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What does a zerg-favored map look like? - Page 5

Forum Index > SC2 General
Post a Reply
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Nimic
Profile Joined September 2010
Norway1360 Posts
March 10 2011 17:04 GMT
#81
On March 10 2011 18:07 Hectic wrote:
Everyone thinks that a giant map is better for zerg, but thats only because of all the daimond newbies farming wins with 1 trick hyper-agressive play. A good long game terran/ protoss player can actually use the distance against you because it will be they who just keep expanding and building 10 cannons at every base once they are maxed.

On a small map zerg can control the terran and protoss enough to keep them bite size. On a large map the zerg getings into a situation where they have to make too many decisions and strategical moves compared to a terran or protoss, simply because their outlying expansions are far more squishy.

It's almost like you need to build 5 spine crawlers and 3 spore cralers at each expansion just so that you can focus your attention on beating the terran ball.


So you start off by saying that large maps are bad for zerg because protoss can just build 10 cannons at every expansion when maxed, and it will be impossible to break.

And then you seemingly forget what you just wrote, and say that "it's almost like" zerg has to build 5 spine crawlers and 3 spore crawlers at every expansion to be able to defend them.

Am I missing some crucial point here?

It's easier for A to do X than it is for B to do X, because while A only has to do Y to be able to do X, it's almost like B has to do Y to be able to do X. Which is a lot harder, obviously.
Eknoid4
Profile Joined October 2010
United States902 Posts
March 10 2011 17:06 GMT
#82
On March 10 2011 16:48 Axeinst wrote:
Why there should be map that is favorable for some race? why not make map that is equally favorable?


Why create imbalance? Why not create balance?

Because it's not always on purpose.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Eknoid4
Profile Joined October 2010
United States902 Posts
March 10 2011 17:10 GMT
#83
Just make a giant wide-open map that is covered in creep that can't be removed.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Sajuuk7
Profile Joined November 2010
134 Posts
Last Edited: 2011-03-10 17:44:25
March 10 2011 17:18 GMT
#84
Zerg Favored Map - Ling/Bling/Ultras have good open areas to fight.
[image loading]

Terran Favored Map - Tank+Viking would reign supreme.
[image loading]

EDIT: Images loading... ...is imgur broken?

Anyway, the maps are identical in bases, 8 bases on the entire thing, one in each corner and one on each side, except:
Zerg favored has each main base with 2 ramps each and everything else flat.
Terran favored has tons of cliffs and ramps for tank placement.
1Eris1
Profile Joined September 2010
United States5797 Posts
March 10 2011 17:26 GMT
#85
No ramps. giant map. no chokes. no doodads. no elevation.


=)
Known Aliases: Tyragon, Valeric ~MSL Forever, SKT is truly the Superior KT!
Eknoid4
Profile Joined October 2010
United States902 Posts
March 10 2011 17:33 GMT
#86
On March 11 2011 02:26 1Eris1 wrote:
No ramps. giant map. no chokes. no doodads. no elevation.


=)

covered in creep
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Jayrod
Profile Joined August 2010
1820 Posts
March 10 2011 18:20 GMT
#87
Zergs have an absurd and disproportionate win-rate on scrap station. I would say that qualifies it as a zerg map.
1Lamb1Rice
Profile Joined August 2010
United States435 Posts
March 10 2011 18:27 GMT
#88
I'm not sure giant maps favor zerg. If they don't have complete vision of drops/banshees/voids coming it can be actually quite bad for zerg. If the amount of overlords we have don't suffice in terms of map vision it's no good.
twitch.tv/lambnrice @LambNRice
Treehead
Profile Blog Joined November 2010
999 Posts
March 10 2011 18:31 GMT
#89
Something I haven't seen mentioned yet is that zerg does not have to contend with runbys, so naturally, anything which makes it difficult to wall (like Slag Pits) to defend the nat and the main at the same time is favorable to zerg (provided the rush distances are long enough to make one-base play inefficient). For instance, a map with a single attack path to both the nat and main with a large distance between the ramp and the nat would be hell to wall.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2011-03-10 18:41:54
March 10 2011 18:37 GMT
#90
On March 11 2011 02:18 Sajuuk7 wrote:
Zerg Favored Map - Ling/Bling/Ultras have good open areas to fight.
[image loading]

Terran Favored Map - Tank+Viking would reign supreme.
[image loading]

EDIT: Images loading... ...is imgur broken?

Anyway, the maps are identical in bases, 8 bases on the entire thing, one in each corner and one on each side, except:
Zerg favored has each main base with 2 ramps each and everything else flat.
Terran favored has tons of cliffs and ramps for tank placement.

This is a good comparison of what is ideal for T and Z. The only thing I would change for the ideal T map is one ramp at the gold instead of 2 but thats just me nit-picking the crap out of it n_n

On March 10 2011 17:09 xbankx wrote:
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.

