Information (to be updated, this is all the info available so far from fomos/DES)
- Buildings in the middle = 3 x 3 stacked buildings
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Sillylaughs
Canada198 Posts
Information (to be updated, this is all the info available so far from fomos/DES) - Buildings in the middle = 3 x 3 stacked buildings | ||
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flamewheel
FREEAGLELAND26781 Posts
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BLinD-RawR
ALLEYCAT BLUES50584 Posts
Coming Soon | ||
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Antoine
United States7481 Posts
On April 08 2011 12:00 flamewheel wrote: Man... I immediately thought Polaris. This map looks interesting. Swanized, come analyze it for me kekeke? other than the spawn locations and tileset, it doesn't look much like polaris to me, which makes me sad, because i loved polaris been a while since there were neutral buildings in the map pool | ||
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Sillylaughs
Canada198 Posts
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salito
1647 Posts
Which map will be taken out? Triathlon? | ||
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ZZangDreamjOy
Canada959 Posts
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moopie
12605 Posts
+ Show Spoiler + ![]() | ||
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Yxes2211
United States1587 Posts
That was a ZvT nightmare D: I think Zergs are gonna have trouble with expos on this map :\ | ||
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Fresol
China77 Posts
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hasuprotoss
United States4612 Posts
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jalstar
United States8198 Posts
On April 08 2011 12:09 hasuprotoss wrote: I feel bad for Zerg already... Like where's the third going to be? Corner expo looks really far away and the other one right above/below your nat looks really vulnerable. Pro Zergs already take a far third, plus you can just take the island for your fourth since other races can't mass drop. | ||
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Milkis
5003 Posts
On April 08 2011 12:06 Yxes2211 wrote: This map is kinda trippy, and NO it can't be another Polaris! D: That was a ZvT nightmare D: I think Zergs are gonna have trouble with expos on this map :\ ![]() fuck polaris yo | ||
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Crunchums
United States11144 Posts
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Sillylaughs
Canada198 Posts
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GTR
51497 Posts
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nbaker
United States1341 Posts
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Grobyc
Canada18410 Posts
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deafhobbit
United States828 Posts
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ReketSomething
United States6012 Posts
This map looks very interesting but I usually dont like this tileset. We will see! ![]() On April 08 2011 12:13 GTR wrote: i thought they were bringing back monty hall =[ That map was fun. | ||
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jalstar
United States8198 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 @_@ Carriers + it seems like it's hard for T to get map control. | ||
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NicksonReyes
Philippines4431 Posts
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hacklebeast
United States5090 Posts
Not a positive first impression for me overall. | ||
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deafhobbit
United States828 Posts
On April 08 2011 12:23 jalstar wrote: Show nested quote + 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 @_@ Carriers + it seems like it's hard for T to get map control. This map looks fantastic for vulture harassment, especially with drops. Seems like it would be hard to get enough minerals to make carriers a threat. | ||
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Kal_rA1
160 Posts
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gongryong
Korea (South)1430 Posts
Open middle and High 3rd is perfect for camping mechs and narrow exit from nat is bloodground for all zergs... NOOOO ![]() | ||
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renzy
Canada781 Posts
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koreasilver
9109 Posts
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BLinD-RawR
ALLEYCAT BLUES50584 Posts
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renzy
Canada781 Posts
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gongryong
Korea (South)1430 Posts
On April 08 2011 12:37 renzy wrote: Ok, I think Bisu will stand a great chance in this group with the new map Protoss Rhaposody.. er..I mean Carrier Cristo. Only Bisu hates em carriers | ||
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renzy
Canada781 Posts
On April 08 2011 12:45 gongryong wrote: Show nested quote + On April 08 2011 12:37 renzy wrote: Ok, I think Bisu will stand a great chance in this group with the new map Protoss Rhaposody.. er..I mean Carrier Cristo. Only Bisu hates em carriers Apparently, he says he uses them quite well in practice. lol. I hope he uses carriers as well as he does in practice when it comes down to the MSL. | ||
