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On June 15 2010 11:46 MarineHeroSamKhan wrote: Not really a plane... it think it's a upside down smile face = ) Oh god! can not unsee!
In addition, I think it's silly that we're all this excited over a map. Yay silly!
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On June 14 2010 14:33 nozaro33 wrote: Guess Flash can't do 14 cc on this map Do you think that will stop him?
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that is such a sick map!!! ^^ Its not a birdddddd its not a planeeee its a fucking birdplanneeeeee!
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sweet, 9 pool into fast muta then just win
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Just me or is that map a Vuvuzela.. lol
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On June 15 2010 02:46 Piste wrote:Show nested quote +On June 15 2010 01:26 zrules wrote: Zerg will be under pressure to rush air early game, but a Terran have such an easy route to 5 mineral lines and 4 gases... just a siege line w/ Depots and turrets = no zerg push... That last choke could also be siege tank fodder (by the fourth gas)... but I don't think zerg should try air here, it's too easy for a terran to expect it and thus play a bit defensive and now, at best, you have 900 mins and gas in air units that can't do anything to turrets and goliaths... You'r propably quite new to SC. going mutalisks is a very standard start for ZvT, thus terrans usually expects them. btw, goliaths and turrets arent that good vs mutas without support (mtm/valkyries/vessels).
Sorry if I seemed a little "out there" in saying that... I have been around SC for about a year, but only started posting.... well recently :/.
Yes, what I was saying though is that even though it is a very likely possibility, that the tech would be, a waste of sorts as opposed to hydras unless you were going for a muta/hydra mid game. And I disagree... turrets are decently effective against mutas, and with charon booster goliaths and the huge amount of ground space to put buildings as to prevent stuck units and the large distance (comparative to python) to fly within the main before you get to the mineral line (And the fact that both mineral line have essentially zero room to maneuver behind with mutas), it just seems like a bit of a waste to go for mutas when you could immediately go for a decent ground army with hydras, and then if you want the mutas to soak up damage, get them, but otherwise, mutas don't seem to be useful for harass on this map unless they forgo scan (which seems too risky at such close positions, even if they are going mech).
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On June 15 2010 12:30 zrules wrote:Show nested quote +On June 15 2010 02:46 Piste wrote:On June 15 2010 01:26 zrules wrote: Zerg will be under pressure to rush air early game, but a Terran have such an easy route to 5 mineral lines and 4 gases... just a siege line w/ Depots and turrets = no zerg push... That last choke could also be siege tank fodder (by the fourth gas)... but I don't think zerg should try air here, it's too easy for a terran to expect it and thus play a bit defensive and now, at best, you have 900 mins and gas in air units that can't do anything to turrets and goliaths... You'r propably quite new to SC. going mutalisks is a very standard start for ZvT, thus terrans usually expects them. btw, goliaths and turrets arent that good vs mutas without support (mtm/valkyries/vessels). Sorry if I seemed a little "out there" in saying that... I have been around SC for about a year, but only started posting.... well recently :/. Yes, what I was saying though is that even though it is a very likely possibility, that the tech would be, a waste of sorts as opposed to hydras unless you were going for a muta/hydra mid game. And I disagree... turrets are decently effective against mutas, and with charon booster goliaths and the huge amount of ground space to put buildings as to prevent stuck units and the large distance (comparative to python) to fly within the main before you get to the mineral line (And the fact that both mineral line have essentially zero room to maneuver behind with mutas), it just seems like a bit of a waste to go for mutas when you could immediately go for a decent ground army with hydras, and then if you want the mutas to soak up damage, get them, but otherwise, mutas don't seem to be useful for harass on this map unless they forgo scan (which seems too risky at such close positions, even if they are going mech).
Muta harass is a must in maps like this. A mid-game zerg army gets crushed by tanks. 2 tanks + some support > any amount of hydras. If they go mech, you'll be able to do a decent amount of damage with the mutas before the goliaths arrive to acceptable numbers.
Also, I don't think T will go mech in such a muta-strong map. Bio -> mech transition seems the most likely way to see mech in this map.
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United States11390 Posts
On June 15 2010 12:39 shalafi wrote:Show nested quote +On June 15 2010 12:30 zrules wrote:On June 15 2010 02:46 Piste wrote:On June 15 2010 01:26 zrules wrote: Zerg will be under pressure to rush air early game, but a Terran have such an easy route to 5 mineral lines and 4 gases... just a siege line w/ Depots and turrets = no zerg push... That last choke could also be siege tank fodder (by the fourth gas)... but I don't think zerg should try air here, it's too easy for a terran to expect it and thus play a bit defensive and now, at best, you have 900 mins and gas in air units that can't do anything to turrets and goliaths... You'r propably quite new to SC. going mutalisks is a very standard start for ZvT, thus terrans usually expects them. btw, goliaths and turrets arent that good vs mutas without support (mtm/valkyries/vessels). Sorry if I seemed a little "out there" in saying that... I have been around SC for about a year, but only started posting.... well recently :/. Yes, what I was saying though is that even though it is a very likely possibility, that the tech would be, a waste of sorts as opposed to hydras unless you were going for a muta/hydra mid game. And I disagree... turrets are decently effective against mutas, and with charon booster goliaths and the huge amount of ground space to put buildings as to prevent stuck units and the large distance (comparative to python) to fly within the main before you get to the mineral line (And the fact that both mineral line have essentially zero room to maneuver behind with mutas), it just seems like a bit of a waste to go for mutas when you could immediately go for a decent ground army with hydras, and then if you want the mutas to soak up damage, get them, but otherwise, mutas don't seem to be useful for harass on this map unless they forgo scan (which seems too risky at such close positions, even if they are going mech). Muta harass is a must in maps like this. A mid-game zerg army gets crushed by tanks. 2 tanks + some support > any amount of hydras. If they go mech, you'll be able to do a decent amount of damage with the mutas before the goliaths arrive to acceptable numbers. Also, I don't think T will go mech in such a muta-strong map. Bio -> mech transition seems the most likely way to see mech in this map. Err just 8rax, proxy or otherwise, and then follow up with factory.
