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[MSL] Introducing...Monte Cristo - Page 8

Forum Index > BW General
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Prev 1 6 7 8 All
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
April 14 2011 18:43 GMT
#141
I love island maps.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
Amnesia
Profile Blog Joined September 2009
United States3818 Posts
April 19 2011 18:22 GMT
#142
What are everyone's thoughts on this map so far?
Ubersturmfuhrer
Profile Joined May 2008
Finland206 Posts
April 19 2011 20:16 GMT
#143
couple awesome ZvT so far. Might become a classic!
You will not be punished for your anger, you will be punished by your anger
skinnyrl
Profile Joined March 2010
Netherlands125 Posts
April 19 2011 20:26 GMT
#144
indeed pretty interesting
''Every advantage has it's disadvantage'' Johan Cruyf
tryummm
Profile Joined August 2009
774 Posts
April 19 2011 20:55 GMT
#145
Any download links?
Taekwon
Profile Joined May 2010
United States8155 Posts
April 19 2011 21:04 GMT
#146
as of now, all the games on it have been heavily one sided in all match ups
▲ ▲ ▲
aimaimaim
Profile Blog Joined March 2010
Philippines2167 Posts
April 19 2011 22:21 GMT
#147
Z>>>>>>>>>>>>>>>T
P>>>>>>>>>>>>>>>T
P>>>>>>>>>>>>>>>Z

It's a protoss map me thinks ..
Religion is a dying idea .. || 'E-sport' outside Korea are nerds who wants to feel like rockstars. || I'm not gonna fuck with trolls on General Forum ever again .. FUCK!
kidcrash
Profile Joined September 2009
United States626 Posts
April 19 2011 22:36 GMT
#148
Those xel naga temples seem like they take for-ev-er to kill....other than that I like the map and think it should encourage some creative play.
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
April 19 2011 23:11 GMT
#149
this map is awesome!
Why would I play sctoo when I can play BW?
RHCPgergo
Profile Blog Joined June 2005
Hungary345 Posts
April 19 2011 23:17 GMT
#150
On April 09 2011 20:25 Kentor wrote:
boo i thought it was monte carlo


Boo I thought it was a funny version of python (Monte Python).
Eywa-
Profile Blog Joined August 2010
Canada4876 Posts
Last Edited: 2011-04-20 00:04:04
April 19 2011 23:56 GMT
#151
Looks like ZvZ = 12 hatch so some good micro battles since you shouldn't have any hard bo counters because the rush distance is too big to 9 pool.

ZvP - Look out for early Zerg busts, huge chokes for natural and main, hydra and or ling attacks early would be hugely effective(3 hatch hydra type builds). Although other than that, once you get into the late game its going to be quite hard for Z to macro up since the expansions are so spread appart, sunkens needed plus high offensive pressure on the protoss I think, better to end it in the mid game.

ZvT - Looks like it'll be quite hard to defend in the early-mid game I expect quite a few one base builds because I really don't see how you can hold the natural on this map. Mech maybe? If you could get this going you could end up with 4 bases really easily(only 2 hold points) that would put you in a great position for the lategame and of course mech is really good for this kind of defence.

TvP - Rush distance is large enough that I can't see early marine/Zealot agression to be a factor, probably going to be seeing some fast expansions into mid-late game macro. The map seems slightly tilted towards protoss for this just because you can dodge tank lines by taking the alternate route around it would seem since the middle poses a big wall. Doesn't seem good for terran any way you look at it(since the army will always have to be divided) unless they can get a quick contain going down at the protoss third.


Also might be decent for proxies.
Being mannered is almost as important as winning. Almost...
The_Piper42
Profile Blog Joined September 2009
United States426 Posts
Last Edited: 2011-04-20 02:36:06
April 20 2011 02:35 GMT
#152
On April 08 2011 12:18 Grobyc wrote:
It looks fun, but nice turtle play TvP seems like it would be really hard to break @_@


Wouldn't Protoss have three attack paths? And wouldn't recalls be very strong because of the large land distance from the Terran's main to his third? I wouldn't feel very safe playing a three base turtle style here... in fact I feel like a barracks CC build would be easy to defend and might make for a nice two base timing.
Boxer, White-Ra, Grubby, Flash fighting!
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51709 Posts
April 20 2011 02:46 GMT
#153
On April 20 2011 07:21 aimaimaim wrote:
Z>>>>>>>>>>>>>>>T
P>>>>>>>>>>>>>>>T
P>>>>>>>>>>>>>>>Z

It's a protoss map me thinks ..


ummm I doubt it,the sample size is still too small.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
tryummm
Profile Joined August 2009
774 Posts
April 20 2011 02:52 GMT
#154
On April 20 2011 08:56 Eywa- wrote:
Looks like ZvZ = 12 hatch so some good micro battles since you shouldn't have any hard bo counters because the rush distance is too big to 9 pool.

ZvP - Look out for early Zerg busts, huge chokes for natural and main, hydra and or ling attacks early would be hugely effective(3 hatch hydra type builds). Although other than that, once you get into the late game its going to be quite hard for Z to macro up since the expansions are so spread appart, sunkens needed plus high offensive pressure on the protoss I think, better to end it in the mid game.



Also might be decent for proxies.



The protoss can easily wall on this map. Moreover, its an uphill battle for hydralisks to kill cannons, so I doubt we will see many busts on this map.
Fortus
Profile Joined March 2011
Russian Federation74 Posts
April 23 2011 17:17 GMT
#155
SCBW - Map - (2)Monte Cristo

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