For old Koreans,
BoxeR Flash Fantasy Bisu Jaedong Savior Zero Stork
For current Koreans,
Movie Mong Killer Larva Sea Pusan
For foreigners
Just go through all the TLS replays
Is that the type of list that you wanted?
Forum Index > Brood War Strategy |
traceurling
United States1240 Posts
April 01 2013 02:40 GMT
#2621
For old Koreans, BoxeR Flash Fantasy Bisu Jaedong Savior Zero Stork For current Koreans, Movie Mong Killer Larva Sea Pusan For foreigners Just go through all the TLS replays Is that the type of list that you wanted? | ||
ninazerg
United States7291 Posts
April 01 2013 07:53 GMT
#2622
On April 01 2013 11:31 DW-Unrec wrote: can you guys recommend me a half a dozen mvp BW players so I can look for their replays? | ||
sabas123
Netherlands3122 Posts
April 02 2013 13:53 GMT
#2623
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therockmanxx
Peru1174 Posts
April 02 2013 14:14 GMT
#2624
wut | ||
sabas123
Netherlands3122 Posts
April 02 2013 14:24 GMT
#2625
On April 02 2013 23:14 therockmanxx wrote: If P go Carriers its pretty much insta win for Zerg wut eeuhmmmm..... vs mass sair dweb and reavers? | ||
r1flEx
Belgium256 Posts
April 02 2013 14:46 GMT
#2626
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therockmanxx
Peru1174 Posts
April 02 2013 15:09 GMT
#2627
On April 02 2013 23:24 sabas123 wrote: Show nested quote + On April 02 2013 23:14 therockmanxx wrote: If P go Carriers its pretty much insta win for Zerg eeuhmmmm..... vs mass sair dweb and reavers? If Toss has already mass sair and mass reaver and he even have a carrier army He is very ahead of you. You shouldnt let him reach his critical mass of sair reaver at any moment of the game. This build is made to harras zerg in the midgame. Go for an hydra bust so you will force his reaver to defend or burrow and trying to catch the shuttle in transit xD But you have to scout it on time. Thats the important part Its like fighting and archon reaver army, almost unstoptable for zerg to engage that kind of army. (sair/web reaver carrier omg O.o) I am not a pro, but skytoss in BW is not that effective... Hydras with defiler should help you a lot. But still needs a very high micro and macro to beat this. Becuase these are very high HP units plaguuuu is your best friend and swarm. I guess you are in the scenario where you cannot Amove ur army against a deathball ! So just go for the traditional engage and fall back and in the mean time send a groups of crackling and defiler to destroy a nexus. The idea is to give you the economical advantage so you can trade your armies | ||
rauk
United States2228 Posts
April 02 2013 18:06 GMT
#2628
For killing mass reaver in the late game you just need a big hydraling flank He really shouldnt be able to get that composition without losing to a straight hydrabust so I think you need to defend sair reaver better anyways with. Mass sair that's a ton of gas and reavers aren't as mobile as ht so you can drop his main and bust his Nat at the same time in the midgame if he's going for something stupid like carriers | ||
traceurling
United States1240 Posts
April 03 2013 02:22 GMT
#2629
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thezanursic
5478 Posts
April 03 2013 07:13 GMT
#2630
http://wiki.teamliquid.net/starcraft/Hwangsanbul + Show Spoiler + http://wiki.teamliquid.net/starcraft/Predators http://wiki.teamliquid.net/starcraft/DMZ (I remember this map being really infamous for being shit) http://wiki.teamliquid.net/starcraft/The_Huntress -.- http://wiki.teamliquid.net/starcraft/Full_Moon Ammmmmmmm... 6 Spawns island map... Now I am curious if a 5 spawn 1v1 map is even possible mostly because 1 or 2 match ups would have to short a nat to nat distance... | ||
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Sayle
United Kingdom3685 Posts
April 03 2013 09:08 GMT
#2631
Edit: For 1v1 at least. | ||
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BisuDagger
Bisutopia19225 Posts
April 03 2013 13:17 GMT
#2632
![]() But when is the appropriate time to suicide those goliaths into taking out carriers? Sometimes it seems so much easier then weathering the interceptor storm. | ||
thezanursic
5478 Posts
April 03 2013 19:58 GMT
#2633
On April 03 2013 18:08 Sayle wrote: What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn. Edit: For 1v1 at least. If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try. | ||
corumjhaelen
France6884 Posts
April 03 2013 20:00 GMT
#2634
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Sayle
United Kingdom3685 Posts
April 03 2013 20:14 GMT
#2635
On April 04 2013 04:58 thezanursic wrote: Show nested quote + On April 03 2013 18:08 Sayle wrote: What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn. Edit: For 1v1 at least. If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try. My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it. Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though. | ||
thezanursic
5478 Posts
April 03 2013 20:35 GMT
#2636
On April 04 2013 05:14 Sayle wrote: Show nested quote + On April 04 2013 04:58 thezanursic wrote: On April 03 2013 18:08 Sayle wrote: What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn. Edit: For 1v1 at least. If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try. My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it. Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though. I understand the above, but it kind of seems like KESPA has tried almost everything over the BWs professional life span, but 5 or 6 spawn 1v1 maps just weren't one of those. | ||
BroodKingEXE
United States829 Posts
April 03 2013 22:00 GMT
#2637
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Dead9
United States4725 Posts
April 03 2013 22:05 GMT
#2638
or anywhere you can pick things off without losing the reaver | ||
traceurling
United States1240 Posts
April 04 2013 00:13 GMT
#2639
On April 04 2013 05:35 thezanursic wrote: Show nested quote + On April 04 2013 05:14 Sayle wrote: On April 04 2013 04:58 thezanursic wrote: On April 03 2013 18:08 Sayle wrote: What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn. Edit: For 1v1 at least. If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try. My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it. Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though. I understand the above, but it kind of seems like KESPA has tried almost everything over the BWs professional life span, but 5 or 6 spawn 1v1 maps just weren't one of those. So for the current metagame you're gonna new essentially a main and a natural, so take spawn locations and multiply by two. That leaves you with 10 based for a 5 player map, and 12 for a 6 player maps. In terms of space, mains require quite a but of space, so pretending the other mains are just thirds doesn't quite workout out cz now you don't have room for a third because not enough room analog you risk having too much money on a map. Sorry I had a more well thought out answer but my browser crashed and I didn't want to retype all of it. | ||
BroodKingEXE
United States829 Posts
April 04 2013 01:11 GMT
#2640
On April 04 2013 09:13 traceurling wrote: Show nested quote + On April 04 2013 05:35 thezanursic wrote: On April 04 2013 05:14 Sayle wrote: On April 04 2013 04:58 thezanursic wrote: On April 03 2013 18:08 Sayle wrote: What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn. Edit: For 1v1 at least. If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try. My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it. Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though. I understand the above, but it kind of seems like KESPA has tried almost everything over the BWs professional life span, but 5 or 6 spawn 1v1 maps just weren't one of those. So for the current metagame you're gonna new essentially a main and a natural, so take spawn locations and multiply by two. That leaves you with 10 based for a 5 player map, and 12 for a 6 player maps. In terms of space, mains require quite a but of space, so pretending the other mains are just thirds doesn't quite workout out cz now you don't have room for a third because not enough room analog you risk having too much money on a map. Sorry I had a more well thought out answer but my browser crashed and I didn't want to retype all of it. More macro oriented games due to harder to find spawns. Naturals are generally easier to defend as thirds. Quite frankly, no one enjoys watching a game where players pick at each other's defense. | ||
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