On January 31 2012 21:15 Grampz wrote: This map is no better for TvP, 1-1-1 Every single fucking time. and then, if a terran has the balls NOT to 1-1-1, protoss has too much AoE for the terran to fight in all the chokes anyways. it's just fucking horrible. sorry for whine but...frustrating! =(
Second lol. Except 1-1-1 isn't that strong on this map. Even MVP's stuffed it up before so yea...
Of course its strong.
Once terran sieges on that ramp, its almost impossible to break it.
On January 31 2012 21:07 Exactable wrote: Does anyone actually like this map
Zergs I guess
i like this map, banshees and voidrays are evil on crossfire, same goes for phoenix vs mutas, you can't attack but you can easily defend the zerg with a few canons and defend your third okay. And once toss aoe is out zerg has a real problem. Though i always love if 2 playes stick with ground only on this map and fight for the hills.
On January 31 2012 21:16 cassurai wrote: it is completely huk's fault for getting 10 sentries early on and then move them around the map.
the correct move would be to get 4-5 sentries, then get hallucination asap to scout bumbleebee's strat (he should've assumed it anyway, no zerg would pick crossfire in ZvP and use a ground army).
then get 3rd asap and cannon it up.
max out, leave 3 cannons and 1 HT at each of the 3 bases, and move out.
On January 31 2012 21:19 RPR_Tempest wrote: IdrA said he was in Korea for 3 months...he came to Korea in December, so he should leave in March. Code A qualifiers are in March. I think we've seen the last of IdrA in GSL once again.
I like Bel'shir winter! Eventho it's slightly Zerg favoured i'd say. Gotta be some 2-base all-in incoming, or 1 base DT no zealot/stalker/sentry. I guess that's the most probable.
On January 31 2012 21:15 Grampz wrote: This map is no better for TvP, 1-1-1 Every single fucking time. and then, if a terran has the balls NOT to 1-1-1, protoss has too much AoE for the terran to fight in all the chokes anyways. it's just fucking horrible. sorry for whine but...frustrating! =(
Second lol. Except 1-1-1 isn't that strong on this map. Even MVP's stuffed it up before so yea...
Of course its strong.
Once terran sieges on that ramp, its almost impossible to break it.
yeah supernova showed a prowess to 1-1-1 on that map... you bunker up at the ramp and siege behind it and it's almost impossible to break...
On January 31 2012 21:16 cassurai wrote: it is completely huk's fault for getting 10 sentries early on and then move them around the map.
the correct move would be to get 4-5 sentries, then get hallucination asap to scout bumbleebee's strat (he should've assumed it anyway, no zerg would pick crossfire in ZvP and use a ground army).
then get 3rd asap and cannon it up.
max out, leave 3 cannons and 1 HT at each of the 3 bases, and move out.
You are forgetting the part where it's not possible to take a third on Crossfire, mostly. On any other map it makes sense, but Crossfire...ugh.
then on crossfire get 3 sentries and go 7gate blink stalker (with obs if he rush 3base) with +2 and win vs anything zerg does cause it directly counters muta and you cant play ground army as zerg on that map
i strongly believe 2hatch muta or mutalisk in general is fading away quickly as tosses are figuring out hardcore how to stop it
On January 31 2012 21:18 Arceus wrote: I personally like this map, just because It has different layout than 90% of the map pool. Variety is good
Steppes of war is also completely different from any maps in the map pool. Doesn't make it a good map.
Variety is good IF the map produces different, but good, games. Crossfire doesn't, it's just a slow painful deaths because you are contained on 2 bases or a random allin that either fails or catches the other guy completely off guard. Pretty bad if you ask me.
@morrow: i think we can all agree that a map that forces you to allin every game, ever time is a bad map. Kinda like tal'darim pvp. Yes he could have done that, but in terms of game quality it doesn't improve things one bit.