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[A] why is dreamliner THAT imbalanced ZvT

Forum Index > Brood War Strategy
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swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-12 14:24:43
July 10 2010 18:59 GMT
#1
ok I know this is very long but please read it... I have spent a LONG amount of time writing this.I did not know what letter to put in Brackets so I put A for analysis...if a mod feel something is more appropriate feel free to change it


when I First set my eyes on dreamliner I instantly fell in Love with it

here are a few reasons.


1.I instantly liked the fact that there is a short Rush distance, a rather short Push distance and another kinda long Push distance. but with the longer one being good for StrongeR pushes.

here I depicted it
red is the Rush distance
YellOw is the short Push distance
and Green is the long and powerful Push distance

[image loading]


for any of you who don't know what I mean by more powerful Push distance you can observe the fact that Green goes on high-high ground(don't know how to call it lol) and will be attacking downhill on area B... Where the opponents army will probably be positioned therefore giving you a high ground advantage at the expense of speed. I thought that choosing the right Push route might be the difference between victory and defeat in a lot of games.

[image loading]


2. another Reason why I liked this map a lot is that the 3rd and fourth looks rather easy to defend.

for instance... having your army positioned in area A pretty much secures that 3rd Gas
and having some form of Control over area C also gives a fairly easy fourth Gas. so I thought the lategame could very well be about controlling area C (keep in mind having C also gives easy access to the island and gives easy attacks on your opponents own fourth Gas.)


3. I loved the fact that there are islands expansion considering the short Air distance. therefore a player going for some sort of a drop play has a Nice transition since he can secure both islands.

4 it's a plane :p

ok so I thought this map would give very interesting games in ZvT so I am all hyped about the map.

and then... I look at the map Stats

1-8 TvZ

I was shocked because I certainly did not thought it would be THAT imbalanced...sure the Air distance is pretty short but I thought it should be managable and even if I was wrong...1-8...that's worse then Battle royale.


therefore I embarked on a journey to discover what is exactly THAT Imba on this map... I have watched all 9 vods on this map and here are my thoughts about them

First Game

(Z)great vs (T)Sea



in this Game (Z)great did a Really Cool build...he went with a normal muta harass but delayed
the lurkers a bit for a faster hive.he harassed very conservatively with his mutas... once hive rolled he got BOTH a greater spire and a defiler mound. now I was thinking he would try to harass with the guardians but instead he used those guardians to defend against the ball while simultaneously pushing with defilers and Lurker ling. sweet build but I don't think (Z)great abused any map feature except the rather short base distance maybe.


second Game

(Z)Hyuk vs (T)RuBy



(Z)Hyuk goes 12pool 2 hatch muta variation and starts doing his harass... harass don't do too much damage at First but (Z)Hyuk does a mutaling bust and manages to snipe all the turrets at the Natural he goes on to make devastating damages and win the game


third Game

(T)Leta vs (Z)Kwanro



ok so I could write a battle report but the OSL Team already has quite a good one

http://www.teamliquid.net/forum/viewmessage.php?topic_id=132556

here (T)Leta wins by going 2-port wraith ... thus reversing the short Air distance on the zergs... that close Air distance is looking like the culprit for the imbalance so far. very Smart of (T)Leta to do that.

fourth Game

(Z)ZerO vs (T)Really "infamous Rage quit"



the battle report here is much more complete because It's the Only Game so far that has not been won by abusing the Air distance (beside great vs Sea)

Many people did not like this Game but I found (Z)ZerO's Build to be very Smart and tailor-made for this map.


(T)Really starts the Game by doing a manner e-bay to delay (Z)ZerO's expansion and doing a 14CC himself. (Z)ZerO goes 3 hatch( I was glad because I was getting sick of watching 2 hatch mutas) and starts pumping quite a bit of lings. and (Z)ZerO does not get a spire but a Hydra den. (T)Really scans this and moves out with his MnM toward (Z)ZerO's Natural but (Z)ZerO manages to sneak a Control group of lings past his forces and he sends them harass the worker Line

[image loading]
lings get in


meanwhile (T)Really sees that there are Only 2 sunkens at (Z)ZerO's Natural and he tries to break them

[image loading]
sunken break


but (Z)ZerO's lukers pop Just in time and he manages to defend while losing Only 2 lurkers.
[image loading]
just a little bit too late (T)Really




meanwhile (Z)ZerO pulled the lings that were at (T)Really's Natural and

[image loading]


"we're surrounded Sarge"


ok so at this Point I believe everyone agrees that ZerO has a pretty good advantage and he uses this advantage to take a third Gas AND the Mineral Only and here comes the brilliant part about (Z)ZerO's play in this Game...instead of rushing defilers like you normally do he made a big lair army to fight toe-to-toe against the terran army.

I thought this was especially brilliant because...as I explained during my map analysis earlier in this article...late-game dreamliner is(I believe) mostly about controlling important pieces of terrain like Area C...this lair centered army of (Z)ZerO let him take great map Control and gave him ridiculously easy expansions. this lair army is very mobile too so (Z)ZerO could abuse the Green Push route a lot and give him big flanks on (T)Really's army.

[image loading]
(Z)ZerO uses his mobility to make a flank using both Yellow Push route and Green Push route



now the brilliance in (Z)ZerO's build does not quite stop here...once (Z)ZerO got hive did he transition Into defilers to back this army? NO...he got fast ultras.

the reasoning behind this is that defilers are a very slow unit...getting ultras before defilers let (Z)ZerO continue to use his superior mobility to take more expansions. also...(Z)ZerO's lair army strategy forces him to get a large ammount of upgrades on his troops so the ultras out upgraded the marines ... once (T)Really cleans up (Z)ZerO's flanking force showed on the picture above...it's already too late, 4-3 ultras are out.(4-2 maybe...I had a hard time distinguishing the upgrade count on the youtube video).


[image loading]
circled in Green on the mini-map...more ultralings, in blue is (T)Really's ball having to come all the way back and clean this up while taking heavy losses.



(Z)ZerO finally got defilers

[image loading]
about time


but he got them precisely when 11o'clock was finally secured and all this extra mobility was no longer needed...perfect timing.


as a result of all these strategies based on army mobility let us look at the expansion count.

[image loading]


that's 6 to three... (Z)ZerO is currently taking the middle. (T)Really's main is mined out so I did not include it



after that (T)Really snipes two bases but (Z)ZerO is still on 5 bases and Really Only has 1 non-mined out expansion

[image loading]

ragequit



so this time (Z)ZerO played the map nearly perfectly in a very creative manner. Terrans will need to do like zero and find ways to play the map and take advantage of those easy expansions...if they ever make it past the mutas.(damn that 12pool 2 hatch mutas)

fifth Game

(Z)Action vs (T)fOrGG



(Z)Action does a 2 hatch speedling all-in and it it goes unscouted


I don't think this worked due to the short Rush distance...probably would have worked on any map. imo not Really dreamliner's fault. (though the short Rush distance certainly did help)


sixth Game

(Z)Shine vs (T)HiyA



(Z)Shine does a 2 hatch speedling all-in and it goes unscouted. this happening twice in a row is making me think that the Rush distance might possibly be a bit too short.

