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The Berserker Iris' In-Depth Analysis of Camelot

Forum Index > BW General
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The Berserker Iris' In-Depth Analysis of Camelot

Text byTL.net ESPORTS
Graphics byv1
April 21st, 2017 03:19 GMT
logo
Introduction:
Hello, my friends. In ASL3, a new map called Camelot will be used starting from the Dual Tournament Stage. Today, I would like to analyze the various matchups on this map based on my 20 years of Starcraft experience. To those of you with a short attention span, I will give you the conclusion first:
This is an effing Terran-favored map.

Two-player maps tend to exhibit the usual rock-paper-scissors balance relationship:
Terran > Zerg > Protoss > Terran.

This relationship usually holds in the early-to-middle part of the game. However, in the late part of the game, Terran tends to gain the upper hand against Protoss because there usually are not many bases on a two-player map. On Camelot, Terran seems to have the advantage from beginning to end.

Terran vs Zerg Matchup:
If you look at the entrance to the mains, they are just the right size to be walled in by a barracks and a supply depot. However, the mapmaker thankfully added a doodad to prevent that. On the other hand, the entrance to the natural base *can* be walled in by a barracks and supply depot.

The mineral-only base is an ideal place for Terran to place a forward 8-rax against Zerg. It is close to both the Terran and Zerg natural bases. Terran can harass Zerg early on with 8-rax play safely and, more importantly, quickly float the barracks back to the natural entrance to wall in and prevent a counterattack:

[image loading]

Terran also has some good spots to place forward factories that could be floated into the Zerg’s main. This could be followed up with two-port wraiths:

[image loading]

Thankfully, it is not that difficult for Zerg to take the elevated third as the third gas-mining base. Reinforcements need not travel very far to defend it. However, Zerg will find it very difficult to take any more gas bases:

[image loading]

The elevated corner expansion is so close to the Terran’s mineral-only area, which will be the ideal staging ground from which Terran’s marine-medic force could attack multiple parts of the map. The non-elevated corner gas base is too far from the 6 o’clock base, which means that Terran can force Zerg to split its forces by harassing both:

[image loading]

Let’s say for the sake of argument that Zerg does succeed in securing a fourth gas base. Do things get better? I am afraid not. The entire high ground defensive line can be spammed with turrets. Terran can transition to mech quite easily on this map and heavily mine the areas in front of the large ramps:

[image loading]

This means that Terran and Zerg will be on the same number of gas bases in the event of a map split with very little hope of harassment. A map split will guarantee a slow loss for Zerg. When Zerg successfully battles Terran in the late game when splitting other maps, it does so by having more bases. That’s not going to happen on this map.

Terran has so many options on this map. Terran can do all of the following and more:
  • Place a forward factory and transition into two-port wraiths
  • Apply 8-rax pressure and take advantage by walling in and expanding
  • Engineering bay block
Zerg has no initiative and will have to play afraid on this map.

Other factors favor Terran as well. All expansions other than the mineral-only base can be walled in using four supply depots.

The cliffs behind the mineral line of the natural expansion are favorable for mutalisk harassment. On the other hand, can Zerg get to mutalisks safely when Terran has so many options early in the game? Will Terran not expect Zerg to lean heavily on mutalisks given that all other features of the map seem to frown on Zerg?

The cliffs around the main bases may allow Zerg to stage surprise guerilla attacks by air, but the main is quite large. Terran can stash its important buildings near the corner of the map, which is far from the cliffs and use a few turrets near the cliffs to make it unprofitable for Zerg to fly deep into the Terran base while being hit.

Protoss vs Terran Matchup:
Early zealot harass from a forward gate is an important part of the Protoss strategic arsenal on two-player maps. It is completely neutralized on Camelot. This is because there are only two obvious locations for placing the forward gate due to the unbuildable tiles and walking distances:

[image loading]

If Protoss places the forward gate any further away, Terran will be able to wall in or be otherwise adequately prepared by the time the zealot arrives. Terran can negate the usual advantages afforded by forward-gate play on two-player maps by simply sending out a scouting SCV at 9 supply. If he scouts the forward gate, he can bust it immediately and Protoss will be at a disadvantage. If there is no forward gate, then Terran can expand and get fat on resources.