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Urth
United States1250 Posts
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Grobyc
Canada18410 Posts
On April 08 2011 12:35 BLinD-RawR wrote: do you think zergs would 4 hatch before gas on this map? I'd imagine so. Can't really see 3 hatch lair > 2 hatch hydra going too well vs the current +1 speedlot timings. A good protoss should be able to pick apart pretty easily imo | ||
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Mortality
United States4790 Posts
On April 08 2011 12:11 Sillylaughs wrote: I wonder if those high grounds near the island expos are droppable. Yes | ||
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mnesthes
5433 Posts
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ArvickHero
10387 Posts
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e_i_pi_1_0
933 Posts
I really don't want another case where it's something like Bigfile semis (though those were pretty good games, I must admit). I hope they're keeping Triathalon in the map pool. | ||
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Legatus Lanius
2135 Posts
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Yxes2211
United States1587 Posts
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hacklebeast
United States5090 Posts
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aimaimaim
Philippines2167 Posts
oh and Fantasy would really love this. Macro mech map + Easy vulture harras. P>T T>Z P>Z This won't be a zerg favored map, and it's quite the opposite of it. | ||
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O-ops
United States4236 Posts
On April 08 2011 12:37 renzy wrote: Ok, I think Stork will stand a great chance in this group with the new map Protoss Rhaposody.. er..I mean Carrier Cristo. Fixed. Bisu can't play carrier builds for shit. | ||
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JMave
Singapore1806 Posts
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Urth
United States1250 Posts
On April 08 2011 13:06 hacklebeast wrote: I think that tanks can hit the gas but nothing else. It looks close, but I'm pretty sure island expo can't be hit by tanks at all unless you build something behind the minerals | ||
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ShadeR
Australia7535 Posts
IMBA FOR TERRAN! lol Xd | ||
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Antisocialmunky
United States5912 Posts
On April 08 2011 12:13 GTR wrote: i thought they were bringing back monty hall =[ Every time I hear "Monty Hall," I think of that game where ChRh somehow rofl stomped Bisu. | ||
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Legatus Lanius
2135 Posts
On April 08 2011 13:17 aimaimaim wrote: Your Carrier has arrived! oh and Fantasy would really love this. Macro mech map + Easy vulture harras. P>T T>Z P>Z This won't be a zerg favored map, and it's quite the opposite of it. maybe it has something to do with the last msl? ![]() | ||
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Harem
United States11393 Posts
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aimaimaim
Philippines2167 Posts
On April 08 2011 13:27 Legatus Lanius wrote: Show nested quote + On April 08 2011 13:17 aimaimaim wrote: Your Carrier has arrived! oh and Fantasy would really love this. Macro mech map + Easy vulture harras. P>T T>Z P>Z This won't be a zerg favored map, and it's quite the opposite of it. maybe it has something to do with the last msl? ![]() I'm quite sure it has :p | ||
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neobowman
Canada3324 Posts
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pinkranger15
Philippines1597 Posts
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Rhaegar99
Australia1190 Posts
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Owompa
United States85 Posts
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GG_NO_RE
Japan238 Posts
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ZeroChrome
Canada1001 Posts
On April 08 2011 13:48 Rhaegar99 wrote: main and nat are both on high ground. this has been the first time in a while am i right? Empire of the Sun has both on high ground. | ||
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mnesthes
5433 Posts
On April 08 2011 13:48 Rhaegar99 wrote: There's Empire of the Sun, and Eye of the Storm, and before that there was Troy.main and nat are both on high ground. this has been the first time in a while am i right? | ||
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Garrl
Scotland1974 Posts
Looks particularly fun for zvz; I sense long games as the rush distances are HUGE and ling backstabs are pretty easy to do. Can't see why z would be too disadvantaged. If you're at 5, for example, the right middle expo and bottom left look pretty easy to take to me. | ||
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Crisium
United States1618 Posts
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TRAP[yoo]
Hungary6026 Posts