Edit: Waxangel told me that the rush distance ia actually 30 seconds which is correct... the short rush distance is in no way responsible for the imbalance and as I said in (Z)Action vs (T)fOrGG this could have worked on any map.

seventh Game

(Z)Killer vs (T)sKyHigh



in this one (Z)Killer goes mass mutas all-in and it works. what (T)sKyHigh could have done better is get a better BarrackS turrets positioning ... he could have backed off with his MnM a bit earlier too. I think skyhigh had the right idea by going out in the open with his marines and having the mutas not attack his mineral lines.

eighth Game

(Z)Jaedong vs (T)Ssak



I have high hopes for this one since I did not watch it and Jaedong don't cheese too often.


(Z)Jaedong went mass mutas... (T)Ssak had a cute wall-off Where he put a rax, a CC and an Academy to wall off. he also had the right idea I believe by getting a valk...but getting a valk after losing Infinity workers won't help you Win unfortunately.


ninth Game ( at Last)

(Z)Hydra vs (T)BaBy




ok...so (T)BaBy gets an overlord snipe and should be thankfull to god that this will delay the dreadful 12 pool mutas...instead, he pulls 7 SCV and tries to bunker Rush Hydra when the hatch is almost done...Hydra pulls a few drones snipe a Marine builds a sunken and voila.

that was more (T)BaBy having some of the worse decision making Ever then dreamliner being Imba.

CONCLUSION


-12 pool 2 hatch muta is way too powerful on this map, Terran will need to find a way to defend it if they want to have a single chance of winnig...I believe (T)Leta had it right when he decided to 2-port wraiths (incidentally Only Leta won). I think (T)Ssak also had it right by making a valk...T will need to find a way to pump valks faster then 12 pool 2 hatch muta though, or at least Just a bit later (is that possible?) Both me and the mapmakers severely under-estimated that possibility when doing First analysis of this map.

-Terrans were not cautious enough of cheeses in my opinion...with such a short Rush distance 2 hatch speedling all-in is going to happen all the time and they should be very cautious... scout a lot etc..

-now I think the 3rd Gas is a bit easy to secure.(T)Really only managed to attack it once or twice in (Z)ZerO vs Really hard to tell since everyone except (Z)ZerO and (Z)great cheesed T_T.I think T will have to do like zero and come up with builds that take advantage of this feature of the map.

-I believe that if Terrans manage to overcome this dificulty then this map is going to give wonderful games but if they don't...Dreamliner should be stored in the same box then battle royale. I Really did not know what could T who faced mass muta do to fend it off...anyone has an idea? I think skyhigh had it right when he moved out with his marines...maybe backing off a bit earlier with them though


-In conclusion it is a lot too easy for zergs to cheese on this map and even when they do not cheese I find this map to be Z favored because the 3rd gas looks kinda easy to take. Terrans will need to find a way around 2 hatch mutas and make sure they scout any 2 hatch speedling all-in attempt

ok thanks for reading...hope you had as much fun reading this then I had fun making it :p

feel free to give feedback

Edit: something I forgot to express is that I don't feel the map is as imbalanced as the stats show because 1-8 is pretty brutal. I would not call it 1-8 imbalance but Terrans really need to find a way around 2 hatch mutas. even when(if) they do I think it will be a bit zerg favored but still playable for T and will give pretty awesome games

Edit: while I agree with all of those that said that 9 games is a small sample size but I only wanted to show why Terrans have been losing so far... I also expressed in my comments and in the above Edit that I don't think the map will be imbalanced once terran manage to deal with 12 pool 2 hatch mutas but that it will be a bit zerg favored nonetheless. waiting for 10 or more games to be played would have lead this thread to have been made at a date where this would no longer be as relevant as it currently is (read before the finals or semi-finals).




Zero vs really was the only game that had a large coverage because it was the only game of interest, beside Leta vs Kwanro that was already covered by OSL team.I was thinking of doing a better write up for great vs sea but I am a bit tired and this already took me a lot of time. sorry if there are some weird capitalization...it did not cross my mind when I pressed TLPD-ise that Push and Air and etc. were players T_T. I did not feel like correcting those capitalization
Writer
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 10 2010 19:00 GMT
#2
god that was long...anyone knows why sometimes videos did embed and sometimes not?
Writer
airtown
Profile Blog Joined May 2009
United States410 Posts
July 10 2010 19:19 GMT
#3
Try taking the "#!" off of the end of the youtube links.
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 10 2010 19:22 GMT
#4
Try taking the "#!" off of the end of the youtube links.


ahhh thanks
Writer
airtown
Profile Blog Joined May 2009
United States410 Posts
July 10 2010 19:52 GMT
#5
I think one of the main reasons why kwanro lost was because he retardedly suicided half of his army into leta's natural for no reason.

I actually don't think leta took advantage of the short air rush to much of an extent. He only really started drone-killing in the mid game when he had a gazillion wraiths.
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 10 2010 19:59 GMT
#6
yeah but what I meant is that Leta probably had the right idea when he decided to do that. beside he got plenty of overlords kills if I recall...anyways even had kwanro not suicided his army and eventually won the game it would had been the closest a T would have been of winning on dreamliner...thus I think this is probably the best answer to zerg on that map atm imo

and yes trying for the bust there was not the smartest move
Writer
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
July 10 2010 20:02 GMT
#7
3rd gas too easy to take.... you crazy? There isn't even a ramp to defend infinite mnm with 2 lurkers like any other map. Instead its wide open on both sides. Probably explains why so many zergs are allining this map. Terrans just don't seem to be used to the close distance yet so they're losing to speedlings and 12 pool -> 2 hatch muta.
GANDHISAUCE
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-10 20:42:57
July 10 2010 20:40 GMT
#8
just camping an army in area A secures the third gas pretty well...if T moves out into area A then you can retreat your army into green path and your natural/third or even both and if T tries to force the third he is getting his ball in danger imo.


I expect plays like zero to be kinda popular on this map...will see

I hope T gets used to the short air distance...don't need Battle royale 2.0


ok I agree too easy to take might be an overstatement on second thought...I will erase that but I don't feel it is hard to take at all...especially since you can reinforce very quickly
Writer
ImaginationStation
Profile Joined June 2010
Korea (South)25 Posts
July 10 2010 22:12 GMT
#9
hey swanized, ever heard of fast vessels? That will solve the 12 pool 2 hatch muta problem, assuming the T has competent micro to deal with Z before the first irradiate.
People call me Asian; I call it driven.
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 10 2010 22:28 GMT
#10
hey swanized, ever heard of fast vessels? That will solve the 12 pool 2 hatch muta problem, assuming the T has competent micro to deal with Z before the first irradiate.


I would be very surprised if fast vessel can get a vessel + irradiate in 5:30

the fastest possible way to get it is to rax-------factory-------starport-----science facility-------irradiate.

that sounds like more then 5 minutes

quoting from liquipedia here


1 Rax - If the Terran player only has 1 Rax, then he won't have that many Marines. 1 Rax means that the Terran is going for a rush to Science Vessels to stop the Mutalisk harass. However, this build has gone out of style due to both the general improvement of Mutalisk control from Zerg, which leads to the Vessel possibly getting sniped with little to no damage done to the Mutalisks.
Writer
Ideas
Profile Blog Joined April 2008
United States8091 Posts
July 10 2010 22:30 GMT
#11
wow awesome post, thanks

i dont think the map is as imba as the stats show, a lot of these games seem to just be the terran failing or the zerg playing really good (action vs forgg, zero vs really). hopfully terrans will figure out how to defend vs 2 hatch better though. maybe when flash plays on it he'll show them how.
Free Palestine
prosatan
Profile Joined September 2009
Romania8003 Posts
July 10 2010 22:40 GMT
#12
omg what a fantastic post!!
but the map is not that imba i think.... defending 2 hatch is probably the key for terrans..
and also the 3rd expo for zerg isn't than easy to take
anyway nice article mate!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Crunchums
Profile Blog Joined December 2008
United States11143 Posts
July 10 2010 22:47 GMT
#13
9 games is a really small sample size and that's not exactly the most stellar set of terran players; the map might be Z>T but not to the extent that 1-8 makes it looks like
brood war for life, brood war forever
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-14 00:46:29
July 10 2010 22:53 GMT
#14
I agree with you 3 above and just edited something expressing that feeling.


