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[M] (2) Azura Bridge - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 All
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2012-05-12 20:40:52
May 12 2012 20:40 GMT
#41
i dont see why its difficult for protoss to expand


Walling against nexus makes you much more vunerable than otherwise in every way, one could argue superfast lair for creep drop and spine crawlers is a hard counter.

If you deny scouting and do it outside of his vision range he will die as you move finished spine crawlers a few meters onto new creep in range of his nexus and he has no time to prepare, if you do it right in his face i still dont know of a consistently good response to it. A void ray as fast as possible will not be enough to prevent nexus loss

"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2012-05-12 22:07:39
May 12 2012 22:06 GMT
#42
On May 13 2012 05:40 Cyro wrote:
Show nested quote +
i dont see why its difficult for protoss to expand


Walling against nexus makes you much more vunerable than otherwise in every way, one could argue superfast lair for creep drop and spine crawlers is a hard counter.

If you deny scouting and do it outside of his vision range he will die as you move finished spine crawlers a few meters onto new creep in range of his nexus and he has no time to prepare, if you do it right in his face i still dont know of a consistently good response to it. A void ray as fast as possible will not be enough to prevent nexus loss


walling against the nexus is something many protoss progamers prefer on maps like antiga where they can just as well wall by the large ramp.
the distance (for roaches) is a lot longer, the ramp is not as wide aswell as has rocks in it and the minerals are placed in better positions to defend by your nexus and theres even no space to run completely behind the minerals into the main base which works both on dual sight, antiga and metal.

there are alot of things that make walling by the nexus easier to defend than most maps. and walling by the ramp should be possible, im not sure if its easier or harder. id imagine it just being different

please dont turn down the map because you feel specific strategy is strong. thoughts like this must be avoided and thought through to some extents else we wouldnt see new ideas in maps.
point is, dont jump to conclusions on your own theories just point them out and we can discuss if its an issue.
2raxing for example was something that would be sick strong and i realized that about 1 hour later after publishing this map and that should be fixed now. but ffe makes perfect sense in my head so i feel i have to convince you the same because i really wish people didnt see that as an issue

but please keep the feedback coming if you got any concerns like the ffe and ill explain my thoughts on it
Progamerpls no copy pasterino
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
May 13 2012 00:39 GMT
#43
On May 13 2012 07:06 MorroW wrote:
Show nested quote +
On May 13 2012 05:40 Cyro wrote:
i dont see why its difficult for protoss to expand


Walling against nexus makes you much more vunerable than otherwise in every way, one could argue superfast lair for creep drop and spine crawlers is a hard counter.

If you deny scouting and do it outside of his vision range he will die as you move finished spine crawlers a few meters onto new creep in range of his nexus and he has no time to prepare, if you do it right in his face i still dont know of a consistently good response to it. A void ray as fast as possible will not be enough to prevent nexus loss


walling against the nexus is something many protoss progamers prefer on maps like antiga where they can just as well wall by the large ramp.
the distance (for roaches) is a lot longer, the ramp is not as wide aswell as has rocks in it and the minerals are placed in better positions to defend by your nexus and theres even no space to run completely behind the minerals into the main base which works both on dual sight, antiga and metal.

there are alot of things that make walling by the nexus easier to defend than most maps. and walling by the ramp should be possible, im not sure if its easier or harder. id imagine it just being different

please dont turn down the map because you feel specific strategy is strong. thoughts like this must be avoided and thought through to some extents else we wouldnt see new ideas in maps.
point is, dont jump to conclusions on your own theories just point them out and we can discuss if its an issue.
2raxing for example was something that would be sick strong and i realized that about 1 hour later after publishing this map and that should be fixed now. but ffe makes perfect sense in my head so i feel i have to convince you the same because i really wish people didnt see that as an issue

but please keep the feedback coming if you got any concerns like the ffe and ill explain my thoughts on it



Thanks for the reply, i guess it could work.. Can you complete a wall from the bottom of the ramp with forge/gateway into your nexus like you can on Antiga though? It seems like that would affect balance a lot. On antiga you can scout cross on tournament maps and 15nex/forge and then place a single cannon that will defend the nexus from melee attacks from any side while protecting your forge/gate/ramp which makes the initial 4-6 lings much less of a problem. Nothing sucks more than having the first 6-8 lings get into your main somehow and having no way to kill them until a minute or so after your cyber core completes
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
DoA
Profile Blog Joined October 2010
Korea (South)599 Posts
May 14 2012 21:25 GMT
#44
Doing a show about this map tomorrow at 2pm PST on ign.com/ipl.

Going to look at the map features in-depth and then watch GoSu.Pokebunny play live on the map vs either another pro or maybe even some fans.

I also uploaded this map on NA for MorroW. Search for "Azura Bridge"
I cast, therefore I am.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 15 2012 00:35 GMT
#45
This maps looks very awesome since it is so unique, I just love originality I don't think the backdoor will pose much problems since only one unit can pass at a time, making runbys pretty slow and give time for defending. The only change I would do is to make it possible for a Zerg to block it off without needing to put down a creep tumor so defending all ins will be easier

What I would love is replays on this map, especially of you against other pros or actually against anyone so we can judge balance better without people playing it you can't tell if it is balanced
SpecFire
Profile Joined December 2010
United States1681 Posts
Last Edited: 2012-05-15 01:38:47
May 15 2012 01:38 GMT
#46
Not sure why Marauder and Viking land form can pass through "small" choke. arent viking, marauder and stalker all same size?

Other than that, looks like a great map. Just worried about AI bugging out, splitting armies unintentionally
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
SpecFire
Profile Joined December 2010
United States1681 Posts
May 15 2012 01:40 GMT
#47
On May 15 2012 06:25 DoA wrote:
Doing a show about this map tomorrow at 2pm PST on ign.com/ipl.

Going to look at the map features in-depth and then watch GoSu.Pokebunny play live on the map vs either another pro or maybe even some fans.

I also uploaded this map on NA for MorroW. Search for "Azura Bridge"


Thanks Doa! You're the best

sry dub post
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
WhalesFromSpace
Profile Joined March 2012
390 Posts
May 17 2012 19:02 GMT
#48
Hi MorroW; may I use your map in my independent tournament?
Here is the link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=334263
Nihility
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 17 2012 19:13 GMT
#49
On May 18 2012 04:02 WhalesFromSpace wrote:
Hi MorroW; may I use your map in my independent tournament?
Here is the link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=334263

ye go ahead man !
Progamerpls no copy pasterino
WhalesFromSpace
Profile Joined March 2012
390 Posts
May 17 2012 19:17 GMT
#50
On May 18 2012 04:13 MorroW wrote:
Show nested quote +
On May 18 2012 04:02 WhalesFromSpace wrote:
Hi MorroW; may I use your map in my independent tournament?
Here is the link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=334263

ye go ahead man !

Wow you reply so fast thx
Nihility
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