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