I am wondering if I should make a real Battle report for Great vs Sea because great's strat was totally kickass...anyone really interested in reading that?

Edit: OH WOW my post is in "on the spotlight" !!!!! woohoo. thanks to the TL.net team for that!!!

next objective: TLFE
Writer
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
July 10 2010 23:11 GMT
#15
My take on this is that its not just the short rush distances, but rather, a combination of specific traits. That's what usually makes a map favored to X race.
For terrans, the fact that there is a short air distance between the bases means that builds such as 2 hatch muta from the zerg are highly likely. However, because there is a short rush distance as well, ling all ins also are considered viable as well, and its pretty hard for the terran to guess what the zerg is doing, since scouting after the initial scv scout can be denied easily. This somewhat explains the losses when it comes to early-game strats such as 2 hatch muta or ling all-in.

As for the losses in later game, i think that it comes down to the design of the rush/push paths. Sure, there are 3 rush/push paths, but that means that there are 3 different angles that a zerg army can attack the terran army. When it comes to battles in ZvT, the zerg would prefer to battle in an area where the terran can be flanked, and that is what the three rush/push paths allow the zerg to do, making it difficult for the terran to directly engage a zerg army.

As far as this map goes from an economic standpoint, a zerg can take his 3rd gas and not be as worried about defending it than if he were to take his 3rd base on a map such as fighting spirit, as it is much closer to the nat, and the zerg doesn't need to move his army a great deal to defend. (plus he has a 4th base right in between).
I like haikus and / I can not lie. You other / brothers can't deny
ImaginationStation
Profile Joined June 2010
Korea (South)25 Posts
Last Edited: 2010-07-10 23:18:42
July 10 2010 23:17 GMT
#16
On July 11 2010 07:28 swanized wrote:
Show nested quote +
hey swanized, ever heard of fast vessels? That will solve the 12 pool 2 hatch muta problem, assuming the T has competent micro to deal with Z before the first irradiate.


I would be very surprised if fast vessel can get a vessel + irradiate in 5:30

the fastest possible way to get it is to rax-------factory-------starport-----science facility-------irradiate.

that sounds like more then 5 minutes

quoting from liquipedia here


Show nested quote +
1 Rax - If the Terran player only has 1 Rax, then he won't have that many Marines. 1 Rax means that the Terran is going for a rush to Science Vessels to stop the Mutalisk harass. However, this build has gone out of style due to both the general improvement of Mutalisk control from Zerg, which leads to the Vessel possibly getting sniped with little to no damage done to the Mutalisks.

5:30? What are you talking about? Liquipedia says that for 12 pool 2 hatch muta, the mutas pop at 6:00. That means that, getting them stacked and joined near the T's main would probably be around 6:10. Also, by fast vessel I don't mean "fastest possible vessel." And even if I did, what's your point? I never said that it would take less than 5 minutes to get that vessel out; that's completely ridiculous. And posting your liquipedia-quoted "rax-factory-starport-sci fac-irradiate" doesnt strengthen your case either. The rax finishes before the pool, the factory will finish before lair, and I'm pretty sure the starport will naturally finish before spire. The sci fac should then finish before the mutas have arrived at around 6:10. And it's not like researching irradiate and building a science vessel can't be done at the same time, so the vessel should pop and it should build up enough energy for an irradiate within 30 seconds-1 minute of the beginning of the muta harass. Like I said, if the T has competent micro, he should be able to deal with the mutas in time for the first irradiate (at least barely hanging on). Jaedong simply dominated ssak; if that was Hwasin, Flash, Leta, etc., I don't think Jaedong could've ended it as early as he did with ssak.

Also, the number of mutalisks that the zerg brings out at the first timing for the muta harass varies. If the T knows that Dreamliner is a popular and viable map for 12 pool-2 hatch muta, which he certainly should, then he might put on some early pressure. Make the Z burn some minerals/drones/larvae (the larvae part is the most important, for it prevents drone whoring) on lings/sunkens. If the T thinks up some sort of cute or smart early aggressive play, it can delay or weaken the muta timing. Now, in the above paragraph, I mentioned a pretty quick case of getting science vessels. The more standard build would be 1 rax-FE. With this sort of build, if you go for vessels before tanks, then I still can't see the Z being able to harass for more than a minute before the first vessel pops out (and remember, it's not like the Z is actually harassing the whole time; the mutas often fly the safe paths between the natural and the main to change their route of attack). When this vessel pops, it makes the Z's harass more hesitant unless there is some sort of muta all-in. Furthermore, defending the 12 pool-2 hatch muta can't be impossibly hard with 1 rax-FE because of plenty of mins for turrets, raxes, and therefore greater marine and turret count for more defense.

Finally, 1 rax-FE is a viable build. It's covered on liquipedia that, after defending the initial muta harass, a timing opens up with tank/mnm/vessel to make the first push against the Z when the Z goes 12 pool-2 hatch muta. And consider maps like Python. In the cases where the Z is close positions with T (which is 1/3 of the time), it's not like Z had easy victories with 12 pool-2 hatch muta. I don't remember people screaming Python imba, and in fact Python is one of those classic maps, sometimes called the next version of Lost Temple. In Python, the air distance is even shorter than that of Dreamliner, so obviously T found a way to deal with the 12 pool-2 hatch muta builds (whether it be fast vessels, standard 1 rax-FE with vessel first, standard 1 rax-FE with tank-vessel-mnm timing push after defending the initial harass, early e-bay and turrets into early mnm upgrades, doing that cute sort of early pressure like I suggested to mess with the build execution [forcing the Z to make adaptations such as lings instead of drones, sunkens instead of drones, and less overall minerals], etc.). My point to the OP was that I think some sort of fast vessel or 1 rax-FE with vessel first build would be a fair match for this dreaded 12 pool-2 hatch muta build on Dreamliner. I don't know of any cases in the 9 TvZ games that were played on this map where the T did this; correct me if I'm wrong.

EDIT: Whoa my post is a big block of text; I'll make sure to add blank lines between each paragraph next time.
People call me Asian; I call it driven.
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-10 23:44:03
July 10 2010 23:43 GMT
#17
5:30? What are you talking about? Liquipedia says that for 12 pool 2 hatch muta, the mutas pop at 6:00. That means that, getting them stacked and joined near the T's main would probably be around 6:10. Also, by fast vessel I don't mean "fastest possible vessel." And even if I did, what's your point? I never said that it would take less than 5 minutes to get that vessel out; that's completely ridiculous. And posting your liquipedia-quoted "rax-factory-starport-sci fac-irradiate" doesnt strengthen your case either. The rax finishes before the pool, the factory will finish before lair, and I'm pretty sure the starport will naturally finish before spire. The sci fac should then finish before the mutas have arrived at around 6:10. And it's not like researching irradiate and building a science vessel can't be done at the same time, so the vessel should pop and it should build up enough energy for an irradiate within 30 seconds-1 minute of the beginning of the muta harass. Like I said, if the T has competent micro, he should be able to deal with the mutas in time for the first irradiate (at least barely hanging on). Jaedong simply dominated ssak; if that was Hwasin, Flash, Leta, etc., I don't think Jaedong could've ended it as early as he did with ssak.

