now where season 3 started, I want to share my Map Vetos with you as a Protoss and want to see your opinion: Antiga Shipyard Backwater Gulch Searing Center
I really dislike Antiga Shipyard so much, Terran is favoured so much due tank positioning and drop play, its unbelievable. Against Zerg the map is "ok" imo, both have good chances, but all ways are so small, there is no big place to engage like on taldarim altar, and still you need 6-8 forcefields to fully block the space between gold expansion and the enemys 3rd. In PvP its actually just about if you can kill him with Blink Stalker micro and a timing push, if not, he can go for a ton of Koloss (you can do the same, but I dont like robo builds).
Backwater Gulch is actually really good for protoss with Koloss and Sentrys, but you can get into a trap, too, very easily. Also I find it hard to leave my base against a Zerg and he can just expand all over the place if he wants to. Also I find it very difficult to defend my 3rd.
Searing Center, I´ve played on it twice, once vs Terran and once vs Zerg, its awful, I cant leave a real arguement, I forgot what happened in the games, but it was just so horrible to play on the map. The only thing I remember is when I had my natural defended with all my units and he just attack from 2 sides so his MMM build destroyed my chargelot+storm build (we had same army supply and me better micro), but since toss armys are stronger together, this split up killed me.
Edit (poll):
Edit 2: I am sorry, I don´t know if it is possible that you may vote 3 times, first time I made a poll, if a Admin could edit, would be awesome ♥
Poll: Which Season 3 Maps do you veto as P?
Searing Center (15)
37%
Backwater Gulch (8)
20%
Typhon Peaks (7)
17%
Tal'Darim Altar LE (4)
10%
Nerazim Crypt (3)
7%
Xel Naga Caverns (2)
5%
Abyssal Caverns (1)
2%
Antiga Shipyard (1)
2%
Shakuras Plateau (0)
0%
The Shattered Temple (0)
0%
41 total votes
Your vote: Which Season 3 Maps do you veto as P?
(Vote): Xel Naga Caverns (Vote): Abyssal Caverns (Vote): Antiga Shipyard (Vote): Backwater Gulch (Vote): Nerazim Crypt (Vote): Searing Center (Vote): Shakuras Plateau (Vote): Tal'Darim Altar LE (Vote): The Shattered Temple (Vote): Typhon Peaks
Nezarim Crypt, is too abusive for terrans and zergs on high grounds. siege tanks and infested terrans, immobility of protoss makes it very hard to defend against that
I personally vetoed backwater and searing. Trying to decide what my 3rd is going to be.
I like nezarim crypt vs p and z, but vs t if you dont have cross positions its ridiculous. Way to easy to avoid the watchtower for terrans when 2 or 3 raxing. Can't get a sentry to ff in time.
played abyssal caverns once and vetoed it immediately, too much stupid potential air abuse, especially from terran. didn't wait to play searing to veto it. left taldarim over from the previous season.
LOL i have the exact same veto's and all for the same reasons backwater gultch i find terran favored because when they take their gold planetary they are so close to your base and it sucks i can't do anything about it because he has seiged half of the map by the time i take out his gold he is still on 4 base with all his ups for like everything vehciles, infantry and like 20 production buildings and it sucked
now where season 3 started, I want to share my Map Vetos with you as a Protoss and want to see your opinion: Antiga Shipyard Backwater Gulch Searing Center
I really dislike Antiga Shipyard so much, Terran is favoured so much due tank positioning and drop play, its unbelievable. Against Zerg the map is "ok" imo, both have good chances, but all ways are so small, there is no big place to engage like on taldarim altar, and still you need 6-8 forcefields to fully block the space between gold expansion and the enemys 3rd. In PvP its actually just about if you can kill him with Blink Stalker micro and a timing push, if not, he can go for a ton of Koloss (you can do the same, but I dont like robo builds).