The other strategic card that Protoss can pull out on two-player maps is the gas rush. This may still be a viable option.

It is easy for Terran to take extra bases because of how the map is laid out. Terran can spam turrets just outside the natural base and rally tanks there to defend the position quite easily. It can slowly take the elevated third, the mineral-only base, and the corner gas expansion in order once enough units accumulate. Once 2-1 armory upgrades finish, it can move out and attack.

The layout of this map is enough to make Protoss cry uncle. Starting at the rally points in front its own natural expansion, Terran has many short paths to attack Protoss. On the other hand, all bases are relatively easy for Terran to defend, which means that Protoss cannot take advantage of Terran troop movements to try a backstab attack. The short attack distances also make it easy for Terran to retreat and defend if needed.

It gets even worse. There are only two paths that can be used for large troop movements across the center. Terran can always heavily mine the other as it moves out to severely delay or cripple a Protoss counterattack:

[image loading]

Much like the Zerg, Protoss should be shaking in its boots every time Terran makes small meaningless troop movements. On more standard maps, Protoss normally uses observers to track Terran troop movements and use that information to decide the right timing to build extra bases and gateways. In this way, Protoss builds up an infrastructure that allows it to play war of attrition with Terran if it can take good engagements at 200 supply since it would be able to re-build lost units faster. On Camelot, Protoss will find itself flinching more often and making units when it should be warping nexuses.

As mentioned when I discussed TvZ on this map, the entire defensive line right above the ramps can be spammed with turrets. There is a small unbuildable area in front of the elevated third base but that is no big deal. Terran only needs a few turrets there because sieged tanks have the longest range in the game. A few tanks in the elevated third base should make the position easy to hold:

[image loading]

Look, I am not saying that an older gamer like me can’t lose if Protoss induces a multi-tasking battle with shuttles flying everywhere. But now imagine Flash playing on this map. Are you feeling the suffocation yet? How the hell is Protoss supposed to even imagine a path to victory?

It’s even hard for Protoss to hide tech from scans because the elevated third and the main are the only places unscoutable by ground forces. Sneaky carrier builds? Not a chance that Protoss won’t get caught.

Zerg vs Protoss Matchup:
Since Terran is not involved in this match up, I do not claim to have the level of expertise needed to judge this matchup. However, I do have a simple guess based on intuition and experience. On a four-player map like Fighting Spirit or Circuit Breaker, Zerg can slap down a hatchery at the natural expansion of a neutral main base (i.e. one of the two empty main bases at the beginning of the game). If he can successfully defend against a zealot push, the Zerg player can take the main for “free” and go up to four gas bases.

On Camelot, Zerg cannot get the extra gas base for “free” in the same way. This would not be a problem if the fourth gas base was easy to defend. However, the fourth gas base is quite far away no matter which of the two corner gas bases Zerg decides to take as its fourth gas base. I conjecture that this will make the matchup slightly more challenging for Zerg than it usually is.

Version 1.6:
Since I did this analysis, the map was updated to include changes intended to help Zerg a bit in ZvT. The two most important changes are as follows.

Change #1: The 1 and 7 o'clock expansions were originally quite open due to the wide ramps but the addition of neutral buildings made it easier to defend them with lurkers.

Change #2: The distance between the mineral-only expansion and the large ramp was slightly reduced. This was done by changing the mineral configuration to affect command center placement. This will make it slightly harder for Terran to defend the base because the shorter distance will give Terran only one line of defense at that base as opposed to two lines that could afforded by a longer distance. This allows Zerg to assault the ramp with fewer swarms.

While these changes will help Zerg, the map should still be Terran-favored.

Looking Forward to Later Rounds:
My suspicion is that Camelot is ASL’s response to the dearth of Terrans in the tournament. Very few Terrans made it through the preliminaries in Seoul and Busan. It’s either that or the ASL mapmakers are biased Terran users. The rumor mill has it that La Mancha will be the map that will added to the pool after the Dual Tournament Stage ends.

