As you probably read on W3Arena, Replayers and on my cute blog, cup is tomorrow. I expect to see some very dear friends in it and also other good gamers who are eager to try out the maps that I've been editing. It will be amazing to see which players will manage to adapt on completely changed maps which require much more than all other maps that everyone used to play on. Download W3A Map Pack v1.06 HERE.
The beauty of the maps is that, except me and very few guys who tested the maps, nobody actually knows what strategies are the most effective, what tricks can be used and how to deal with creep set and moving paths. This will inevitably lead to interesting games in which players will have to improvise, because they have zero knowledge and experience on new battleground.
Unlike classic battle.net maps, current versions of TFT maps that were imported to ROC and maps that were created but not actually defined by community users, maps that will be played in tomorrows cup are precisely defined for ROC gameplay. Meaning, every spot is well thought out and made for the purpose of the game we play. It is true, TFT maps were imported to ROC because of their popularity in TFT, I know this because I was the first one to do it with ZeN, but their actual usage in ROC lead to numerous imbalances and nonsense plays in which players were forced to play what the maps were requiring from them.
On maps that you are going to play tomorrow, you will decide how to play. Every map has numerous places of interest and game variations that all depend of players approach. The dynamic is way bigger than on all maps that you played in the past. Best examples for what I am explaining will be Plunder Isle, Secret Valley and Scorched Basin.
Another great change that I implemented in maps is adequate item distribution. This means that each spot gives an item that is equal to the risk and the task that spot requires to be taken. If spot weakens or exposes you, it is high probability that you will get an item that will strengthen you up. If spot represents huge place of interest and you take it you will get adequate reward.
To continue with this subject and to prolong it so I can explain it better. Months ago, when I started to work on the maps I was thinking about item distribution from creeps. I studied the way that Blizzard employees did it and I understand that when they were doing it, they didn't have game knowledge that we have today. Also to see what other communities were changing, I downloaded rMaps from trollarena and realized that those newbies there only made things worse. Certain spots on some maps, for example Tranquil Paths, were giving 1 set that included only two items in it. So if you went out and crept natural expansion you were sure that you will get Sentry ward or Illusions. Or even worse, some crazy amount of Lightening shields. Also, the ugly part of rMaps, on which nothing except items was changed and the only thing was changed was managed to be fucked up, you were able to mass big potions of heal or mana without any sense. That's what happens when people with low gaming knowledge and understanding try to edit the playground.
You won't see that sort of stupidity on my W3A maps. Everything is well balanced and deeply thought out. With the experience and game knowledge that I posses, and with great support and suggestions from players who were testing these maps, I was able to make them they way they are now.
Although some players will definitely will be narrow minded and closed to the changes that these maps will bring, I am positive that the majority of players will embrace this creation with open hearts. It is, as RapiNg said while we were testing them, a breath of fresh air in ROC community. It truly is, because these maps don't only fight over boredom and monotony of classic maps, but are open for future improvements and changes. They also have huge potential to push players in better directions and to improve their gameplay.
As you will see in beautiful maps loading screen made by MFHELL, I allow everyone to use these maps as they wish. If you are hosting your own tournament, league or anything else, you have my permission to use them. My main intention was never to create these maps and jealously keep them for myself or the server that has my sympathies, but to share them with everyone who wants to have better time playing this game.
While chatting with many great players who were testing these maps, they all agreed that they are much harder to play than classics. Without a doubt, less good players who learnt certain strategies on certain maps and played them all the time which inevitably lead to them being very good at it but mostly because they were doing only that for long time, will have hard time playing on this maps. They will have hard time adapting. And on these maps, everything is about adapting. Numerous possibilities caused by well placed paths, objects replacements and well made creep set don't stuck you with one way of playing.
My sincere hope is that, for once, those who never agree on anything good unless it benefits them, will agree that these maps are the playground they wanna use for their games. I also hope that majority of players will recognize quality and chose it because it brings much more than they are used to.
Of course, some players found their limits on Moonglade and Legends and they are stuck in battle.net. They do well there. Others, lets say those who are a bit better, made one more step, joined some community tournaments and learnt how to creep on just imported to ROC Secret Valley, Turtle Rock and maps that were never made for ROC gameplay. They do well there.
If you don't believe that you belong to any of these two groups, come and have good time on good maps tomorrow. If however, you belong to any of these groups, come anyway, you might like learning something new.
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