Okay, I really have to get out some of my thoughts about this map, cause it's starting to get on my nerves.
There are tons of problems with this map. Let me just get it out there, it's broken as hell. It's imbalanced. Trust me, it's imbalanced and has some serious design flaws that gives, in my opinion, any terran team an insane advantage. Just to get it out there, I already think terran is imbalanced as a race in 2v2, but that's kind of a different story (unscoutable to some extent, vast amount of various "legit" openings, early splash with tanks/hellions, bunkers, MULEs and 1 base play being sick strong and the possibility to move main base if opponents are kept at 1 base until mined out, cloaked banshee, rax units STOMP gateway units, and stuff like that).
We're having HUGE issues on this map, and it's mostly because of two factors: "Rotational symmetry" and "base design". Let's start with the rotational symmetry that some here have pointed out. Where you start will be a key factor in the game. It's not like it's "oh, we start here, and they start there, we have to adapt to this". It's more like, "oh we start here, and they have an insane positional advantage on us"... I play protoss in a PZ team and playing terrans on this map is a nightmare. First of all it's nearly impossible for us to get any information, as PT/TZ teams just tend to wall in, and that's that, we have to play blindly. At this point we can do mobile stuff like blink stalkers, we can do fast expo mass gate, we can do 3g robo, or even try on a ling/bling/stalker-allin. But let's not talk about allins like that, cause it wouldn't be fair if the only option we have on this map is going allin.
So, we have to prepare against whatever comes. It could be 3rax 4gate? Maybe it's 1-1-1? Or maybe it's just that damn early tank with a small army that makes it impossible for us to react based on any scoutable information and get an army that is able to stop such a siege timing push. They can scout easier, because of their ability to use scan and/or lings (if TZ army), so they can actually decide to delay their push if they see that we've been "allining" on units. The longer they wait, the weaker our army gets against a 1-1-1'ing terran with the zerg maybe doing roaches, or the toss doing sentry/immortals.
The point is, the push is kind of inevitable, and the rotational symmetry makes it REALLY unfair, because of the easy path such a tank-army has to walk. If we spawn at 6 and terran (I might just call it terran from here, cause that's really where the problem lies) spawns at 9, they can just herp derp down to our natural, and flat out kill it. Float a rax, put tanks in a safe spot so units can't snipe it from high ground, and that's that. Some good force fields or roaches, depending on ally will keep that army untouchable by any PZ early game unit composition. So maybe you shouldn't take that expo early? Sure, okay. So what's problem #2? Well, then they'll just siege YOUR FRIKN MAIN!!!! WHAT THE F##K? Seriously blizzard. They can just walk safely down to our (really unfair positioned gold-third) and siege MY MAIN! That's just lame. I mean, Magma Core has some weird stuff going on with siege tank positioning close to the mains, and I dont think they are fair, looking at the number of mineral patches these spots cover, but anyhows...
So, let's assume we magically got some scout information and know that this is coming. What are our options? We can bust it, but again, roach makes this ball almost unpenetrable, force fields MAKES it unpenetrable (unless u get dts for archons, but this is probably going to be too expensive to rush for on 1 base, and since u cant hold 2 bases long enough for your eco to kick in, its not that viable). Remember, the earliest siege pushes comes somewhere between 6th and 7th min mark.
We could try to intercept the entire army, but this requires us to have all the units made preemptively. What if they went muta feed? What if they went 2 port banshee? What if its some whacko 5 rax marine allin with hellions or what-not? Let's say we even made the "right" amount of units. It's still just gonna delay their push. It's not like you'r gonna afford to have all these units AND take that expand. Maybe if you had some kind of insanely fine tuned resource trading build. But that's only possible after the 5th minute, so it's kind of limited in terms of possilibities.
We could try to take a ninja expand, but that's kind of gimmicky. You still have the problem with getting your main sieged. If you'r facing a zerg, straight runbys to your ninja is going to be hard to hold as well.
What about a base race? Well, it's hard. The ramps are kind of big, but it doesn't make it a fair base trade situation. Remember, the terran team has tanks, they have actually sieged up your main. Consider this a lost case. So what you need to do, is secure an alternative expo so that when you lose main, you transfer your probes (or drones). Ok, could be done. Or you could put everything in the hands of zerg, maybe letting him feed the toss for a short while. But the point is. You need to be able to "kill" to not be killed yourself. Depending on your opening, busting up the front entrance is not gonna be an easy feat. Terran will most likely have at least one tank, repairing scvs, maybe even a bunker, and any reinforced roaches will be there to stop this desperate base race attempt. A good terran team would probably put up some annoying structures in front of the gigantic destructable rocks as well, so you can't just run up there either. All they need to do, is buy some time, and witter down your army. Toss staying on 1-base against a terran 1-base is generally a good thing (for terran).
