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Desert Oasis and Map Sizes. - Page 2

Forum Index > SC2 General
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0neder
Profile Joined July 2009
United States3733 Posts
April 10 2010 05:59 GMT
#21
Mothership recall is pointless too, because it doesn't move any faster than units can walk.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 10 2010 06:07 GMT
#22
I absolutely hate Desert Oasis for PvT. The possibilities for annoying old LT-style tank drops are ridiculous.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 10 2010 06:10 GMT
#23
On April 10 2010 14:37 Scrap wrote:
This is such a terrible map for every protoss player I have talked to... protoss is even more immobile than they were before, while every other race has gained mobility.

The problem this causes on this map is we can't secure anything besides our natural because it takes so long to get between them. All it takes is a ling run-by or muta harass, and BOOM we gotta get back in our base.

Don't try to bring up the just cannon up comeback either, because cannons get absolutely destroyed by more than 6 mutas. As we are being contained and must d up, both terran and zerg (zerg the main problem on this map) can take expos freely and unguarded. The best shot we have is to DT harass and even that can be cut out with an overseer at each base (should be there anyways vs toss) or a cpl turrets.

It is just my opinion, and it seems the opinion of many more P's so, let's not get so hyped about how its such a good map... only if your T or Z.

Also... it seems that T is having trouble as well against Z.. at least they have static defense that actually does more than tickle.


Have to agree completely with this. I feed contained here more so than anywhere else, and it's just brutal trying to apply any early pressure there without a proxy cheese. Cannot find a way to play this map well as toss that doesn't involve me spending an econ-crippling amount of resources on defense from the inevitable air assault of banshees or mutas. I almost always open with a stargate here to defend against it (ofc robo first is a must against terran since cloak will shortly follow banshees).

Just an awful map for toss.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
DoomBacon
Profile Joined February 2010
United States165 Posts
April 10 2010 06:16 GMT
#24
I think the major reason people don't like this map is because the dynamic of it is soooooooo much different than all others available currently. Imo all other 1v1 maps in the pool currently can be played out basically the same but for Desert Oasis you need to completely change your build.

I think Desert Oasis will continue to be an unpopular map until more maps like it are around and strats specifically for two lane maps emerge.

(I personally think it favors zerg a little too much but that may just be a dumb opinion)
/boggle
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 10 2010 07:40 GMT
#25
On April 10 2010 15:16 DoomBacon wrote:
I think the major reason people don't like this map is because the dynamic of it is soooooooo much different than all others available currently. Imo all other 1v1 maps in the pool currently can be played out basically the same but for Desert Oasis you need to completely change your build.

I think Desert Oasis will continue to be an unpopular map until more maps like it are around and strats specifically for two lane maps emerge.

(I personally think it favors zerg a little too much but that may just be a dumb opinion)


Actually I think it plays a lot like scrap station (minus the short-cut option, obviously) in that you're almost sure to see base harassment, usually from the air, and fast expansions relatively uncontested from zerg and some terran players.

I think the irksome part isn't the change of gameplay due to the distance, but rather how that change highlights the problems some races have interacting with others. Protoss become heavily reliant on doing a lot of early damage with a void-ray to zerg since their ground forces cannot hope to make it up in time to catch an undefended expo. Terran are incentivised to open banshees which also gives protoss a very hard up-hill battle for most of the game, while allowing the terran to sit at a relatively safe distance from counter-attack. There are options being explored by some toss (fast blink, harassing mineral line at the main), but these are far less effective than taking control of the air, something that protoss are almost certainly the worst equipped to do.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
faction123
Profile Blog Joined December 2009
Belgium949 Posts
April 10 2010 08:58 GMT
#26
I like it but it has alot of potential for abuse. You can siege the main CC/nex/hatch from the nearby cliffs, and with vision you can attack the main mineral line from underneath it.

In games where these don't happen I really like it, but they often do
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