I'll probably veto Cloud Kingdom though. Can't stand that map. Its cool, but man I cannot position my army worth anything on it.
Cad
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Cadoink
United States67 Posts
I'll probably veto Cloud Kingdom though. Can't stand that map. Its cool, but man I cannot position my army worth anything on it. Cad | ||
Shasta37
United States70 Posts
Metalopolis - TvZ imbalance. Antiga Shipyard - Just never been a fan. | ||
Dontkillme
Korea (South)806 Posts
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windsupernova
Mexico5280 Posts
-Metalopolis(Really hard map against Z IMO, but if you have problems vs P this is a pretty good 1-1-1 map) Other than that I think the other maps are nice. Maybe Shakuras because its gotten kinda stale. Taldarim is a good map, even against Zerg it has enough stuff that you can abuse the hell out of. | ||
bwodie
Australia41 Posts
they just ff you in and instant murder your third | ||
kyllinghest
Norway1607 Posts
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shadow_slim
United States14 Posts
Imo metalopolis is great for T mech. The narrow paths help with doom pushes and the like. Tanks on the towers shut down gold like crazy good. As far as counter pushes go I find having the right tower and smart pre positioning shuts this down. When its cross spawn having your army protect your third while having the closer tower gives you enough time to react without worrying about losing an expo. when its close air spawn having the farther one and setting your army near the natural provides the same protection. Anyways thats my reason for not banning metal. I can see if you mainly marine/tank why metal would be annoying as mariens cant keep up with lings like hellions can. Edit: Oh and vs P the mobility of bio can be really abusive. | ||
oOOoOphidian
United States1402 Posts
Ohana is blistering sands 2.0, toss all-ins in particular are just absurdly hard to hold. | ||
ThunderBum
Australia192 Posts
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RoboBob
United States798 Posts
On April 11 2012 04:00 Tobberoth wrote: I'm really surprised you terrans are banning Tal Darim like that... Yeah, I can see how mutas are strong on it, but have you ever tried tank pushing the natural of the zerg? It's extremely effective, especially since zerg has such a hard time taking a third. Mutas can't do crap against marines by the tanks, the tanks reach the natural and lings can't surround because of the ledge. It's the sole reason I have banned it constantly, it's literally impossible to deal with a good terran taking advantage of that position. Yes, the natural ledge is Taldarim's sole saving grace in TvZ. The problem is that the rest of the map is great for Zerg. The choke into the main is vulnerable to 6 pools and baneling busts. The natural and 3rd are almost impossible to wall off against runbys. The 4 xelnaga towers give Zerg enormous vision they don't get on other maps. The nature of a 4 player map means that Zergs have plenty of places to hide expos. Rocks at third benefit zerg because they usually have map control in the midgame. Mutas have tons of airspace to hide in behind mineral lines. | ||
ArcticFox
United States1092 Posts
------------- Metalopolis -- TvZ is just impossible on this map. Ironically it's easier in cross than it is in close air, with it being easier to pressure the 3rd and secure your own without opening up a huge counterattack path. TvT gets weird in close air too, with siege pushes and banshees coming in at proxy timings. TvP is a bear with the open natural to hold any sort of early gateway timings -- bunker positionings have to be immaculate. In general, it's just an awful map for Terran. Korhal Compound LE -- I've never personally liked the design of this map, and literally half of my games on it end up in some crazy base race situation as we end-around each other while thinking we're safe holding the towers. It seems fairly balanced, I just don't like it, and it's not used in any major tournaments -- easy ban. 3rd Veto is a toss-up. I currently have Ohana LE banned, as with the other 7 up I can practice the MLG map pool. I'm about ready to give up on Tal'Darim Altar though. TvP on this map makes me want to stab myself repeatedly with something hot and/or rusty. It's almost impossible to hold off any of the more aggressive strats with all that area to cover, and if it goes long it's so much easier for a P to get their 5th than it is for T. TDA has the same dubious distinction as Metalopolis, as they are both secretly terrible maps that came into existence at the same time as other maps that were even *more* terrible, thus seeming good by default. As for the rest of the pool (in