An art form so grand, so dynamic that it won't ever be displaced in history.
Much like a painting:
- The background consists of the map, its doodads, and static production structures.
- The subject matter is ever evolving, a fight between two entities on various terrains.
In my opinion, it's also why maps are so important in such a game. Aside from balancing the matchups, it makes each game really unique when each map presents its own quirks, and in a way, forces certain play styles. After all, how many people would go mech on Andromeda when it's clearly a SK Terran map? Furthermore, a 1-1-1 is different from a 1 rax FE, both mechanically and aesthetically.
In previous blogs, I have always spoken about the importance of expanding in TvZ despite the fear of having to face multiple attacks with swarms and such. It's something that needs a lot of work to overcome, that fear of being outmultitasked and having to constantly lift or lose workers. Part of the reason why this next map I'll talk about briefly is pretty cool in this regard.
The map? Roadrunner. A map from 2010 that saw many games on it in winners' league, and other tournaments. I have recently become acquainted with the map, having played some games on it. I have already watched Actions' famous 40 minute game vs Flash, and another cool game of Kwanro's vs Flash on it.
Expansions taken are clockwise (for Terran imo, Zerg is different), and there's a large ramp beneath the third base. Lots of bridges (circles) which are a haven for lurkers, if the Zerg manages to set them up. One thing that I've found this map prompted heavily is macro games. I've generally found it easier, or maybe it's just me, to grab a third after making a second group to defend the building SCV as well as defend muta or lurker harass. First group of course goes out hunting, and keeps the Zerg honest and always thinking of defending rather than going on the offensive.
Anyways, I had a fun little game the other day. To paint the overall picture, I opened with 1 rax FE while my opponent went for 3 hatch muta. I didn't suffer much damage from this, and established my third base after my opponent has also established his. Macro is doing ok so far (<1k though there are some spikes) despite some back and forth battles. I also try to take my opponent's close base, but irradiate never finished (never researched, probably used gas on a vessel) so I got pushed back from there.
Soon after, I'm close to 170 supply or so, doubling my opponent's supply, 16-17 minutes in with 3 bases mining. I'm also taking a fourth though my saturation here is pretty bad due to the action going on. I manage to deny my opponent's fourth twice, but a drop into his third was denied earlier, so his economy otherwise is unscathed. Eventually, this turns into a long macro game with my opponent re-grabbing his fourth, and I end up grabbing two other bases, though not fully saturated.
Once my opponent breaks out, and I'm adamant on sticking to SK Terran, a battle and forth battle between mnm/vessels and ultras/lings/defilers takes place as my opponent and myself both fight to reclaim the high ground:
I obviously didn't do the best job of vessel retention because I got really focused on trying to keep my macro going as well as micro in battle against the flood of ultras. I did push him back, and my money actually went all the way to double digits, but it was rough to keep the macro going, and something had to give.
Sadly, I ended up losing my foothold after my macro slipped, and with it, my last two mining bases. At that point, I knew that this game was over, but it was fun and I thought I should share it with everyone who loves the game as much as I do.