On June 14 2011 06:13 SidianTheBard wrote: Could use some feedback on this latest change. I'm testing around with making both 3rd options on low ground. What do you guys think of this change, better, worse, indifferent?
I think I'm liking it on low ground. Doing this makes the natural a little more open and makes it feel a little more safe. With the base on low ground it also makes that 3rd a little more open and a little less safe. To compensate for this I added LoS blockers by the ramp to give some more protection to that base. Since you'll have the high ground you'll be able to see over the LoS blockers and should be able to prepare yourself better if they decide to attack from that side hallway.
Terran is not able to hit anything with siege tanks from behind those rocks. My concern about it still is that with that 3rd on low ground the choke is much smaller if the Terran/Toss decides to attack the zerg through that path it still might be super hard to defend.
Thanks for all the feedback so far and please let me know what you think.
I think its better on lowground. Unfortunately, the map I'm currently working on has the same natural set-up, so it'll look like I'm copying Haha oh well, balance is more important.
On June 14 2011 06:13 SidianTheBard wrote: Could use some feedback on this latest change. I'm testing around with making both 3rd options on low ground. What do you guys think of this change, better, worse, indifferent?
I think I'm liking it on low ground. Doing this makes the natural a little more open and makes it feel a little more safe. With the base on low ground it also makes that 3rd a little more open and a little less safe. To compensate for this I added LoS blockers by the ramp to give some more protection to that base. Since you'll have the high ground you'll be able to see over the LoS blockers and should be able to prepare yourself better if they decide to attack from that side hallway.
Terran is not able to hit anything with siege tanks from behind those rocks. My concern about it still is that with that 3rd on low ground the choke is much smaller if the Terran/Toss decides to attack the zerg through that path it still might be super hard to defend.
Thanks for all the feedback so far and please let me know what you think.
I think its better on lowground. Unfortunately, the map I'm currently working on has the same natural set-up, so it'll look like I'm copying Haha oh well, balance is more important.
@monitor: It's a good setup so I can't wait to see your version!
@sidian: I'm glad you already enacted what I meant to suggest. ^^
Btw this also fixes your warpin problem, which of course you adjusted for by moving the grass. I really like the grass in that spot too.
Due to some recent testing I've changed up both thirds on this map to make them both a little easier to take.
Third expanding towards your enemy: (This one I'm unsure if I like it that much or not. Do you guys think the choke is too small now and the defender has too much of an advantage with the high ground? There are still plenty of flanking opportunities. I might revert the high ground and just make the choke a little smaller then the original) + Show Spoiler +
Before: After:
Third expanding away from your enemy: (This one I am definitely keeping in. It isn't a big change at all and only makes the third a little bit easier to hold.) + Show Spoiler +
I've decided to do this because it seems getting a 3rd especially against Zerg was much harder due to the fact that they are so many paths around the map and plenty of flanking opportunities.
So pretty much my only concern is expanding towards your enemy. Do you guys think that base will be to easy for terran/toss to hold now even though there are still plenty of flanking opportunities? Should I remove the high ground and revert it back to the original but maybe shrink the choke just a little bit? Keep it how it was?
Might I suggest, purely for aesthetics, of course, replacing the green plants closest to lava with dead/brown plants? Just the ones right on the edge, not the whole line.