[MSL] Introducing...Monte Cristo - Page 8
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RoieTRS
United States2569 Posts
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Amnesia
United States3818 Posts
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Ubersturmfuhrer
Finland206 Posts
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skinnyrl
Netherlands125 Posts
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tryummm
774 Posts
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Taekwon
United States8155 Posts
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aimaimaim
Philippines2167 Posts
P>>>>>>>>>>>>>>>T P>>>>>>>>>>>>>>>Z It's a protoss map me thinks .. | ||
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kidcrash
United States623 Posts
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puppykiller
United States3137 Posts
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RHCPgergo
Hungary345 Posts
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). | ||
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Eywa-
Canada4876 Posts
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. | ||
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The_Piper42
United States426 Posts
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. | ||
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BLinD-RawR
ALLEYCAT BLUES50584 Posts
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. | ||
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tryummm
774 Posts
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. | ||
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Fortus
Russian Federation74 Posts
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