• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:33
CET 03:33
KST 11:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Behind the Blue - Team Liquid History Book15Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8herO wins SC2 All-Star Invitational14
Community News
ACS replaced by "ASL Season Open" - Starts 21/0218LiuLi Cup: 2025 Grand Finals (Feb 10-16)22Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker10PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)13
StarCraft 2
General
Nexon's StarCraft game could be FPS, led by UMS maker How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Terran Scanner Sweep Behind the Blue - Team Liquid History Book Weekly Cups (Jan 12-18): herO, MaxPax, Solar win
Tourneys
LiuLi Cup: 2025 Grand Finals (Feb 10-16) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Revival: Season 4 Korea Qualifier (Feb 14) Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
[ASL21] Potential Map Candidates Gypsy to Korea Which units you wish saw more use in the game? ACS replaced by "ASL Season Open" - Starts 21/02 Liquipedia.net NEEDS editors for Brood War
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Fighting Spirit mining rates Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta
Other Games
General Games
Path of Exile Diablo 2 thread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Ask and answer stupid questions here! European Politico-economics QA Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
ADHD And Gaming Addiction…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1720 users

[M] (2) ESV Cloud Kingdom - Page 10

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 8 9 10 All
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-10-07 21:35:45
October 07 2014 21:35 GMT
#181
The problem with blink on Cloud Kingdom only comes partially from the fact that the protoss can easily blink into the main. The real problem is the rotation time between the main and the natural. A protoss can poke at the natural and then harass the main in the blink of an eye (eh!) whereas it takes a lot of time for the defending terran army to rotate between the main and the natural.

Forcing the terran to blindly open with an anti-blink build is really bad for the balance of the game but also for the fun and amusement a game should bring.

rly ?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-10-07 21:52:30
October 07 2014 21:51 GMT
#182
On October 08 2014 06:35 algue wrote:
The problem with blink on Cloud Kingdom only comes partially from the fact that the protoss can easily blink into the main. The real problem is the rotation time between the main and the natural. A protoss can poke at the natural and then harass the main in the blink of an eye (eh!) whereas it takes a lot of time for the defending terran army to rotate between the main and the natural.

Forcing the terran to blindly open with an anti-blink build is really bad for the balance of the game but also for the fun and amusement a game should bring.

This scenario already existed with the map in WoL and doesn't get any worse with HotS. We've also endured much worse blink maps (Yeonsu + Heavy Rain) which not only had the same ease of bouncing between main/nat, but had much more surface area to cover via the mains. We also didn't have the +shield buff for widow mines. Widow mines alone are going to provide quite a bit of zoning potential for the main.

If the worry is a proliferation of widow mine openings in TvP on this map, I can't say I find that a problem. Name me one TvZ game that doesn't involve early game hellions.
Twitter: @iamcaustic
Hexe
Profile Joined August 2014
United States332 Posts
October 07 2014 22:41 GMT
#183
On October 08 2014 06:51 iamcaustic wrote:
Show nested quote +
On October 08 2014 06:35 algue wrote:
The problem with blink on Cloud Kingdom only comes partially from the fact that the protoss can easily blink into the main. The real problem is the rotation time between the main and the natural. A protoss can poke at the natural and then harass the main in the blink of an eye (eh!) whereas it takes a lot of time for the defending terran army to rotate between the main and the natural.

Forcing the terran to blindly open with an anti-blink build is really bad for the balance of the game but also for the fun and amusement a game should bring.

This scenario already existed with the map in WoL and doesn't get any worse with HotS. We've also endured much worse blink maps (Yeonsu + Heavy Rain) which not only had the same ease of bouncing between main/nat, but had much more surface area to cover via the mains. We also didn't have the +shield buff for widow mines. Widow mines alone are going to provide quite a bit of zoning potential for the main.

If the worry is a proliferation of widow mine openings in TvP on this map, I can't say I find that a problem. Name me one TvZ game that doesn't involve early game hellions.

What didnt exist was the Mothership Core. The main problem is that the ramp going to the natural to defend, and running back all the way into the main is a long journey. And a few widow mines don't really do too much to a smart blink player.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-10-07 23:02:09
October 07 2014 23:01 GMT
#184
On October 08 2014 07:41 Hexe wrote:
Show nested quote +
On October 08 2014 06:51 iamcaustic wrote:
On October 08 2014 06:35 algue wrote:
The problem with blink on Cloud Kingdom only comes partially from the fact that the protoss can easily blink into the main. The real problem is the rotation time between the main and the natural. A protoss can poke at the natural and then harass the main in the blink of an eye (eh!) whereas it takes a lot of time for the defending terran army to rotate between the main and the natural.