order of preference): ------------------------------------------------------------------------ Shakuras Plateau -- Always been a T favorite, and forever will be. Easy to defend nat, easy to pressure 3rds, and easy to half-map if necessary. Antiga Shipyard -- TvT if you get the wrong end of the spawns is pretty bad (i.e. -- spawning 3 when your opponent spawns 6), but TvZ and TvP are fantastic on this map. A Zerg cannot get a 4th, and you can drop on a Protoss all day. Entombed Valley -- They should really change this the same way MLG did with the left-right spawns disabled, as the rush distance is REALLY short and makes for awkward games, but otherwise it's a great map for TvT and TvZ. TvP gets a little hairy if you let them get an easy 3rd, because it's hard to drop on them until they try to take that 4th, but it's still got enough attack paths and open areas to be doable. Cloud Kingdom LE -- I didn't like this map when I first saw it, as it just screamed Zerg to me, but the more I played on it, the more I started to love it. The bases are just spread out enough for drops to be effective, and again, easy to take 3 bases and hard for Zerg to get a 4th. Also, mech TvT is just SO good on this map. Daybreak LE -- This map might get higher as I play on it more. With the ability to put a planetary at the front base, and with the watch towers being incredibly useful, this is feeling like a 2-player Shakuras. Seems really easy to take a nat, fairly easy to pressure a potential 3rd, and can fall back on a half-map if you need to. Just have to watch out for greedy zergs who can take the entire side of the map and be hard to dislodge because the attack distance is so huge. Metropolis LE -- I'm undecided really. It's fairly easy to expand, but with that wide middle it's MUCH harder to half-map than something like Shak. It feels like TvZ would be incredibly difficult, but TvP would be doable. Ohana LE -- I don't see how a Zerg can be stopped from getting a fast 3rd on this map, even more easily than Daybreak, so midgame TvZ pressure will be to be hard to handle (specifically Mutas bouncing around everywhere, as with the narrow engagement points and few attack paths, infestor/ling play is much less effective on this map). On the flipside, there's no easy 4th, so lategame TvZ seems like it will be easier. TvP, though, will be a nightmare for the same reasons. That and the awkwardness of the nat makes holding off some of the Protoss all-ins a lot harder than it appears to be. Will probably need to play on it some to get a better feel. | ||
Teim
Australia373 Posts
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GinDo
3327 Posts
TvZ: Unless your close spawn and abuse the cliff or you 2 Rax pushing across the map is near I'm possible against a competant Zerg. TvP: It is simply to easy for Protoss to get 3 bases and max out. YOu could do the same with you bio, but you get roffle stomped by the late game Protoss army. The mech army is much better in these situations if not for the fact that Protoss can simply walk around your mech. TvT: God I hate Xelnaga Towers. | ||
jabberjaw
225 Posts
tda - originally wasn't vetoed, but is now. may consider playing on it in the future and veto entomb valley instead. too big and too many expos. korhal - played during its season debut. isn't that interesting so downvoted this season | ||
Plague1503
Croatia466 Posts
I don't know why people are whining about Metropolis though, it's by FAR my favourite map ever since it was first played in the GSL. Sure, it's large, but at least it's not stupidly and/or needlessly large (like Tal'Darim, which is 80% empty and large JUST BECAUSE WE NEED LARGE MAPS DAMMIT), and it's probably the most balanced map of the bunch since release. | ||
BoggieMan
520 Posts
But if i did probably korhal and taldarim, and maybe entombed. | ||
Blamajama
156 Posts
I am getting lag spikes for some of the new maps. The two large grey maps with a cross position of sorts. I asked my opponenet and he gets them too and he said yes. Not a problem with my connection because the lag spikes do not exist in the other maps. It is only for the first 5-6 minutes of the game but still, hard to adjust. Anyone notice this? | ||
Bluelightz
Indonesia2463 Posts
TDA Entombed Korhal. | ||
TigerKarl
1757 Posts
On April 04 2012 17:03 KAmaKAsa wrote: Metal, korhal and ohana... those maps are just kind of bad and arent gna stay around so why play them? also people who voted metropolis are fucking stupid thats like the best terran map ever... atleast TvZ wise and people voting taldarim l2play macro games. daybreak is a nice and balanced map i really like it poor rant | ||
Tulkas25
Greece292 Posts
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