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[M] (2) ESV Bloody Ridge AE - Page 3

Forum Index > SC2 Maps & Custom Games
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Ragoo
Profile Joined March 2010
Germany2773 Posts
August 07 2012 23:13 GMT
#41
On August 08 2012 08:01 Diamond wrote:
Show nested quote +
On August 08 2012 07:56 swedishfished wrote:
I think there should just be a TON of neutral supply depots where the creep tumor is to stop pylons so you can warp in because the creep tumor makes it imba for zerg and condemns protoss and zerg to all in as it is difficult to play macro when you can not get a third


I don't get how getting ONE observer will make you have to all in. I think Starcraft players are too reliant on 3 free bases these days.


This so much!
You get a super easy natural and then you complain that you have to build one obs (that you probably build anyway)/one canon (that you build for your nat on most maps!) or a single scan to get your third and that's just too hard?

I just can't take any complaint like that serious.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 07 2012 23:19 GMT
#42
On August 08 2012 08:13 Ragoo wrote:
Show nested quote +
On August 08 2012 08:01 Diamond wrote:
On August 08 2012 07:56 swedishfished wrote:
I think there should just be a TON of neutral supply depots where the creep tumor is to stop pylons so you can warp in because the creep tumor makes it imba for zerg and condemns protoss and zerg to all in as it is difficult to play macro when you can not get a third


I don't get how getting ONE observer will make you have to all in. I think Starcraft players are too reliant on 3 free bases these days.


This so much!
You get a super easy natural and then you complain that you have to build one obs (that you probably build anyway)/one canon (that you build for your nat on most maps!) or a single scan to get your third and that's just too hard?

I just can't take any complaint like that serious.


Also as Syphon8 has pointed out (in skype), the tumor can be killed using splash damage. Two hellions from Terran or colossi/archons from Protoss can take it out easily since it is obvious where it is located. Then of course you could just spend a scan or get an observer (which is part of most builds anyway).
https://liquipedia.net/starcraft2/Monitor
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 07 2012 23:24 GMT
#43
On August 08 2012 08:01 Diamond wrote:
Show nested quote +
On August 08 2012 07:56 swedishfished wrote:
I think there should just be a TON of neutral supply depots where the creep tumor is to stop pylons so you can warp in because the creep tumor makes it imba for zerg and condemns protoss and zerg to all in as it is difficult to play macro when you can not get a third


I don't get how getting ONE observer will make you have to all in. I think Starcraft players are too reliant on 3 free bases these days.

You don't even need an observer. A cannon or turret up against the ledge will reveal the tumor for a unit to kill. I don't see how it's that bad.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2012-08-08 00:52:30
August 08 2012 00:50 GMT
#44
Not only is it a pain for Terran/Toss to get a 3rd but when they do the only way to defend it is to plant your army out in front of it which has huuuuggge surface area. So let's say eventually a protoss clears out the creep tumor and is finally able to take his 3rd. Where do you think he'll keep his deathball at to make sure his 3rd can be safe? There's no way you'd be able to hold a 3rd base from any Stephano roach style play on this map, especially since zerg will be able to grab their 3rd at the 4:30 mark easily. Heck you can't even pylon block the 3rd to try to delay it further. Plus with creep already being there the zerg could plant a spine crawler down while the hatch is building to make it that much harder to deny it. With that said since 2 base play on this map is extremely strong (you can cut even more corners now since you only need 1 forcefield to defend yourself) you might as well just 2 base all day every day. (Wait, don't we do that enough as it is?)

I do like the watchtowers up on the islands because it'll make holding those a lot nicer, but honestly besides terran who is ever going to be able to hold those. Zerg almost never get drop/nydus, let alone it'll be waaaay too close to the enemy to actually hold and warp prisms are used for either 2 base timings or end game harass.

Now I'm all for innovated ideas and trying out new things but I don't like this map very much mainly because I don't see it working.

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
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