Hopefully Crux Breeze will also make it on.
[M] (2) Crux Frost - Page 3
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iHirO
United Kingdom1381 Posts
Hopefully Crux Breeze will also make it on. | ||
graNite
Germany4434 Posts
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Cheeseling
Ukraine132 Posts
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NewSunshine
United States5651 Posts
On July 30 2013 13:48 Cheeseling wrote: It's never going to have close spawn enabled or it's just silly. I don't understand, the map has no real close spawns, its design makes the rush distances similar in all 3 spawn positions. The main difference is how to defend your third base, and in either case that's reasonable too, so again, I don't understand. | ||
Cheeseling
Ukraine132 Posts
On July 30 2013 13:51 NewSunshine wrote: I don't understand, the map has no real close spawns, its design makes the rush distances similar in all 3 spawn positions. The main difference is how to defend your third base, and in either case that's reasonable too, so again, I don't understand. For example in TvZ mech top close positions terran has super secure 3-d from it he can safely(through tunnel) move to zerg's 3-d and siege it from highground in no-time. And it has insanely long (due to this lava canyon thingy) counterattack path in comparison to 3d-3d tunnel so terran always will be able to return home in time and defend 3-d. And if zerg takes another 3-d you can safely isolate it from his reinforcements and it might be even worse because you can(don't know how huge this location is) lock him in his base and only option will be attacking your 3-d t that can be defended with statics or even highground pf-tanks. | ||
eTcetRa
Australia822 Posts
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Littlesheep
Canada217 Posts
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Samro225am
Germany982 Posts
On July 30 2013 16:34 Littlesheep wrote: So wait, on ladder is it cross or 4 spawns? all spawn. by design all rush distances are fairly similar, so there is no actual close distance! | ||
Cheeseling
Ukraine132 Posts
On July 30 2013 17:21 Samro225am wrote: all spawn. by design all rush distances are fairly similar, so there is no actual close distance! Not only rush distance matters. This map with random spawns even worse than Star Station was before they disabled close spawns Anyway we will see pretty soon. | ||
Qikz
United Kingdom12010 Posts
Just wall off and bam, no early pools are a problem. For example in TvZ mech top close positions terran has super secure 3-d from it he can safely(through tunnel) move to zerg's 3-d and siege it from highground in no-time. And it has insanely long (due to this lava canyon thingy) counterattack path in comparison to 3d-3d tunnel so terran always will be able to return home in time and defend 3-d. And if zerg takes another 3-d you can safely isolate it from his reinforcements and it might be even worse because you can(don't know how huge this location is) lock him in his base and only option will be attacking your 3-d t that can be defended with statics or even highground pf-tanks. Don't take the close to terran third then? If you go take a further away base like the one above your main cluster then it's even further from the terran or even better you could take another main, good luck to the mech player pushing that without getting punished. I really wish map design up until now wasn't so bad that it's put stupid ideas into peoples heads, especially when mech is so bad In SC2 compared to BW it really makes little to no sense as to why you wouldn't just take another main. | ||
Cheeseling
Ukraine132 Posts
On July 30 2013 20:04 Qikz wrote:Don't take the close to terran third then? If you go take a further away base like the one above your main cluster then it's even further from the terran or even better you could take another main, good luck to the mech player pushing that without getting punished. If i pick my 3-d in those locations it will be really hard to deal with hellbat drops or 2-3 Banshe opening. Also i need to know if it pure mech deathball or marine-tank, bio-mine before teking 3-d. I somewhat agree about super greedy openings but they are punished with each new metagame shift like early pool against toss works in 80-90% of games. But this map also doesn't alow zerg to punish super greedy 2 cc opening because he can collapse those rocks and safely sit on 3 super safe bases and steamroll you. Zerg won't have enough time to prepare for the attack. And you can't play this map not greedy against greedy opponent. Same with PvZ its like Red city but safer for P. He can expand towards you and park his deathball near your 3-d on hightground with chokes all around. Another 3-d can be easily isolated with ff and it's pretty vulnerable to air. I guess it's mutalisk map! | ||
EatThePath
United States3943 Posts
On July 30 2013 23:21 Cheeseling wrote: If i pick my 3-d in those locations it will be really hard to deal with hellbat drops or 2-3 Banshe opening. Also i need to know if it pure mech deathball or marine-tank, bio-mine before teking 3-d. I somewhat agree about super greedy openings but they are punished with each new metagame shift like early pool against toss works in 80-90% of games. But this map also doesn't alow zerg to punish super greedy 2 cc opening because he can collapse those rocks and safely sit on 3 super safe bases and steamroll you. Zerg won't have enough time to prepare for the attack. And you can't play this map not greedy against greedy opponent. Same with PvZ its like Red city but safer for P. He can expand towards you and park his deathball near your 3-d on hightground with chokes all around. Another 3-d can be easily isolated with ff and it's pretty vulnerable to air. I guess it's mutalisk map! (bold) Are you talking about outside the natural on the ramp? Those are just normal rocks, making that entrance wider when destroyed, not closing it. I think you're really overstating the problems without thinking long enough. Although this map is a bit different than others before. But that is why it's a good thing we will be playing on it. | ||
Cheeseling
Ukraine132 Posts
Now i can see how this map can be played. | ||
SidianTheBard
United States2474 Posts
I'm still not a fan of this map but another community map in the ladder is amazing! Will be interesting to see how this map plays out once thousands of people start playing on it. Part of me thinks it might have to go Cross Only, but hopefully it can stay with all spawns viable. | ||
shin_toss
Philippines2589 Posts
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Cartman_
119 Posts
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larse
1611 Posts
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NewSunshine
United States5651 Posts
My patience with Blizzard is wearing thin at this point. | ||
yakitate304
United States655 Posts
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Sumadin
Denmark588 Posts
You can agree with them or not, but i would not really say they are purposeless. It seems fairly obvious. | ||
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