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What does a zerg-favored map look like? - Page 2

Forum Index > SC2 General
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Angry.Zerg
Profile Blog Joined October 2010
Mexico305 Posts
March 10 2011 07:57 GMT
#21
3 gas expos
You play to win
xbankx
Profile Joined July 2010
703 Posts
Last Edited: 2011-03-10 08:06:12
March 10 2011 07:59 GMT
#22
There is no such ting as map zerg favored map. Wide open area? easier to spread versus infester to catch anything close air but high rush distance? Easier for terran to drop and toss to use pheonix.Easy to secure 3rd? Unless terran and toss don't get those then it is still imba. Long rush distance? Harder to baneling bust or roach rush. Like cerebalz say there can never be a zerg favored map because zerg is just zerg. IF there is a zerg favored map, then toss and terran are playing wrong. I mean comon, Open space allows terran to flank zerg and open area for toss allows toss to draw pictures with ff easier.The only way for zerg to get a favorable map is to give give zerg free gold expo inside his base while other race get a hard to defend open nat. Also there should be free creep all over the map. If toss spawn, they need to have killable rock so they can't rush and no gas in expo so they can do void/colo. If terran spawn, less mineral patches so they can't mule and have make sure they they can't build cannons or turrents near mineral lines.
rickybobby
Profile Joined October 2010
United States405 Posts
March 10 2011 08:01 GMT
#23
I really liked destination they should bring that one into gsl/ ladder pool
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
March 10 2011 08:02 GMT
#24
Neutral creep over the entire map, including the expansions.
Don't hate the player - Hate the game
Baby_Seal
Profile Joined August 2010
United States360 Posts
March 10 2011 08:03 GMT
#25
Slag Pits, if the map dimensions were twice as large. There are a million good flanking opportunities for Zerg players.
shadowboxer
Profile Joined November 2010
United States224 Posts
March 10 2011 08:06 GMT
#26
There isn't a map that "favors" zerg. The reason people mention the other races have map favoritism is mostly due to things like close positions(obviously) and narrow chokes that lead to zergs main/nat/third or provide an easily securable 3rd for terran/toss such as shakuras' back door.

With the removal of lurkers zerg doesn't really have a way to control certain points of the map or narrow chokes like they did in BW. If the map favors muta harass, zerg are still prone to being killed by the protoss deathball or slow marine/tank/turret(for creep removal) pushing at all times, granted zerg can hold it if they play it perfectly or if the other race pushes on to creep instead of just killing it.

Big wide open maps do allow zergs army to do a lot better vs. the superior army of the other races, but scouting is near impossible until lair tech and getting there can be extremely difficult without knowing exactly what the other races are doing.

So for every map that might "favor" zerg there's actually a downside to the favoritism part. There's nothing wrong with this though, I'd rather all maps just be perfectly balanced for all 3 races instead of getting new maps that favor zerg instead of the other 2.

Overall, zerg like maps that are perfectly balanced for all 3 races, there really isn't a map that "favors" zerg.
"Hear that? That's God laughing at your plans."
Emporio
Profile Blog Joined December 2010
United States3069 Posts
March 10 2011 08:07 GMT
#27
On March 10 2011 17:02 Klive5ive wrote:
Neutral creep over the entire map, including the expansions.


Actually this made me think of an interesting idea though I don't know how well it would be pulled off.

Imagine like a destructible tower that acts as a creep tumor in constantly spreading creep around it. You could place it at expansions so it still blocks the hatchery so that you can't ignore it, you have to destroy it first to make the expo there. Since creep would remain, zerg is able to build right away while the other races have to wait a bit.

It could also be interesting in allowing zerg to hide tech without having to pay for a cancel hatch first to lay down a tech structure that will eventually die to lack of creep. Dunno how that would play out, but it could be useful to catch someone off guard with a hidden fast pool or baneling tech. Even a fast +1 might work out.
How does it feel knowing you wasted another 3 seconds of your life reading this again?
Arisen
Profile Blog Joined October 2010
United States2382 Posts
March 10 2011 08:08 GMT
#28
A map where you actually have good hive units? Bus seriously though...

[image loading]

This, at least out of our current map pool is probably the best for zerg. Notice how everything is wide open in the middle giving ample room to surround, and barring close positions, there is a reasonable rush distance. There isn't really a "free" 3rd for protoss, so this is the best we're going to get, really. One thing that can be said disfavoring ST from zerg is that all the mineral lines but the gold hug the edge of the map, so muta harass isn't particularly strong.

Really, the only thing that makes a map "zerg favored" at this stage of the game imo is a map that isn't horrible for us or superb for another race. Most of the new maps have a lot of close closed in corridors that prevent the zerg army from surrounding/flanking opposing armies, giving the strong splash/siege units of terran and protoss a big edge.

So really, is ST really a "zerg map"? No, not really, but it's about the best we can ask for (beside scrap station, and that map is ridiculously good for zerg and every terran/protoss will instantly thumb it down.)
"If you're not angry, you're not paying attention"
xbankx
Profile Joined July 2010
703 Posts
Last Edited: 2011-03-10 08:10:21
March 10 2011 08:09 GMT
#29
On March 10 2011 17:08 Arisen wrote:
A map where you actually have good hive units? Bus seriously though...

