Zerg Thoughts on 1v1 Ladder Map Pool - Page 2
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Spicy Pepper
United States632 Posts
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SoulSever
Canada779 Posts
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Foreplay
United States1154 Posts
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hmunkey
United Kingdom1973 Posts
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ZarMulix
United States77 Posts
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Piski
Finland3461 Posts
The center is just the things I dreamed about when I spawn as zerg. Maybe it's not the best zerg map ever, but 66% of the time it's just perfect. Agreed that 33% of the time it's hell but not more than metalopolis. | ||
Angelbelow
United States3728 Posts
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Turgid
United States1623 Posts
edit: On March 04 2011 12:08 SoulSever wrote: You're placing way too much emphasis on maps. A good T or P will lose to a better zerg if he scouts well and has a good mix of droning/units. Depends on the general skill level of the players and how bad the map/positions actually are. I'm not sure what zerg is supposed to do in close spawns metal or slag other than do one of their flaccid all-ins. | ||
Tef
Sweden443 Posts
Typhon is heaven for me. Multiple paths to counter, easy to harass, and the map just begs me to go muta/ling in ZvT and ZvP. On Gulch I am experimenting with a 2:nd hatch right below the ramp, and then a 3rd hatch at the natural. With the 2nd hatch below your ramp you can defend a 4-gate and still drone up pretty hard in your main while getting enough larva for units. After you have crushed his attack you can easily take the natural and deny his with roach/ling. I have had mixed results of course. | ||
Looky
United States1608 Posts
i think you analyze this too soon. Should test more on these maps. i feel the distance are pretty good even when you get close positions on these new maps. zergs should be comfortable playings on wide naturals since xel naga and metal are probably the most played maps. You shouldnt worry about the gold since the natural is pretty big and tanks sieging near it is should be the least of your worries. i welcome wide naturals since this doesnt allow nexus and cc first on these big maps against a zerg players who cant really pressure early without 6 pooling. i guess its depends on the style you play, on what maps you like or dislike. i personally dont like ss since the air distance is so short and makes drops and phoenixs so effective. | ||
NeoLearner
Belgium1847 Posts
About the changes to the existing maps, I really don't get everything as the colors are quite confusing sometimes. Is there a legend for the different colors? Adding that third base below the main in the shattered temple seems dangerous. If Terran plants a PF there with 2 turrets, he's basically protected his main. You would have to go through his PF to get to the main. Compared to Xel naga where you could still engage the main if the gold has been PF'ed. | ||
Tachion
Canada8573 Posts
Vertical positions on Typon is extremely hard in either ZvP or ZvT. The destructible rocks there make early aggression in vertical spots more difficult, while favoring a mid-game tank or colossus push through them. On close position Slag, you at least have a better opportunity to roach rush or baneling bust and use that distance to your advantage. You don't have as good a chance to do that on Typhon. The relatively few expansions on Slag also favor Zerg quite a lot, since it's easier for us to defend our spaced out expansions, and easier for us to punish T/P for spacing out theirs. Slag is also way more wide open than Typhon, and the narrow passages on that map heavily favor tank and colossus play. So in Summary, while early game can suck close positions on Slag, It favors a mid to late game. Typhon has a more favorable early game but gets more difficult as the game progresses since it gives your opponent access to easier expansions than Slag and the map architecture favors T/P popular unit compositions. | ||
plainsane
Germany98 Posts
The map pool seems very balanced so far since everyone has 3 vetos still and the amount of bad maps for any race has halved. | ||
WniO
United States2706 Posts
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KennyGza
United States5 Posts
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whaty0uwant
New Zealand346 Posts
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Mailing
United States3087 Posts
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Winterfrozz
Sweden357 Posts
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Bagi
Germany6799 Posts
If you spawn crossmap on that, its probably the best possible map for a zerg to play on. Safe expansions, HUGE middle to flank the T/P armies. Lost temple was already good for Z on cross positions, now its much better. | ||
Camlito
Australia4040 Posts
I think alot of new intricate unit timings will come out as a result, and with less emphasis on spine crawlers due to the designs (wider nat on new LT, typhon wide, slag expo distant from ramp, 2 entrances, backwater incredibly hard to defend early natural) we'll see how said timings might work. I also smile every time i get xel'naga still! | ||
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