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[D] Let's Play Shakuras Plateau! - Page 10

Forum Index > SC2 General
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Prev 1 8 9 10 11 Next All
Invictus
Profile Blog Joined September 2009
Singapore2697 Posts
October 09 2010 09:45 GMT
#181
I got steamrolled by a toss on this map and i couldnt stop him cause theres only one path where the army can run, meaning any zergling shenanigans are going to get shut down by just parking your army right at the other entrance. And it seems hard for me to get a third or maybe thats just cause i tool the wrong third
Lee Jaedong Fighting!
Pixel.
Profile Joined April 2010
Netherlands287 Posts
October 09 2010 09:57 GMT
#182
Played like 15 ladders games and I never get this map WHY The map Seems fun
Member of KnightS* www.Ks-gaming.com Pixel.323
nihoh
Profile Blog Joined May 2010
Australia978 Posts
October 09 2010 09:58 GMT
#183
Why don't they jsut cut the map in half and make it Booty Bay.
Dont look at the finger or you will miss all that heavenly glory.
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 09 2010 10:20 GMT
#184
On October 08 2010 07:17 Ballistixz wrote:
dont ya find it funny where only terran can abuse maps like this? is it so hard for blizz to actually make WIDE maps instead of have maps with such close rush distances/siegable locations? honestly...

do blizz hate macro THAT much or are they just retarded when it comes to map making? because these small ass maps are getting annoying.


What close rush distances? It takes like 8 hours to get from one base to another.
whatsgrackalackin420
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 09 2010 10:52 GMT
#185
On October 09 2010 11:54 KiLL_ORdeR wrote:
Has anyone figured out a good way to wall-off baneling bust as Terran?

every map in the pool you are able to wall off with a factory, barracks, depot, and then build a ling tight wall with a bunker behind the depot, and it pretty much nulifies baneling busts, without effecting your BO at all.

Except on Shakuras Plateau. I've been messing around with it for about 10 minutes and I'm convinced that it's impossible to do this without adding another building, which is a huge pain in the ass. Anyone else notice this?


[image loading]


That's if you want addons.
whatsgrackalackin420
ALPINA
Profile Joined May 2010
3791 Posts
October 09 2010 20:29 GMT
#186
That's the coolest map in map pool for me atm.

I think every zerg should love it
You should never underestimate the predictability of stupidity
tetramaster
Profile Joined July 2010
Canada253 Posts
October 09 2010 20:33 GMT
#187
Played this against Z and T only so far (No P, thank god. I'd probably just cannon them anyways)

I like it quite a bit; certainly a lot more than Kulas Ravine, and a bit more than Desert Oasis.
knL
Profile Blog Joined June 2010
Germany400 Posts
October 09 2010 20:38 GMT
#188
great map in my opinion. Already skyrocked to my 2nd favourite after Meta. The only thing i hate are the rocks at the main.
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 09 2010 22:23 GMT
#189
On October 10 2010 05:38 knL wrote:
great map in my opinion. Already skyrocked to my 2nd favourite after Meta. The only thing i hate are the rocks at the main.


I actually think the rocks at the main are kinda cool, since you have to kill your own to get there if you're in horizontal. If you're in cross positions they let you get a Kulas-style third expo protected by rocks.
whatsgrackalackin420
Delarchon
Profile Joined April 2010
Finland132 Posts
October 11 2010 01:22 GMT
#190
I play toss and i think this is just really stupid map.

Like if you can spawn only cross or horizontal positions it kinda means that in long run you'll play horizontal about 50% of the games.

When not counting mirror matches the rest are true bo poker between 4 gate and vr rush.
And to counter vr from charging from those rocks its probably best to destroy them and then toss pushes in with 4 gate from 2 directions since the rocks are down.....

