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What would a protoss favored map look like? - Page 5

Forum Index > BW General
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Lightwip
Profile Blog Joined April 2010
United States5497 Posts
July 08 2010 23:39 GMT
#81
On July 09 2010 07:23 GreEny K 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.


... Have you played a pvt with marines versus zealots?

Have you ever played a tvp with non-upgraded marines vs cannons?
If you are not Bisu, chances are I hate you.
abaDURRR
Profile Joined December 2009
Canada88 Posts
July 08 2010 23:44 GMT
#82
How about Destination without the little thing at the back and more bridges
exeexe
Profile Blog Joined January 2010
Denmark937 Posts
Last Edited: 2010-07-09 00:05:31
July 09 2010 00:05 GMT
#83
In mainbase the ground would be unbuildable in such a way that you can make gates but you cant make factories with addons.
And never forget, its always easier to throw a bomb downstairs than up. - George Orwell
Severedevil
Profile Blog Joined April 2009
United States4835 Posts
July 09 2010 01:15 GMT
#84
On July 09 2010 07:55 T.O.P. wrote:
Show nested quote +
On July 09 2010 07:25 Gositerran wrote:
Really no one mentioned Heart break ridge 4 pages and no one mentioned it

so good pvt and pvz

It's not good in pvz. Lurkers on cliffs are imba.

There's a reason Movie always gets Reavers on that map.

50% miss chance up the cliff makes Dragoons fucking horrible.
My strategy is to fork people.
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
July 09 2010 03:04 GMT
#85
I don't think anyone does very well on the chrystalis map
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
July 09 2010 04:19 GMT
#86
I'd say a wide open nat favors protoss heavily in both matchups.
Good places for warp in pylons.
Lot of cliffs for blink/collosus abuse.
semi tight paths, but multiple paths (like Kulas).
No cliffs on nats?
..and then I would, ya know, check em'. (Aka SpoR)
writer22816
Profile Blog Joined September 2008
United States5775 Posts
July 09 2010 04:46 GMT
#87
On July 04 2010 15:09 Spyfire242 wrote:
I think terran would be almost 100% win on a map with no gas...


On July 05 2010 00:39 Spyfire242 wrote:
In what situation did you think cannons/zealots would beat mass marines?


-___-

http://www.teamliquid.net/forum/index.php?show_part=19

and stay out!
8/4/12 never forget, never forgive.
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
Last Edited: 2010-07-09 06:23:03
July 09 2010 06:20 GMT
#88
Paradoxxx favoured toss. Probably been said already, didn't read all the posts. But it was basically a pure island map, and the main had room for 2 or 3 nexi and it had 2 or 3 geysers and 20 some odd mineral patches. Can't remember exactly it's been years. But basically toss could wreck anything with mass sair/reaver/goon into mass sair/carrier/arb. Toss endgame air beats anything either zerg or terran have.
True learning is not the memorization of knowledge; it is the internalization of patterns.
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
Last Edited: 2010-07-09 06:29:03
July 09 2010 06:26 GMT
#89
Also in general really rich mains favour toss. There was another map, I think it was called Evolution somethingorother in which the main base had 2 sets of minerals and gasses so every race got an absolutely free fast expand, and the middle was wide open, and toss wrecked on that too. If toss can expand as fast as terran and zerg without having to worry about harassment at all toss can basically overpower any midgame force pretty easily.

edit I think the name was Evolution Predator, but I can't remember if that's the right map
True learning is not the memorization of knowledge; it is the internalization of patterns.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 09 2010 07:33 GMT
#90
On July 09 2010 15:20 Hautamaki wrote:
Paradoxxx favoured toss. Probably been said already, didn't read all the posts. But it was basically a pure island map, and the main had room for 2 or 3 nexi and it had 2 or 3 geysers and 20 some odd mineral patches. Can't remember exactly it's been years. But basically toss could wreck anything with mass sair/reaver/goon into mass sair/carrier/arb. Toss endgame air beats anything either zerg or terran have.

Oddly enough, I dont think Paradoxxx would be Protoss favored at the moment... At least not against Terrans. With that said, Baekmagokji was decently P favored!
[image loading]
Administrator~ Spirit will set you free ~
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
July 09 2010 07:49 GMT
#91
On July 09 2010 16:33 Plexa wrote:
Show nested quote +
On July 09 2010 15:20 Hautamaki wrote:
Paradoxxx favoured toss. Probably been said already, didn't read all the posts. But it was basically a pure island map, and the main had room for 2 or 3 nexi and it had 2 or 3 geysers and 20 some odd mineral patches. Can't remember exactly it's been years. But basically toss could wreck anything with mass sair/reaver/goon into mass sair/carrier/arb. Toss endgame air beats anything either zerg or terran have.

Oddly enough, I dont think Paradoxxx would be Protoss favored at the moment... At least not against Terrans.