Also, the number of mutalisks that the zerg brings out at the first timing for the muta harass varies. If the T knows that Dreamliner is a popular and viable map for 12 pool-2 hatch muta, which he certainly should, then he might put on some early pressure. Make the Z burn some minerals/drones/larvae (the larvae part is the most important, for it prevents drone whoring) on lings/sunkens. If the T thinks up some sort of cute or smart early aggressive play, it can delay or weaken the muta timing. Now, in the above paragraph, I mentioned a pretty quick case of getting science vessels. The more standard build would be 1 rax-FE. With this sort of build, if you go for vessels before tanks, then I still can't see the Z being able to harass for more than a minute before the first vessel pops out (and remember, it's not like the Z is actually harassing the whole time; the mutas often fly the safe paths between the natural and the main to change their route of attack). When this vessel pops, it makes the Z's harass more hesitant unless there is some sort of muta all-in. Furthermore, defending the 12 pool-2 hatch muta can't be impossibly hard with 1 rax-FE because of plenty of mins for turrets, raxes, and therefore greater marine and turret count for more defense.

Finally, 1 rax-FE is a viable build. It's covered on liquipedia that, after defending the initial muta harass, a timing opens up with tank/mnm/vessel to make the first push against the Z when the Z goes 12 pool-2 hatch muta. And consider maps like Python. In the cases where the Z is close positions with T (which is 1/3 of the time), it's not like Z had easy victories with 12 pool-2 hatch muta. I don't remember people screaming Python imba, and in fact Python is one of those classic maps, sometimes called the next version of Lost Temple. In Python, the air distance is even shorter than that of Dreamliner, so obviously T found a way to deal with the 12 pool-2 hatch muta builds (whether it be fast vessels, standard 1 rax-FE with vessel first, standard 1 rax-FE with tank-vessel-mnm timing push after defending the initial harass, early e-bay and turrets into early mnm upgrades, doing that cute sort of early pressure like I suggested to mess with the build execution [forcing the Z to make adaptations such as lings instead of drones, sunkens instead of drones, and less overall minerals], etc.). My point to the OP was that I think some sort of fast vessel or 1 rax-FE with vessel first build would be a fair match for this dreaded 12 pool-2 hatch muta build on Dreamliner. I don't know of any cases in the 9 TvZ games that were played on this map where the T did this; correct me if I'm wrong.

EDIT: Whoa my post is a big block of text; I'll make sure to add blank lines between each paragraph next time.



ok even if muta harass comes at 6:00 I don't believe you will have the vessel out in time. my point with fastest possible vessel(which is clearly awfull we agree on that) was that even with fastest possible vessel the vessel probably was late or right on time...considering you need MnM and am expansion I don't see this out in time... I am not questionning fast vessel against 3 hatch muta but against 12 pool 2 hatch muta I highly doubt this vessel will be out in time.

I don't recall saying anywhere that 1 rax-FE is unviable ? I only quoted that thing from wikipedia that said that STAYING on 1 rax had fallen out of use. doing the vessel rush and building turrets unfortunately will cut into your marine count a lot.

I don't recall saying that T will never find a way to block 12 pool 2 hatch muta either I only said I did not think vessel rush is the right thing against this one... it is fine to do it against 3 hatch muta of course.


(btw indeed starport finishes before spire no doubt about that..but will the science facility finish before the mutas pop? how long will you have to deal with muta harass with insufficient defenses untill irradiate finishes? will Z get lucky and split it in no time? I simply don't think vessel rush is the solution...but I think T will eventually find a way to beat 12 pool 2 hatch muta. I think you misunderstood my post a bit)


(a small note on python: actually 12 pool 2 hatch mutas was developped by zero a few months ago I believe so no progamer played with this build on python therefore it is kinda hard to tell if python would be imba with this build...I personally think like you that T would find some way to adapt but still)
Writer
icystorage
Profile Blog Joined November 2008
Jollibee19346 Posts
July 11 2010 00:36 GMT
#18
of course leta is smart *snickers*

great analysis, pretty interesting read
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tree.hugger
Profile Blog Joined May 2009
Philadelphia, PA10406 Posts
July 11 2010 01:17 GMT
#19
Good post. Note also that the perception of imbalance can often be enough to cause imbalance on a map. If a player is forced to play on a map that they don't believe they can win on, often they'll play irregularly, or poorly as a result.
ModeratorEffOrt, Snow, GuMiho, and Team Liquid
meegrean
Profile Joined May 2008
Thailand7699 Posts
July 11 2010 01:50 GMT
#20
the close air distance between mains just screams for 2 hatch mutas in tvz.
Brood War loyalist
Rinrun
Profile Joined April 2010
Canada3509 Posts
July 11 2010 02:16 GMT
#21
That was a good read, it should help me determine results on this map.
Never really looked at the details like this. Good post.
MBC/Liquid/TSM always.
Gustav_Wind
Profile Joined July 2008
United States646 Posts
Last Edited: 2010-07-11 02:26:25
July 11 2010 02:21 GMT
#22
On July 11 2010 08:17 ImaginationStation wrote:

gigantic post about the fast vessel build and about how standard TvZ solves the problem



1. the fast vessel build is miserably bad vs 2 hatch muta, especially the extra fast 2 hatch muta provided by 12 pool gas. You don't produce nearly enough marines to hold them off.

2. the second half of your post seems to be suggesting that the most standard TvZ build is the solution to the perceived problem. I think you are severely understimating how good 2 hatch muta is.

The part about putting pressure on the zerg and forcing them to spend money on defense is textbook TvZ. that doesn't change anything about how to fight 2 hatch muta on this map.


Radfield
Profile Joined September 2009
Canada2720 Posts
July 11 2010 02:49 GMT
#23
Nice write-up, I'm really looking forward to seeing another TvZ on Dreamliner now.
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-11 03:49:22
July 11 2010 03:48 GMT
#24
I believe that Terrans will probably find a way around it...but since this is OSL and not proleague they are under time pressure to do so...it's no good managing to get past the 10 minute mark if only 1 or 2 terrans make it in the RO8 because of dreamliner. I think it will be very interesting to see how fast Terrans can solve this map. proleague season being almost over will help the players whom team is no longer in the play-offs solve it I think.






wow awesome post, thanks

i dont think the map is as imba as the stats show, a lot of these games seem to just be the terran failing or the zerg playing really good (action vs forgg, zero vs really). hopfully terrans will figure out how to defend vs 2 hatch better though. maybe when flash plays on it he'll show them how.


omg what a fantastic post!!
but the map is not that imba i think.... defending 2 hatch is probably the key for terrans..
and also the 3rd expo for zerg isn't than easy to take
anyway nice article mate!


That was a good read, it should help me determine results on this map.
Never really looked at the details like this. Good post.