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konadora
Singapore66357 Posts
MSL's map pool should have triathlon permanently in place. | ||
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virpi
Germany3599 Posts
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b0lt
United States790 Posts
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SkytoM
Austria1137 Posts
poor bisu, always getting screwed.. Until Group D is finished i will change my sig to f... you hydra! i hope thats allowed. it's my opinion that this was one of the most despiseable moves ever in the history of the MSL Ceremony. | ||
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xarthaz
1704 Posts
On April 08 2011 14:15 ZeroChrome wrote: Show nested quote + On April 08 2011 13:48 Rhaegar99 wrote: main and nat are both on high ground. this has been the first time in a while am i right? Empire of the Sun has both on high ground. On April 08 2011 14:16 mnesthes wrote: Except those maps have some spare highground space outside nat, this map only has room for a bit of static defense/mines making midgame aggression inefficientShow nested quote + There's Empire of the Sun, and Eye of the Storm, and before that there was Troy.On April 08 2011 13:48 Rhaegar99 wrote: main and nat are both on high ground. this has been the first time in a while am i right? On April 08 2011 12:09 jalstar wrote: Zerg is the disadvantaged race in drop play, that is why island maps were removed in the first place. And especially with the highground next to island expos(safe siege/mnm/templar drops ), it will be very difficult to utilize it for zergsActually reminds me of Destination in that it appears Terran-favored until you realize that Terrans would have to spread their army out over the entire map. Show nested quote + On April 08 2011 12:09 hasuprotoss wrote: I feel bad for Zerg already... Like where's the third going to be? Corner expo looks really far away and the other one right above/below your nat looks really vulnerable. Pro Zergs already take a far third, plus you can just take the island for your fourth since other races can't mass drop. | ||
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oneofthem
Cayman Islands24199 Posts
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buhhy
United States1113 Posts
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writer22816
United States5775 Posts
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mnesthes
5433 Posts
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Caos2
United States1728 Posts
2nd expansion allows turrets to be built behind the minerals -> no muta harass 2nd expansion on high ground -> Terran two base play is going to be the standard in every single TvZ Slow drops have a very small range to work with. I fear for the Swarm. | ||
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Legatus Lanius
2135 Posts
On April 08 2011 21:40 SkytoM wrote: and OF COURSE Bisu v Flash is on that map.. let's hope it's not T Favored.. poor bisu, always getting screwed.. Until Group D is finished i will change my sig to f... you hydra! i hope thats allowed. it's my opinion that this was one of the most despiseable moves ever in the history of the MSL Ceremony. settle down, there hasnt even been a game on this map yet and you're whining about bisu being the victim of map imbalance -_- | ||
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Holgerius
Sweden16951 Posts
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Chef
10810 Posts
On April 08 2011 21:33 konadora wrote: meh, looks mediocre at best. MSL's map pool should have triathlon permanently in place. Are you kidding? There's so many different ways to play this map. Gameplay options = better than your average bear map ![]() On April 08 2011 22:54 Holgerius wrote: Bwahahaha, this never fails; people always say maps are T-favoured when they see them for the first time. Always. XD People contradict each other a million times about the balance of a map. The fact of the matter is that you never know until it gets played out on TV for a year. Sometimes races even initially have trouble but then adapt. | ||
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Ubersturmfuhrer
Finland206 Posts
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BLinD-RawR
ALLEYCAT BLUES50584 Posts
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shucklesors
Singapore1176 Posts
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L0thar
987 Posts
I wonder why is that though. Are people just shitty when it comes to evaluating maps or is there some undertone on hating terran in general? | ||
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Bisu-Fan
Russian Federation3336 Posts
but seriously... i don't see a very viable strategy for zerg... Jaedong will just pull out with pure brilliance~ ![]() | ||
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hauton
Hong Kong743 Posts
Advocate keeping Triathlon, with 55.6/62.5% ZvT/ZvP winrate LOLwut | ||
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SkytoM
Austria1137 Posts