Really? Why not? Has some patch buffed terran air?
True learning is not the memorization of knowledge; it is the internalization of patterns.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 09 2010 07:59 GMT
#92
On July 09 2010 16:49 Hautamaki wrote:
Show nested quote +
On July 09 2010 16:33 Plexa wrote:
On July 09 2010 15:20 Hautamaki wrote:
Paradoxxx favoured toss. Probably been said already, didn't read all the posts. But it was basically a pure island map, and the main had room for 2 or 3 nexi and it had 2 or 3 geysers and 20 some odd mineral patches. Can't remember exactly it's been years. But basically toss could wreck anything with mass sair/reaver/goon into mass sair/carrier/arb. Toss endgame air beats anything either zerg or terran have.

Oddly enough, I dont think Paradoxxx would be Protoss favored at the moment... At least not against Terrans.


Really? Why not? Has some patch buffed terran air?

No we haven't had any patches, just the style of Terran play at the moment pretty much relinquished Carriers to near useless for a long time. They're only just seeing some play time again recently after about 1.75 years of nothing. This is primarily thanks to Flash and his TvP revolutions on Katrina (which was a 2 base carrier heaven). A modern playstyle on paradoxxx would probably lead to (at least) even play in PvT imo.
Administrator~ Spirit will set you free ~
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
July 09 2010 08:07 GMT
#93
I would think that one of the properties of a P favored map would be a close, Mineral only third, and/or an island.

Although the way that PvZ and PvT have been playing out, it's very difficult to create a map with that kind of P imbalance in both matchups.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
July 09 2010 08:20 GMT
#94
On July 09 2010 16:59 Plexa wrote:
Show nested quote +
On July 09 2010 16:49 Hautamaki wrote:
On July 09 2010 16:33 Plexa wrote:
On July 09 2010 15:20 Hautamaki wrote:
Paradoxxx favoured toss. Probably been said already, didn't read all the posts. But it was basically a pure island map, and the main had room for 2 or 3 nexi and it had 2 or 3 geysers and 20 some odd mineral patches. Can't remember exactly it's been years. But basically toss could wreck anything with mass sair/reaver/goon into mass sair/carrier/arb. Toss endgame air beats anything either zerg or terran have.

Oddly enough, I dont think Paradoxxx would be Protoss favored at the moment... At least not against Terrans.


Really? Why not? Has some patch buffed terran air?

No we haven't had any patches, just the style of Terran play at the moment pretty much relinquished Carriers to near useless for a long time. They're only just seeing some play time again recently after about 1.75 years of nothing. This is primarily thanks to Flash and his TvP revolutions on Katrina (which was a 2 base carrier heaven). A modern playstyle on paradoxxx would probably lead to (at least) even play in PvT imo.


Hmm, well, carriers have always been counterable cost effectively at the highest levels but what about arbiters? The triple whammy of cloaking, stasis, and recall has always been the toss' trump card, don't tell me even arbs don't work any more!
True learning is not the memorization of knowledge; it is the internalization of patterns.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 09 2010 08:28 GMT
#95
On July 09 2010 17:20 Hautamaki wrote:
Show nested quote +
On July 09 2010 16:59 Plexa wrote:
On July 09 2010 16:49 Hautamaki wrote:
On July 09 2010 16:33 Plexa wrote:
On July 09 2010 15:20 Hautamaki wrote:
Paradoxxx favoured toss. Probably been said already, didn't read all the posts. But it was basically a pure island map, and the main had room for 2 or 3 nexi and it had 2 or 3 geysers and 20 some odd mineral patches. Can't remember exactly it's been years. But basically toss could wreck anything with mass sair/reaver/goon into mass sair/carrier/arb. Toss endgame air beats anything either zerg or terran have.

Oddly enough, I dont think Paradoxxx would be Protoss favored at the moment... At least not against Terrans.


Really? Why not? Has some patch buffed terran air?

No we haven't had any patches, just the style of Terran play at the moment pretty much relinquished Carriers to near useless for a long time. They're only just seeing some play time again recently after about 1.75 years of nothing. This is primarily thanks to Flash and his TvP revolutions on Katrina (which was a 2 base carrier heaven). A modern playstyle on paradoxxx would probably lead to (at least) even play in PvT imo.


Hmm, well, carriers have always been counterable cost effectively at the highest levels but what about arbiters? The triple whammy of cloaking, stasis, and recall has always been the toss' trump card, don't tell me even arbs don't work any more!
Arbs still work - more so than ever. Although Terrans use science vessels way better than they did in 2004 and most good terrans can EMP arbiters before recalls get in. It's certainly not a done deal though, I just don't think it's as strongly P>>T as it used to be (I would say its about even)

Another map which almost works is monty hall - although I'm not sure on the PvZ balance.
Administrator~ Spirit will set you free ~
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
Last Edited: 2010-07-09 08:40:09
July 09 2010 08:37 GMT
#96
Hmm interesting. So what do terrans do now that makes late game toss air weaker? More emping? Ghosts with lockdown?

