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Still congrats :D if anyone glad they picked ur map <3
Forum Index > SC2 Maps & Custom Games |
HuKPOWA
United States1604 Posts
![]() Still congrats :D if anyone glad they picked ur map <3 | ||
Randomaccount#77123
United States5003 Posts
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Clarity_nl
Netherlands6826 Posts
On February 15 2012 15:09 RumbleBadger wrote: Just realized something interesting about this map... four bases is easier to defend than three. Allow me to explain: -snip- Doesn't really take into account more ground to cover against drops etc, but yeah I can see how that works. Just remember that the 4 base "defensive positions" are further away, so reinforcements will arrive later negating much of the defensive advantage. | ||
Randomaccount#77123
United States5003 Posts
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wrl
United States209 Posts
The real issue I observed playing on this map on ladder was that its extremely easy to turtle mid to late game, but I'm not sure there are enough bases to take advantage of the map control you get against a turtling player. That said its a breath of fresh air on the ladder, and is more fun than Blizzard's previous offerings. | ||
Aeceus
United Kingdom1278 Posts
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Timetwister22
United States538 Posts
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wrl
United States209 Posts
On February 16 2012 05:51 Aeceus wrote: how do you even win ZvT on this map? seems hard... any advice? Have to drag it in to the late late late game and keep the terran contained to 4 bases, taking the other 6 yourself. Feed it into broodlords and find an opening to attack into. There is one deadspot behind the fourth you can use to morph in some broods and another outside the main. | ||
Green Sun s Zenith
Canada85 Posts
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RumbleBadger
322 Posts
But like others have said, I didn't account for air coverage or anything. Now is this a bad thing? Again, I can't say for sure... but as a zerg player I'd probably go for a fairly standard lair tech off two bases (pretty fast tier 2) and then expand off that tech. But instead of just taking a third, I'd probably try to take a third and then a fourth like right after that. | ||
Randomaccount#77123
United States5003 Posts
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SoapSC
Netherlands112 Posts
There is a small gap between the outer mineral and the gas that seems to be open, but actually you cant move any unit trough it. It doesnt works with zealots or workers, maybe a zergling would fit trough i havent tested that yet. ![]() ![]() I didn't found it thread worthy so i just searched for the thread of the map. EDIT: After further testing it out it seems that the movement only gets blocked if you make a gas and zerglings cant move trough it either. | ||
darkscream
Canada2310 Posts
ZVP: the main is pretty big. Do what looks standard (14p 16h) but sneak a drone in their main and proxy hatch(instead of quick 3rd).... proxy roaches before warpgate timing >_> | ||
DeltruS
Canada2214 Posts
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hillman
United States162 Posts
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EatThePath
United States3943 Posts
On February 21 2012 04:13 SoapSC wrote: I think i found a minor bug on this map. + Show Spoiler + There is a small gap between the outer mineral and the gas that seems to be open, but actually you cant move any unit trough it. It doesnt works with zealots or workers, maybe a zergling would fit trough i havent tested that yet. ![]() ![]() I didn't found it thread worthy so i just searched for the thread of the map. EDIT: After further testing it out it seems that the movement only gets blocked if you make a gas and zerglings cant move trough it either. That's just how adjacent resources work, and the footprint of the geyser is different than the footprint of the various gas buildings. Corner to corner resources are different than corner to corner buildings in that they don't allow enough space for units to pass. It looks like otherwise sometimes. Not a bug just how the game is. | ||
GTPGlitch
5061 Posts
Heck, as a T I just throw a planetary and some turrets/a sensor tower down near the fourth (planetary goes next to the choke, but not where a normal CC would go) while I take my third. Much easier to defend from that position than having to actively defend from low ground. This map is a ton of fun in any case~TvT is especially enjoyable :3 | ||
kcdc
United States2311 Posts
For reference, I'm high Masters P, and all my experiences with this map have come on NA ladder against top 10 Masters to top GM. The #1 issue with the map, from a Protoss perspective, is that there's no good way to take a third base against speed roaches. Protoss can position his army at the 2nd or the third, leaving the other undefended, or he can position his army between the two exposing himself to a massive surround with his back up against that outcropping of trees with no space to micro. This could be fixed a few different ways. -close off 1 of the two paths between the natural and the tower to create a single entrance into the where P wants to position his army. This solves the flank problem and gives P lanes to micro back from an attack. This leaves no open space in front of the natural, however, so it's not my preferred solution. -Looking at the top half of the map, you could move the ramp from the natural to the third a bit to the left to lengthen the distance an attacker must travel to bounce between the natural and the third. Then give the defender a more direct path with a backdoor entrance to the natural from the third. Bock this path with a destructible rock to keep FFE viable. You might also shift the position of the mineral line slightly further left so that the defensive distance isn't too short. This keeps the base at the third exposed with 2 attack paths for the Z, but P doesn't have to march his army through a kill zone in order to attempt to defend. The second problem I've found is that there's not an an open area where you can fight colossi+forcefields with a low tech army. This comes up when you expand in PvP and the other player goes for a 1-base colossus push. Currently, the best place to defend seems to be as the attacker comes up the ramp due south from the top natural, but that position is just a little too small with forcefieldable chokes at the ramp and a short distance north of the ramp between the edge of the main and the tree that splits the attack paths to the natural. If that area were just a tiny bit bigger, it would solve the problem. I imagine that Terrans and Zergs would also appreciate a slightly larger open area there to defend against forcefields+colossi. I do love the map for PvT tho. It's my favorite map in the pool for that MU because it produces constant back and forth action with lots of counter-attacking and positional defenses. The watchtowers seem to change hands every other minute. | ||
Areon
United States273 Posts
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skatbone
United States1005 Posts
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