This is how I see the maps overall (accounting for all matchups).
  • Circuit Breaker: Even
  • Camelot: Effing Terran map
  • Outsider: Zerg-favored but okay for Terran against Protoss
Zerg players tend to like La Mancha, so I believe that this will balance out the effects of Camelot in TvZ. However, Protoss players will have to take their lumps. The lesson, as always, is that the Protoss race is trash. Hahaha. (This is a joke. Please don't take it seriously!)

My YouTube Channel:
I have started a YouTube channel and post new videos on a regular basis. I hope that TeamLiquid readers will subscribe. Content ranges from Ajae League games, ASL commentary, map analysis, player evaluation, Starcraft lectures, meokbang (!!), UMS play, slice-of-life and more. This particular map analysis was sourced from a video I made for my channel. I also alternate between streaming live on Afreeca and YouTube.


Translator: Lemmata
Editor: BigFan
Graphics: v1
Photo Credits: Liquipedia
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TL+ Member
duke91
Profile Joined April 2014
Germany1458 Posts
April 21 2017 03:36 GMT
#2
Maps like this are simply to small for zerg. There is no room where zerg can back stab or drop reliably, which became the staple of modern ZvT. The only thing which may work is 2 hatch mass muta into guardian transition 'Modesty' style.
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
nbaker
Profile Joined July 2009
United States1341 Posts
April 21 2017 03:45 GMT
#3
Thanks for this awesome analysis!
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
April 21 2017 04:10 GMT
#4
Thank you for the translation Lemmata! This was a good read. I am a bit worried about the maps this season. The Protoss players still haven't figured out Outsider (and probably won't until Bisu shows some good Reaver play there), and by the time Flash and Sea get to play on Camelot... damn.
TL+ Member
Empyrean
Profile Blog Joined September 2004
16986 Posts
April 21 2017 05:22 GMT
#5
Thank you for the translation, and very insight analysis from Iris, if a bit basic. I notice he only juuuust mentioned PvT Carriers - I don't think the main issue is that it's hard to hide Carrier tech, it's that the terrain makes Carriers less effective than on maps like, say, Outsider.
Moderator
shaggles
Profile Joined October 2011
Poland108 Posts
April 21 2017 06:39 GMT
#6
I think, this belongs to "strategy" section. Excellent read and thanks for translating it.
I play the Chess of Computer Age
HyralGambit
Profile Joined February 2014
2439 Posts
April 21 2017 06:51 GMT
#7
Love the article. Hope to see more Korean translation in the future, very interesting to hear their insight on the game.
Passion overcomes corporate stupidity: https://www.youtube.com/watch?v=jX9hbbA-WP4#t=4h2m
Ziggy
Profile Blog Joined June 2013
South Korea2105 Posts
April 21 2017 06:56 GMT
#8
That's some serious analysis if you ask me, thanks for the article!
WriterDefeating a sandwich only makes it tastier. @imjustziggy
REDBLUEGREEN
Profile Blog Joined June 2008
Germany1903 Posts
April 21 2017 08:04 GMT
#9
One more change in 1.6 is that the terrain above the ramps in unbuildable in most areas. So a turret line as shown in the article is not possible.

I think the corner bases are very good for Zerg in ZvT. The ramp is ridiculously long going over 2 terrain elevations and super hard to break with bio. The base is also small enough that 4 scourge are enough to secure it from drops.

One more nasty 8 rax position in TvZ is right along the cliff between the Terrans nat and 3rd. 2 rines will pop in time to kill the first overlord headed to the cliff.
RedW4rr10r
Profile Joined January 2010
Germany745 Posts
Last Edited: 2017-04-21 08:11:27
April 21 2017 08:08 GMT
#10
Yup, thanks a lot for sharing, editing and translating. Interesting article! What makes it kinda funny for me is that Iris as a Terran player himself defends the other two races so hard. That's cool

Edit:
The lesson, as always, is that the Protoss race is trash. Hahaha. (This is a joke. Please don't take it seriously!)

