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[M]Map update: (4)Roadkill 1.09 - Page 3

Forum Index > BW General
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hiro protagonist
Profile Joined January 2009
1294 Posts
July 08 2018 17:16 GMT
#41
Sick!! Stoked to try this map on ladder hopefully!
"I guess if you climb enough off-widths, one of these days, your gonna get your knee stuck and shit your pants. Its just an odds thing really" -Jason Kruk
Freakling
Profile Joined October 2012
Germany1529 Posts
July 14 2018 14:49 GMT
#42
Now the Mediafire download contains a semi-revealed (sr – chessboard pattern FOW) observer version.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
July 25 2018 03:25 GMT
#43
dude congratz!!!!!!!!!!! hell yeah! how do u feel freakling?
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
July 25 2018 04:36 GMT
#44
congrats!!
lepape
Profile Joined November 2005
Canada557 Posts
Last Edited: 2018-07-25 18:57:04
July 25 2018 17:17 GMT
#45
Congrats, man!

How does it feel to have your map in the official map pool and in a pro tournament? Did you get any feedback from the top players about the map?
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-07-29 16:32:06
July 29 2018 14:29 GMT
#46
I was curious what a search for "로드킬 스타크래프트" would turn up by now…

Here's Best introducing the map.

Unfortunately my Korean is still pretty much non-existent, so I don't gather any details. He's got some nice wall-ins though.

FBH also discussed the map:


Maybe some one can summarize what they have to say.

I also found Larva playing a pretty nice ZvP vs. Shuttle where the whole map is taken:
kogeT
Profile Joined September 2013
Poland2041 Posts
Last Edited: 2018-07-29 15:47:00
July 29 2018 15:33 GMT
#47
On July 29 2018 23:29 Freakling wrote:
I was curious what search for "로드킬 스타크래프트" would turn up by now…

Here's Best introducing the map.
https://www.youtube.com/watch?v=DMH9fv04i6A
Unfortunately my Korean is still pretty much non-existent, so I don't gather any details. He's got some nice wall-ins though.

FBH also discussed the map:
https://youtu.be/Zj755I1HTcM?t=26m48s

Maybe some one can summarize what they have to say.

I also found Larva playing a pretty nice ZvP where the whole map is taken:
https://www.youtube.com/watch?v=x4CtQ_IX8hc


Map makers dream right? When I made a H3 map that has been added to the official release I was checking YT everyday for play through's LOL.

Also, last ZvP is vs Shuttle
https://www.twitch.tv/kogetbw
JungleTerrain
Profile Joined January 2012
Chile799 Posts
July 29 2018 16:03 GMT
#48
What is H3?
www.broodwarmaps.net
Hatchet_man
Profile Joined December 2013
Russian Federation249 Posts
July 29 2018 18:49 GMT
#49
Heroes of Might and Magic
nXma)n(iac
Profile Joined August 2018
2 Posts
August 06 2018 09:52 GMT
#50
Any idea why the dragoon misses the third shot on the SCV here?

Freakling
Profile Joined October 2012
Germany1529 Posts
August 06 2018 09:58 GMT
#51
There's a 1/256 default miss chance for ranged units.
nXma)n(iac
Profile Joined August 2018
2 Posts
August 06 2018 12:20 GMT
#52
Thanks. I had no idea about that. With all your talk of high/low ground tiles, I find myself looking for missed shots a lot.
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
August 06 2018 12:34 GMT
#53
Next to the 9oclock Natural there's an area of unbuildable terrain next to the natural minerals to the left, big enough to fit a depot or two but you placed unbuildable terrain there. Would you mind answering on why you did that? It's not a big deal I'm just interested in the reasoning if that's ok Freaking! It's a fun map to play on and I've enjoyed my games here, it's especially cool in TvT. I find TvP quite hard on it due to carriers though.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-08-06 13:32:28
August 06 2018 13:31 GMT
#54
I think T has some advantages over Z on the map due to the lack of an easy high ground third to take. In addition the nat is high ground and has no proper cliff behind it, making Turrets and M&Ms more potent against Mutas due to unobstructed vision. the unbuildable ground behind the minerals and geyser is mostly a measure to reduce Turret space and give Mutas a bit more room to harrass. It's similar to New Empire of the Sun, or to some degree Jade, in that regard (contrast this with Gladiator, for example, which explicitely has a cliff behind the natural mineral line).
radley
Profile Joined August 2008
Poland582 Posts
August 06 2018 18:39 GMT
#55
But you know that terran placing turrets behind minerals to defend 3 hatch muta is considered noob, so it doesn't make any sense, right?
TL+ Member
KameZerg
Profile Blog Joined May 2007
Sweden1767 Posts
August 06 2018 18:53 GMT
#56
On August 06 2018 18:58 Freakling wrote:
There's a 1/256 default miss chance for ranged units.


