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[M] (2) DF Yeonsu - Page 11

Forum Index > SC2 Maps & Custom Games
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moskonia
Profile Joined January 2011
Israel1448 Posts
September 21 2013 14:45 GMT
#201
I find it funny that you would post these quotes to support your argument that the map is bad, but you bring only Zerg quotes and they counter each other somewhat (the 1st and 2nd say that it's bad vs toss, and the 3rd says it's good vs toss). Since I am a toss player I cannot really comment on the TvZ aspect, although the 3rd player actually seems to support the argument that you just need to play the map differently.

If people would stop getting mad on slightly different maps than the norm maybe we will someday have actual map variance, and that would be great.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
September 21 2013 17:38 GMT
#202
This issue is, for me, that having chokes and cliffs can actually work in the favor of zerg or anyone else if they adjust their play style accordingly. Spines in chokes, not to mention swarm hosts, BLs, infestors, etc. are very good! Also, a lot of cliffs mean a lot of of winding ground distance and short air distance. This helps mutas, etc. In general I think the best zergs are proactive about not letting their opponents get primo positioning. That said, I still think it's okay for zerg to have to play 1 map in the map pool without VAST open areas like derelict watcher, akilon wastes, star station, frost, etc. Maps this season are FAR better than last season and I personally feel that the game should change from every build the exact same every time to thinking more about each map individually. In these circumstances, truly the best players will separate themselves from the pack.
SC2 Mapmaker
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-09-21 23:58:15
September 21 2013 23:50 GMT
#203
On September 21 2013 01:05 moskonia wrote:
Show nested quote +
- Super easy to defend natural and third that is very chocked up.
- Low expansion count

How are these true? The nat entrance is not a ramp, is 10 square wide and has a backdoor, thus more hard to defend than any other map on the ladder.
The point is that the choke extends outward making it hard for Z to form a good concave on the other side of it. On most maps you can form a concave outside of the natural, even if it's a ramp some roaches poke up and get vision and the roaches on the lowground can still fire at the wall. Typically if you attack into the natural here your entire army gets forcefielded up badly.

The 3rd is not that easy as well, although after you break the rocks it's not that hard, but it's not super easy like entombed or something alike.
I find it in fact in practice easier for T/P to defend the third than on Entombed, if the rocks are closed there is only a super tiny entrance into it and P/T don't have to break rocks to get access to it themselves. I played a lot of ZvT games against mech on this map (terrans actually go mech on this map, should say something, it's very rare) and it's super hard to put pressure on it, the third is extremely cloe and super close to your base.

Six expansions is a low number? I agree that the map forces you to expand towards your opponent, but the number of expansions is pretty standard.
The only map currently in the pool with less bases is Bel'Shir with Polar Night and Derelict having the same amount. Also considerng that one base is Island of course. It's not low low like Jung Basin with four per player but it's definitely lower than average.

I also feel that the original half base that Bel'shir should be added back in. 5 bases per player is waaay too few I feel. Especially on a map with such high CS. High CS maps need 6 bases at a minimum I feel.

Also, TB is right that he shouldn't be discredited just because of his ladder rank. More than enough people of high rank agree. The point is that many people of high rank will also have differing opinions on issues. Note how MorroW likes the map. But then again, Morrow might be speaking from a Terran perspective.

My own opinion as a random player is that this map is pretty darn imbalanced against Z. I have actually racepicked Z for a while to try and find an answer to ply on this map but it's really tough, it's certainly not hard to win, but damn is it tough and ZvT is tough enough for Zerg as it is.

On September 21 2013 16:44 eTcetRa wrote:
I'm curious as to what race those players and having a little more detail, if you could pm me and we could talk I would be very
Interested to hear from you.

As to the quotes themselves if your question was "do you reckon Yeonsu is any good? That expansion with the cliffs seems awfully easy to exploit hard as Terran" then that's already pushing your opinion on them and skewing the answers. A better question to ask would have been "what do you think about Yeonsu in regards to balance?". But alas even asking that question to the same three players would be pointless considering that multiple pros of the same race can have vastly different views.

As much as I'll respect your opinion and feel that it is worth considering (even if I believe in this case it is biased) complaining about it amounts to the same as complaining about drops being powerful on Akilon and Polar because of air space.. There are other factors that play a role in the map. Protoss have a lot of blink harrass power on Yeonsu and Zerg have a lot of flanking and run-by opportunities.

Again, I would like to hear from you and have a discussion if you would like to pm me!

Edit: probably a lot of fuck ups in this post. On phone.....

His question was no doubt leading, but the opinion that Yeonsu is a nightmare for Z is very common.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 08 2014 09:21 GMT
#204
Revisiting the balance discussion, it should be pointed out that according to TLPD we have 64%, 44% and 58% on a decent sample size. ZvP is not as bad as I thought it would be and ZvT is worse. By any stretch, the map is certainly not a balance wonder and arguably the second most imbalanced map in the pool right now after Deadalus which has recently undergone a change.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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