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[P] Best/Worst Sc2 1v1 Maps - Page 3

Forum Index > SC2 General
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Prev 1 2 3 All
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
February 28 2010 09:09 GMT
#41
On February 28 2010 03:30 micronesia wrote:
Blizzard please fix map preferences so they work ty!!~

Blizzard should put 10~ stacked rocks in the backdoor. Similar with Medusa and HBR backdoors.
CagedMind
Profile Joined February 2010
United States506 Posts
February 28 2010 09:14 GMT
#42
Standard bw thought on how nats should be setup and stuff may not exactly apply the same to sc2. Seems like some people commenting as if it bw.
your micro has been depleted
red.venom
Profile Joined October 2002
United States4651 Posts
February 28 2010 09:17 GMT
#43
I voted for Desert Oasis but I actually think I dislike Scrap Station more..

also Metal and Kulas are kinda shitty and cramped imo
Broom
red.venom
Profile Joined October 2002
United States4651 Posts
February 28 2010 09:19 GMT
#44
On February 28 2010 18:14 CagedMind wrote:
Standard bw thought on how nats should be setup and stuff may not exactly apply the same to sc2. Seems like some people commenting as if it bw.


Yeah thats hella true. I don't think any race really needs an airtight easy to take nat in this.. However it is a little annoying having an extremely OPEN nat that can be attacked from 2 sides and setting up static defense still leaves your main open.
Broom
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
February 28 2010 09:19 GMT
#45
I like scrapyard, don't like desert oasis
Masq
Profile Blog Joined March 2009
Canada1792 Posts
February 28 2010 09:47 GMT
#46
desert sand is my favorite map
silencefc
Profile Blog Joined October 2008
United States875 Posts
February 28 2010 11:07 GMT
#47
Shakuras Plateau is a GREAT MAP. Too bad it isn't on the 1v1 ladder, 'cause it damn well should be.
Slice like a goddamn hammer.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-01 03:18:54
March 01 2010 03:16 GMT
#48
On February 28 2010 20:07 silencefc wrote:
Shakuras Plateau is a GREAT MAP. Too bad it isn't on the 1v1 ladder, 'cause it damn well should be.

I think it's not because the way the bases are connected between those high yield bases.

On an unrelated note,
I just noticed the other day how abusive Desert Oasis is for terran. They can stick tanks in that strip of high ground across from your main gas and blast very well defended. Similarly, all the expansions except the nats, tanks can shoot from above or across on a high ground ledge.
..and then I would, ya know, check em'. (Aka SpoR)
semantics
Profile Blog Joined November 2009
10040 Posts
March 01 2010 03:22 GMT
#49
On March 01 2010 12:16 CharlieMurphy wrote:
Show nested quote +
On February 28 2010 20:07 silencefc wrote:
Shakuras Plateau is a GREAT MAP. Too bad it isn't on the 1v1 ladder, 'cause it damn well should be.

I think it's not because the way the bases are connected between those high yield bases.

On an unrelated note,
I just noticed the other day how abusive Desert Oasis is for terran. They can stick tanks in that strip of high ground across from your main gas and blast very well defended. Similarly, all the expansions except the nats, tanks can shoot from above or across on a high ground ledge.

I noticed that for a long time with those high cliffs a turret to ward off flying units and a few tanks around the pirim makes a pretty secure natural and 2nd expansion with the new attacking up cliffs mechanic too bad terran don't use mech so mcuh except to make thors.
Rothbardian
Profile Joined January 2010
United States497 Posts
March 01 2010 03:30 GMT
#50
I think I have come up with a decent setup that allows you to defend your Natural somewhat easy on Desert Oasis, but it does require some decent resources devoted to purely defense....

The little choke point at the North if you spawn South and at the South if you spawn North is easily defended if you block it with buildings, preferrably with high HP high armor buildings...The +2 armor upgrade is nice here. Once you block it off you get 2-3 tanks +Ghost if against Toss + turrets on the cliff overlooking the choke point from your nat. That should sufficiently hold off any harassment attempt (It goes without saying put a few turrets behind nat min lines and one by your CC....), at least for any extended amount of time until you can get reinforcements there. Now that, that position is defended the enemy only has one way to get in on the ground, where your bulk army should be...

Also, after they detect this and its later in the game a switch attack pattern can be quite deadly as they are not expecting your army to come from that direction.

I haven't tried it in a game yet, but just theorizing. Can anyone test this to see how it works? I believe a barracks should be enough to block it. 150 Min to block that choke is extremely cheap and effective (if it is truly one barracks). You can throw a bunker on the cliff as well if you want.

Desert Oasis is still a fucking pain in the ass though...I like my nuke build on that map :p
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
RPGabe
Profile Joined January 2010
United States192 Posts
March 01 2010 05:12 GMT
#51
Desert Oasis as Terran is hilarious. I think maybe every 1 in 3 games, I'm allowed to setup tanks/bunkers in siege range of their ramp. Note that the mineral lines are on the same side as the ramp, letting the tanks kill all the workers or force them off it.

Then they have to all-in my bunker/siege contain and lose. Just don't let Terrans get this close to you.
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