Does that also apply to static defense structures?
asdasdasdasdasd123123123
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-08-06 22:06:51
August 06 2018 22:06 GMT
#57
On August 07 2018 03:39 radley wrote:
But you know that terran placing turrets behind minerals to defend 3 hatch muta is considered noob, so it doesn't make any sense, right?

Well, Turrets should be placed where workers can be quickly pulled to repair them, I guess. So that's within the mineral lines or at its flanks. That includes the area below the geyser, though.
It also prevents other issues with unequal building spaces behind mineral lines, such as cannon rushes (although this may not even be a problem either any more with v1.13, due to the mineral lines being mostly equalized).
There may haven even be other reasons for my doing it back in the day that I cannot remember any more. Keep in mind that this map is actually fairly old (around 2012-ish?). I did not temper much with this aspect in my newest update.

On August 07 2018 03:53 KameZerg wrote:
Show nested quote +
On August 06 2018 18:58 Freakling wrote:
There's a 1/256 default miss chance for ranged units.


Does that also apply to static defense structures?

Yes.
Psyonic_Reaver
Profile Blog Joined June 2007
United States4337 Posts
Last Edited: 2018-09-02 07:55:03
September 02 2018 07:51 GMT
#58
Hello fellow Protoss users. Like me, I'm sure many of you are frustrated and yell out "HOW IS THAT NOT LING TIGHT!" during many of your Ladder Matches. I decided enough was enough and spent 3 hours figuring out good walls.

I understand there are already FEE pictures on Liquidpedia but I feel they are outdated since they were added back in 2015 before the map underwent further changes for Blizzard's current Ladder Season.

Roadkill Bottom Wall+ Show Spoiler +

[image loading]


Takes 3 Zealots or 2 Zealots and a Probe to block. If you position the probe in the back sometimes the Zerglings will bug out, even if the Zerg manually attack clicks the Probe and they will sometimes not move forward to engage. If there is no Probe or Zealot there - Zerglings will squeeze only between the Cannon and the Zealot to get in.

Ideally if it is vs many Zerglings trying to push through, bring more Probes. The opening is wide enough for Dragoons and Archons to pass through the middle without being retarded.

Roadkill Left Wall+ Show Spoiler +

[image loading]

Takes 3 Zealots or 2 Zealots and a Probe to block. If you position the probe in the back sometimes the Zerglings will bug out, even if the Zerg manually attack clicks the Probes and they will sometimes not move forward to engage. If there is no Probe or Zealot there - Zerglings will squeeze between the two Zealots positioned to get in.

Ideally if it is vs many Zerglings trying to push through, bring more Probes. The opening is wide enough for Dragoons and Archons to pass through the middle without being retarded.

Roadkill Top Wall+ Show Spoiler +
[image loading]


Takes 2 Zealots or a Zealot and a Probe to block. Zealots must be that far forward, any further back and you'll need more units to plug the gap or risk that Cannon above the Gateway being surrounded.

Probes are always ideal to bring to help fill in holes. The opening is wide enough for Dragoons and Archons to pass through the middle without being retarded.

Roadkill Right Wall+ Show Spoiler +

[image loading]

Takes 2 Zealots or a Zealot and a Probe to block. Zealots MUST be positioned PRECISELY as shown or you will need an additional unit to help create a solid wall. Probes are always ideal to bring in to help fill in holes. The opening is wide enough for Dragoons and Archons to pass through the top without being retarded.

I know many of the Pro Protoss players enjoy creating extremely tight walls stacked on top or below a pylon but that requires destorying it sometime later in the game to free bigger units. Your call.

The only time you need a smaller opening is if you scout the Zerg going Ling All-in. In which case at all positions it is possible to place a Pylon or Cannon to help narrow the gaps further and require less Units to plug the holes to help fend off the All-in.
So wait? I'm bad? =(
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-09-02 09:31:34
September 02 2018 09:18 GMT
#59
The one for the top position is the same one Best had figured out.
The bottom one looks a bit impractical to me. At least the Pylon position could probably be better to allow for more Cannons:
+ Show Spoiler [show image] +
[image loading]

This variant has the added benefit of protecting the Forge from being sniped pretty well. If the Zealots are moved a bit more forward units from the Gate even spawn inside the wall (behind the Zealots).
Psyonic_Reaver
Profile Blog Joined June 2007
United States4337 Posts
September 02 2018 09:27 GMT
#60
I enjoy your bottom layout. And thank you for linking that Best video. I will definitely study that!
So wait? I'm bad? =(
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