You contradicted yourself... How is there no such thing as a favorable map? You even gave an example of a favorable map the next sentence.. Not to mention most everything you said is hogwash.
Absence of evidence is not evidence of absence.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2011-03-10 18:50:18
March 10 2011 18:46 GMT
#91
If I was to make a map to ridiculously favor zerg (without being unplayable by other races) it would be this:

- Very long ground distance
- no gold bases
- LoS blockers all through the middle
- No pathable cliffs (colossus/reaper cliffwalk doesn't do anything)
- XN towers that can see most of the enemies main/nat from outside
- unpathable cliffs near/in the enemies base to park overlords on for scouting
- no room behind mineral lines at all, instead an unpathable cliff providing a good place to retreat mutas over. this forces any cannons/turrets to be in the mineral line itself to offer any protection.
- very wide open middle of the map

Other ideas that would make the map favor zerg in funny/possibly very imba ways:
- Short air distance, blocked by a thick wall of invulnerable eggs, meaning zerg can burrow-move under them, as well as spread creep into the enemies base
- Neutral creep tumors all over the middle of the map.
- neutral creep at natural expansion, requiring P/T to get detection to kill tumor before expanding
- neutral creep covering the choke point to your base, preventing wall-off for anybody but zerg, and actually allowing zerg to wall-off.
- Pack of neutral motherships/colossus/tanks to be Neural parasited
- unpathable to expansions, even by air, but enough vision for a nydus worm is possible from a XN tower
hmsrenown
Profile Joined July 2010
Canada1263 Posts
March 10 2011 18:46 GMT
#92
A battle royal remake from BW, that disastrous proleague map would be the absolute zerg favoured map.
ishboh
Profile Joined October 2010
United States954 Posts
March 10 2011 18:48 GMT
#93
every choke, high ground, cliff and the like make a map less zerg favored. the more wide open the better.

the only thing that zerg can sometimes benefit from is places without any land that they can hide overlords in to see incoming drops/bansees.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
March 10 2011 18:51 GMT
#94
On March 11 2011 02:18 Sajuuk7 wrote:
+ Show Spoiler +
Zerg Favored Map - Ling/Bling/Ultras have good open areas to fight.
[image loading]

Terran Favored Map - Tank+Viking would reign supreme.
[image loading]

EDIT: Images loading... ...is imgur broken?

Anyway, the maps are identical in bases, 8 bases on the entire thing, one in each corner and one on each side, except:
Zerg favored has each main base with 2 ramps each and everything else flat.
Terran favored has tons of cliffs and ramps for tank placement.

You didn't add the Protoss favored map, so I'll do it for you.

[image loading]

If you want to play the alpha version of the map, with too wide a choke and too many player spawning locations, it's called Fastest Possible Map.
aebriol
Profile Joined April 2010
Norway2066 Posts
Last Edited: 2011-03-10 18:54:14
March 10 2011 18:53 GMT
#95
A ridiculously favored zerg map ?

Maximum distance map. No ramps. No cliffs.No xel naga towers. No cliffs. Nothing. Just bases. No gold bases.Expansions quite a bit away from each other. 2 bases to expand to close to starting location (to stop pylon blocks, etc).

What would this accomplish? Make cliff abuse / forcefields useless. Make zerglings insanely useful scouts. Make flanking dead easy. etc. Zerg should win 100% of the games at such a map.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
March 10 2011 18:54 GMT
#96
On March 11 2011 03:53 aebriol wrote:
A ridiculously favored zerg map ?

Maximum distance map. No ramps. No cliffs.No xel naga towers. No cliffs. Nothing. Just bases. No gold bases.Expansions quite a bit away from each other. 2 bases to expand to close to starting location (to stop pylon blocks, etc).

What would this accomplish? Make cliff abuse / forcefields useless. Make zerglings insanely useful scouts. Make flanking dead easy. etc. Zerg should win 100% of the games at such a map.


you'd want XN towers as zerg to provide you easy vision without risking more then a few lings.
aebriol
Profile Joined April 2010
Norway2066 Posts
March 10 2011 19:01 GMT
#97
On March 11 2011 03:54 Shiladie wrote:
Show nested quote +
On March 11 2011 03:53 aebriol wrote:
A ridiculously favored zerg map ?

Maximum distance map. No ramps. No cliffs.No xel naga towers. No cliffs. Nothing. Just bases. No gold bases.Expansions quite a bit away from each other. 2 bases to expand to close to starting location (to stop pylon blocks, etc).

What would this accomplish? Make cliff abuse / forcefields useless. Make zerglings insanely useful scouts. Make flanking dead easy. etc. Zerg should win 100% of the games at such a map.


you'd want XN towers as zerg to provide you easy vision without risking more then a few lings.

Nah actually, I'd rather be completely free to flank without warning whenever opponent moves out. Keep their base surrounded by lings to spot things moving out early game, later game keep creep everywhere.

Anyway, it would be in my interest to keep opponent from taking their third, and it would be so easy on such a map. Could even deny their second for a long time.

That map needs to be on the ladder ... just that and steppes of war, a nice combination for everyone to play on
FeyFey
Profile Joined September 2010
Germany10114 Posts
March 10 2011 19:02 GMT
#98
you forgot the rich 4 geyser only expansions
universalwill
Profile Blog Joined August 2010
United States654 Posts
March 10 2011 19:17 GMT
#99
long rush distances

moderately open naturals. I say this because zerg, thanks to speedlings and creep, is the most capable of defending early expands. they can hold a relatively open natural like that of metal very early, while a protoss generally couldn't. obviously it can't be too out there in the open, but think along the lines of xelnaga or metalopolis naturals.

wide spaces for surrounds

good overlord chill spots

no close (or negligible) close positions

wide ramps

a layout that allows you to expand away from your opponent. you can't really aggressively expand as zerg. if a hatchery is under attack from a siege line or colossus or something, there's absolutely nothing you can do to save it. for example, taking the gold on xelnaga is hell since you're expanding toward your opponent.

more than 8 expansions (not including main bases), since if a protoss or terran splits the map and turtles on 4 bases, zerg can't get enough resources to break it.

all of those are small aspects of "zerg favored maps." yet by zerg favored, i generally mean "not terran or protoss favored"
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
March 10 2011 19:19 GMT
#100
If it hasn't already been done before:

+ Show Spoiler +
[image loading]
I have a beard. I'm unprofessional.
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