And what makes Baekmagokji toss favoured? Are those sunkens and Xel Naga temples supposed to be like destructible rocks and 'creeps?' I suppose if those are sunkens then perhaps toss has an edge because zealots take down sunkens more efficiently than marines or lings? That and the billions of resources in the main of course...

Sorry to pester you with all these questions but I find it all very interesting to hear about the game still evolving after 5 years of being away =p
True learning is not the memorization of knowledge; it is the internalization of patterns.
saltywet
Profile Blog Joined August 2009
Hong Kong1316 Posts
July 09 2010 08:58 GMT
#97
maybe short air distance/long ground distance?

long ground distance always favors P in PvT and short air distance means faster shuttle drops/obs

in PvZ, long ground distance can make 4-5-9 pools ineffective whilst although a mutalisk rush threat is prominent, really fast corsairs can make scouting really easy for protoss to react
Smu
Profile Joined July 2009
Serbia164 Posts
July 09 2010 09:01 GMT
#98
For a map to favor P, it just has to not favor Z or T. It cannot extremely heavily favor P, as they are not that straightforward. There was a map (forgot the name) that was used for around 20 pl games where Z had 100% percentage. The bases were very close but separated by a cliff. Playing Zerg meant you played with maphack from the 10th second thanks to the overlord. If the map has enough open spaces or more then 1 choke towards the enemy, and is close enough air wise to scout it early, it's a Zerg map. Natural expansion also has to defend the way into the main or ZvT would be impossible (altho it isn't as advantageous vs P, especially if the third base is not easy to get early or defend). If the map is tight and choke-y, and has a lot of cliffs, ramps, especially around important areas like expansions it will be a Terran map. The only thing that would make a P map, is a non-Z, non-T map, as without tactical advantages the other flavored armies enjoy, Protoss beat them straight up.
Take us into orbit Mr. Malmsteen. We've seen enough.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 09 2010 09:04 GMT
#99
On July 09 2010 17:37 Hautamaki wrote:
Hmm interesting. So what do terrans do now that makes late game toss air weaker? More emping? Ghosts with lockdown?

And what makes Baekmagokji toss favoured? Are those sunkens and Xel Naga temples supposed to be like destructible rocks and 'creeps?' I suppose if those are sunkens then perhaps toss has an edge because zealots take down sunkens more efficiently than marines or lings? That and the billions of resources in the main of course...

Sorry to pester you with all these questions but I find it all very interesting to hear about the game still evolving after 5 years of being away =p

haha its alright ^^ i remember reading your strategy guide when I first got started in BW lol!

Terrans have the same tools available to them like they always have, they're just better at using them. Against Carriers you barely see any wraith transitions anymore (the only exception I can think of was pusan vs leta on grand line - but thats a biig exception). Flash killed 2 base carriers with his fast armory build (which got him quick upgrades). By the time you would transition into Carriers Terrans were already at 3-3 (or 2-1) meaning your carriers were like glass cannons. Couple that with the fact that Terrans learned how to macro a lot better, Carriers just were always an inferior option to Arbiter (that is, until recently where Arbiter/Carrier play is more common).

With that said, Arbiters got stronger since 2005 as a new generation of Protoss players took them up. Recalls became an invaluable way to attack Turtling Terrans and I dare say became a more useful spell than stasis. Stasis still has its uses, but I think overall Recall is used slightly more often. With that said, in a big battle Protoss still try to stasis everything they can - just that they would rather avoid that battle in the first place! Protoss also brought storm back into their game play (although it's kinda died out more recently, which is a shame). There's a pretty amazing video of Jangbi storming Nada to death somewhere around here - it's worth looking up since it's really quite impressive haha.

Baek was pretty protoss favored because you got 2 sets of mineral lines in the main and it was really easy to expand to the natural. The design of the middle made PvT pretty good (in addition to all the economic benefits) and PvZ meant you didn't need to FE anymore. Although, the statistics say that Z>P on the map, but I would argue that is due to the small sample size of the games and the fact that Zergs were rarely played so when one was it was a bit of surprise.
Administrator~ Spirit will set you free ~
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
July 09 2010 09:10 GMT
#100
Thanks for the great reply. I remember theorycrafting lategame pvt all the time because it was so much fun. I imagined that recall was 2x better because of stasis; you could stasis vessels to prevent emp since stasis was instantaneous effect it was much easier to get off, and then recall with another arb. Plus I believe stasis cancels sv detection doesn't it? Anyways gotta go but thanks again =p
True learning is not the memorization of knowledge; it is the internalization of patterns.
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