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[D] Slight Map Imbalance: Slag Pits Ramp Concave

Forum Index > StarCraft 2 Strategy
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michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-03-04 08:55:36
March 04 2011 03:31 GMT
#1
This is a precursor to a rush build I'm modifying from zvz to zvp (credit to aebriol), and exploits what I perceive to be a slight map imbalance in the PvZ matchup on one of the new 1v1 ladder maps:

Slag Pits


What is the imbalance?
The ramp's ledge is CONCAVE, not CONVEX. On the ramp for this map, both sides of the ramp ledge are slanted. For PvZ, this means that if you use 1 zealot to complete a 1-gate core wall-off, that zealot is exposed to 2 lings at a time, not 1.

Compare the following ledges of every 1v1 map to Slat Pits:

Xel'Naga Caverns
[image loading]

Typhon Peaks
[image loading]

Metalopolis
[image loading]

Scrap Station
[image loading]

Shattered Temple
[image loading]

Delta Quadrant
[image loading]

Backwater Gulch
[image loading]

Slag Pits
[image loading]



Note that this ramp is a concave ledge, and not convex. This is essentially the crux of the issue.


Why is it so important in PvZ? Because 1-gate core zealot-wall is susceptible to 2 lings vs. 1 ling.


Consider the following replays:

vs Michael vs NoFilter [image loading]

vs Michael vs Slapstick [image loading]

vs Michael vs Kunnie [image loading]

vs Michael vs Kunnie (2) [image loading]

vs Michael vs wonkman [image loading] (snapshot below from 4:53 game time)

[image loading]
As you can see here, the zealot is taking fire from 2 lings at a time, as well as 2 drones from behind--even though he has created an artificial 1-gap ledge with the pylon.

[image loading]
In this situation, 1-gate core doesn't offer a tight enough gap for the zealot to fight 1v1.


Closing Comments:

As you, the protoss player in PvZ on Slag Pits, will you change your building placement to compensate for this?

Do you think it's an imbalance or just something different that should be adjusted to accordingly?

Personally, as a zerg player, I do feel this is a bit of a disadvantage for Protoss players on this map in this matchup, and could easily be hotfixed.

reposted on blizzard forum: http://us.battle.net/sc2/en/forum/topic/2186018804
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
A3main88
Profile Joined August 2010
United States19 Posts
March 04 2011 03:37 GMT
#2
Good catch, definitely a difference there. I would suggest submitting it to blizz.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-03-04 03:47:43
March 04 2011 03:38 GMT
#3
On March 04 2011 12:37 A3main88 wrote:
Good catch, definitely a difference there. I would suggest submitting it to blizz.


It's worth noting that if you 1-zealot wall incorrectly, your zealot is exposed to 2 lings anyway. I posted here because I'm curious how this, in its current state, affects PvZ building placement on this map.

edit: posted it there as per your recommendation, but I hope to keep this thread open as well to discuss how the early game PvZ matchup might be affected, given this information.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
March 04 2011 03:57 GMT
#4
I honestly wonder if any Toss' haven't veto'd this map yet.

It's just so bad that it is silly, and this is just one of the reasons.
daglivewire
Profile Joined February 2011
14 Posts
March 04 2011 03:58 GMT
#5
What's the difference between the Metalopolis screenshot and the Slag Pits screenshot?
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
Last Edited: 2011-03-04 04:00:39
March 04 2011 03:58 GMT
#6
Well you can run in with 6 lings (suiciding 5) if he exposed his zealot to 2 lings at a time so I guess I'll just make 3 rounds of lings and scout his base on that map. I don't think it'll effect the matchup in general because this map specific thingy. It's just nice toi have imo
Zerg - because Browders sons hate 'em
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
March 04 2011 05:05 GMT
#7
On March 04 2011 12:58 daglivewire wrote:
What's the difference between the Metalopolis screenshot and the Slag Pits screenshot?


You can fit 2 zerlings in contact with the zealot, since the protoss wall off requires the zealot to only face 1 zergling at a time to provide infinity times the DPS.