On April 08 2011 22:54 Legatus Lanius wrote: Show nested quote + On April 08 2011 21:40 SkytoM wrote: and OF COURSE Bisu v Flash is on that map.. let's hope it's not T Favored.. poor bisu, always getting screwed.. Until Group D is finished i will change my sig to f... you hydra! i hope thats allowed. it's my opinion that this was one of the most despiseable moves ever in the history of the MSL Ceremony. settle down, there hasnt even been a game on this map yet and you're whining about bisu being the victim of map imbalance -_- I'm just acting like Bisu himself ![]() But you're right. | ||
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Divine-Sneaker
Denmark1225 Posts
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oBlade
United States5765 Posts
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xarthaz
1704 Posts
On April 09 2011 00:08 L0thar wrote: ROFL. I knew exactly what half of the post gonna be (zomg terran imba! zerg has no chance!!) and it still craks me up. I wonder why is that though. Are people just shitty when it comes to evaluating maps or is there some undertone on hating terran in general? Look at the map. For zerg to have a decent chance in a macro game (that is, excluding the maps where zerg has a significant advantage due to close air distance regardless of what the map in general looks like) the middle map must be quite open, without high grounds, chokes, tunnels, catwalks. This does mean that map makers have less to "play with" in terms of the landscape, less creative freedom, which might be why they keep making maps where the other races fare better. | ||
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Garrl
Scotland1974 Posts
On April 09 2011 00:43 xarthaz wrote: Show nested quote + On April 09 2011 00:08 L0thar wrote: ROFL. I knew exactly what half of the post gonna be (zomg terran imba! zerg has no chance!!) and it still craks me up. I wonder why is that though. Are people just shitty when it comes to evaluating maps or is there some undertone on hating terran in general? Look at the map. For zerg to have a decent chance in a macro game (that is, excluding the maps where zerg has a significant advantage due to close air distance regardless of what the map in general looks like) the middle map must be quite open, without high grounds, chokes, tunnels, catwalks. This does mean that map makers have less to "play with" in terms of the landscape, less creative freedom, which might be why they keep making maps where the other races fare better. Well, if z can hold the two highgrounds in the centre with lurks (maybe 2 hatch lurks -> 2 base filer will be played?), t/p is never going to take a 3rd and z can get a really good flank if t/p moves out into the field to try and take out the lurkers. | ||
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okum
France5778 Posts
[waits for most original post award] | ||
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Taekwon
United States8155 Posts
QQ toss | ||
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loveeholicce
Korea (South)785 Posts
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1Eris1
United States5797 Posts
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Eggm
United States152 Posts
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puppykiller
United States3137 Posts
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sixfour
England11061 Posts
i.e. what was wrong with fighting spirit i'm probably being retarded and missing something obvious | ||
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Too_MuchZerg
Finland2818 Posts
On April 09 2011 03:01 sixfour wrote: without wishing to hijack, why do they keep changing maps so often? appreciate that something new now and again is nice, but it seems that even maps that appear not to be ridiculously balanced only ever have a lifespan of around a year, tops. is it just a case of certain playstyles become optimal and it becomes stale? or keeping mapmakers in work? i.e. what was wrong with fighting spirit i'm probably being retarded and missing something obvious Nothing was wrong with fighting spirit. It makes games interesting as new maps brings new strategies. Pros has to adapt. | ||
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Spekulatius
Germany2413 Posts
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Assymptotic
United States552 Posts
Judging from the wide and various entrances into the expansions outside the natural, it's going to be hard for Zerg to sim city their 3rd and 4th. Thus, this map seems to favor Bisu's harassment style play. he has no excuse to drop the ball this season. Though granted, the wider entrance to the natural would mean that going forge -> nexus before cannon will be much riskier. And it will probably take at least 2 cannons to safely defend the natural, more against players like Shine. | ||
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Garrl
Scotland1974 Posts
On April 09 2011 03:01 sixfour wrote: without wishing to hijack, why do they keep changing maps so often? appreciate that something new now and again is nice, but it seems that even maps that appear not to be ridiculously balanced only ever have a lifespan of around a year, tops. is it just a case of certain playstyles become optimal and it becomes stale? or keeping mapmakers in work? i.e. what was wrong with fighting spirit i'm probably being retarded and missing something obvious You get lost temple syndrome where it's so overplayed that it becomes so incredibly dull. | ||
