What maps to veto now as Zerg? - Page 3
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Medzo
United States627 Posts
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Entropic
Canada2837 Posts
On February 26 2011 21:20 Medzo wrote: North to South spawn on typhon peaks is incredibly imbalanced. Think shakuras plateau zvt horizontal spawn tank push, only this distance is smaller than incineration zone. Yes, I just noticed this as well. It's like a shorter pathway scrap station thru-the-middle style. If Blizz took out Shakuras because of positional imbalance and then put Typon Peaks with this map feature(failure)................... -_- | ||
LaLuSh
Sweden2358 Posts
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Tachion
Canada8573 Posts
Close positions on either map is obviously quite disastrous for ZvT. And side positions on slag your main mineral line can actually get sieged from the low ground, but it gives you more room around the natural to mess with Protoss. It looks much easier for Toss to 3 gate expand on typhoon in comparison and be able to cover their expansion mineral line + their ramp. Slag is quite wide open as well, more so than typhoon, and it seems like it'll be more difficult for P/T to take a 3rd on this map than typhoon. So I'm leaning towards vetoing typhoon over slag right now. Thoughts? | ||
Keitzer
United States2509 Posts
however, once i get a general feel for them.. i'll probably downvoted DQ, Backwater, and ... maybe Xel'Naga? idk... a 3rd is up in the air, but def. DQ and Backwater | ||
Salvarias
Denmark231 Posts
The picture I get in my head when I suddenly log in and see a whole new map pool(nearly) and they don't even seem all that good, compared to if they had sticked to their earlier idea of using GSL maps, is that... I see dustin tune in on our screens with a big smily face saying "Hey!, look what we just made, NOW LOVE IT!" | ||
Tef
Sweden443 Posts
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bgx
Poland6595 Posts
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RogerChillingworth
2831 Posts
I played these maps for a bit on the PTR and they virtually have the same problems as the old ones did; positional imbalances, backdoor rocks everywhere, poor expansion layouts, etc. The GSL maps would be great to have instead. I don't think many people would be unhappy if the swap-in happened tomorrow. All in all, still not excited to jump back into ladder. ;\ Currently have DQ and Backwater vetoed, will probably end up getting rid of The Pits as well. As it seems to be...the pits. | ||
Salvarias
Denmark231 Posts
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Sensator
Australia377 Posts
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lindn
Sweden833 Posts
On February 26 2011 12:30 Xapti wrote: [/b]Backwater gulch is terrible for zerg because the natural is so far away from the main. It makes queen transfers and spine transfers extremely slow or unviable. The biggest issue with the huge natural-main separation is that spines and queens become completely useless to defend, which means they'll need lots of lings/roaches exclusively. since when became a long nat distance a reason to downvote? put up a early tumour and place spines on the ramp. | ||
AimlessAmoeba
Canada704 Posts
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ChThoniC
United States536 Posts
Low masters league | ||
ChThoniC
United States536 Posts
On February 27 2011 02:33 AimlessAmoeba wrote: Is it just me or does "Shattered Temple" just feel like a tweaked Metalopolis with the gold in a (slightly) different spot? Close positions are a little less imbalanced, and the fact that you can actually go through the middle makes it quite a bit different. I mean yeah there are some similarities, but it plays a lot differently. | ||
MeyerA
Sweden122 Posts
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good_lookin_guy
Canada7 Posts
anyways, i like using spines against 4 gate. but on backwater.. well.. i'm probably better off using an ol to defend haha | ||
learsc2
Philippines19 Posts
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sylverfyre
United States8298 Posts
Typhon and Backwater both feel bad, and I have a hard time pinpointing which is worse. Typhon has the vertical spawn tank/colossus unstoppable push to deal with, and horizontal positions aren't exactly good, and there's no open areas. On the other hand, theres enough paths for lings to abuse for counterattacks given no vertical spawn, and protoss has a hard time taking their nat (One of the easiest maps to execute a losira timing against a 3gate expo.) Backwater (only in comparison to Typhon. The other maps are clearly less bad than these two.) has a tighter nat and base area, but the third feels safer to take (once you knock down whichever rocks are relevant to connecting your third.) It also feels easier to deny T/P their third. Close positions are a bit scary push-distance wise but the high ground + huge ramp / ability to sneak out through your own backdoor rocks for a flanking position helps a lot when they're sieging up at your ramp. | ||
BushidoSnipr
United States910 Posts
Delta cuz its imba typhon just because i hate the color scheme and its got rly narrow chokes everywhere backwater cuz its so easy to cannon rush on that map | ||
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