Forcing the terran to blindly open with an anti-blink build is really bad for the balance of the game but also for the fun and amusement a game should bring.

This scenario already existed with the map in WoL and doesn't get any worse with HotS. We've also endured much worse blink maps (Yeonsu + Heavy Rain) which not only had the same ease of bouncing between main/nat, but had much more surface area to cover via the mains. We also didn't have the +shield buff for widow mines. Widow mines alone are going to provide quite a bit of zoning potential for the main.

If the worry is a proliferation of widow mine openings in TvP on this map, I can't say I find that a problem. Name me one TvZ game that doesn't involve early game hellions.

What didnt exist was the Mothership Core. The main problem is that the ramp going to the natural to defend, and running back all the way into the main is a long journey. And a few widow mines don't really do too much to a smart blink player.

The game has already been re-balanced to accommodate the MSC; its vision range/time warp duration has been reduced, blink research increased from 140 seconds to 170, and widow mines got +damage vs. shields. Also, simply dismissing widow mines under the false pretense of "a good Protoss won't let them do much" isn't a real argument. Widow mines are key to holding HotS blink all-ins.
Twitter: @iamcaustic
Hexe
Profile Joined August 2014
United States332 Posts
Last Edited: 2014-10-08 04:27:23
October 07 2014 23:08 GMT
#185
On October 08 2014 08:01 iamcaustic wrote:
Show nested quote +
On October 08 2014 07:41 Hexe wrote:
On October 08 2014 06:51 iamcaustic wrote:
On October 08 2014 06:35 algue wrote:
The problem with blink on Cloud Kingdom only comes partially from the fact that the protoss can easily blink into the main. The real problem is the rotation time between the main and the natural. A protoss can poke at the natural and then harass the main in the blink of an eye (eh!) whereas it takes a lot of time for the defending terran army to rotate between the main and the natural.

Forcing the terran to blindly open with an anti-blink build is really bad for the balance of the game but also for the fun and amusement a game should bring.

This scenario already existed with the map in WoL and doesn't get any worse with HotS. We've also endured much worse blink maps (Yeonsu + Heavy Rain) which not only had the same ease of bouncing between main/nat, but had much more surface area to cover via the mains. We also didn't have the +shield buff for widow mines. Widow mines alone are going to provide quite a bit of zoning potential for the main.

If the worry is a proliferation of widow mine openings in TvP on this map, I can't say I find that a problem. Name me one TvZ game that doesn't involve early game hellions.

What didnt exist was the Mothership Core. The main problem is that the ramp going to the natural to defend, and running back all the way into the main is a long journey. And a few widow mines don't really do too much to a smart blink player.

The game has already been re-balanced to accommodate the MSC; its vision range/time warp duration has been reduced, blink research increased from 140 seconds to 170, and widow mines got +damage vs. shields. Also, simply dismissing widow mines under the false pretense of "a good Protoss won't let them do much" isn't a real argument. Widow mines are key to holding HotS blink all-ins.

Yes, but we are talking about early blink play, there will not be very many widow mines. And if there actually are for a potential blink, a Protoss can just use that wasted tech time to do whatever the hell they want, take a faster 3rd, climb to Colossus or Storm.

I dont think you understand the previous point I made, the distance between defending the natural and running back up to your main on the very far end is a long trail. There is a reason these types of maps dont get played anymore, its not about being able to defend the blink, its the possibility of a game ending strategy that you need to prepare for, and in doing so you waste valuable time and resources.

EDIT: And it encourages base trades, in those select games.
EDIT 2: Im just going to PM you
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 08 2014 02:47 GMT
#186
On October 08 2014 08:08 Hexe wrote:
Show nested quote +
On October 08 2014 08:01 iamcaustic wrote:
On October 08 2014 07:41 Hexe wrote:
On October 08 2014 06:51 iamcaustic wrote:
On October 08 2014 06:35 algue wrote:
The problem with blink on Cloud Kingdom only comes partially from the fact that the protoss can easily blink into the main. The real problem is the rotation time between the main and the natural. A protoss can poke at the natural and then harass the main in the blink of an eye (eh!) whereas it takes a lot of time for the defending terran army to rotate between the main and the natural.

Forcing the terran to blindly open with an anti-blink build is really bad for the balance of the game but also for the fun and amusement a game should bring.

