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New Maps in 1v1 Pool - Page 42

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PPTouch
Profile Joined January 2011
99 Posts
February 27 2011 02:49 GMT
#821
the problem is that Typhon is a zerg nightmare against T or P with all the narrow walkways. Basicly if the P or T sees you moving they can immediatlely position their army so that you cannot attack the p (due to FFs) or the T (due to siege tanks/bunkers). In other words: this map is imba in favor of t or p in the xvz matchup.
ShadowWolf
Profile Joined March 2010
United States197 Posts
February 27 2011 02:53 GMT
#822
I did a quick really awful test of close positions on Metal, Slag, and Steppes sending a zealot ramp to ramp. It's not really scientific but I was wondering how big the differences are just to set up some strats:

Metal: ~30 seconds
Slag: ~24 seconds
Steppes: ~27 seconds

So basically there's no real way for anyone to respond to anything in close position slag pits.
MK4512
Profile Blog Joined September 2010
Canada938 Posts
February 27 2011 02:59 GMT
#823
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...
Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
February 27 2011 03:00 GMT
#824
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...


get creative bro... block some chokes...
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
ch33psh33p
Profile Blog Joined October 2010
7650 Posts
February 27 2011 03:00 GMT
#825
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...


I've been noticing this as well. It's become SIGNIFICANTLY easier to crush expanding 3 gate sentry play just using speedlings. Trapping is so much harder, and speedlings can just pull out, wait out ff's, and deny nexus again.
secret - never again
MK4512
Profile Blog Joined September 2010
Canada938 Posts
Last Edited: 2011-02-27 03:03:00
February 27 2011 03:02 GMT
#826
On February 27 2011 12:00 mishimaBeef wrote:
Show nested quote +
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...


get creative bro... block some chokes...


With say, a 15 nexus [or any really early expand], there's no way you can get buildings up in time to block both chokes, and even then rocks pose the same problem that blistering sands did... (Backwater Gulch)

With a sentry expand, defending early stim pushes, or early zerg aggression takes like 1000 forcefields, it's almost impossible!

Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2011-02-27 03:08:01
February 27 2011 03:06 GMT
#827
On February 27 2011 12:02 MK4512 wrote:
Show nested quote +
On February 27 2011 12:00 mishimaBeef wrote:
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...


get creative bro... block some chokes...


With say, a 15 nexus [or any really early expand], there's no way you can get buildings up in time to block both chokes, and even then rocks pose the same problem that blistering sands did... (Backwater Gulch)

With a sentry expand, defending early stim pushes, or early zerg aggression takes like 1000 forcefields, it's almost impossible!



I don't recommend a 15 nexus... but against zerg (assuming bottom position) i would try walling off the bottom entrance to the natural and keep like 1 ranged unit behind it and make a tight entrance (slight wall off not total) on the other side and keep army there... (to clarify, wall the bottom entrance to the natural so ur ramp is contained inside the walloff)

vs terran if u 3 gate expand u shouldnt even need to use chokes if u macro well and use forcefields properly... though with 3 sentries early on saving up energy you could probably do something with the fat ramp...

(backwater gulch)
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
FrostOtter
Profile Joined September 2010
United States537 Posts
February 27 2011 03:06 GMT
#828
On February 27 2011 12:02 MK4512 wrote:
Show nested quote +
On February 27 2011 12:00 mishimaBeef wrote:
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...


get creative bro... block some chokes...


With say, a 15 nexus [or any really early expand], there's no way you can get buildings up in time to block both chokes, and even then rocks pose the same problem that blistering sands did... (Backwater Gulch)

With a sentry expand, defending early stim pushes, or early zerg aggression takes like 1000 forcefields, it's almost impossible!


It is almost as though you might have to learn multiple build orders and do different strategies in different positions on different maps. You might even *Gasp* have to be creative and find something new that works!

User was temp banned for this post.
MK4512
Profile Blog Joined September 2010
Canada938 Posts
Last Edited: 2011-02-27 03:13:08
February 27 2011 03:09 GMT
#829
On February 27 2011 12:06 mishimaBeef wrote:
Show nested quote +
On February 27 2011 12:02 MK4512 wrote:
On February 27 2011 12:00 mishimaBeef wrote:
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...


get creative bro... block some chokes...


