Des changements pour Lerilak Crest, Prion Terraces et Central Protocol

Arkentass | 02/02/2016 à 16h20 - 0

David Kim a annoncé dans ce message des forums officiels différentes modifications pour les cartes la semaine prochaine. Sont concernées Lerilak Crest, Prion Terraces et Central Protocol. Voici les détails:

Thank you everyone for focusing on discussing the specific changes to maps that will help out balance. We believe that it's best to act quickly on the map changes, so let's discuss the proposed changes so that we can get them out next week. These are the current suggestions:


Lerilak Crest

As many of you guys have suggested this last week, we also agree that replacing the Rock Towers at the third base with Destructible Rocks is a solid suggestion. It would still keep the rush heavy nature of this map, while making the balance much better due to players having to focus mostly on the one choke point in the earliest stages of the game.


Prion Terraces

We were impressed with the solution proposed by the community on this map, because of how brilliant it was. The suggestion was to reduce the gap between Zerg and the other races on this map in terms of gold bases by replacing the natural normal expansion with one of the gold bases.

We thought this suggestion was smart not only because it gives better balance to most matchups, but because it keeps the core of what makes this map unique and cool compared to other maps in the pool. The main cool factor of this map was the more mineral heavy armies it encourages due to easier access to two bases, but the issue was that in Zerg vs. non-Zerg matchups, it wasn't uncommon for the other races to fall behind due to how the gold bases were set up. So the idea of moving one of the golds to the natural expansion makes the map a bit favored to the non-Zerg races, while Zerg still has slightly easier access to the next gold base which would give different advantages on each side.

We're leaning towards swapping the third with the natural, but it is also possible to swap the fourth with the natural as well. Let's discuss this specific change in detail so that we can make a right call on this together.


Central Protocol

Feedback on this map was the most intriguing to us. We received extreme feedback along the lines of, "There's no change that can make the map better." We also received feedback going through the exact specifics of what makes this map difficult on a per map basis with detailed tuning suggestions that target those issues specifically. We were very impressed by the level of analysis and thought process that went through this type of feedback. Thank you so much.

The suggestions for this map boil down to two solutions: Disabling vertical spawn locations and removing the back door rocks. We agree with the reasoning that vertical spawns are the most problematic due to how the third is set up so far away with rocks on them. For the other two spawns, we agreed with the thought process that having the most difficult to take third base in combination with back door rocks to the main base make the map really difficult to play using slower armies. We also agree that even if the rocks were removed, due to how the third base is set up, this map will still play very unique compared to other maps currently in the pool, but just reduces how far this is taken. Therefore, we agree that this is a solid balance tuning change.

Please keep in mind that although none of these proposed changes are 100% final yet, we would really love to move quickly on them. Let's discuss these specific changes, call out other absolutely needed changes if there are any others, and nail down on the best direction for these maps. Thank you for your feedback.


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