On July 04 2010 15:09 Spyfire242 wrote:
I think terran would be almost 100% win on a map with no gas...
I think terran would be almost 100% win on a map with no gas...
Cannons beg to differ.
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Lightwip
United States5497 Posts
On July 04 2010 15:09 Spyfire242 wrote: Show nested quote + On July 04 2010 15:05 Lightwip wrote: On July 04 2010 14:58 hacpee wrote: A map with no gas. Rofl... you're right though. I think terran would be almost 100% win on a map with no gas... Cannons beg to differ. | ||
ejac
United States1195 Posts
On July 04 2010 15:09 Spyfire242 wrote: Show nested quote + On July 04 2010 15:05 Lightwip wrote: On July 04 2010 14:58 hacpee wrote: A map with no gas. Rofl... you're right though. I think terran would be almost 100% win on a map with no gas... No, terran would be unplayable. The game would devolve into static D vs. static D, and bunkers without range upgrade are outranged by sunkens/cannons. | ||
Lightwip
United States5497 Posts
Honestly, PvT advantages are often ZvP advantages as well though. | ||
sechkie
United States334 Posts
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infinity2k9
United Kingdom2397 Posts
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ilbh
Brazil1606 Posts
at least for ZvP: P can abuse of air harass, easy to defend nat and third, open in the middle... | ||
Ideas
United States8108 Posts
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exeexe
Denmark937 Posts
Then add features around the building so that you can pylon jump it with a probe. | ||
Neon_Monkey
United States270 Posts
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Djin)ftw(
Germany3357 Posts
dire straitsNeo Hall of ValhallaGorky Island | ||
darkemperor
Turkey725 Posts
On July 04 2010 20:15 Djin)ftw( wrote: it would be an island map dire straitsNeo Hall of ValhallaGorky Island These remind me that we need island maps now.. | ||
Holgerius
Sweden16951 Posts
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ArvickHero
10387 Posts
A second entrance blocked by mineral patches benefits Protoss when they are contained, but be sure to add a lot so that it can't be mined out early for some Zerg cheese. Have like 13 or more mineral patches in the main to make PvZ easy. The center should have a couple of structures to keep it from being too open, ala Fighting Spirit or Neo Requiem. That's pretty much all I can think of that would make a map universally imba for Protoss. Maybe making the map a semi-island like Troy or Plasma would make it worse | ||
Servius_Fulvius
United States947 Posts
+ Show Spoiler + ![]() The balance is a lot more extreme for PvZ rather than PvT, but it's protoss-favored on both accounts | ||
Necosarius
Sweden4042 Posts
![]() IMO in PvT a very open map with long rush distance and hard to secure third base and no ramp would be P>T. | ||
KlaCkoN
Sweden1661 Posts
I guess that's key for a protoss map in general, keep the expansions and mains really far apart and hard to defend. Islands are nice too. | ||
Strelok
Ukraine320 Posts
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opsayo
591 Posts
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niteReloaded
Croatia5281 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=46467 | ||
Leath
Canada1724 Posts
The bases cant be too far, and a third base could be place around the first one (like Longinus), so that you can easily defend your surrounding edges all the while keeping your main safe from drops. There should be a relative easy non-main base with 2 geyser, since Protoss will most likely require a lot of gas investment in mid and late game. Protoss High Templar and Archons are hardest units to fight against as Zerg. Arbiters and High Templar are very powerful to diminish the Terran army. Therefore, a Protoss with a lot of gas can become strong quickly. The natural expansion entrance should be easy to narrow. In that fashion, the Protoss can easily FE and prevent lings run-by and mid game vulture raids. I think that is about it. Longinus, Troy and Katrina are possibly the best maps for Protoss. | ||
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