This scenario already existed with the map in WoL and doesn't get any worse with HotS. We've also endured much worse blink maps (Yeonsu + Heavy Rain) which not only had the same ease of bouncing between main/nat, but had much more surface area to cover via the mains. We also didn't have the +shield buff for widow mines. Widow mines alone are going to provide quite a bit of zoning potential for the main.

If the worry is a proliferation of widow mine openings in TvP on this map, I can't say I find that a problem. Name me one TvZ game that doesn't involve early game hellions.

What didnt exist was the Mothership Core. The main problem is that the ramp going to the natural to defend, and running back all the way into the main is a long journey. And a few widow mines don't really do too much to a smart blink player.

The game has already been re-balanced to accommodate the MSC; its vision range/time warp duration has been reduced, blink research increased from 140 seconds to 170, and widow mines got +damage vs. shields. Also, simply dismissing widow mines under the false pretense of "a good Protoss won't let them do much" isn't a real argument. Widow mines are key to holding HotS blink all-ins.

Yes, but we are talking about early blink play, there will not be very many widow mines. And if there actually are for a potential blink, a Protoss can just use that wasted tech time to do whatever the hell they want, take a faster 3rd, climb to Colossus or Storm.

I dont think you understand the previous point I made, the distance between defending the natural and running back up to your main on the very far end is a long trail. There is a reason these types of maps dont get played anymore, its not about being able to defend the blink, its the possibility of a game ending strategy that you need to prepare for, and in doing so you waste valuable time and resources.

EDIT: And it encourages base trades, in those select games.

What constitutes "early blink"? Are we talking about the 1-base blink strategy, or the 2-base? I'm going to assume 2-base blink, because you talk about taking a faster 3rd for the Protoss.

I don't know what you're talking about regarding "wasted tech time". Widow mine drop openings are a common opening for Terran and can easily be scaled back to defensive WM + 3 rax upon scouting a 2-base blink play. There are also numerous solutions which are not just limited to widow mines. Here's a good example from QXC analyzing Polt defending a 2-base blink stalker attack from Rain via a 3 rax opening:



If we are, in fact, talking about a 1-base blink all-in though, then there's no reason to try and defend your nat; just keep the CC in the main and you're fine. What I really want to know, however is how you think this is somehow harder to defend against blink than this. If a Protoss blinks up into a patch of 2-4 widow mines, they have nowhere to go. That's very different from maps like Yeonsu and Heavy Rain, which featured a huge surface area for the stalkers to circumvent a low number of widow mines. Bunkers at the nat, widow mines on high ground. I don't see why defending should be so impossibly hard, and I say this as a Terran that hates TvP.
Twitter: @iamcaustic
Prev 1 8 9 10 All
Please log in or register to reply.
Live Events Refresh
PiG Sty Festival
00:40
Final Tiebreaker Qualifier
Creator vs Nicoract
TBD vs YoungYakov
PiGStarcraft518
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft518
SteadfastSC 115
RuFF_SC2 70
PiLiPiLi 19
StarCraft: Brood War
NaDa 56
Noble 34
Dota 2
LuMiX1
Counter-Strike
taco 443
Super Smash Bros
C9.Mang0556
Mew2King127
Other Games
tarik_tv20856
summit1g9531
JimRising 401
ToD176
ViBE62
ZombieGrub17
JuggernautJason12
minikerr11
Organizations
Other Games
gamesdonequick794
BasetradeTV81
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 92
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• sM.Zik 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21055
League of Legends
• Scarra2082
• Stunt263
Upcoming Events
RSL Revival
27m
RSL Revival
5h 27m
LiuLi Cup
8h 27m
Cure vs Reynor
Clem vs Maru
Rogue vs TriGGeR
ByuN vs Serral
uThermal 2v2 Circuit
9h 27m
PSISTORM Gaming Misc
14h 22m
RSL Revival
15h 27m
AI Arena Tournament
17h 27m
Replay Cast
21h 27m
Sparkling Tuna Cup
1d 7h
LiuLi Cup
1d 8h
[ Show More ]
Ladder Legends
1d 15h
Replay Cast
1d 21h
Replay Cast
2 days
LiuLi Cup
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
OSC
2 days
WardiTV Winter Champion…
3 days
Replay Cast
4 days
WardiTV Winter Champion…
4 days
Replay Cast
4 days
PiG Sty Festival
5 days
The PondCast
5 days
KCM Race Survival
5 days
WardiTV Winter Champion…
5 days
Replay Cast
5 days
PiG Sty Festival
6 days
Epic.LAN
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S1: W8
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.