On March 14 2012 12:59 SidianTheBard wrote:
Sidewinder:
At first glance through out this map I didn't like it at all. I thought the setup was too gimmicky & that there was too much positional imbalances. Yet after looking over it more and more I'm starting to like it that much better. Main & Natural are perfectly setup, then you have your option of a 3rd. I think a really neat feature is the choke right out from your natural that appears to take about 2 3x3 buildings to wall off. You could easily wall off there and take the 3rd, bringing your army to the high ground to easily defend your third, but then be vulnerable to air harass.
My biggest concern is the amount of chokes. (Although I have yet to play on the map so it could just be the overview playing tricks on me) but it feels that everywhere on the map is super choked off that a 200 supply terran or protoss army will just absolutely crush anything zerg related unless they can get Brood lords out or can mass mutas up. It seems that you just can't be "caught out of place" on this map because there is always corners or cliffs to back yourself into.
Also it's worrisome about how close by air you'll be if you spawn in close positions and if they take the high ground third.
Cross positions on this map will be godlike. Close positions, while still good, might be a little boring/imbalanced depending on which race spawns where.
The map actually feels really nice to play on. Maybe some chokes near the natural need to be widened, but overall it felt really good to play.Sidewinder:
At first glance through out this map I didn't like it at all. I thought the setup was too gimmicky & that there was too much positional imbalances. Yet after looking over it more and more I'm starting to like it that much better. Main & Natural are perfectly setup, then you have your option of a 3rd. I think a really neat feature is the choke right out from your natural that appears to take about 2 3x3 buildings to wall off. You could easily wall off there and take the 3rd, bringing your army to the high ground to easily defend your third, but then be vulnerable to air harass.
My biggest concern is the amount of chokes. (Although I have yet to play on the map so it could just be the overview playing tricks on me) but it feels that everywhere on the map is super choked off that a 200 supply terran or protoss army will just absolutely crush anything zerg related unless they can get Brood lords out or can mass mutas up. It seems that you just can't be "caught out of place" on this map because there is always corners or cliffs to back yourself into.
Also it's worrisome about how close by air you'll be if you spawn in close positions and if they take the high ground third.
Cross positions on this map will be godlike. Close positions, while still good, might be a little boring/imbalanced depending on which race spawns where.
Rusty Cage:
"Hey Johanaz, are you going to submit a map for MoTM?"
"Yes I am! Although I'm worried because I don't think it's that good."
"No worries, we won't even look at it but still give you a winning spot!"
It seems that Johanaz can submit a map and it wins even though, in my opinion, the gameplay isn't going to be that great. But it doesn't matter because:
A) It's Johanaz
B) It's Pretty and
C) It's Johanaz
Did I also mention that it's pretty?
Let me start off by saying the 4 bases in the middle are almost never going to get used. They are too close to your opponent. These are meant to be your 4th base but you're much better off taking the natural of another base so then you get a "free" 5th in the other main. The only way they will ever get used is once again by a terran that can get a pfort up and a couple of tanks and that's only because of how choked off it is. Protoss are never going to get off 2 base on this map, terran will have a tough time as well. (against zerg that is).
I do like the middle and the watchtower placement. I do like the main & natural setups. I think Close & Cross positions will definitely say who wins. Close positions the zerg loses, cross positions the zerg wins. Natural to natural in close positions looks like what, steppes of war rush distance, yet cross positions the rush distance seems long enough that most 2 base pressure will be easily thwarted, yet as I've said, 3rds are tough to take, which only favors the zerg that much more.
Well this certainly get in because of the aesthetics "Hey Johanaz, are you going to submit a map for MoTM?"
"Yes I am! Although I'm worried because I don't think it's that good."
"No worries, we won't even look at it but still give you a winning spot!"
It seems that Johanaz can submit a map and it wins even though, in my opinion, the gameplay isn't going to be that great. But it doesn't matter because:
A) It's Johanaz
B) It's Pretty and
C) It's Johanaz
Did I also mention that it's pretty?
Let me start off by saying the 4 bases in the middle are almost never going to get used. They are too close to your opponent. These are meant to be your 4th base but you're much better off taking the natural of another base so then you get a "free" 5th in the other main. The only way they will ever get used is once again by a terran that can get a pfort up and a couple of tanks and that's only because of how choked off it is. Protoss are never going to get off 2 base on this map, terran will have a tough time as well. (against zerg that is).
I do like the middle and the watchtower placement. I do like the main & natural setups. I think Close & Cross positions will definitely say who wins. Close positions the zerg loses, cross positions the zerg wins. Natural to natural in close positions looks like what, steppes of war rush distance, yet cross positions the rush distance seems long enough that most 2 base pressure will be easily thwarted, yet as I've said, 3rds are tough to take, which only favors the zerg that much more.
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Titanis:
I really question the judges on the reasons why they picked this map. I'm wondering if they are trolling us or something. They spend well over a month playing over maps and the 5th winning map is Metropolis Clone 2.0. The 4 middle bases are useless and would only be used by Terran, yet Terran are still better off taking their 5 bases along the edges of the map. Only reason I could see a forward third being taken is if the Terran is going to all-in on 3 base and has no plan for expanding again. Protoss will never take it and Zerg don't want to be expanding towards their opponent so once again they'll be forced to take those bases as their 6th or 7th.
The natural is less secure then Metropolis but the 3rd is easier to defend since it's on high ground. The middle is so wide open that we can expect to see many base trades on this map if both armies push out at the same time. Especially since you can move thru the middle without being in range of the watchtowers. Think of all the bigger maps where watchtowers can see almost everything in the middle and look at all the base trades we still see because both armies are pushed across the map.
I just completely don't understand the reason for picking up Metropolis 2.0. Aren't we already seeing enough of that map? And yes, this map isn't going to play out any different. I'd like to know why Plexa feels this is Metropolis on steroids because Honestly I just feel it's a sub-par version of it. No hard feelings toward Lefix at all because he can make amazing maps (Odyssey, Vulture) but because Metropolis is already popular, why do we need a clone of it?
I really question the judges on the reasons why they picked this map. I'm wondering if they are trolling us or something. They spend well over a month playing over maps and the 5th winning map is Metropolis Clone 2.0. The 4 middle bases are useless and would only be used by Terran, yet Terran are still better off taking their 5 bases along the edges of the map. Only reason I could see a forward third being taken is if the Terran is going to all-in on 3 base and has no plan for expanding again. Protoss will never take it and Zerg don't want to be expanding towards their opponent so once again they'll be forced to take those bases as their 6th or 7th.
The natural is less secure then Metropolis but the 3rd is easier to defend since it's on high ground. The middle is so wide open that we can expect to see many base trades on this map if both armies push out at the same time. Especially since you can move thru the middle without being in range of the watchtowers. Think of all the bigger maps where watchtowers can see almost everything in the middle and look at all the base trades we still see because both armies are pushed across the map.
I just completely don't understand the reason for picking up Metropolis 2.0. Aren't we already seeing enough of that map? And yes, this map isn't going to play out any different. I'd like to know why Plexa feels this is Metropolis on steroids because Honestly I just feel it's a sub-par version of it. No hard feelings toward Lefix at all because he can make amazing maps (Odyssey, Vulture) but because Metropolis is already popular, why do we need a clone of it?
Well let's clear some things up. I think Metropolis is a boring map and I think this is a much better rendition of the map as it allows for more aggression and more expansion options. Moreover, it had been developed before Metropolis was released so it really was a matter of timing between the two maps to see which was the 'clone'.