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Grebliv
Iceland800 Posts
On April 09 2011 03:01 sixfour wrote: without wishing to hijack, why do they keep changing maps so often? appreciate that something new now and again is nice, but it seems that even maps that appear not to be ridiculously balanced only ever have a lifespan of around a year, tops. is it just a case of certain playstyles become optimal and it becomes stale? or keeping mapmakers in work? i.e. what was wrong with fighting spirit i'm probably being retarded and missing something obvious Well if they didn't go around changing maps pretty regularly fighting spirit wouldn't have been rotated in, in the first place. And it keeps things fresh. | ||
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buhhy
United States1113 Posts
On April 09 2011 00:57 okum wrote: This map is clearly terran favored because terran can build siege tanks. [waits for most original post award] LOL QFT! Somehow, tanks are imbalanced on every single new map. [x] tanks imba on map [ ] terran imba on map | ||
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matjlav
Germany2435 Posts
On April 09 2011 00:08 L0thar wrote: ROFL. I knew exactly what half of the post gonna be (zomg terran imba! zerg has no chance!!) and it still craks me up. I wonder why is that though. Are people just shitty when it comes to evaluating maps or is there some undertone on hating terran in general? It's because people see any ridges, chokes, or high ground and say "OMG TANKS WILL BE SO IMBALANCED ON THIS MAP!" I saw the first page of this thread when it was first made and I was impressed that no one was instantly whining "THIS MAP IS SO T-FAVORED." I guess I just needed to give it more time. | ||
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Crisium
United States1618 Posts
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DoctorHelvetica
United States15034 Posts
which makes me smile cause i love watching carriers pvt | ||
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Holgerius
Sweden16951 Posts
On April 09 2011 04:45 Crisium wrote: I'm pretty sure no one called Empire of the Sun Terran favored at first glance. Not all maps get that designation. This one has several features, stated already, as to why it might favour Terran. Saying "lol all maps are claimed to favour Terran" is far more useless to discussion then actually trying to evaluate drop potential and tank positioning against mineral lines. Point is; these discussions are almost always leaning towards maps being terran favoured historically here on TL. Ever since I read a certain CJ Entus progamer say ''battle royale is massively anti zerg'' (a map which had 71 ZvZs, 23 ZvTs and ZvPs, no games without a Zerg in it), I haven't been able to take TL map balance discussions seriously without a decent sample of televised games to draw a conclusion from. | ||
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XenOsky
Chile2288 Posts
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Harem
United States11393 Posts
On April 09 2011 05:04 Holgerius wrote: Show nested quote + On April 09 2011 04:45 Crisium wrote: I'm pretty sure no one called Empire of the Sun Terran favored at first glance. Not all maps get that designation. This one has several features, stated already, as to why it might favour Terran. Saying "lol all maps are claimed to favour Terran" is far more useless to discussion then actually trying to evaluate drop potential and tank positioning against mineral lines. Point is; these discussions are almost always leaning towards maps being terran favoured historically here on TL. Ever since I read a certain CJ Entus progamer say ''battle royale is massively anti zerg'' (a map which had 71 ZvZs, 23 ZvTs and ZvPs, no games without a Zerg in it), I haven't been able to take TL map balance discussions seriously without a decent sample of televised games to draw a conclusion from. ...That was also said right AFTER the map had just come out and zergs at the time in CJ house etc were having trouble with 8rax -> vult until they adapted. (It's also interesting to see what early play is like on maps before people adapt and it becomes standardized.) Zero once said that terrans were having an easy time with muta openings on Icarus so he went lurkers once and yet you don't see people calling him out for that. | ||
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buhhy
United States1113 Posts
On April 09 2011 04:53 DoctorHelvetica wrote: this map looks like a playground for carriers imo which makes me smile cause i love watching carriers pvt And you sport a T icon ![]() | ||
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Holgerius
Sweden16951 Posts