With say, a 15 nexus [or any really early expand], there's no way you can get buildings up in time to block both chokes, and even then rocks pose the same problem that blistering sands did... (Backwater Gulch)

With a sentry expand, defending early stim pushes, or early zerg aggression takes like 1000 forcefields, it's almost impossible!



I don't recommend a 15 nexus... but against zerg (assuming bottom position) i would try walling off the bottom entrance to the natural and keep like 1 ranged unit behind it and make a tight entrance (slight wall off not total) on the other side and keep army there...

vs terran if u 3 gate expand u shouldnt even need to use chokes if u macro well and use forcefields properly... though with 3 sentries early on saving up energy you could probably do something with the fat ramp...

(backwater gulch)


Well, that's the problem vs. z, I can't get the buildings up fast enough to block speedling aggression

vs. terran, if theres nothing to pin them against, you can't engage unless you have like 8 sentries to make a huge box...

In either case, it makes an FE much, much harder than it was, which was the exact opposite idea of these new maps...


It is almost as though you might have to learn multiple build orders and do different strategies in different positions on different maps. You might even *Gasp* have to be creative and find something new that works!


I'm not saying I know every build order, but if a sentry expand, basically the most safe opening vs. zerg, can't hold down an expo, then I think that there is a problem.

Thanks for being snarky tho, appreciate it.
Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
February 27 2011 03:10 GMT
#830
On February 27 2011 12:09 MK4512 wrote:
Show nested quote +
On February 27 2011 12:06 mishimaBeef wrote:
On February 27 2011 12:02 MK4512 wrote:
On February 27 2011 12:00 mishimaBeef wrote:
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...


get creative bro... block some chokes...


With say, a 15 nexus [or any really early expand], there's no way you can get buildings up in time to block both chokes, and even then rocks pose the same problem that blistering sands did... (Backwater Gulch)

With a sentry expand, defending early stim pushes, or early zerg aggression takes like 1000 forcefields, it's almost impossible!



I don't recommend a 15 nexus... but against zerg (assuming bottom position) i would try walling off the bottom entrance to the natural and keep like 1 ranged unit behind it and make a tight entrance (slight wall off not total) on the other side and keep army there...

vs terran if u 3 gate expand u shouldnt even need to use chokes if u macro well and use forcefields properly... though with 3 sentries early on saving up energy you could probably do something with the fat ramp...

(backwater gulch)


Well, that's the problem vs. z, I can't get the buildings up fast enough to block speedling aggression

vs. terran, if theres nothing to pin them against, you can't engage unless you have like 8 sentries to make a huge box...

In either case, it makes an FE much, much harder than it was, which was the exact opposite idea of these new maps...


how fast of a speedling aggression are we talking? 10 pool? expo into speedling? i would just go and make all the buildings on low ground maybe and do the wall off i said

vs terran u only really need like 5 good forcefields when they engage to let your zealots go up and slice em up... just gotta micro properly
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
MK4512
Profile Blog Joined September 2010
Canada938 Posts
February 27 2011 03:12 GMT
#831
On February 27 2011 12:10 mishimaBeef wrote:
Show nested quote +
On February 27 2011 12:09 MK4512 wrote:
On February 27 2011 12:06 mishimaBeef wrote:
On February 27 2011 12:02 MK4512 wrote:
On February 27 2011 12:00 mishimaBeef wrote:
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...


get creative bro... block some chokes...


With say, a 15 nexus [or any really early expand], there's no way you can get buildings up in time to block both chokes, and even then rocks pose the same problem that blistering sands did... (Backwater Gulch)

With a sentry expand, defending early stim pushes, or early zerg aggression takes like 1000 forcefields, it's almost impossible!



I don't recommend a 15 nexus... but against zerg (assuming bottom position) i would try walling off the bottom entrance to the natural and keep like 1 ranged unit behind it and make a tight entrance (slight wall off not total) on the other side and keep army there...

vs terran if u 3 gate expand u shouldnt even need to use chokes if u macro well and use forcefields properly... though with 3 sentries early on saving up energy you could probably do something with the fat ramp...

(backwater gulch)


Well, that's the problem vs. z, I can't get the buildings up fast enough to block speedling aggression

vs. terran, if theres nothing to pin them against, you can't engage unless you have like 8 sentries to make a huge box...