Also, anyone trying to get mutas out as fast as possible will die to 2fac speed vults anyways.
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On June 15 2010 12:39 shalafi wrote:Show nested quote +On June 15 2010 12:30 zrules wrote:On June 15 2010 02:46 Piste wrote:On June 15 2010 01:26 zrules wrote: Zerg will be under pressure to rush air early game, but a Terran have such an easy route to 5 mineral lines and 4 gases... just a siege line w/ Depots and turrets = no zerg push... That last choke could also be siege tank fodder (by the fourth gas)... but I don't think zerg should try air here, it's too easy for a terran to expect it and thus play a bit defensive and now, at best, you have 900 mins and gas in air units that can't do anything to turrets and goliaths... You'r propably quite new to SC. going mutalisks is a very standard start for ZvT, thus terrans usually expects them. btw, goliaths and turrets arent that good vs mutas without support (mtm/valkyries/vessels). Sorry if I seemed a little "out there" in saying that... I have been around SC for about a year, but only started posting.... well recently :/. Yes, what I was saying though is that even though it is a very likely possibility, that the tech would be, a waste of sorts as opposed to hydras unless you were going for a muta/hydra mid game. And I disagree... turrets are decently effective against mutas, and with charon booster goliaths and the huge amount of ground space to put buildings as to prevent stuck units and the large distance (comparative to python) to fly within the main before you get to the mineral line (And the fact that both mineral line have essentially zero room to maneuver behind with mutas), it just seems like a bit of a waste to go for mutas when you could immediately go for a decent ground army with hydras, and then if you want the mutas to soak up damage, get them, but otherwise, mutas don't seem to be useful for harass on this map unless they forgo scan (which seems too risky at such close positions, even if they are going mech). Muta harass is a must in maps like this. A mid-game zerg army gets crushed by tanks. 2 tanks + some support > any amount of hydras. If they go mech, you'll be able to do a decent amount of damage with the mutas before the goliaths arrive to acceptable numbers. Also, I don't think T will go mech in such a muta-strong map. Bio -> mech transition seems the most likely way to see mech in this map.
It might seem like a huge must, but the problem is that a mutas even with a close flying distance can't do much when they don't have room to maneuver or the space for turrets is too large (in this case, the turret space is more to the side yes, but turrets to the side + a quick evac means trapped mutas :/). Sure the distance is close, but a terran who expects mutas is going to be preped. Now what you said about the more likely aspect of bio transition into mech is probably, well, the truth, if anything, M n M + Tanks can do a hell of alot against most anything that is thrown at them at least before Hive tech, though, it just seems like a map that really seems to limit a Zerg's potential on the map. And while it seems unlikely for a "straight up" mech build, if they sac an early tank for goliaths they will have a good shot (and with any early M n M's that they might have built/overbuilt to compensate early).
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FREEAGLELAND26780 Posts
Ahaha, amazing first post.
Also whoever benjammin is, his picture is going into the next OSL post rofl.
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LOL Nice subliminal stuff for Korean Air.
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United States2554 Posts
Korean Air deserves its own map, glad someone made it :D
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lol :D Plane for korean air ftw.
:/ some island expos, we might see new fast drop tech builds show up here :/
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not gonna lie, this map must be pretty balanced to be put in the OSL. The last few years, the maps have been rather balanced, and i think that the map selectors have gotten better at deciding on balanced maps. i think that the multiple levels will favor Terran, the short air distance will benefit Zerg, and the longer rush distance, and easily accessible, and rather easily defensible 2nd and 3rd gases will help Protoss the most.
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Look at the two mains mineral lines... Bottoms is much easier to harrass.
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The rush distance looks fine to me. It's longer than adjacent positions on python by ground or by air.
Anyway, the rush distance was only part of the reason Battle Royale was so imba. Most of the map actually looks fairly standard for a 2 player map. The narrow canyon is interesting, kind of like Hitchhiker, though it will probably be a no-mans-land past 10 minutes.
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On June 15 2010 11:46 MarineHeroSamKhan wrote: Not really a plane... it think it's a upside down smile face = )
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wow i'm really impressed that they made a map with a plane shape in symmetrical. However, it still remains to be seen if it's balanced, right? Drops seems strong on that map, and so does fast muta :O
but im a noob XD
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Map DL link
[url blocked]
Enjoy
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