On April 09 2011 05:24 Harem wrote: Show nested quote + On April 09 2011 05:04 Holgerius wrote: On April 09 2011 04:45 Crisium wrote: I'm pretty sure no one called Empire of the Sun Terran favored at first glance. Not all maps get that designation. This one has several features, stated already, as to why it might favour Terran. Saying "lol all maps are claimed to favour Terran" is far more useless to discussion then actually trying to evaluate drop potential and tank positioning against mineral lines. Point is; these discussions are almost always leaning towards maps being terran favoured historically here on TL. Ever since I read a certain CJ Entus progamer say ''battle royale is massively anti zerg'' (a map which had 71 ZvZs, 23 ZvTs and ZvPs, no games without a Zerg in it), I haven't been able to take TL map balance discussions seriously without a decent sample of televised games to draw a conclusion from. ...That was also said right AFTER the map had just come out and zergs at the time in CJ house etc were having trouble with 8rax -> vult until they adapted. (It's also interesting to see what early play is like on maps before people adapt and it becomes standardized.) Zero once said that terrans were having an easy time with muta openings on Icarus so he went lurkers once and yet you don't see people calling him out for that. Honestly; you do nothing but reiterate the point that map balance discussion is pretty much pointless before we have a good sample of high level games on which to judge the maps upon. | ||
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ninini
Sweden1204 Posts
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ggrrg
Bulgaria2716 Posts
In TvP it seems like terran could contain toss easily. But let's see what happens after some are played on that map. | ||
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X10A
Canada9837 Posts
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ComusLoM
Norway3547 Posts
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ArvickHero
10387 Posts
On April 08 2011 21:48 xarthaz wrote: Show nested quote + Except those maps have some spare highground space outside nat, this map only has room for a bit of static defense/mines making midgame aggression inefficient.On April 08 2011 14:16 mnesthes wrote: On April 08 2011 13:48 Rhaegar99 wrote: There's Empire of the Sun, and Eye of the Storm, and before that there was Troy.main and nat are both on high ground. this has been the first time in a while am i right? Un'Goro crater has a similar main-nat structure. | ||
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aimaimaim
Philippines2167 Posts
On April 09 2011 08:37 ArvickHero wrote: Show nested quote + On April 08 2011 21:48 xarthaz wrote: On April 08 2011 14:16 mnesthes wrote: Except those maps have some spare highground space outside nat, this map only has room for a bit of static defense/mines making midgame aggression inefficient.On April 08 2011 13:48 Rhaegar99 wrote: There's Empire of the Sun, and Eye of the Storm, and before that there was Troy.main and nat are both on high ground. this has been the first time in a while am i right? Un'Goro crater has a similar main-nat structure. yeah but Un guro had a wide entrance to the nat, lings, lots, or vults can enter in massive numbers .. | ||
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nitdkim
1264 Posts
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bearbuddy
3442 Posts
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FlaShFTW
United States10236 Posts
i think the mapmakers were trying to get more terran's into the ro.16 and higher, since only 3 made it. | ||
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funnybananaman
United States830 Posts
edit- TvP looks to play out pretty good for terran on this map provided they don't die to early cheese which there is lots of opportunity for. I think it will produce some fun games ^^ | ||
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ninini
Sweden1204 Posts
On April 09 2011 09:20 nitdkim wrote: tank range and air units seem overly powerful on this map. very little places for toss to engage enemies properly imo. Yes. This map looks extremely hard for PvT. Maybe even harder than for ZvT. It just looks so easy to split the map with tanks. I think Protoss auto-lose if they let Terran get the 3rd, because if they put some tanks up there on the high ground they can protect the 4th and 5th too, and they can pretty easily lurk over to the Protoss's natural from that spot too. I think we will see a lot of 2 base timing pushes on this map, and 3 base Carrier. It looks like a pretty good map for reavers too. | ||
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hauton
Hong Kong743 Posts
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. =) Solution: Mind Controllable Cattlebruisers/Carriers/Cows edit: Actually since my favorite combo tactic ever is recalling Siege Mode tanks, just make MC-able tanks lmao | ||
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b0lt
United States790 Posts
