![[image loading]](http://www.teamliquid.net/tlpd/images/maps/235_Match%20Point_thumbnail.jpg)
Match Point
TvZ: 3-0 (100%)
ZvP: 1-1 (50%)
PvT: 3-5 (37.5%)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/237_Fighting%20Spirit_thumbnail.jpg)
Fighting Spirit
TvZ: 5-0 (100%)
ZvP: 4-3 (57.1%)
PvT: 3-5 (37.5%)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/263_Ultimatum_thumbnail.jpg)
Ultimatum
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/262_Odd-Eye_thumbnail.jpg)
Odd-Eye
Forum Index > Closed |
jalstar
United States8198 Posts
![]() Match Point TvZ: 3-0 (100%) ZvP: 1-1 (50%) PvT: 3-5 (37.5%) ![]() Fighting Spirit TvZ: 5-0 (100%) ZvP: 4-3 (57.1%) PvT: 3-5 (37.5%) ![]() Ultimatum ![]() Odd-Eye | ||
Shiladie
Canada1631 Posts
Despite it's size I think ultimatim will favor shorter games in matchups with zerg, and long drawn out ones for pvp/tvt/pvt due to the island gases. something i'm curious about it whether the 3 mineral patches helping blocking the ramp to the natural are 1 stack of 0 minerals. If so it means a scouting worker can clear them out, allowing for the neutral building to be destroyed and opening the ramp up. If the patches have more then 0 minerals in them, I see it as a gimmick that will only be used to assist in defensive troop bottleneck prevention. Odd-Eye looks very closed off, and with the 3 segregated paths I don't expect much flanking will be possible, as it will take too long for any flanking forces to get into position. While it has 3 easy gas, the base structures are very deterent of muta harrass due to the ramp being along the line between the 2 mineral lines, allowing for easy marine-group movement to cover both. as such I expect to see a lot more hydra-lurker play from zergs on it. (edit: after seeing the maps bigger then a thumbnail it doesn't look as bad as I thought for the ramp positioning) my 2 cents to be taken with a grain of salt, as I'm just a D+ zerg... | ||
NeoOmega
United States495 Posts
On November 20 2009 05:54 Shiladie wrote: I think disapointingly the zerg reign of terror may be coming to a close, both these 2 new maps are... I wouldn't say anti-zerg, but compared the the zerg friendly maps of the last year, these are going to be a harsh reality. Despite it's size I think ultimatim will favor shorter games in matchups with zerg, and long drawn out ones for pvp/tvt/pvt due to the island gases. something i'm curious about it whether the 3 mineral patches helping blocking the ramp to the natural are 1 stack of 0 minerals. If so it means a scouting worker can clear them out, allowing for the neutral building to be destroyed and opening the ramp up. If the patches have more then 0 minerals in them, I see it as a gimmick that will only be used to assist in defensive troop bottleneck prevention. Odd-Eye looks very closed off, and with the 3 segregated paths I don't expect much flanking will be possible, as it will take too long for any flanking forces to get into position. While it has 3 easy gas, the base structures are very deterent of muta harrass due to the ramp being along the line between the 2 mineral lines, allowing for easy marine-group movement to cover both. as such I expect to see a lot more hydra-lurker play from zergs on it. (edit: after seeing the maps bigger then a thumbnail it doesn't look as bad as I thought for the ramp positioning) my 2 cents to be taken with a grain of salt, as I'm just a D+ zerg... Thats just how things work in the Korean Starcraft scene. The same thing happened like 9 months ago when protoss seemed unstoppable. It seems like the map pools always shift in a way that punishes whoever is doing well, instead of aiming for balance. | ||
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pachi
Melbourne5338 Posts
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