Nice write-up, I'm really looking forward to seeing another TvZ on Dreamliner now.



thanks for all the positive feedback guys... I really appreciate that

(especially since it took me about 6 hours to write that...(Z)ZerO vs (T)Really was so damn long)

Writer
No_Roo
Profile Joined February 2010
United States905 Posts
July 11 2010 10:05 GMT
#25
Am I the only one that sees the giant phallus on this map?
(US) NoRoo.fighting
TerranUp16
Profile Joined March 2010
United States88 Posts
July 11 2010 11:52 GMT
#26
Nice analysis. Slightly mystified that you didn't mention the positional imbalance for the 6 v 3 (6's mineral line is not against a map edge while 3's is). Tbh it probably doesn't matter since T is going to secure that natural, which in turn helps defend that mineral line (could even make the argument that fact makes it a better position), just felt it was noteworthy nonetheless.

Anyway, I have been a little surprised to not see mech, Valkonic, or Valk-mech. Leta's Wraiths were certainly a treat, but I was expecting the Terran response to this map might be more like it was with Triathlon.

The first TvZ on Triathlon (well, first televised one that I know of) was Baby v Jaedong, and Baby went 2-Port Wraiths into mech. His response on why he used the build? He figured Terran had to do something special to win on that map. I can't remember how Hiya won his game and there's no VOD, but the third TvZ was Sea versus Kwanro. There we see a plan for Valkonic, because it allows Sea to secure the back expo despite Mutas; ofc, this plan falls to pieces as Kwanro shifts to a Lurker break and I think everything beyond that is pure improv. Then we have Flash v Action, where Flash goes Valk-mech, managing to safeguard the back expansion while building a sizable force of Gols to pressure Action's natural and force Sunkens, and meanwhile clearing the way for Flash to take his other natural (and then a fourth courtesy of the natural pushing path of mech). The first four games on Triathlon all resulted in T wins, and at least three of those four involved non-standard play- the map presented a challenge and valiant Terrans rose to the occasion.

Now, Triathlon and Dreamliner are very different maps, but the response to Triathlon does show that Terrans are willing to rise to the occasion (not saying Triathlon is imba for Z, simply that Terrans felt the need to go outside the box to win on it). What's also interesting is that three of those Terrans have played TvZ on Dreamliner and the results are disappointing. Sea v Great, as swanized pointed out, is tough to criticize because Great went outside the box and won because (or in spite? Great is on fire right now and could definitely beat Sea "straight-up") of that, but at the same time, Sea didn't (and it perhaps did cost him). Baby and Hiya... we don't quite know what they might have done because they ended their games shortly, but perhaps those even tell us something. (I would definitely say that both were against opponents they "should beat"). Was Baby's zeal to Bunker rush driven by poor decision-making, or a statement about his feeling towards the map? But at the same time, we did get to see Leta's great game. And yet, to continue on just a bit more, we then saw Baby, the man that successfully executed a 2-Port Wraith opening on Triathlon against the most fearsome Zerg in StarCraft right now, resort to cheese- is Leta's performance not repeatable? Is it the only way to win and does it require catching the Zerg off-guard or significantly outplaying them? Certainly, there are those that will point out the disastrous end of Kwanro's attempted break (you'd think he would have learned after trying it against Sea ) and ask what could have been had Kwanro not attempted such, although in Kwanro's defense, few in the stream when he originally made the decision saw fit to complain until after it failed.

But, really awesome thread with quite an interesting premise, one that will stick with me as I continue to watch this OSL. Tbh, I am quite hoping that Fantasy gets a crack at TvZ on this map since, well, he's Fantasy, dur. If there is an active Terran that can pull something funky and workable like Leta did, it's Fantasy (or Flash, who surprised me twice on Triathlon with his TvZs and who has just been full of surprises these past few months; Valkonic with nigh perfect execution on Odd-Eye 2 against Jaedong was notable xD). But there's always the fear that the short rush distance restricts how much Terrans can look to tech for a solution (as well, even for bio, that lower path is brutal for pushing out as SkyHigh did as it allows the M&M to be separated from the natural far easier than usual, and Ssak's odd Super Wall attempt conveys an uneasiness in Terrans about that rush distance).
Orders, Sir! Ready to roll out!
writer22816
Profile Blog Joined September 2008
United States5775 Posts
July 11 2010 12:24 GMT
#27
Nice read. But we have so few Z > T maps and we haven't seen any ridiculous losses yet so I don't really mind this map.
8/4/12 never forget, never forgive.
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 11 2010 13:32 GMT
#28
Nice analysis. Slightly mystified that you didn't mention the positional imbalance for the 6 v 3 (6's mineral line is not against a map edge while 3's is). Tbh it probably doesn't matter since T is going to secure that natural, which in turn helps defend that mineral line (could even make the argument that fact makes it a better position), just felt it was noteworthy nonetheless.


woops...totally forgot about that


anyways in my opinion it does not matter all that much since 3 is harder to harass because it's up against the edge of the map but 6 is easier to turret up since you can turret your natural and you the back of that min line at the same time
Writer
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 11 2010 14:54 GMT
#29
Certainly, there are those that will point out the disastrous end of Kwanro's attempted break (you'd think he would have learned after trying it against Sea ) and ask what could have been had Kwanro not attempted such, although in Kwanro's defense, few in the stream when he originally made the decision saw fit to complain until after it failed.


I don't think going for the break was as bad of a decision then most people make it sound like.

yeah it failed but it is easy to criticize afterwards...truth is that bust had(in my opinion) decent chances of success but it failed.

it makes me think of the saints on-side kick during the superbowl. Now this was a genius move but had it failed it would have been one of the most retarded moves of superbowl history

Writer
BAdGer_
Profile Joined January 2010
United States80 Posts
July 11 2010 18:05 GMT
#30
Props on analyzing the most defining map this OSL Season!

i unfortunately have been too busy to watch most of the games so i was anticipating a person doing an in-depth analysis and i am blown away by the writeup and some of the responses

a couple of points:
Zerg definitely seems to have the advantage, or all the Terran players are just playing like that. However, 2 games were unscouted all-ins which doesn't count for much i could definitely see a proxy rax a bit behind/outside the natural and if it was unscouted the Terran would win duh
2 games the Zerg player just played so much better ((Z)ZerO and (Z)great) and who the f*ck is (T)Ssak to take on (Z)Jaedong
that leaves us with only a few games where Zerg players abused the short air distance to win, where they might not have won playing a normal game
however the apparent ease of 12pool gas-->2hatch muta/allin could end up working against the Zerg if in the Ro16 someone (read:(T)Flash) finds a really nice counter that destroys them (basically i want to see either (Z)ZerO (Z)EffOrt or (Z)Jaedong play a Bo5 against (T)Flash to see some sick games)

Honestly in my opinion (T)BaBy could have won his game (awesome dropship play anyone?) and the caliber of Zergs compared to Terrans has definitely been a bit imba, however i belive that if the terrans stop playing like they have no chance (maybe b/c the easy third gas i dunno...) and took some initiative they could win (Leta did...)

just for speculation...

could good turrets +mech work? tanks look like they work pretty well on this map and it denies any Ultra rush a zerg might try

bio looks like it could be huge (especially since some expos look like they can be cliffed?) and vessels which are always useful, in this map have a lot more potential because in the middle lane they barely have to move to look at the other 2 lanes and snipe defilers (that last point is really up in the air it just made sense to me )

and the king of kings, Dropship Play should lay some serious hurt on the Zerg, especially if its before Dark Swarm ((Z)ZerO's late defilers could have really hurt him if he wasn't playing an uninspiring (T)Really)
Why did (T)BaBy act so stupid? why!?

