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[Guide] Map Analysis - Forming a Plan by Gretorp - Page 2

Forum Index > Brood War Strategy
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Choiji
Profile Joined March 2009
United States11 Posts
November 20 2009 02:19 GMT
#21
downloaded: A few pages in... good stuff so far andre. Great work bro <3

-Life
I think, therefore I am.
ToN
Profile Joined July 2009
Canada245 Posts
Last Edited: 2009-11-20 04:03:53
November 20 2009 04:03 GMT
#22
Thanks for the guide, has helped my pvt.
Nogardeci89
Profile Blog Joined September 2009
United States113 Posts
November 20 2009 19:58 GMT
#23
AWESOME write-up. Someone make this kid a banner ^_^
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
November 20 2009 23:51 GMT
#24
just finished reading it. Great read... I as a Protoss have difficulty with this kind of expanding.

I thought you were going to also put some key positions to mining with vults too, as they can inmensely aid against a counter attack. By doing this you leave Protoss with either a very slow conter attack or a direct fast counter against your already well positioned units.

I am looking forward for the PvZ guide man, as I am sure this will aid me greatly in my already best MU lol
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
November 21 2009 00:48 GMT
#25
I feel like it would benefit this guide to talk about the likely protoss openings/play styles you will see on a map, as it tends to define the flow of the game, and can make certain styles of play not viable.

IE, destination is proxy heavy, with frequent 12 nexus, while maps like Luna frown on 12 nex and proxies, causing the toss to usually double expand with a very safe 1 gate tech opening. Some time is devoted to speaking of why arbs are good on the map, but are 2 base or 3 base arbs better? Or even later arbs? Etc. Things like this matter because you won't want to prepare exclusively 4 fac builds if the P will almost always 12 nex or 2 base arb.
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
November 21 2009 01:04 GMT
#26
On November 21 2009 09:48 Nevuk wrote:
I feel like it would benefit this guide to talk about the likely protoss openings/play styles you will see on a map, as it tends to define the flow of the game, and can make certain styles of play not viable.

IE, destination is proxy heavy, with frequent 12 nexus, while maps like Luna frown on 12 nex and proxies, causing the toss to usually double expand with a very safe 1 gate tech opening. Some time is devoted to speaking of why arbs are good on the map, but are 2 base or 3 base arbs better? Or even later arbs? Etc. Things like this matter because you won't want to prepare exclusively 4 fac builds if the P will almost always 12 nex or 2 base arb.


This is a guide about map analysis not about TvP.
@KawaiiRiceLighT
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
November 21 2009 01:55 GMT
#27
Great stuff Proterg!! I am looking forward to your lectures. This helped me put a new perspective on certain maps.
Gretorp
Profile Blog Joined September 2008
United States586 Posts
November 21 2009 01:57 GMT
#28
On November 21 2009 09:48 Nevuk wrote:
I feel like it would benefit this guide to talk about the likely protoss openings/play styles you will see on a map, as it tends to define the flow of the game, and can make certain styles of play not viable.

IE, destination is proxy heavy, with frequent 12 nexus, while maps like Luna frown on 12 nex and proxies, causing the toss to usually double expand with a very safe 1 gate tech opening. Some time is devoted to speaking of why arbs are good on the map, but are 2 base or 3 base arbs better? Or even later arbs? Etc. Things like this matter because you won't want to prepare exclusively 4 fac builds if the P will almost always 12 nex or 2 base arb.


Yeah, as Kawaii said, this is focused on analyzing a map to developing a plan. We're looking to see how to play properly and what to do with our units and how to construct our preparations to optomize our actions. Obviously this isn't useful if you're getting 7 gated every game, and I disregard that type of line. Notice how I didn't even talk about Terran openings either :O
I am Unheard Change
Louder
Profile Blog Joined September 2002
United States2276 Posts
November 21 2009 02:03 GMT
#29
Warning: Receiving lessons from Gretorp has been proven to cause anal cancer.
Gretorp
Profile Blog Joined September 2008
United States586 Posts
November 21 2009 02:29 GMT
#30
does it still hurt louder? I know there was some leakage last time you told me.
I am Unheard Change
LuckyFool
Profile Blog Joined June 2007
United States9015 Posts
November 21 2009 02:33 GMT
#31
Hey Andre great guide! really professional and nice looking, makes reading through so much easier.
NeVeR
Profile Blog Joined January 2009
1352 Posts
November 21 2009 02:56 GMT
#32
Andre u r0x0rz.
s[O]rry
Profile Blog Joined November 2009
Canada398 Posts
November 21 2009 04:15 GMT
#33
Amazing work! So happy someone made this.
Sunshine.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
November 21 2009 07:01 GMT
#34
On November 21 2009 10:04 KawaiiRice wrote:
Show nested quote +
On November 21 2009 09:48 Nevuk wrote:
I feel like it would benefit this guide to talk about the likely protoss openings/play styles you will see on a map, as it tends to define the flow of the game, and can make certain styles of play not viable.

IE, destination is proxy heavy, with frequent 12 nexus, while maps like Luna frown on 12 nex and proxies, causing the toss to usually double expand with a very safe 1 gate tech opening. Some time is devoted to speaking of why arbs are good on the map, but are 2 base or 3 base arbs better? Or even later arbs? Etc. Things like this matter because you won't want to prepare exclusively 4 fac builds if the P will almost always 12 nex or 2 base arb.


This is a guide about map analysis not about TvP.

If the map prevents or encourages certain openings, that's a huge part of the map, and what it encourages/discourages is rarely immediately apparent.
meeple
Profile Blog Joined April 2009
Canada10211 Posts
November 21 2009 07:11 GMT
#35
Very good stuff... thanks for such an in-depth guide about this.
duckett
Profile Blog Joined June 2009
United States589 Posts
November 21 2009 23:01 GMT
#36
This is awesome! Key knowledge that too many low level T's play without...
funky squaredance funky squaredance funky squaredance
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
November 22 2009 02:33 GMT
#37
Could you do a ZvP analysis on a new map in TSL such as fighting spirit? :D
Gretorp
Profile Blog Joined September 2008
United States586 Posts
November 22 2009 03:33 GMT
#38
The point of this guide is so you don't have to ask me to do it, because you should be able to do it yourself. You should try using this theory of map analysis >>making plans for yourself. Don't wait for someone else to do it!
I am Unheard Change
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
November 23 2009 01:51 GMT
#39
I'm trying to apply this knowledge to Heartbreak ridge, trying to figure out which ridge to push on, but I cant seem to make heads or tails, both carriers and arbiters are strong here, but it doesn't seem as overwhelming as it does on Rush Hour.

While pushing next to your own base means more reinforcements, aswell as already making your own main harder to recall, I often find that if I push the other way I can siege up on some gateways, or maybe even hit some troops coming out of the main to the natural.

Both ways lead me to a mineral-only and a gasexpansion, but whereas pushing by my main makes my main safer from recalls, it also weakens the defense of my third, which is strengthened by my push in the other lane.

Maybe I dont really know what I'm trying to accomplish, but I could imagine some goals being similar to those on rush hour.
Gretorp
Profile Blog Joined September 2008
United States586 Posts
November 24 2009 17:44 GMT
#40
It's tough, but don't treat this as once you know this information you can instantly start doing it. Just like learning everything, you need to continually practice both the game and planning, and as you start to become more comfortable with it, you can start to develop plans a lot more naturally.
I am Unheard Change
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