[image loading]

This, at least out of our current map pool is probably the best for zerg. Notice how everything is wide open in the middle giving ample room to surround, and barring close positions, there is a reasonable rush distance. There isn't really a "free" 3rd for protoss, so this is the best we're going to get, really. One thing that can be said disfavoring ST from zerg is that all the mineral lines but the gold hug the edge of the map, so muta harass isn't particularly strong.

Really, the only thing that makes a map "zerg favored" at this stage of the game imo is a map that isn't horrible for us or superb for another race. Most of the new maps have a lot of close closed in corridors that prevent the zerg army from surrounding/flanking opposing armies, giving the strong splash/siege units of terran and protoss a big edge.

So really, is ST really a "zerg map"? No, not really, but it's about the best we can ask for (beside scrap station, and that map is ridiculously good for zerg and every terran/protoss will instantly thumb it down.)


WRong open area allows terran to flank zerg. If terran and toss isn't abusing wide open area, they are just bad. Remember there is no such thing as a favorable map.

Scap station is also extremely toss and terran favored. Small choke allows better ff and tanks and short air distance.allows easier drops and pheonix play.
gawk
Profile Joined February 2010
Germany310 Posts
March 10 2011 08:12 GMT
#30
like orotoss said, just a plain map.
This looks impossible to defend vs mass lings?
Also eliminate the surrounding cliffs
[image loading]
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
March 10 2011 08:12 GMT
#31
interesting interesting thread. I'm thinking that a lot of gas would help zerg the most, so maybe 4-6 gas gysers per base, and only 6-8 mineral patches. at 6 mineral patches, close nat, and lots of airspace around the main+nat, the other races would be forced to expand just as much, while needing to defend their base from muta from a majority of angles.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
jazzbassmatt
Profile Joined August 2010
United States566 Posts
March 10 2011 08:12 GMT
#32
The people saying there is no such thing as a zerg favored map are wrong. If a map were, for example, extra large, and had no terrain at all (was a big blank square) with a couple expos, it would obviously be zerg favored, because it would be so hard for terran or toss to defend their expansions.
Alexj
Profile Blog Joined July 2010
Ukraine440 Posts
March 10 2011 08:13 GMT
#33
Basically what you need to look at is what can zerg abuse vs other races.

I can tell you some things from Protoss POV:

- open naturals (incidentally ALL maps in current pool have open naturals): because it's harder to defend your expo from lings/roaches from all angles. On your map all I need to worry about is to defend the choke, then start working on my deathball
- open everything. Obviously because a) zerg swarms need to form a perfect arc around protoss deathball to dps effectivly and b) prevents sentry abuse. And zergs can't block chokes anyway
- multiple attack paths and big distances: because while my deathball moves to your base, your swarm of speedlings will bypass it, eat all my workers and return back to your base in time to defend

Basically Shattered Temple and Scrap Station are great examples of what zerg could wish for in ZvP
More GGs, more skill
xbankx
Profile Joined July 2010
703 Posts
March 10 2011 08:13 GMT
#34
On March 10 2011 17:12 jazzbassmatt wrote:
The people saying there is no such thing as a zerg favored map are wrong. If a map were, for example, extra large, and had no terrain at all (was a big blank square) with a couple expos, it would obviously be zerg favored, because it would be so hard for terran or toss to defend their expansions.


It is also hard to zerg to defend so your point is invalid.
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
March 10 2011 08:14 GMT
#35
On March 10 2011 17:12 skatman1744 wrote:
like orotoss said, just a plain map.
This looks impossible to defend vs mass lings?
Also eliminate the surrounding cliffs
[image loading]


Reminded me of this straight away:
[image loading]
Velr
Profile Blog Joined July 2008
Switzerland10792 Posts
March 10 2011 08:14 GMT
#36
easy, remember this proleauge nightmare?

http://www.teamliquid.net/tlpd/korean/maps/201_Battle_Royal
MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
March 10 2011 08:15 GMT
#37
On March 10 2011 16:42 fickazzz wrote:
imo shattered temple would be ideal if u would bring back the islands
it would be zerg heaven^^


Voirdray/Colossus gets even more difficult to handle on maps with islands because protoss can expand there very early without being vulnerable
Alexj
Profile Blog Joined July 2010
Ukraine440 Posts
March 10 2011 08:17 GMT
#38
On March 10 2011 17:12 skatman1744 wrote:
[image loading]

There it is *shakes in horror*
More GGs, more skill
xilaratu
Profile Joined July 2010
United States233 Posts
Last Edited: 2011-03-10 08:19:15
March 10 2011 08:18 GMT
#39
Fighting Spirit, Destination both mentioned in this thread already, I believe, would provide some interesting games =]
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
March 10 2011 08:22 GMT
#40
On March 10 2011 17:12 skatman1744 wrote:
like orotoss said, just a plain map.
This looks impossible to defend vs mass lings?
Also eliminate the surrounding cliffs
[image loading]


Yeah, and put some gold expos in. Might as well make it circle shaped.
An apple a day keeps the Protoss away | TLHF
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