So, I'm kind of clueless at the moment. The rotational symmetry makes any counter-clockwise positions against terran unfair, the possibility to siege up the MAIN (I guess having a risky inbase natural is maybe an interesting feat. for a map, but the main is utterly ridiculous) and the vast amount of inbase space to build on, makes it super hard to play on. The problem here is that the map is used in tourneys, clanwars and even nationwars. This map should really be removed ASAP. Especially from all those who are trying to help the 2v2 scene grow. 2v2 maps need to be bigger, so allins and certain race combinations/unit compositions tend to be less blindly overpowered. You need to be able to scout and adapt or at the very least have "safe openers" that don't just flat out die to a certain unit being made.
On February 19 2012 00:05 DaemonX wrote: 2) I LOVE when my opponents go tank-heavy on Tyrador. The vast openness and multiple base entrances make this an awful mech map. Tanks are far too slow to use effectively, and you can't even siege someone aggressively since they have two ramps. Sure if you play a standard comp, you will get crushed by tanks but this map gives you NO excuses for running standard compositions. Mobility rules here. Pure bio, MMM drop, blink stalker, warp prism, muta-ling, fast lair doom drops are all simply sick, sick on this map. Like, unstoppably good.
This isn't an awful mech map? I'm not sure if I'd go pure mech, but tanks are key units on this map. I don't agree about it being open. There's a few paths here and there between the bases, but in general these passages are quite narrow, so any insane flanking is going to be really hard. Don't know why you are talking about "playing standard compositions" or what that is supposed to mean. Obviously you have to adapt to the long distances and/or knock down rocks, the risky base positions and stuff like that, but suggesting going something "unorthodox" doesn't really solve our problem. Be more specific please.
On February 19 2012 00:05 DaemonX wrote: 4) The first 2 expos are really safe. The 5th is very challenging to take - that's good design for a mobility 2s map. If you're playing it properly with mobility the game should tilt and collapse when or before the 5ths come online, as it's impossible for both teams to play mobility with hard aggression on a map this spread out and have noone fuck up eventually. Just because you can't turtle 8-base doomball 'macro' doesn't make it a bad map - it makes it a bad map for certain styles.
Nope, not at all. The inbase expo seems tempting to take, and it might seem safe, but all you need is a floating structure or an overlord and the workers are exposed to whatever ranged unit you place down there. I'd agree with the outside natural is fairly safe, cause you can defend with that semi-narrow choke. However, your opponents can just go through the enormous rocks, and you have to move here to defend. This is cool. I mean, this is a nice feature with the map I guess. Forcing you to be able to cover quite a large area if you'r going for an economical opener. However, defending your inbase natural, against this vast amount of terran openers, mostly including tanks is near impossible, if executed correctly.
On February 19 2012 00:05 DaemonX wrote: Tyrador Keep is to my mind the highest skill requiring 2v2 map in the rotation, or actually ever since the release of SC2. You need to control so much space, and actually THINK about positioning. It's really Brood War-y. I strongly disagree. I'm going to be honest/state the obvious and say that we haven't tried all there is to try yet, and there's much to be explored. However, on this map, we lose to loads of TZ-team with a wide range of builds, that we normally wouldn't lose to. It's just a lot easier for them because they have de facto advantages. The metagaming options are vast as well, and as a PZ team, we don't have this range.
