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[MSL] Introducing...Monte Cristo - Page 7

Forum Index > BW General
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ghrur
Profile Blog Joined May 2009
United States3786 Posts
April 09 2011 04:32 GMT
#121
This map reminds me a lot of Desti, but with harder to take expansions. :/
I feel like Mech Terran is going to be really good here, but once carriers get out, it'll rip Terrans apart.

I highly doubt Zergs will take the open high-ground third because of double entrances. Lurkers won't be able to defend that, and Terrans will kill it off EZ. Maybe in ZvP because of the wall above it for sim-city, but def not ZvT.

For zergs, scouting when T/P moves out will be crucial because they can pull off great flanks right above and below the temples, but after that it's gonna be really hard for zergs to fight. Killing the Temples could help Zs a lot as they could then pull off 3-pronged flanks, but that might be late into the game. If Terrans can secure the corner third with tanks, the island can be easily defendable, and a push up the right will be a really strong play. Staying with MnM might be a bad idea because swarm pushes can be short and quick from a Z's third.

3rds for Zergs will be hard vs P due to the long distance and hard sim-city. Sair reaver is also great on this map due to the island expansion. If Z can secure the third, though, zerglings could be great for counter attacks and shutting down the P third due to the short distance from natural to corner-third.
darkness overpowering
gongryong
Profile Blog Joined October 2010
Korea (South)1430 Posts
April 09 2011 04:33 GMT
#122
On April 09 2011 09:22 bearbuddy wrote:
Basically any map that is not Z favored is T favored. As we all know, protoss does not matter in individual league. =)


LOL
JAEDONG ÜBERBONJWA!
OminouS
Profile Joined February 2010
Sweden1343 Posts
April 09 2011 05:22 GMT
#123
I love 2player maps. Looking forward to watching games on it!
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
April 09 2011 05:41 GMT
#124
I read this map to be T>Z due to the difficulty in getting a 4th gas and the lack of good areas to flank in - tanks have nothing to do with it
brood war for life, brood war forever
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51117 Posts
April 09 2011 06:02 GMT
#125
the Flash build will be very useful on this map in TvP.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Roe
Profile Blog Joined June 2010
Canada6002 Posts
April 09 2011 06:18 GMT
#126
looks like we will finally decide: who is the count of monte cristo!!!
Kaal
Profile Blog Joined May 2010
Djibouti2570 Posts
April 09 2011 06:50 GMT
#127
When I saw this thread in the side bar I was like, MONTY HALL?! YES. But I have to admit this map is pretty interesting. Mech seems pretty damn good, and I have NO idea how a zerg is going to take his fourth gas.
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
April 09 2011 07:04 GMT
#128
on furhter thought this seems so zerg unfriendly for zvp.. the most likely third base locations would most probably be the top corner expansions and getting a 4th gas is just adfalksjdhfalsjdhfalsjdf. it seems as if this map is almost resembling hbr in some aspects but probably much more open
火心 Jealous. I always loved that feeling when I was young. Embrace it.
XinRan
Profile Blog Joined August 2008
United States530 Posts
April 09 2011 07:21 GMT
#129
Interesting map! I'm betting the early game here will be centered on securing the third early. If your opponent controls this area, then he has a contain with a terrain advantage. Controlling that area may be tough, however, since the distance between that area and the mains/naturas are roughly equal. Pushing against an opponent who does control the high ground a his third seems like a losing strategy. Defenders have the high ground advantage and also have the option of backstabbing through another path. I think the advantages the defender enjoys makes it easy for Terrans to split the map and therefore tips the balance towards Terrans.
"To be fair, Kal played like absolute garbage. His noted inconsistency and bad record versus Jaedong high fived into a cacophony of suck." - TwoToneTerran
gostunv
Profile Blog Joined October 2010
Japan1178 Posts
April 09 2011 07:23 GMT
#130
Do those island expansions have THREE mineral patches you have to mine out??
teamblackeye.com ///// http://www.youtube.com/user/gostunv ///// https://twitter.com/forgenjuro
Spazer
Profile Blog Joined March 2009
Canada8036 Posts
April 09 2011 07:28 GMT
#131
On April 09 2011 16:23 gostunv wrote:
Do those island expansions have THREE mineral patches you have to mine out??

Pretty sure two of those are there so you can't just long distance mine, though I don't know why you'd want to do that in the first place. I don't think there's any gap for a worker to mineral walk through, is there?
Liquipedia
meegrean
Profile Joined May 2008
Thailand7699 Posts
April 09 2011 07:45 GMT
#132
Man, I think this map would encourage a lot of cheese
Brood War loyalist
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
April 09 2011 10:06 GMT
#133
it reminds me of HBR in that controlling center ridges with lurkers / sunks will be fun for toss to play around with.

I call reaver based play in this map PvZ, aggressive TvP from the terran's side if you cant build in the middle, and passive play (mech play) TvZ and TvP if environment is buildable.

But from the looks, I absolutely dig this map
In the woods, there lurks..
Zona
Profile Blog Joined May 2007
40426 Posts
April 09 2011 10:10 GMT
#134
I really hope MBCGame didn't commission a map with a certain imbalance in mind. Better to aim for a balanced map rather than one which could skew their tournament wildly, as they've just experienced.
"If you try responding to those absurd posts every day, you become more damaged. So I pay no attention to them at all." Jung Myung Hoon (aka Fantasy), as translated by Kimoleon
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
April 09 2011 10:24 GMT
#135
This map looks really bad for a professional map, tight and akward paths :/
The Korean mapmakers has to step up their game, they are capable of making super good maps but keep making stuff like this T_T
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Play
Profile Blog Joined November 2007
Australia608 Posts
April 09 2011 11:04 GMT
#136
On April 09 2011 16:23 gostunv wrote:
Do those island expansions have THREE mineral patches you have to mine out??


it looks like you only have to mine out 1 mineral patch to fit a cc. having 3 minerals stop terrans from being able to land cc's there, but keeps the land buildable as opposed to python islands with 1 patch but unbuildable space. the patches could be 0 minerals or something too
jmascis
Kentor *
Profile Blog Joined December 2007
United States5784 Posts
April 09 2011 11:25 GMT
#137
boo i thought it was monte carlo
Ozarugold
Profile Blog Joined February 2008
2716 Posts
April 09 2011 15:30 GMT
#138
Hm...I feel like the two high grounds at 3 and 9ish need another wide ramp at their ends so it'll be easier for Zerg and Protoss to flank.

Also I kinda get the feeling they tried to combine Blue Storm and Match Point. Can't wait to see this play out though. I like new maps~
this is my quote.
xarthaz
Profile Blog Joined August 2010
1704 Posts
April 10 2011 18:55 GMT
#139
On April 09 2011 09:22 bearbuddy wrote:
Basically any map that is not Z favored is T favored. As we all know, protoss does not matter in individual league. =)
If the maps were Central Plains and Aztec im pretty sure we would have a pvp finals :p The donut shaped setup of bases seems to be very suitable to protoss compared to the other races.
Aah thats the stuff..
ArvickHero
Profile Blog Joined October 2007
10387 Posts
April 14 2011 18:35 GMT
#140
Now that two games have been played on this map, what do ppl think? I wasn't able to watch the matches T__T
Writerptrk
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