In either case, it makes an FE much, much harder than it was, which was the exact opposite idea of these new maps...


how fast of a speedling aggression are we talking? 10 pool? expo into speedling? i would just go and make all the buildings on low ground maybe and do the wall off i said

vs terran u only really need like 5 good forcefields when they engage to let your zealots go up and slice em up... just gotta micro properly


speedling expo, and I do make buildings on the low ground, but they can't get up fast enough and the lings can run by...
Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
Last Edited: 2011-02-27 03:15:32
February 27 2011 03:15 GMT
#832
On February 27 2011 12:10 mishimaBeef wrote:
Show nested quote +
On February 27 2011 12:09 MK4512 wrote:
On February 27 2011 12:06 mishimaBeef wrote:
On February 27 2011 12:02 MK4512 wrote:
On February 27 2011 12:00 mishimaBeef wrote:
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...


get creative bro... block some chokes...


With say, a 15 nexus [or any really early expand], there's no way you can get buildings up in time to block both chokes, and even then rocks pose the same problem that blistering sands did... (Backwater Gulch)

With a sentry expand, defending early stim pushes, or early zerg aggression takes like 1000 forcefields, it's almost impossible!



I don't recommend a 15 nexus... but against zerg (assuming bottom position) i would try walling off the bottom entrance to the natural and keep like 1 ranged unit behind it and make a tight entrance (slight wall off not total) on the other side and keep army there...

vs terran if u 3 gate expand u shouldnt even need to use chokes if u macro well and use forcefields properly... though with 3 sentries early on saving up energy you could probably do something with the fat ramp...

(backwater gulch)


Well, that's the problem vs. z, I can't get the buildings up fast enough to block speedling aggression

vs. terran, if theres nothing to pin them against, you can't engage unless you have like 8 sentries to make a huge box...

In either case, it makes an FE much, much harder than it was, which was the exact opposite idea of these new maps...


how fast of a speedling aggression are we talking? 10 pool? expo into speedling? i would just go and make all the buildings on low ground maybe and do the wall off i said

vs terran u only really need like 5 good forcefields when they engage to let your zealots go up and slice em up... just gotta micro properly


if you invest all of your money into structures to make chokes then you dont have enough units to defend anything against any type of speedling aggression. the way i see it you cant safely take the expansion unless you are either
A. doing aggression to keep the zerg at their base instead of attacking or
B. wait until you have enough units to handle any pressure while attacking or
C. take a huge risk and just expand anyways without proper protection

whether thats good or bad i dont know, but its definitely different and feels really weird compared to the usual way that games play out on old maps
Disciple....Top 3 control in Clarion County
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
February 27 2011 03:15 GMT
#833
On February 27 2011 12:12 MK4512 wrote:
Show nested quote +
On February 27 2011 12:10 mishimaBeef wrote:
On February 27 2011 12:09 MK4512 wrote:
On February 27 2011 12:06 mishimaBeef wrote:
On February 27 2011 12:02 MK4512 wrote:
On February 27 2011 12:00 mishimaBeef wrote:
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...


get creative bro... block some chokes...


With say, a 15 nexus [or any really early expand], there's no way you can get buildings up in time to block both chokes, and even then rocks pose the same problem that blistering sands did... (Backwater Gulch)

With a sentry expand, defending early stim pushes, or early zerg aggression takes like 1000 forcefields, it's almost impossible!



I don't recommend a 15 nexus... but against zerg (assuming bottom position) i would try walling off the bottom entrance to the natural and keep like 1 ranged unit behind it and make a tight entrance (slight wall off not total) on the other side and keep army there...

vs terran if u 3 gate expand u shouldnt even need to use chokes if u macro well and use forcefields properly... though with 3 sentries early on saving up energy you could probably do something with the fat ramp...

(backwater gulch)


Well, that's the problem vs. z, I can't get the buildings up fast enough to block speedling aggression

vs. terran, if theres nothing to pin them against, you can't engage unless you have like 8 sentries to make a huge box...