On April 09 2011 04:45 Crisium wrote: I'm pretty sure no one called Empire of the Sun Terran favored at first glance. Not all maps get that designation. This one has several features, stated already, as to why it might favour Terran. Saying "lol all maps are claimed to favour Terran" is far more useless to discussion then actually trying to evaluate drop potential and tank positioning against mineral lines. On September 08 2010 00:33 fIamewheel wrote: I'm thinking terran imba on all these maps. Got to look at them more carefully. On September 08 2010 04:58 Tazza wrote: All of these maps look fairly terran favored On September 08 2010 08:06 saltywet wrote: on first look for me, empire of the sun and punchbowl area area very terran favored, due to terrans being easily able to secure 3 bases on these maps, tight areas AND on punchbowl area there are pairs of connecting naturals, if terran opponents get unlucky spawn it will be so fucking easy to push into opponents circuit breaker looks to me to be the most balanced/new python/fighting spirit. relatively easy for terran to secure third, but will be relatively hard to push out due to the wide area in the middle the other maps look like pretty anti-terran to me on first impression. very easy to mass expand for in pvt or zvt and prevent the expansions from being taken down by terrans quickly. large flat areas in middle hill/aztec. on bloody ridge it looks like four gases can be gotten pretty damn easily for a zerg (2 lurkers on each ramp?) whilst terran has to walk out of base to transport defenses to their thirds. benzene has a backdoor to their main, incredibly long rush distance. terrans actually have to push uphill which makes it harder and theres a wide area after the push in which z or p can use to attack and delay push. actually, benzene is probably t favored two but to a lesser degree this is my noob analysis | ||
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Release
United States4397 Posts
On April 09 2011 10:59 hauton wrote: Show nested quote + 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. =) Solution: Mind Controllable Cattlebruisers/Carriers/Cows edit: Actually since my favorite combo tactic ever is recalling Siege Mode tanks, just make MC-able tanks lmao mind controllabe drones and SCVs On April 09 2011 10:56 ninini wrote: Show nested quote + On April 09 2011 09:20 nitdkim wrote: tank range and air units seem overly powerful on this map. very little places for toss to engage enemies properly imo. Yes. This map looks extremely hard for PvT. Maybe even harder than for ZvT. It just looks so easy to split the map with tanks. I think Protoss auto-lose if they let Terran get the 3rd, because if they put some tanks up there on the high ground they can protect the 4th and 5th too, and they can pretty easily lurk over to the Protoss's natural from that spot too. I think we will see a lot of 2 base timing pushes on this map, and 3 base Carrier. It looks like a pretty good map for reavers too. Where's forGG when you need him Edit: Nvm he's terran. | ||
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Neverhood
United States5388 Posts
Really interested in seeing some games on this map. | ||
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ghrur
United States3786 Posts
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. | ||
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gongryong
Korea (South)1430 Posts
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 | ||
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OminouS
Sweden1343 Posts
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Crunchums
United States11144 Posts
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BLinD-RawR
ALLEYCAT BLUES50584 Posts
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Roe
Canada6002 Posts
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Kaal
Djibouti2539 Posts
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JMave
Singapore1806 Posts
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XinRan
United States530 Posts
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gostunv
Japan1178 Posts
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Spazer
Canada8032 Posts
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? | ||
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meegrean
Thailand7699 Posts
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Iplaythings
Denmark9110 Posts
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 | ||
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Zona
40426 Posts
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KinosJourney2
Sweden1811 Posts
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 | ||
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Play
Australia608 Posts
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 | ||
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Kentor
United States5784 Posts
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Ozarugold
2716 Posts
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~ | ||
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xarthaz
1704 Posts
On April 09 2011 09:22 bearbuddy wrote: 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. Basically any map that is not Z favored is T favored. As we all know, protoss does not matter in individual league. =) | ||
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ArvickHero
10387 Posts
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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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