[M] (4) ESV Khaydaria by IronManSC - Page 6
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Seiferz
United States640 Posts
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IronManSC
United States2119 Posts
On July 04 2012 09:19 oOOoOphidian wrote: What is the purpose of the 1 gas 4th base? The 6m1hyg bases are to encourage players to keep expanding instead of locking themselves in on 4 bases. The other reason why they're limited resources is because they are all very close to the center of the map, which means they will be contested bases, and assuming they are full bases, those are huge losses for every one that is destroyed. I didn't want to reward players by having a dominant position, but I also didn't want to punish them if they were to lose that base relatively easily because of how close it is to the center of the map. | ||
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oOOoOphidian
United States1402 Posts
On July 05 2012 04:56 IronManSC wrote: The 6m1hyg bases are to encourage players to keep expanding instead of locking themselves in on 4 bases. The other reason why they're limited resources is because they are all very close to the center of the map, which means they will be contested bases, and assuming they are full bases, those are huge losses for every one that is destroyed. I didn't want to reward players by having a dominant position, but I also didn't want to punish them if they were to lose that base relatively easily because of how close it is to the center of the map. Oh, okay. Thanks for explaining. I like it so far. My idea of a mineral only third is probably good for ladder (where terrans struggle), but bad for professional play. I'd still like to see it at some point just for variety, I think it wouldn't change things too much. Anyway, sorry to stray from the topic. I enjoy the layout of the bases and the progression into the late game for expansions. I am worried about Blink/Obs being too strong here, though. It's a lot like Shakuras Plateau or Antiga in that way, but possibly even stronger. | ||
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Vindicare605
United States16097 Posts
Plat level just btw. http://drop.sc/214864 | ||
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IronManSC
United States2119 Posts
On July 05 2012 12:30 Vindicare605 wrote: My first game on it was a TvT and I really liked how it flowed. It was a mech vs marine tank in vertical spawns if you'd like to see it. Plat level just btw. http://drop.sc/214864 Sweet game! Thanks for that =) | ||
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CamoPillbox
Czech Republic229 Posts
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nkr
Sweden5451 Posts
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IronManSC
United States2119 Posts
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Xxio
Canada5565 Posts
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IronManSC
United States2119 Posts
On July 20 2012 04:26 Xxio wrote: Fun map! I can happily conclude that the bridges made this map 10x more fun :D After a few games in the korean weekly, those bridges are not only useful, but they create such a good dynamic to the overall flow of the game and it was really enjoyable to see them utilized ![]() | ||
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a3den
704 Posts
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moskonia
Israel1448 Posts
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Infidler
Norway49 Posts
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Ingebrigtsen
Norway343 Posts
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IronManSC
United States2119 Posts
On July 22 2012 08:41 moskonia wrote: I wonder, why don't you change the bridges to be empty on the bottom like shown in the thread - http://www.teamliquid.net/forum/viewmessage.php?topic_id=351586 ? would look better I think ![]() too much work lol. I actually did attempt it at first but it got jacked up so I just went with the standard. | ||
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IronManSC
United States2119 Posts
TvZ: 5-6 (45.5%) ZvP: 4-5 (44.4%) PvT: 3-9 (25%) T > Z > P I will be paying close attention to further testing to define what may be causing protoss players to lose an edge on this map. Although the stats are incredibly young and can change at any time, further changes can be issued if they are really needed. *Please note that the third is not too open for protoss, and thus is not the prime issue because that only applies to ZvP and Protoss is in favor of that matchup. They are losing to terrans. A lot. This is what I am going to look for, so please keep "the thirds are too open" comments out. | ||
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EatThePath
United States3943 Posts
On July 27 2012 02:34 IronManSC wrote: Since Khaydaria was used in the ESV Korean Weekly and Grand Prix, the records accumulated are as followed: TvZ: 5-6 (45.5%) ZvP: 4-5 (44.4%) PvT: 3-9 (25%) T > Z > P I will be paying close attention to further testing to define what may be causing protoss players to lose an edge on this map. Although the stats are incredibly young and can change at any time, further changes can be issued if they are really needed. *Please note that the third is not too open for protoss, and thus is not the prime issue because that only applies to ZvP and Protoss is in favor of that matchup. They are losing to terrans. A lot. This is what I am going to look for, so please keep "the thirds are too open" comments out. Are those stats including the weekly and gp, or are they 9-3 for TvP in 12 solely korean pro matches? For PvT this is basically antiga but worse for the first 3 bases, from the protoss perspective. Reason being, a distraction in the main with pressure at the 3rd is a lot easier to maneuver for the terran because they can come and go so freely outside all angles at the 3rd. Do you know if most of these games have been colossus, or twilight? I think the stats would even out quite a bit once protoss got some experience. They have to learn the exploits terran can use on the map and prepare against them properly once they are established. The open ground beyond the natural really looks like charge archon storm upgrades is much better than colossus unless you are doing the 2base timing, but it is somewhat less comfortable for most protoss in an unfamiliar environment. (A hypothesis.) | ||
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IronManSC
United States2119 Posts
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InsidiA
Canada1169 Posts
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InsidiA
Canada1169 Posts
Ret: yea Sheth: I agree. seem to be saying its impossible for zerg. :| | ||
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