Shattered Temple is clearly the worst map on there (for any race really) for zerg. Yet people voted on XNC probably because they are tired of that map.
Map vetoes by race in season 4 - Page 3
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SpoR
United States1542 Posts
Shattered Temple is clearly the worst map on there (for any race really) for zerg. Yet people voted on XNC probably because they are tired of that map. | ||
Cyber_Cheese
Australia3615 Posts
On October 30 2011 08:16 SpoR wrote: uhm, this poll doesn't work because you can only vote once, but in game you can vote on 3 maps down right? Shattered Temple is clearly the worst map on there (for any race really) for zerg. Yet people voted on XNC probably because they are tired of that map. Yeah but with enough people and factoring in that they'll vote their 2nd/3rd vetos if they feel the first isn't leading adequately, it's not too bad. | ||
Corsica
Ukraine1854 Posts
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Warble
137 Posts
I don't veto any other map because winning isn't that important to me. | ||
StatX
Canada343 Posts
XNC has been around for quite a while and the only 2 spawn positions often allow to easy early bust since no real scouting is needed. Also, the natural is so open. | ||
Thebbeuttiffulland
Brazil288 Posts
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theEpsilon
Austria23 Posts
Metalopolis: Open natural, only 2 attack paths, no close spawns = even more Zerg favored Nerazim Crypt: far to open for my taste, nothing that makes that map special 3rd veto is still open. | ||
OSM.OneManArmy
United States509 Posts
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Sajaki
Canada1135 Posts
I vitoed Abyssal because horrible design and badly balanced, Nerazim because its a mediocre map (not terrible not very cool either, nothing "special" and XNC (soooo hard as zerg T_T even though i like it as toss/terran) | ||
Xequecal
United States473 Posts
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Eraserhead
159 Posts
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Oboeman
Canada3980 Posts
On October 30 2011 08:16 SpoR wrote: uhm, this poll doesn't work because you can only vote once, but in game you can vote on 3 maps down right? Shattered Temple is clearly the worst map on there (for any race really) for zerg. Yet people voted on XNC probably because they are tired of that map. The troubles on shattered can be more or less "solved" with ventral sacks. My Zerg vetoes: Xel'naga Caverns (rush distance, lack of expansions) Abyssal Caverns (Close spawns, potential cliffing, annoying xel'naga tower, annoying distance to ramp from main) Nerazim Crypt (rush distance for close spawns, potential 3rd base issues on some spawns, annoying distance from ramp to main) voted Nerazim in the poll because abyssal and xel'naga have a pretty good lead | ||
frugalfungal
Singapore18 Posts
I might unveto xelnaga for Metalopolis soon, I have no luck on Shattered or Metalopolis, that's basically it. Somehow all my losses this season were on those 2 maps ![]() | ||
KobyKat
United States111 Posts
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-Duderino-
United States80 Posts
Idk why people dont talk about the advantage protoss has on big maps more often. When a toss 4 gates a terran there is no difference if it is on steppes of war or tal darim. Rush distance doesn't matter for them (for early game 4 or 6 warpgate atks and for late game reinforcing their gateway army, {and yes darktemplar314 i know collosus and immortals still have to walk, and yes timba638 i know that emp negates any advantage toss has}) and they can defend their far away expansions easier than any other race with warping in gateway units, and finally they build their production or gateways anywhere on the map with out the worry of their units having to walk over from their second main. I'm not complaining just making observation as a terran player i don't veto tal darim because of this though mainly cause its a fun map but terran does get a few perks on it also (more space to spread bio army and to drop) The map in the poll that i was suprised not to see veto more is nerazim crypt for terrans. Maby its just me but i find it almost impossible to take a fourth on that map vs zerg, if they go muta you have to leave like a thor and medi of rines at least to protect it late game(which will cut into the size of your fighting army), and if they go ultra ling you gotta have your whole army there to protect it(which leaves your other bases open to atk), maby its possible to defend effectivley or the key to it is to just keep on constant pressure so you don't get atked but this is only map i veto for these reasons. (also i don't like the elongated base it causes such a problem vs mutas). | ||
GTPGlitch
5061 Posts
1)abyssal-Terrible map imo. Not much better than nerazim, but really blizzard. Rocks that sever the map except at 3rds? WTF T__T; 2)Metalopolis-W/o close positions, autogg for TvZ 3)Alternates between Xel Naga, and Antiga-antiga because tvz feels awkward and xel naga is just old/boring :/ | ||
Deleted User 26513
2376 Posts
Xel'naga - imbalanced map, enough said. Abyssal - I hate that kind of a main. It's bad for all of the races. Terrans and Toss cant defend both main and natural from mutas and banshees, zergs can't connect creep as quickly as they want. Nerazim - same reason as the above aaand 3rd is hard to take. | ||
CKHound
United States142 Posts
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jabberjaw
225 Posts
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Yoshi Kirishima
United States10345 Posts
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