In conclusion expect the Ro16 to have some sweet games on this map
i am not too worried about the easy 12pool gas-->2hatch muta because the players will work it into the metagame and it will shift (or we will see a crapload of 2port wraiths)
oh and unscouted rushes hopefully won't work

anyhow great analysis of the map and a big thank you for covering all the (Wiki)dreamliner games in one thread, the ZerO - Really game was awesomeness


The End Is Coming--when SCBW dies WWIII will break out--you heard it here first
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
July 11 2010 18:48 GMT
#31
I don't think you can call this map imbalanced at all. We've seen a lot of Zerg players pick up their game recently, and Terrans haven't gone back to the style Flash pioneered on Match Point to counter the 2 Hatch goodness. 2 Port wraith is another solid option, but we haven't seen too many games with that either.

Once Terran grabs that third base and starts pumping Tanks, it'll be real hard for Zerg to break that without a concentrated push. Impossible to tell at this point in my opinion.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
Waxangel
Profile Blog Joined September 2002
United States33360 Posts
Last Edited: 2010-07-11 21:33:42
July 11 2010 21:31 GMT
#32
small sample size + many of the games had a better ZvT player = wait 15 more games (or more)

also, IIRC, the rush distance on this map is 30 seconds, which is very standard.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-12 01:23:36
July 11 2010 23:49 GMT
#33
On July 12 2010 06:31 Waxangel wrote:
small sample size + many of the games had a better ZvT player = wait 15 more games (or more)

also, IIRC, the rush distance on this map is 30 seconds, which is very standard.


hmm yeah but waiting around 15 more TvZ on dreamliner leads to... semi-finals? Finals? next OSL?

thought it would be nice to have an analysis of why Terrans are losing so far before the finals...

On July 12 2010 03:48 Mystlord wrote:
I don't think you can call this map imbalanced at all. We've seen a lot of Zerg players pick up their game recently, and Terrans haven't gone back to the style Flash pioneered on Match Point to counter the 2 Hatch goodness. 2 Port wraith is another solid option, but we haven't seen too many games with that either.

Once Terran grabs that third base and starts pumping Tanks, it'll be real hard for Zerg to break that without a concentrated push. Impossible to tell at this point in my opinion.



while what you say is true I called it imbalanced so far because Terrans SERIOUSLY did not have a clue about what to do about that muta harass. As I stated in the OP when Terrans manage to fend it off I still feel it will be zerg favored but not imbalanced

yeah Tank push might be strong but flanking once Terran gets into area A is somewhat easy so it might not be as strong as you think...still powerful though

On July 12 2010 03:05 BAdGer_ wrote:
Props on analyzing the most defining map this OSL Season!

i unfortunately have been too busy to watch most of the games so i was anticipating a person doing an in-depth analysis and i am blown away by the writeup and some of the responses

a couple of points:
Zerg definitely seems to have the advantage, or all the Terran players are just playing like that. However, 2 games were unscouted all-ins which doesn't count for much i could definitely see a proxy rax a bit behind/outside the natural and if it was unscouted the Terran would win duh
2 games the Zerg player just played so much better ((Z)ZerO and (Z)great) and who the f*ck is (T)Ssak to take on (Z)Jaedong
that leaves us with only a few games where Zerg players abused the short air distance to win, where they might not have won playing a normal game
however the apparent ease of 12pool gas-->2hatch muta/allin could end up working against the Zerg if in the Ro16 someone (read:(T)Flash) finds a really nice counter that destroys them (basically i want to see either (Z)ZerO (Z)EffOrt or (Z)Jaedong play a Bo5 against (T)Flash to see some sick games)


Thanks :p


now as I said it's not like the game where the air distance was abused where really numerous but rather that when Z did abuse it... Terrans did not have a clue what to do about it


On July 12 2010 03:05 BAdGer_ wrote:


and the king of kings, Dropship Play should lay some serious hurt on the Zerg, especially if its before Dark Swarm ((Z)ZerO's late defilers could have really hurt him if he wasn't playing an uninspiring (T)Really)
Why did (T)BaBy act so stupid? why!?




maybe dropship play might hurt but Zero really practiced this a lot in practice game and if we look at the mini-map

[image loading]

we can see (circled in red) that (Z)ZerO has overlords there so he has a good reaction time considering it takes time to Actually get from the overlords to the zerg base and to unload the MnM... you can also see that (Z)ZerO's rally (P)Point(circled in Green) is quite close to his base so I'm not sure if a drop would be THAT devastating

my guess is that (Z)ZerO encountered that a lot in practice and that's how he thought he could deal with it...ideally you want to have defilers to deal with it of course but I think (Z)ZerO could do it without too much damage


On July 12 2010 03:05 BAdGer_ wrote:
however the apparent ease of 12pool gas-->2hatch muta/allin could end up working against the Zerg if in the Ro16 someone (read:(T)Flash) finds a really nice counter that destroys them (basically i want to see either (Z)ZerO (Z)EffOrt or (Z)Jaedong play a Bo5 against (T)Flash to see some sick games)



while that is true what if the guy who solves that problem plays last? how many Terrans will survive Dreamliner? I really hope that we don't get another ZvZ final.

I absolutely can't wait for the ro16



Edit: took me 209 posts to figure out how to incorporate Name of user and Date... fail

Writer
Servius_Fulvius
Profile Joined August 2009
United States947 Posts
July 12 2010 03:06 GMT
#34
There have been 9 zvt's. I think it's a little premature to start screaming about map imbalance. Zerg found a strategy that works, now terran needs to find a way around it.

Practice time may have something to do with it. Right now all the proleague matches are taking center stage. While we, as spectators, love to watch the individual leagues, the team proleague seems to be where progamer attention focuses.
terranissharin
Profile Joined July 2010
37 Posts
July 12 2010 03:07 GMT
#35
[B][image loading]


The middle push distance looks like it gives just as much space if not more than the green strong push distance.
Flash will is taking all of Chuck Norris' facts.
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-12 03:25:18
July 12 2010 03:10 GMT
#36
The middle push distance looks like it gives just as much space if not more than the green strong push distance.



you did not read OP closely enough ^^


the point of the green push distance is to give an high ground advantage to the pusher not to get more space

On July 12 2010 12:06 Servius_Fulvius wrote:
There have been 9 zvt's. I think it's a little premature to start screaming about map imbalance. Zerg found a strategy that works, now terran needs to find a way around it.

Practice time may have something to do with it. Right now all the proleague matches are taking center stage. While we, as spectators, love to watch the individual leagues, the team proleague seems to be where progamer attention focuses.


my answer:

On July 12 2010 08:49 swanized wrote:
Show nested quote +
On July 12 2010 06:31 Waxangel wrote:
small sample size + many of the games had a better ZvT player = wait 15 more games (or more)



hmm yeah but waiting around 15 more TvZ on dreamliner leads to... semi-finals? Finals? next OSL?

thought it would be nice to have an analysis of why Terrans are losing so far before the finals...



pay attention to the so far...I have already stated in the comments that while I think Terrans will find a way around the short air distance and when this happens I think it will be a zerg favored map nonetheless but not unplayable for Terrans and I think it will give awesome games. (I even said it in OP)


edit:I edited OP so as to say that I agree that 9 games is a pretty small sample.