That made me laugh so hard xD
Rip & Tear until it is done!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 21 2017 08:43 GMT
#11
Damn this is so cool. Definitely gonna check out his channel after this.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
April 21 2017 09:04 GMT
#12
Iris, my favorite terran, still relevant. Love reading this.
Savior broke my heart ;_; || twitch.tv/onnings
IntoTheStorm
Profile Blog Joined October 2016
116 Posts
April 21 2017 09:37 GMT
#13
Amazing read, amazing labor by the tl.net content makers, thank you.
Even though I play P, I will stand by those words from now on, as they alone made the entire thing this much enjoyable: "Iris: However, Protoss players will have to take their lumps. The lesson, as always, is that the Protoss race is trash. Hahaha.".
BonitiilloO
Profile Joined June 2013
Dominican Republic614 Posts
April 21 2017 10:40 GMT
#14
good
How may help u?
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
April 21 2017 10:56 GMT
#15
Iris[gm]....damn how I miss your style of Terran.
im deaf
Elroi
Profile Joined August 2009
Sweden5595 Posts
April 21 2017 11:08 GMT
#16
That was pretty dope. gj!
"To all eSports fans, I want to be remembered as a progamer who can make something out of nothing, and someone who always does his best. I think that is the right way of living, and I'm always doing my best to follow that." - Jaedong. /watch?v=jfghAzJqAp0
ChriS-X
Profile Joined June 2011
Malaysia1374 Posts
April 21 2017 11:47 GMT
#17
hahaha even iris says protoss is trash!
Marl
Profile Joined January 2010
United States692 Posts
April 21 2017 12:04 GMT
#18
Excellent read, disgusting map. Flash not getting toppled anytime soon.
c3rberUs
Profile Blog Joined December 2010
Japan11286 Posts
April 21 2017 12:32 GMT
#19
The end is basically, "suck it up toss'ers!" lol IriS.

Look, I am not saying that an older gamer like me can’t lose if Protoss induces a multi-tasking battle with shuttles flying everywhere. But now imagine Flash playing on this map. Are you feeling the suffocation yet? How the hell is Protoss supposed to even imagine a path to victory?

Yes I'm feeling the suffocation.

Thank you very much for this article! Lemmata, IriS et al!
WriterMovie, 진영화 : "StarCraft will never die".
Liquid`Drone
Profile Joined September 2002
Norway28665 Posts
April 21 2017 13:10 GMT
#20
really awesome analysis. Thanks, good job!
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intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
April 21 2017 14:01 GMT
#21
He's also got a YouTube channel which is super exciting. :O
kiss kiss fall in love
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
Last Edited: 2017-04-21 14:23:26
April 21 2017 14:15 GMT
#22
Was a good read... I wanna see more content like this!!!!

Good work!

I would agree with most, if not all of his arguments as well.
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
Piratezerg
Profile Joined January 2017
54 Posts
April 21 2017 15:24 GMT
#23
Oh man the Berserker! Love this effing guy! Amazing read.
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2017-04-21 15:52:20
April 21 2017 15:51 GMT
#24
I love that laugh in the intro for his youtube videos. Reminds me of Toshiro Mifune. So manly.

Not gonna lie though, was hoping the youtube would have some English. Guess he had someone translate the article for him?
LEGEND!! LEGEND!!
St3MoR
Profile Joined November 2002
Spain3256 Posts
April 21 2017 16:33 GMT
#25
Nice read!!! Thanks for the translation :D
Prophet in TL of the Makoto0124 ways
Harem
Profile Joined November 2007
United States11390 Posts
April 21 2017 16:36 GMT
#26
On April 22 2017 00:51 Chef wrote:
I love that laugh in the intro for his youtube videos. Reminds me of Toshiro Mifune. So manly.

Not gonna lie though, was hoping the youtube would have some English. Guess he had someone translate the article for him?

