretty open engagement probably helped out Zerg just as much.
MGR: Pretty good map
Waystation: I was also wrong here, although I think the problem isn't so much with my predictions as it is with Terran players. Seriously, in close spawns, why would you ever not go fast 3CC and take a free base behind your main? I'm not getting a lot of mutas over there very quickly - with good TvZ play, you're making me stay at home and pressuring my 3rd (which is kinda distant!) and all that jazz, I can't just make 20 mutas and fly over there.
Anyway, removed are:
Habitation Station
Frost (RIP)
Alterzim (yay!)
Waystation (aww)
I kinda like Waystation long spawns but I'm gonna guess the reason they took it out after just 1 season is because not enough people pick it in tournaments, or something, and you know what? **** that, that's a ****ty reason to take a map out, you shouldn't be catering to tournament players who are deathly afraid of a map that you can't just plan out an exact build for since it changes based on spawns. It gave us some crazy good games too.
Staying are:
Overgrowth
Merry Go Round
King Sejong Station
And joining them are:
Foxtrot Labs LE
a bigger view of the original map (dunno if Blizzard changed anything for ladder)
No vertical spawns I think. Looks like a great swarm host map, shoot me. Also looks like horizontal spawns kinda sucks for ZvT - looking at bottom spawns, if you're on the right, Terran has a great angle to drop you from any direction. On the left, Terran can probably do some insanely annoying pushes with like 2 siege tanks parking below the natural, totally protected while you dance around marines. Verdict: don't like it.
Deadwing LE
bigger picture from TL original
Looks almost Zerus Prime-like in your ability to take lots of bases really really fast, unless it's horizontal spawns in which case I guess you need to kill some rocks first. Center area fairly open, I'll go with slightly Zerg-favored even though T/P will have no problem going up to 3 bases very quickly.
Catallena LE
larger TL view
Three player maps are just
all the rage these days. With more bases around the edge of the map than Merry Go Round (which has the ones closer to the center watchtower), I feel like this looks like it favors the player who gets to expand clockwise away from their opponent over the player who has to take their clockwise natural but then go counterclockwise away towards a 4th base that's screaming "please dual-pronged attack me".
Like, which ground area would you rather be responsible for defending to keep your 4 bases intact?
Verdict: do not want.
Nimbus LE
bigger TL view
Map screams "please go CC/hatch/nexus first, every time", so there's that. Doesn't look too noteworthy otherwise.
Predicted Zerg vetoes: King Sejong, Foxtrot, Catallena