Hiding tech > scan, overlord
What kind of sorcery is this?
Uncultured
Profile Joined September 2010
United States1340 Posts
October 11 2010 01:44 GMT
#191
Loving this map. It takes nearly twice as long to go around than it does to break through the rocks and take the back. It makes for a great counter attack path if you have the watch tower and see his army coming.
Don't you rage when you lose too? -FruitDealer
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
October 11 2010 01:52 GMT
#192
Delta quadrant and lost temple are also really tank friendly maps, you can get you natural on lost temple tanked, and your "other" natural on Delta tanked as well; I suppose tank friendly also equals nuke friendly -_-'
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
Zvendetta
Profile Joined July 2010
United States321 Posts
October 11 2010 02:04 GMT
#193
It seems like tank drops would be severely hampered by any muta play.

the marines would have a hard time getting into position to defend tanks, while mutas quickly dispose of dropships and then tanks.
"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
smegged
Profile Joined August 2010
Australia213 Posts
October 11 2010 02:07 GMT
#194
As a zerg player I see no reason whatsoever not to go crawler defense + mutas against protoss on this map. Ever. You can shut down 2/4 gate so easily if they go 1 base and if they go rays then you already have the best zerg counter.

For terran it might be a little more tricky against rays. Still, the terran must love all the potential drop abuse possibilities on here.
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
archon256
Profile Joined August 2010
United States363 Posts
October 11 2010 02:13 GMT
#195
On October 09 2010 14:00 ryanAnger wrote:
Yeah, actually I think this map is actually quite awesome compared to some of the other maps in the pool. Sure, there are abusable spots, but they're easy to deny, and getting your natural is SO easy, and that is excellent for a Zerg player.

This is true, but that also means that Protoss can get up a second base just as fast, and they don't even need to devote minerals to a Forge to do it.

I really have no idea what to do in that situation... I try to grab a third and macro up even more, but my army off 3 bases seems so much weaker than his off 2.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
ckw
Profile Blog Joined February 2010
United States1018 Posts
October 11 2010 02:15 GMT
#196
The rocks in between mains are not really that bad. Only because if you destroy them you take the risk of failing in you'r attack and getting easily countered so this hardly ever happens in my games. I love this map, very macro oriented and I think I along with many others just jumped to conclusions when this became a ladder map.
Being weak is a choice.
Sanders
Profile Joined June 2010
97 Posts
October 11 2010 02:32 GMT
#197
Do we really need designated proxy areas?
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
October 11 2010 21:38 GMT
#198
IMO, now that I've gotten to play on this map several times...

its the best map in the pool. Like, hands down. It encourages and supports solid macro play, yet it still has some interesting features. There are things that can be "abused" by each race, but each of them has reasonable counters. Its a fun map, and at least IME so far, easily the most well-balanced in the pool.

I think everyone screaming at Blizzard when this was added to the pool was 100% wrong. WAY better than DO, thats for sure.
He drone drone drone. Me win. - ogsMC
Grond
Profile Blog Joined June 2010
599 Posts
October 11 2010 22:50 GMT
#199
It will be interesting to see how the pros play this one. After a few tries I have concluded I have no idea. I predict sensor towers will be very powerful on this map.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
October 11 2010 23:18 GMT
#200
On October 07 2010 12:06 Obsolescence wrote:
EDIT: Bloodba7h helped out this discussion a lot by using the map editor to find out what are the spawn position combinations. Apparently, you can spawn at horizontal or diagonal positions only. Of course, you can still use the nat-nat tank siege to deny gas but you wont be doing it from the cover of your own natural.
Show nested quote +
On October 07 2010 13:44 Bloodba7h wrote:
It's always left to right positions, never vertical. You can check for yourself in the editor.

Check it out:

Map -> Team Placement (advanced)

1v1a - bottom left spawn, enemy in top right or bottom right
1v1b - top left spawn, enemy in top right or bottom right
1v1c - top right spawn, enemy in bottom left or top left
1v1d - bottom right spawn, enemy in bottom left or top left

They all show placement of non-vertical positions. Basically, you'll always be using the middle of the map (or the area behind the destructible rocks in your main).

Good job Blizz. Except I can't 6 pool to victory every time now. Bad job.


awesome, but for christ's sake if they did this for this map why not do the same for metalopolis (which has the shortest walking distance between 2bases by far), and also LT (also really close, but not as bad as metal)
ModeratorBlame yourself or God
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