Listed in credits
Moderator。◕‿◕。
Waxangel
Profile Blog Joined September 2002
United States33371 Posts
April 21 2017 17:01 GMT
#27
Whoa, was this made specifically for TeamLiquid?
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
TwiggyWan
Profile Blog Joined December 2013
France329 Posts
April 21 2017 17:48 GMT
#28
awesome article, i hope to read more like these in the future!
No bad days
Bengalaas!!
Profile Joined April 2017
15 Posts
April 21 2017 17:51 GMT
#29
YEES moaaaaaarrr!!. more progamer insights for us mere mortals!
atrox_
Profile Joined November 2010
United Kingdom1710 Posts
April 21 2017 18:18 GMT
#30
On April 22 2017 02:01 Waxangel wrote:
Whoa, was this made specifically for TeamLiquid?


Seems odd that he would get an article translated to promote his youtube which is in Korean on an English site
lemmata
Profile Blog Joined October 2013
468 Posts
April 21 2017 18:24 GMT
#31
On April 22 2017 02:01 Waxangel wrote:
Whoa, was this made specifically for TeamLiquid?

Yes and no. He made a video about it and we reached out to him to talk with us about his thoughts in a form that we could more easily translate.

On April 22 2017 03:18 atrox_ wrote:
Show nested quote +
On April 22 2017 02:01 Waxangel wrote:
Whoa, was this made specifically for TeamLiquid?

Seems odd that he would get an article translated to promote his youtube which is in Korean on an English site

Since he did not request any compensation for the help, it seemed appropriate to do something. He does upload games there, so no Korean is needed to watch those.
On April 21 2017 21:04 Marl wrote:
Excellent read, disgusting map. Flash not getting toppled anytime soon.

Well, they have shown willingness to revise maps during a tournament. It might end up being okay by the finals. If you get lucky, it's also possible to play some mirror matchups on bad maps.
Freakling
Profile Joined October 2012
Germany1529 Posts
April 21 2017 18:33 GMT
#32
Well, one of the obvious steps to take would be to make the map bigger (like 128x112). However, since that would basically mean redoing the whole map from scratch (actually not quite as bad, if basic shapes are kept the same, so stuff can just be copied over), it is probably out of scope.
JungleTerrain
Profile Joined January 2012
Chile799 Posts
April 21 2017 19:08 GMT
#33
On April 22 2017 03:33 Freakling wrote:
Well, one of the obvious steps to take would be to make the map bigger (like 128x112). However, since that would basically mean redoing the whole map from scratch (actually not quite as bad, if basic shapes are kept the same, so stuff can just be copied over), it is probably out of scope.


Was thinking the same thing, I know you suggested this already.

I think the problem with the third gas base is that while it may be easy for the Zerg to get, it is also easy for the Terran to get. Then the 4th gas base is really hard for zerg to get/hold. By that time Terran is switching over to mech.

I think it is important for the Third to be easy for Zerg but not easy for Terran, here it is easy for both.

And the Protoss vs Terran matchup seems to be a distance problem. The larger map size would help, and this would allow Protoss more time to react to a Terran's actions. Also there might be a need for more buildable space in the mains or somewhere else.
www.broodwarmaps.net
O.P.
Profile Joined October 2007
Sweden109 Posts
April 21 2017 19:39 GMT
#34
Can't Outsider be fixed by narrowing the choke to the natural? Or does that break something else?
duke91
Profile Joined April 2014
Germany1458 Posts
April 21 2017 19:42 GMT
#35
On April 22 2017 04:08 JungleTerrain wrote:
Show nested quote +
On April 22 2017 03:33 Freakling wrote:
Well, one of the obvious steps to take would be to make the map bigger (like 128x112). However, since that would basically mean redoing the whole map from scratch (actually not quite as bad, if basic shapes are kept the same, so stuff can just be copied over), it is probably out of scope.


Was thinking the same thing, I know you suggested this already.

I think the problem with the third gas base is that while it may be easy for the Zerg to get, it is also easy for the Terran to get. Then the 4th gas base is really hard for zerg to get/hold. By that time Terran is switching over to mech.

I think it is important for the Third to be easy for Zerg but not easy for Terran, here it is easy for both.