If they leave a gap in between the gate and core can they have it 1 to 1 again? I think some people recommend that to prevent as many angles for 3 roaches to attack from. Speaking of 3 roaches every time i have played a protoss on the new map they 4 gate and I do the 3 roach rush, don't think I have lost yet.
KEKEKE
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-03-04 05:09:04
March 04 2011 05:08 GMT
#8
On March 04 2011 12:58 daglivewire wrote:
What's the difference between the Metalopolis screenshot and the Slag Pits screenshot?



friend of mine mentioned that bottom metal also allows double ling, but none of the other positions do. Didn't know that... in the picture I posted of metal it is of bottom metal, so this affects all Slag Pit positions, and bottom Metal.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Dommk
Profile Joined May 2010
Australia4865 Posts
March 04 2011 05:09 GMT
#9
Lets hope they remove the map from the pool to fix it.

Then forget to add it in
Nemireck
Profile Joined October 2010
Canada1875 Posts
March 04 2011 05:10 GMT
#10
Is it just one ramp on the map that has this problem, or all 4?

If it's all 4 ramps, then it isn't an imbalance.
Teamwork is awesome... As long as your team is doing all the work!
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
March 04 2011 05:22 GMT
#11
It's not imbalanced comparing spawning positions, it's an inconsistency compared to other maps, an exaggerated example would be if blizzard added a map to the pool that had open flat ground from the main to the natural, instead of a ramp. Then there would be huge delicious terran and protoss tears for all zerg.
KEKEKE
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
March 04 2011 05:30 GMT
#12
On March 04 2011 14:22 zergrushkekeke wrote:
It's not imbalanced comparing spawning positions, it's an inconsistency compared to other maps, an exaggerated example would be if blizzard added a map to the pool that had open flat ground from the main to the natural, instead of a ramp. Then there would be huge delicious terran and protoss tears for all zerg.


Yeah basically this.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
LesPhoques
Profile Joined December 2010
Canada782 Posts
March 04 2011 05:40 GMT
#13
On March 04 2011 14:22 zergrushkekeke wrote:
It's not imbalanced comparing spawning positions, it's an inconsistency compared to other maps, an exaggerated example would be if blizzard added a map to the pool that had open flat ground from the main to the natural, instead of a ramp. Then there would be huge delicious terran and protoss tears for all zerg.


I only remember zergs crying about Kulas Ravine, even if there was no ramp at all... but that was retarded, in my opinion
Daniel C
Profile Joined October 2010
Hong Kong1606 Posts
March 04 2011 05:54 GMT
#14
Surely you could use an appropriate placement of 3 buildings to create the desired effect? I mean, scrap station also requires 3 buildings...
In theory, theory and practice are the same. In practice, they are not.
Kornholi0
Profile Joined November 2010
Canada634 Posts
March 04 2011 06:16 GMT
#15
Anyone else notice that you can get 2 units up before any sort of "threat" happens? If you can't hold off 2 lings with 1 zealot your fired. But really even if there are 200 lings it doesn't matter of the ramp, 1 zealot cannot hold off infinity lings, they are used to block scouting not to defend against lings while allowing you to move out.
Wrong reasons for thread is wrong reason.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
March 04 2011 06:27 GMT
#16
it would take a lot of lings to take down that zealot.
ponyo.848
charlie420247
Profile Joined November 2009
United States692 Posts
Last Edited: 2011-03-04 06:32:02
March 04 2011 06:31 GMT
#17
ive actually been having great success with the high economy speedling aggression build outlined by kirix (however you spell his name) on this map and part of it is because you can break the ramp much easier/faster, usually befor the second sentry pops. after that many games are ez wins.
there are 10 types of people in this world, those who understand binary and those who dont.
aebriol
Profile Joined April 2010
Norway2066 Posts
March 04 2011 06:49 GMT
#18
... give me some credit for explaining to you that it's worthwhile against protoss, and that some have been doing this for a couple of months.

And it does work, exact same build, on all maps. You just lose a few more lings which is a non issue since you have a much larger army.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
March 04 2011 08:17 GMT
#19
On March 04 2011 15:49 aebriol wrote:
... give me some credit for explaining to you that it's worthwhile against protoss, and that some have been doing this for a couple of months.

And it does work, exact same build, on all maps. You just lose a few more lings which is a non issue since you have a much larger army.


yeah I didn't think to since I was just pointing out the inconsistency in the ramp/wall on slag pits, but noted the same.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
limonovich
Profile Joined September 2010
England226 Posts
March 04 2011 08:35 GMT
#20
just proves how bad this map really is, joe map maker spent 5 minutes on it. next thing we'll hear blizzard defending this map and saying they allowed 2 lings to attack because walling off is "imbalanced."
trololo
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