Writer
Saracen
Profile Blog Joined December 2007
United States5139 Posts
Last Edited: 2010-07-12 05:54:08
July 12 2010 05:53 GMT
#37
Really good work. Very insightful analysis. I like how you walked us through every single replay. Very thorough!
Mortality
Profile Blog Joined December 2005
United States4790 Posts
July 12 2010 08:21 GMT
#38
It may be the case that Terran players find an answer. Protoss players also need an answer. Ultimately the problem lies in that the map was designed a little too heavily with shape in mind rather than balance. It's too easy for Zerg to harrass effectively with mutas. It's too easy for Zerg to secure and defend 5 bases, 4 with gas. That critical 4th gas makes it very hard to stop Zerg's late game.

A possibility that may work for fixing balance would be to remove the gas from the natural. This would weaken Zerg's early game, although I'm inclined to think it will also weaken Protoss's early game against Zerg because Zerg can easily double expand with the second expansion at a gas base, thus securing 2 gas bases anyway, while the Protoss will be stuck on one. I think TvP balance would actually remain okay.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
iNdo-Man
Profile Blog Joined May 2010
United States191 Posts
July 12 2010 10:15 GMT
#39
cool write up, i enjoyed
Elroi
Profile Joined August 2009
Sweden5595 Posts
July 12 2010 11:22 GMT
#40
Great article! This map might be z>t, but hell it's about time!
"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
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-12 14:42:27
July 12 2010 14:13 GMT
#41
On July 12 2010 20:22 Elroi wrote:
Great article! This map might be z>t, but hell it's about time!


haha I agree... at least Terrans still have triathlon at the MSL


On July 12 2010 17:21 Mortality wrote:
It may be the case that Terran players find an answer. Protoss players also need an answer. Ultimately the problem lies in that the map was designed a little too heavily with shape in mind rather than balance. It's too easy for Zerg to harrass effectively with mutas. It's too easy for Zerg to secure and defend 5 bases, 4 with gas. That critical 4th gas makes it very hard to stop Zerg's late game.

A possibility that may work for fixing balance would be to remove the gas from the natural. This would weaken Zerg's early game, although I'm inclined to think it will also weaken Protoss's early game against Zerg because Zerg can easily double expand with the second expansion at a gas base, thus securing 2 gas bases anyway, while the Protoss will be stuck on one. I think TvP balance would actually remain okay.


Hmm from what I remember maps with a mineral only natural are very Terran favored

On July 12 2010 14:53 Saracen wrote:
Really good work. Very insightful analysis. I like how you walked us through every single replay. Very thorough!


On July 12 2010 19:15 iNdo-Man wrote:
cool write up, i enjoyed



thanks !!, nice to hear from staff member.







Writer
Purind
Profile Blog Joined April 2004
Canada3562 Posts
July 12 2010 16:18 GMT
#42
Your first conclusion seems a bit disconnected from the rest of the article. What I got from reading this was that despite the lopsided statistics, the map isn't so bad. You took every game and tried to rationalize that the games were lost on either mistakes or brilliant zerg play, not on imbalances. The majority of games, you described it as a) the zerg in this game was just plain awesome and deserved to win b) zerg all-ins c) terran makes mistake and pays for it

In the games where imbalance may have played a role, you didn't delve into how the map affected the game. So when I read your post, I came to the opposite conclusion as your conclusion #1. Going game-by-game, and seeing how you described it:

Game 1 - Great was awesome and deserved to win
Game 2 - Muta harrass wins. May be map imbalance, but no mention of it
Game 3 - Leta had a nice idea and won
Game 4 - Zero was awesome and deserved to win
Game 5 - All-in, and you specifically stated you don't think it was map imbalance
Game 6 - ditto
Game 7 - Same as game 2, but you even mention what Skyhigh could have done better
Game 8 - Muta harrass wins. No mention of map imbalance. And of course, it's Jaedong
Game 9 - Baby sucked and shouldn't have won that anyway

None of this supports your first conclusion

You mention the flying distances a bit, and that may have played a factor in how effective mutas were in Games 2, 7, 8, and if you came to that conclusion watching those games, it wasn't really talked about in your reports. Anyone can lose to muta harrass on any map, so conclusion #1 did not even cross my mind
Trucy Wright is hot
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-12 16:58:33
July 12 2010 16:30 GMT
#43
While I totally agree I should have worded my conclusions better I pointed out later in the comments that the games that were lost because of that were not numerous... 1/3.


Problem is that I ususally don't see progamers do 12 pool 2 hatch muta 1 game out of 3...

also when they did the Terran seriously did not have a clue what to do about it... Skyhigh had a good idea but even had he executed it better I doubt it would had turned out okay for him anyways. I eagerly await the RO16 to see what Terrans can do about it. Now I decided to leave most of the imbalance talk for the conclusion and focus mostly on the games in my Battle report... sorry if that was confusing.

EDIT: If I remember Hydra was going for 12 pool against BaBY so it actually is 4/9
Writer
Navane
Profile Blog Joined February 2007
Netherlands2748 Posts
July 12 2010 17:28 GMT
#44
It is a fkin plane!
Ver
Profile Joined October 2008
United States2186 Posts
July 12 2010 17:30 GMT
#45
Pros going 12 pool lair frequently, which by the way is completely different than 2 hatch and should be clearly differentiated, is not necessarily a sign of imbalance. On Match Point, especially when the Terran spawns at 7, 12 pool lair is by far the best opening because of how impossibly hard defending against mutas is there. But on MP Zerg must get some kind of early-mid game advantage because if they don't, they are in trouble in a late game where the map turns against them. The factors that make it Zerg favored early-mid game and Terran favored late game overall make the map quite balanced (and interesting).

I only watched a few of the games and haven't really looked at it closely, but at first glance Dreamliner offers both races possibilities. The short aerial distance is obviously good for mutas and 2 port wraith, which might actually not be a non-gimmicky choice for the first time. However, the terrain itself does not lend to harass (like Match Point or El Nino) and should the early attack not inflict too much damage, it will be rather easy to get a strong defensive setup.

The aerial distance and main setup factors more in the effectiveness of drops for both races. Zergs will have to use many scourge to really cover their very vulnerable main or sunken much more than they'd like, and Terrans will have to make a few dozen turrets if they want any kind of safety lategame.

The ability for the Terran to blockade the ramp above the natural and simultaneously attack the Zerg 3rd gas (pre-defiler) is probably their strongest asset. Zergs therefore cannot just sit back and wait for the Terran army to park in front of their natural and then kill it like normal. They must actively maneuver and prevent the Terran from reaching this critical spot and reinforcing it. The secure mineral only gives the Zergs fighting chances to do this, so it will be interesting to see how both sides try to play around this key dynamic. Normally on most maps (no min only, far away 3rd gas), if the Terran tries to go for the Zerg 3rd the Zerg can counterattack the natural and have a very favorable trade. On Dreamliner that isn't quite as easy given the Terran ability to simultaneously threaten both bases.