And the Protoss vs Terran matchup seems to be a distance problem. The larger map size would help, and this would allow Protoss more time to react to a Terran's actions. Also there might be a need for more buildable space in the mains or somewhere else.


put more random neutral creep colonies.
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
aRyuujin
Profile Blog Joined January 2011
United States5049 Posts
April 21 2017 20:05 GMT
#36
holy shit.. iris is making content for TL?
can i get my estro logo back pls
TheNewEra
Profile Joined March 2011
Germany3128 Posts
April 21 2017 20:19 GMT
#37
This is a great read! Thank you lemmata for helping to make this happen. IriS is one of my favourite players
Midas <3 Casy <3 BeSt <3 | Pray to Doh-men, heathens! | Zwischen Harz und Heideland
FiWiFaKi
Profile Blog Joined February 2009
Canada9858 Posts
April 22 2017 06:09 GMT
#38
Thank you for the translation Lemmata. This kind of content is very nice, definitely pretty time consuming to do, but its definitely these kinds of contributions from the community that keep it going strong.

Camelot is a nice map to play at a lower level, certainly points to it being terran favored, but generally the onus is on protoss and zerg to find something to abuse to beat a very mechanically solid terran.

I think that a reasonably quick 4 base protoss economy can be quite effective, reasonably easy position to hold, and throwing army into the terran seems fairly effective here, hard for terran to take a 4th. If he does though, the map split is inevitable, but I think the tools here are understated.

PvZ seems fine to me as well, multi pronged zerg attacks have potential, as well as the open area is good for zerg to fight in, but protoss has the benefit of having only two reasonably narrow choked to fight in with good positioning, as well as zerg having a harder time taking bases.

TvZ does look fairly hard for zerg to me, but they aren't my races so I don't know. With FS/CB meta sure, terran looks good, but I think we're neglecting other things that can be pulled out from the zerg arsenal. I've been enjoying the games on the map thus far.
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
plast1c
Profile Joined June 2011
Germany99 Posts
April 22 2017 10:12 GMT
#39
Wonderful analysis, thank you!
kinda right, kinda wrong
Titusmaster6
Profile Blog Joined September 2007
United States5937 Posts
April 22 2017 13:48 GMT
#40
Hey Iris, I miss your games. CJ fighting!
Shorts down shorts up, BOOM, just like that.
Magic Powers
Profile Joined April 2012
Austria4091 Posts
April 23 2017 01:52 GMT
#41
I have some ideas, maybe one or two of those are good.
The main problem seems to be that terran, which is a slow race, arrives at the enemy base too quickly.

1) The mineral-only expansion could be moved closer to the main/natural. This makes defending it easier.
2) The small ramp leading to the expansion at 9 and 3 o' clock could be removed and space expanded. This would work well together with 1)
3) An alternative to 2) would be to move the 9 and 3 o' clock expansions closer to the main base and to expand the space in front of it, instead of removing the small ramp. This might not work well with 1)
4) Another alternative to 2), the two ramps closest to the highground 3rd base (11 and 7 o' clock) could be merged into one that is as large as the biggest ramps currently are.

The other problem mentioned was that terran can defend its outer bases too easily.
5) The two top right expansions could be connected by land (11 and 12 'o clock, and the same for bottom left) and neutral buildings placed between them to create an alternate route to attack in the mid/late game.

There's also another idea that reduces terran mech effectiveness, which is to reduce space in the main base so that some factories need to be built outside. This doesn't hurt protoss as much with their smaller gateways. Some of my other ideas can be used for that.
If you want to do the right thing, 80% of your job is done if you don't do the wrong thing.
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
April 23 2017 04:24 GMT
#42
"Sneaky carrier builds? Not a chance that Protoss won’t get caught."

Evidently not true, and yet Protoss can not get caught and still lose.
]343[
Profile Blog Joined May 2008
United States10328 Posts
April 25 2017 22:22 GMT
#43
omg lol

reminds me of the classic "terran imba on this map!" threads except it's from an actual terran progamer :^)

thanks for the translation!
Writer
zyce
Profile Blog Joined March 2011
United States649 Posts
April 26 2017 04:14 GMT
#44
Damn, that was an excellent read. Would love to see more of these. Thanks for the analysis and the translation.
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