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I played 3 games on this on the GG.net ladder, 2 were pvp, one was pvz.
The pvp game I won I went double nexus inside my own base before glitching thru the minerals (I get the mins but not the gas). Vs P I put some cannons right against my opponents 2nd mineral line which allowed me to go fnons picked off some pylons of his and also succeeded in delayingor 1 base carriers and another expansion relatively pressure free. My can his reaver tech.
After some reaver harassment, I threw down about 9gates, took another expansion (this time with gas as I had been going off 1 gas for the whole game) started to pump speedlots and I added 2 starports for more carriers.
When I rushed in with mass speedlots and carriers my opponent really had no defense for that, and I took the game soon after.
vs Z I did a 14nexus in my base, then did a sneaky cannon rush on my opponents nat, got corsairs and fended off his 1 base mutas, did some 4gate speedlot + staggered cannons to take the win.
So what strategies do you use, think about using, loose too, etc... on undying lands? I think its a good map, I havent seen one of its kind before, thus it demand a whole new playing style, hence this thread.
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intrigue
Washington, D.C9933 Posts
what does it look like? is it just a ggnet ladder map? can you link to a picture please?
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Russian Federation4235 Posts
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How many minerals are there to mine up in order to pass land unit?
Anyway it looks pretty good for protoss. For PvZ, you can send 2 probes on outer minerals then stop and one should go out after that proceed normal FE. The mineral only seems to be easy to get too(although should be cannoned sufficiently) and the gas expo on the higher ground should be easy to defend until defilers. The mid crack-obstacle should be fine for attacking since flanking isn't going to be easy. Seems to be good for PvZ.
PvT should be fine, more roads look good for backstabing and overruning camps(although it means for vultures too). I would expect the terran to 1 fact CC since the mineral line provides enough barrier - double expand from protoss to counter... At some point terran where terran has enough units, he should be able to block the center and get half of the map. Carriers should be your best friends on this map.
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The mineral patches have 32 minerals, so it is not necessary to use 2 workers to get out. The only reason not to mine it is to prevent scout from coming in, however you can easily wall it off with your own worker.
In my opinion this is a zerg map, simply because of the mineral count in each base. From the jpg, it looks like your nat only has five 1500 mineral patches, and the main base only has 8. This gives zerg an advantage since zerg requires less drones, and t or p doesn't have the advantage of pumping workers all game long. The only problem seems to be expanding to other gas naturals, so I think the zerg should just take those and play turtle.
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Do you think the mineral count at the mains will affect the match ups to favor Zerg that much?
I'd like to hear as much feedback as possible.
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the problem with pvz is that Z just cant pressure P at all at the start. Theres alot to be said for just throwing down cannons at their nat while u expand in your own base. So what if its 5 mins, the only thing u gotta look out for is offensive sunken contain, but with this map, u still should have enough room to breath.
Im no expert on TvZ, but there might be alot to say about glitching thru + proxy baracks or proxy BBS, or just lifting an 8rax over, or mining out a 32 while it builds. At your opponents nat, you can try and put a depot in any wholes the zerg make in their little wall, and then to glitch thru it if u take the nat, it was never taken, or it got canceled, u can make a baracks and glitch thru the mins like nada did.
Now ZvZ, that may be some hot shit on this map.
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