And Zero's game was a pretty mediocre strategy that Really simply reacted very poorly to (possibly didn't scout well enough). He had no business trying to do anything but take 4 bases quickly and get a powerful vessel/tank defense going. However, it might well be that Zergs cannot play a normal Savior opening on this map due to the point above.
Liquipedia
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-12 18:37:24
July 12 2010 18:14 GMT
#46
On July 13 2010 02:30 Ver wrote:
Pros going 12 pool lair frequently, which by the way is completely different than 2 hatch and should be clearly differentiated, is not necessarily a sign of imbalance. On Match Point, especially when the Terran spawns at 7, 12 pool lair is by far the best opening because of how impossibly hard defending against mutas is there. But on MP Zerg must get some kind of early-mid game advantage because if they don't, they are in trouble in a late game where the map turns against them. The factors that make it Zerg favored early-mid game and Terran favored late game overall make the map quite balanced (and interesting).



And Zero's game was a pretty mediocre strategy that Really simply reacted very poorly to (possibly didn't scout well enough). He had no business trying to do anything but take 4 bases quickly and get a powerful vessel/tank defense going. However, it might well be that Zergs cannot play a normal Savior opening on this map due to the point above.



1. I personally differentiate 12 pool lair by calling 12 pool 2 hatch muta instead of just 2 hatch muta...my apologies if it was confusing. I will try calling it 12 pool lair from now on if you want. While yes I stated that pros went with this strategy very often it was more to answer to the person who said that they did not use it that often and that he did not think the current imbalance was caused by this. of course professional doing this strategy a lot is not a sign of imbalance you are absolutely right.


2. I personally liked (Z)ZerO's strat a lot... I guess there is no use arguing when we have opposite opinions. I do agree that (T)Really responded poorly but (Z)ZerO's strat was still very nice on this map in my opinion.
Writer
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
July 13 2010 06:38 GMT
#47
Lol i like how this map has ONLY been played TvZ so far. You'd think it'd be easy choice to send out ZvZ since its such a short flying distance
Follow me: www.twitter.com/zlasher
koreasilver
Profile Blog Joined June 2008
9109 Posts
July 13 2010 07:09 GMT
#48
It's an OSL map... it's not used in Proleague. The players and teams don't have a choice. And there has been ZvP and TvP games on it... this thread was created for the purpose of discussing only ZvT.
serenidite
Profile Blog Joined July 2010
Korea (South)505 Posts
July 13 2010 07:29 GMT
#49
oh my god. amazing amazing writeup and analysis .

but 2 port wraiths WOULD be the only way to counter the 2 hatch mutal no?
early ebay or even a quick 2 rax.

conventional 1 rax expand would be difficult. (well near impossible as can be seen)
" Never take life seriously. Nobody gets out alive anyway."
pvzvt
Profile Joined October 2009
Israel2097 Posts
July 13 2010 07:40 GMT
#50
very interesting analysis
great job
i say we dust off and nuke it from orbit
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 13 2010 10:49 GMT
#51
On July 13 2010 16:29 serenidite wrote:
oh my god. amazing amazing writeup and analysis .

but 2 port wraiths WOULD be the only way to counter the 2 hatch mutal no?
early ebay or even a quick 2 rax.

conventional 1 rax expand would be difficult. (well near impossible as can be seen)



maybe it is,

2rax expand might work too.

we have to wait until the ro16 to find out T_T

maybe terrans will find a way to make 1 rax expand work.

problem with 2 rax expand is that if Z actually goes lurkers or 3 hatch muta you are not as good then if you went 1 rax expand.
Writer
cas
Profile Joined January 2008
Mexico52 Posts
July 13 2010 11:15 GMT
#52
if a player gets ahead their 3rd and 4th become untouchable

zerg gets ahead with muta every time, it's almost impossible for them not to given the surface area that terran has to defend + them having to defend their front from speedlings + the natural, top natural especially, being really hard to defend in general

10/12 rax acad allin and bring 7 workers
swanized
Profile Blog Joined September 2009
Canada2480 Posts
July 13 2010 13:16 GMT
#53
10/12 rax acad allin and bring 7 workers



I'm sure Zergs won't expect it after 3 games <_<.
Writer
LuigiNMario
Profile Joined April 2010
United States456 Posts
July 13 2010 21:48 GMT
#54
Flanking the terran as zerg is a little too easy in this map imo, flank which pretty much is terran's death wish vs zerg.
When there's Flash there's a way.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
July 14 2010 00:44 GMT
#55
Game needs more battle royales imo :D
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
Last Edited: 2010-07-14 02:45:48
July 14 2010 02:42 GMT
#56
The rush distance isn't too bad - and the short air distance make it so that fending off the two hat muta is the most important thing.

I'm personally hoping, like ver mentioned, that this map plays out like matchpoint. It seems to me that the short air distance that makes 2 hat muta really really good would also make 2 port wraith (we might start seeing that as standard on this map) or drop play into midgame be very effective. I think that Z will be forced to use either 2 hat or 3 hat muta to secure an advantage, and then towards lategame, T should be able to abuse the mobility of the multiple pathways to put pressure on multiple expansions.

2 rax plays on this map could also be another answer to dealing with 2/3 hat muta, but it's really nowhere near as strong as 1 rax expand. The fantasy build might work out on this map, with the valk...although you would need to get lucky with that first dship and the vults. It would be a very strong percentage play, as the short air distance makes it very very difficult to defend with just golaiths. The T is stuck guessing how and when they're going to cut scv's to ensure that they have enough turrets and gols to defend properly. The only really good news for mech on this map is that the narrow bottom pathway provides a really short, narrow rush distance, and the main and nat arn't as good for muta as either blue storm or match point.

We'll see how it plays out though...

PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
July 14 2010 07:32 GMT
#57
We need a post like this for every map --> add to Liquipedia =p
True learning is not the memorization of knowledge; it is the internalization of patterns.
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-14 17:46:25
July 14 2010 17:45 GMT
#58
On July 14 2010 11:42 GHOSTCLAW wrote:


2 rax plays on this map could also be another answer to dealing with 2/3 hat muta, but it's really nowhere near as strong as 1 rax expand. The fantasy build might work out on this map, with the valk...although you would need to get lucky with that first dship and the vults. It would be a very strong percentage play, as the short air distance makes it very very difficult to defend with just golaiths. The T is stuck guessing how and when they're going to cut scv's to ensure that they have enough turrets and gols to defend properly. The only really good news for mech on this map is that the narrow bottom pathway provides a really short, narrow rush distance, and the main and nat arn't as good for muta as either blue storm or match point.





Terrans won't be too happy to have to 2 rax expand but if nothing else works...

Fantasy build might be powerful on this map, though the vults will need to do quite a bit of damage.

Indeed we'll see how it plays out... If it ends up blaanced it's gonna be a pretty damn awesome map.

On July 14 2010 16:32 Hautamaki wrote:
We need a post like this for every map --> add to Liquipedia =p


Haha, would need a pretty massive map analyzing team because just this was around 5-6 hours. so would need a lot of people to do it for all maps....

while I would like to see my post added to liquipedia I'd rather wait a bit to see if Terrans don't find a way to overcome 12 pool lair...thus making this obsolete.



Writer
SubtleArt
Profile Blog Joined January 2010
2710 Posts
July 17 2010 08:39 GMT
#59
Why the hell were people suggesting vessel rush against 2 hatch muta. A build with 1 rax worth of marines to fight a muta rush that's intended to kill your army? Wtf, some people are just stupid. What you need vs 2 hatch is more marines not less.
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
djcube
Profile Blog Joined July 2009
United States985 Posts
July 17 2010 19:54 GMT
#60
I have no idea who ssak is but those terrans all have pretty stellar TvZ.
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