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Active: 1408 users

Dante's Peak SE, so beautiful for PvT

Blogs > FourFace
Post a Reply
FourFace
Profile Blog Joined March 2011
701 Posts
Last Edited: 2011-06-01 08:32:18
May 31 2011 20:59 GMT
#1
I'm a man of simple taste. I like zombies, watching good sci-fi and hope to one day live next to a surfable beach. But when it comes to BW I get eccentric, especially about maps. I don't like most of the more frequented ones on iccup so I consider it special when I go to liquipedia, take a good stare at one of the motw and get winked at. Dante's Peak SE is so sexy and here's why.

[image loading]



You might ask yourself why is this freak incapable of refraining from touching himself when it comes to this map. Because, my fellow BW enthusiasts, from a Protoss' point of view it is astonishingly compatible with all of today's viable strategies against Terran + it has a little something I like to call a REVOLVER. YES this is something I made up.

Dante's Peak SE has a perfect REVOLVER for PvT

2 Player Maps, with 2 spawning points that is, by definition can't have a revolver .. I'll give you another clue: It has got 100% to do with build follow-ups. Can you guess what it is?

Definition: A revolver is a property of a map to change the optimal tech branch / build follow-up in a specific matchup in relation to the spawn location.
Due to this geographic characteristic a player is encouraged to vary his tech approach with regard and in accordance to advantages emanating solely out of the given positional constellation.

One can deduce that there are 3 constellations on a 4 player map: when the enemy is positioned on either side of the player or across the map.
The point of origin is of course irrelevant due to symmetry

Dante's Peak SE revolver for PvT if Protoss spawns top left:
1. Terran is top right: optimal for reaver drop in the natural as there is no way except comsat for T to spot the shuttle, if it leans against the border of the map, until it's already knocking at the door. Should turrets deny effective harass at the natural the window of opportunity is wide enough to search for weak spots along the coast of the main. Templar tech can be postponed conveniently because in this constellation on this big map templar drops become most effective in the late-game when shuttle speed is researched and expansions at the far side can be harassed as greater distances don't hinder the momentum.

2. Terran is across: optimal for carrier tech as enemy forces are bound to take a long time to reach critical outposts. There's minimal risk when playing passively until carriers pop, easily denying dropship/vulture harass and stopping push advancements guerrilla-wise. Once a sizable carrier force is ready the ridges and natural borders provide excellent maneuverability.

3. Terran is bottom left: optimal for recall and thus armory, starport destruction and factory decimation and also map control and flank-attack preparation. Even if T should take control of the expansion between T main and P natural and secure the ridge with tanks I believe there's enough space to squeeze through an arbiter grinding the border of the map and once it's in there a number of key targets can be assaulted. The enemy is also less aware of the threat of being backstabbed at the natural. While the arbiter is gathering energy there's enough time to circumvent hot zones and hit an early timing recall but remember kids .. always send an observer out in front.


Don't know yet how dt action fits into this picture, maybe it doesn't at all which would make the map even sexier as dts are considered probably the gayest thing you can resort to in PvT from a Terran's perspective. And not having to be gay is a beautiful thing don't you think?

***
I don't know, lynch me!
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
May 31 2011 22:37 GMT
#2
The map is really sexy and plays well, i just don't like that koreans never pay attention to detail and ignores decoration beyond maybe a few symbols formed with terrain.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
don_kyuhote
Profile Blog Joined December 2009
3007 Posts
May 31 2011 23:24 GMT
#3
I haven't followed BW in a while but whoa, when was the last time there was a map with 16 vespene gas?
For what shall it profit a man, if he shall gain the whole world, and lose his own soul?
FourFace
Profile Blog Joined March 2011
701 Posts
June 01 2011 08:38 GMT
#4
Zergs definitely love that trait -> arguably a zerg map overall
I don't know, lynch me!
GGitsJack
Profile Blog Joined June 2010
New Zealand426 Posts
June 01 2011 12:53 GMT
#5
Anyone care to do an analysis on how PvZ would be on this map then?
"A reason becomes an excuse if you don't do anything about it."
FourFace
Profile Blog Joined March 2011
701 Posts
Last Edited: 2011-06-01 17:04:43
June 01 2011 16:43 GMT
#6
Unleash a shitload of Storm or die trying.

In fact, you can call me crazy, but if there has ever been a map for p to go arbiter against z this is it. Only in the late game of course should you be lucky to hold of a rapid muta harass with subsequent hydra bust rape attempt.
It's the only way to compensate for lack of maneuverability with a large protoss ball. Consider turtling and defending your bases as passively as possible while setting up those recalls to stop a macro zerg from overtaking the map. You need a sizable corsair armada and stasis to cut scourge swarms in half.

If you want to take it to the extreme I recommend mind-controlling a drone, hatcheries on the loose end shouldn't be too heavily guarded. And then you can start expanding cost-efficiently, turn the odds upside down if you will.
I don't know, lynch me!
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