[D] What makes a map "Protoss Favored"? - Page 2
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probu
Canada36 Posts
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lao
United States33 Posts
On November 17 2010 04:27 Skyro wrote: Extra geyers. most accurate post in the thread. mains start with 3 geysers = big favor for toss. the other thing is, almost anything that favors P in PvZ will favor T in PvT. anything that pertains to more easily defended bases to counter mutas or drops will just favor tanks and bunkers. anything that punishes zerg for trying to take extra bases will just favor drops and terran mobility. i think if you give a toss enough gas to get comfortably to templar or colossi off 2 bases (and thus to grab harder-to-defend 3rds) would be good. jungle basin with 3 geyers in the main and 3 in the natural would be the best thing i can think of. P.S. toss doesnt like cliffs. colossi walking up cliffs is dumb. when do you ever want to walk colossi out of range of your gateway units? blinking stalkers into an enemy base is also a gimmick, because you'd need an observer, and by that time, terran can tank drop you already. no thanks. cliffs benefit T in PvT way more than it does P in PvZ. | ||
Rob28
Canada705 Posts
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Randomaccount#77123
United States5003 Posts
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huyNh
Canada366 Posts
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kcdc
United States2311 Posts
Also, limited air space around mineral lines. On maps like DQ, it's annoying that banshees get a safe highway around your base that you can't hit with stalkers. | ||
Magic1264
United States60 Posts
On November 17 2010 04:18 Jayrod wrote: The only time protoss is favored at the start of a match is in PvP Actually, protoss isn't even favored in that match-up I love playing 4v4 as protoss, and I think its because the 4v4 maps have a lot of features that just let my protoss army feel "good." My most favorite map being Megalopolis; i think this is because it has extremely close 2nd and 3rd with no cliffs, yet are contained in very wide open spaces, so i can defend with large unit arcs. In addition, large open attack routes makes for easy interception of conga lines of units trying to move, limited, easily scoutable air space makes it hard to sneak in flying dts or mutas into the base, and lastly, the main is huge, allowing for probes to sneak in unnoticed. So, in summation, a large map with very limited air space, tightly clustered yet wide open 2nd and 3rd, and large bases all seem, in my opinion, to give the protoss a "leg up." | ||
mizU
United States12125 Posts
So for me, any map that doesn't tip heavily toward Zerg or Terran, will be a map to my favor. | ||
GoldenH
1115 Posts
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-{Cake}-
United States217 Posts
Terran always likes closed spaces, Zerg always likes open spaces, Toss likes open spaces against terran (short of needing a narrow choke to stay alive), but closed spaces against zerg I'd suggest maybe a closed off ring around a wide open middle besides that, having xel'nagas in the main to spot drops and mutas more quickly would be handy | ||
sikyon
Canada1045 Posts
Short chasms to blink across. Lots of small ramps, esp in the center to abuse force field. Destructible rocks next to bases to help void ray charging. Lots of small locations where tech and pylons can be hidden. Low number of inaccessible cliffs to avoid drops from terran. Well placed watchtowers to deter terran drops. Tight nat but exposed third to help toss get to lategame where storm > everything. Ramp close to mineral line to help cannon abuse. Close positions to help allow for 2 gate pressure if needed but tight ramps to abuse forcefield. If you really want to make the map broken, though, place watchtowers in a position so that they can overlook the ramp and just inside the interior of the bases. This lets toss mega abuse stalker range and takes away the fact that they can't get an early high ground observer to do that normally (overlords and floating rax/fact). | ||
Darkstar_X
United States197 Posts
narrow paths, easy FF, Storm, and Colossus aoe no room around back from drops on minerals if you don't put extra money in main, expos are close together | ||
kcdc
United States2311 Posts
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freetgy
1720 Posts
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mordk
Chile8385 Posts
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Reborn8u
United States1761 Posts
Perhaps consider making it possible for cannons to cover the main and natural minerals at the same time. (like having them backed up to the same cliff. I get so annoyed in pvz when I semi wall in, and have to get my stalkers back and forth to defend my main and natural. Maybe even some xelnaga watch towers that can actually see all the paths into your base by air. After all terran gets sensor towers that does this. Also, NO ISLAND EXPANSIONS!!! IMO they heavily favor terran. Plenty of good places to hide proxies is great as well. Another idea id like to see is a mineral only, like on Andromeda in bw. Maybe even a gold mineral only. I think it would be interesting and unique. Only concern is it might favor mules.... | ||
Cloak
United States816 Posts
Also, every expo should bring you closer to your opponent, and if you're being aggressive, you should be able to defend all your bases relatively well as long as you hold the front, like Destination. | ||
PhilipJWitow
29 Posts
Maybe make it easy to see incoming drops and make it easy to defend the air space around that area? | ||
papaHav
Australia14 Posts
Mains on low ground OR with grass around the edges so you can't see proxy pylons (xel naga can still look in) Enemy main so close that a pylon can reach across (!) but ground distance further 2nd in main... but no other expansions (zerg screwed) Mains and 2nds adjacent, against edge of map, without an obstacle between (not LT cliff). So no fliers can fly around back and ground units can easily cover both bases from air attack | ||
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