On March 30 2012 06:27 synd wrote:I laugh pretty hard at your reasons why you veto X maps because they're mainly wrong.
Anyway here are my vetos and a little more insight about the maps
Vetos:
Taldarim Altar LE, why?
-The 4g threat in PvP
-A lot of proxy locations
-Long rush distances are arguably good for PvT but they also make mutas super good because of their mobility and you can't counter attack too because of the distance
-6-10pool are pretty much free entry to your base because of the huge distance to cover with a wallin
Metalopolis-Again a lot of proxy locations
-FFE is literally fucked up because of the huge distance to cover. Ling/bling or roach allins are ultra viable
-Very hard to take 3rd/4th
-1/1/1 - the ramp is that awful :/
Most likely my 3rd veto will be Ohana because I didn't have the chance to play around with it. I don't know anything about the standard proxy locations, viable builds, proxy pylons and etc. I just need more time to give my opinion
Now about the remaining map pool which you bashed because of your bad reasoning. I'll say only about Korhal/Entombed and Antiga which imo you hate the most.
Korhal:1/1/1 isn't viable here because of the long rush distance and the terrain. There are a lot of high/low grounds where you can force a lot of tank siege downs and delay the rush enough for you to counter it perfectly.
Now about the FFE wallin -> just check
this threadDrops are also easy to hold because there's no empty space behind the bases and you can easily places some cannons and a HT or two to complete deny them.
The only problem is the 3rd base which isn't hard at all to take and defend in PvZ (except for infested terrans spam from high ground) but I really dislike it PvT since that game of Stephano vs Polt (pre-MLG, can't remember the tournament) where
Polt just hugged the walls with the sieged tanks and completely destroyed him.
The 3rd definitely needs to get redesigned.
Entombed ValleyThe rush distances are awful, okay I agree on this.
FFE is really easy to do, if you watch GSL you'll see that the toss players cover it really easily by covering only 1/2 of the ramp. I'd say that even early pool rushed are hard to do here.
Drop play can be completely denied by placing cannons at sides of the bases and 1/2 HTs because there's no empty space
The 3rd is ultra easy to defend
Antiga ShipyardFFE is a pain in the ass on some spawn locations but mostly you'll need a 2 cannon coverage if you're gonna wallin near the Nexus which I like more because of the mid/late game. Still FFE near the ramp is also good
No, blink stalkers aren't good at this map because if you split your army well you can completely deny them and just make an expand of 2 immortals.
Again drops are easy to deny because there's no empty space and cannons on sides and 1/2HTs deny them.
The 3rd is also easy to take, I don't know how easier can it get? (except for entombed valley easy xD).
The rush distances are also okay and it's pretty much a balanced map except for the big problem which is taking a 4th base...