What does a zerg-favored map look like? - Page 2
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Angry.Zerg
Mexico305 Posts
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xbankx
703 Posts
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rickybobby
United States405 Posts
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Klive5ive
United Kingdom6056 Posts
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Baby_Seal
United States360 Posts
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shadowboxer
United States224 Posts
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. | ||
Emporio
United States3069 Posts
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. | ||
Arisen
United States2382 Posts
![]() 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.) | ||
xbankx
703 Posts
On March 10 2011 17:08 Arisen wrote: A map where you actually have good hive units? Bus seriously though... ![]() 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
Germany310 Posts
This looks impossible to defend vs mass lings? Also eliminate the surrounding cliffs ![]() | ||
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GHOSTCLAW
United States17042 Posts
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jazzbassmatt
United States566 Posts
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Alexj
Ukraine440 Posts
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 | ||
xbankx
703 Posts
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
United Kingdom908 Posts
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 ![]() Reminded me of this straight away: ![]() | ||
Velr
Switzerland10742 Posts
http://www.teamliquid.net/tlpd/korean/maps/201_Battle_Royal | ||
MapleLeafSirup
Germany950 Posts
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
Ukraine440 Posts
On March 10 2011 17:12 skatman1744 wrote: ![]() There it is *shakes in horror* | ||
xilaratu
United States233 Posts
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AnxiousHippo
Australia1451 Posts
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 ![]() Yeah, and put some gold expos in. Might as well make it circle shaped. | ||
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