On February 19 2012 11:00 Exempt. wrote: i absolutely love this maop tbh. there really isnt any imbalanced because you have two races...not one... play with your strengths and weaknesses, if youre two protoss on this map then do some sick 1 base builds. Ive seen high templar rushs with this shit in 2v2 and its amazing
tl;dr: there is no imbalance, game and map mechanics in 2v2 are so much more forgiving than 1v1. There IS imbalance. There's always been some imbalances in 2v2 and there's probably no way around it. But usually there's always something you can do to tip it into your favour. Back in the beta, 7 pool-7 rax reaper was near impossible to stop. It had an insane win ratio and almost every team on the ladder did some kind of variation of that. Blizzard fixed this with the "depot before rax"-fix, as well as factory needed to get reaper speed. Great! Now, about a year ago, most PZ teams flat out died to the hellion-opener every TZ team adopted. Either you died to the hellions killing your workers, or you died to one of the many followups they could do: cloaked banshee (maybe even proxy), marauder or marauder feed allin, tank or just regular macro game where you had to do some qualified guessing when you spotted 1-2 bunkers at their front. Sometimes it was an expo, and you could even be behind even though you blindly put down an expo before you saw this (hint: MULEs), and sometimes they salvaged and roflstomped you. We figured out a way to stop this, but still to this day that "counter build" is still based on a lot of assumptions and weak scouting information, so again, the possibilities of faking and metagaming a PZ team is enormous.
Having two races and playing with your strengths and weaknesses is true, but it doesn't really help the case, stating this. Yes, we know which units we have at our disposal, but we also know that most of these cannot be used in mose situations. The units you make are highly situational and as a PZ team, controlling the unit composition-"flow" of the game is kind of hard. Obviously TZ will respond to collosus with vikings or broodlords, and stuff like that, but saying that if you'r protoss, do some "sick 1 base builds" is kind of a counter-productive tip. Essentially what you'r saying is, spawn protoss, go allin. Or am I wrong? Protoss is an expensive race. Protoss gateway units have their shining moments in a game, but remember how 1v1 works. You rely upon position and units that grants you positional advantages, like force fields and blink. But in 2v2, the sheer number of units makes this factor less important. Sure you can delay some pushes with some clever force fields on your ramp and sure blink can be used both offensively and defensively in some cases (and yes, blink is important), but staying on 1 base for a toss, because the map is bad isn't gonna help us win games. Okay, maybe it actually turns out 1basing wins us a few more games, but even though we lose less, doesn't mean that we're playing a fair game on equal terms. I would like to win a game because we either had a better build, we had better macro, we outsmarted our opponents, we had better positioning and teamplay or something like that. I don't want to lose a game because I didn't allin fast enough blindly, or because I was somehow magically supposed to go 1 gate sentry-sentry collosus, or something imaginary crazy build.
Yes, and to address that last thing you mention. Sick builds, like templar rushes. Nah dude. Templars? Do you mean high templars? Dts is maybe viable as you could use them both for harass and for archons as meatgrinders when you engage, but remember that dt tech on 1 base is really gimmicky. You can't afford much else and if terran is already doing some kind of 1-1-1, or they do a typical roach/tank timing push, they will either have lair or the possibility to make a raven quite easily, so it's usually not gonna give you any huge advantages. It's most likely gonna be a win if they are totally unprepared, or you ending up in a really bad spot if they are doing one of the more standard TZ builds. High templars, I don't know how much time I'm gonna allow myself to waste by talking about 1 base high templars. Let's ignore the fact that you wouldn't be able to afford any other units just to get to high templars on one base, so ANY type of push is gonna be ridiculous to stop. You'r basically saying, my ally is going allin on defence as I tech to templars. Now, again, if you manage to get templar archives, you need to spend 150 gas on each templar. You want storm? 200/200 extra. It takes some good time, and ok, you can't expect your opponents to not scout you AND not attack you when they see your tiny army with archives coming up on 1 base. So, maybe you managed to get storm tech, maybe you even have 1-2 storms. Then what? You'r gonna storm the 20 speedroaches and the 3 tanks that's shooting your base from a location you cannot reach them? Hey dude, you'r losing your main, storm them fast! No! So storm isn't good, not at this time in the game. You need a backbone army with your templars. Templars are great lategame 2v2. Maybe some funky 2 base (4-base total) timings exists as well, like fungle-storm with immortals/sentries and roach, but generally, you need high dps units and lots of HP in your army. Then you add on storm later. Anyways. You could use archons from the templars, but you'r kind of dry on gas, so why make archons from hts and not dts? The dts can even be used to delay pushes and/or be used to harass with pylon/overlord-warpins. Don't go 1 base high templars guys 
So, okay, this was more than I planned to write. Sorry about that ^_^ But I'm kind of annoyed at this, and I'd like to hear what others have to say about this. I'd love feedback on PZ vs TZ/TP-both on this map and in general. I also hope that people start downvoting this map/remove it from tours/cws and stuff, and somehow, someone in Blizzard hears about this, so it can be removed/reworked for next season.
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