In either case, it makes an FE much, much harder than it was, which was the exact opposite idea of these new maps...


how fast of a speedling aggression are we talking? 10 pool? expo into speedling? i would just go and make all the buildings on low ground maybe and do the wall off i said

vs terran u only really need like 5 good forcefields when they engage to let your zealots go up and slice em up... just gotta micro properly


speedling expo, and I do make buildings on the low ground, but they can't get up fast enough and the lings can run by...


look at the botom right position, i believe if u make a pylon gateway and cy core u can wall off the ramp inside ur wall with a 1 zealot slot on the fat ramp side... yes they can go around so you might have to make another little wall off on the other side with pylon and gateways for another zealot to hold on the other side (or make it tight on the side towards natural)... if buildings aint gettin up fast enough... i would suggest to do a tight wall off somewhere when u move off ur ramp... im sure it's possible you just gotta be extremely careful and have it well planned out... maybe just practice good wall off locations and how you will place your army vs computer
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Stymie[SC]
Profile Joined March 2010
Canada10 Posts
February 27 2011 03:17 GMT
#834
4)Shakuras Plateau

This map we decided to remove for a different reason. There isn't a huge problem with this map, but we felt there aren't enough interesting features of this map. The natural expansion is easy to take and defend; there are only two possible attack paths only one of which is generally used, and main bases aren't easy to harass. For a change, we wanted to replace this relatively plain map with something new.


Interesting games don't come from "interesting maps". Blizzard needs to check there definition of "interesting maps"as there doesn't need to be destructible rocks into every corner of every base to create interesting maps. -_-

Shakuras Plateau was fine and had some of the most interesting and exiting games on it because of the fact that you could take your natural easily and the game could actually get further than all-in two base pushes.
"This Zealot block would not be able to trap a Command Center, were it able to walk!" - Greth
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 03:20 GMT
#835
On February 27 2011 11:59 MK4512 wrote:
Can someone explain to me how to FE on these new maps as protoss? Multiple entrances to natural (which are as wide as a whale), backdoor rocks to natural, even a 3gate sentry expand can't do anything!

...

Not happy...
been reviewing the maps with my protoss partner, any standard 14/14 speedlings is going to make taking a 2nd base with 3 gate sentry or forge expand near impossible on some maps.
~
Oxyoxygen
Profile Joined June 2010
United States68 Posts
Last Edited: 2011-02-27 03:32:35
February 27 2011 03:24 GMT
#836
+ Show Spoiler +
[image loading]
Could be wrong since i play Terran but this seems much worse then some of the old maps for a zerg. A Terran expanding to the close gold and defending it while containing the Zerg player, not to mention the very short distance.
Feb
Profile Joined December 2010
98 Posts
February 27 2011 03:27 GMT
#837
kinda hate this new map pool. might as well bring back desert oasis if you're gonna have a nonsense map like slag, but it's early, maybe i'll adjust to pretty much having to send a scouting worker all the time and cutting the threat/prospect of all-ins and cheese from my build orders.

and is typhon peaks supposed to be a replacement for shakuras plateau? cuz superficially they look similar but it's like it took the worst elements of shakuras and put them on one map.

blizzard clearly needed to do something with all the qq over the map pool, didn't expect something so huge though. though the thought of some of the gsl maps making it i thought was a pipe dream, neutral buildings, one geyser expos, rich geysers, and rocks blocking half a ramp (with non-standard health amounts), just didn't seem blizzard's style.
Zim23
Profile Joined August 2010
United States1681 Posts
February 27 2011 03:33 GMT
#838
Wow, the reasons they made the map changes are actually scary to me. They removed Shakuras because there weren't enough features? Complexity isn't the reason people like playing maps, sometimes (usually) simple macro is a good thing.
Do an arranged marriage if she's not completely minging, and don't worry about dancing, get a go-kart, cheers.
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 27 2011 03:38 GMT
#839
On February 27 2011 12:33 Zim23 wrote:
Wow, the reasons they made the map changes are actually scary to me. They removed Shakuras because there weren't enough features? Complexity isn't the reason people like playing maps, sometimes (usually) simple macro is a good thing.


Haha now I too am realizing the irony of Blizzard's decision. They originally said that maps were too complicated for players... now they take maps out because they're too simple?
https://liquipedia.net/starcraft2/Monitor
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 03:41 GMT
#840
On February 27 2011 12:38 monitor wrote:
Show nested quote +
On February 27 2011 12:33 Zim23 wrote:
Wow, the reasons they made the map changes are actually scary to me. They removed Shakuras because there weren't enough features? Complexity isn't the reason people like playing maps, sometimes (usually) simple macro is a good thing.


Haha now I too am realizing the irony of Blizzard's decision. They originally said that maps were too complicated for players... now they take maps out because they're too simple?
The fact that they want maps to be overcomplicated with stupid features like destructible rocks but think actually good maps like shak are to boring is quite scary.
~
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