Backwater Gulch is actually really good for protoss with Koloss and Sentrys, but you can get into a trap, too, very easily. Also I find it hard to leave my base against a Zerg and he can just expand all over the place if he wants to. Also I find it very difficult to defend my 3rd.
Searing Center, I´ve played on it twice, once vs Terran and once vs Zerg, its awful, I cant leave a real arguement, I forgot what happened in the games, but it was just so horrible to play on the map. The only thing I remember is when I had my natural defended with all my units and he just attack from 2 sides so his MMM build destroyed my chargelot+storm build (we had same army supply and me better micro), but since toss armys are stronger together, this split up killed me.
What league are you in? Based on your comments it seems like honestly you don't know how to play protoss at all.
On August 02 2011 22:50 Amoment wrote: Against Zerg the map is "ok" imo, both have good chances, but all ways are so small, there is no big place to engage like on taldarim altar, and still you need 6-8 forcefields to fully block the space between gold expansion and the enemys 3rd.
Small passageways benefit Protoss a lot more than Zerg.
On August 02 2011 22:50 Amoment wrote: In PvP its actually just about if you can kill him with Blink Stalker micro and a timing push, if not, he can go for a ton of Koloss (you can do the same, but I dont like robo builds).
This is the same on any map.
On August 02 2011 22:50 Amoment wrote: Backwater Gulch is actually really good for protoss with Koloss and Sentrys, but you can get into a trap, too, very easily. Also I find it hard to leave my base against a Zerg and he can just expand all over the place if he wants to. Also I find it very difficult to defend my 3rd.
Uhh... try breaking the rocks? It's really easy to get to your 3rd that way...
On August 02 2011 22:50 Amoment wrote: MMM build destroyed my chargelot+storm build (we had same army supply and me better micro)
Chargelot/HT literally takes no micro to use at all. I don't know how you can say that your micro was better.
On August 02 2011 22:50 Amoment wrote:since toss armys are stronger together, this split up killed me.
Only true if you go the colossus route. This is completely false though if you go gateway, terran's army is much stronger when together and it's actually in your favor to split armies and fight separate but smaller battles.
I'm only bashing on you because your post is really whiny, and you seem to not have much experience with the new maps either. Playing 1 or 2 games is not enough to make a solid judgment.
On August 03 2011 00:10 Joseph123 wrote: backwater - no need to explain why shattered temple - an open field with minerals taldarim - 6 pool heaven
what the...? 6 Pool heaven!? Scout at 9 and you should be in time to wall of even with FFE, cut probes/cancel nexus if u have to, ur ahead anyways!?
lol do you know when the probe reaches the last spot when u scout at 9? pretty sure lings will have arrived at my base by that time yes i hate investing 2 probes in scouting that's 1 of the reasons i hate this map and yes zerg has to click 1a while if i make a mistake i lose the game sounds fair to me
Searing Crater and Antiga Shipyard. Not sure what my third one is gonna be yet but I think it'll be the one with the destructible rocks at the natural. The space in front of your natural is just so big it's impossible to hold, especially vs. Zerg.
Everyone is vetoing searing, but no one has given a single valid reason yet why searing is bad. Just because it's different doesn't mean it's a bad map. Seriously can anyone explain why searing is bad?
Searing is an absolute given. They might as well have just re-added blistering sands or some garbage . Really don't veto anything else, I'll maybe uncheck one or two depending on the mood I am in.
I cant believe people would veto Tal'darim. If you lose to six pool on that map, it's really just your own fault.
On August 03 2011 00:10 Joseph123 wrote: backwater - no need to explain why shattered temple - an open field with minerals taldarim - 6 pool heaven
what the...? 6 Pool heaven!? Scout at 9 and you should be in time to wall of even with FFE, cut probes/cancel nexus if u have to, ur ahead anyways!?
lol do you know when the probe reaches the last spot when u scout at 9? pretty sure lings will have arrived at my base by that time yes i hate investing 2 probes in scouting that's 1 of the reasons i hate this map and yes zerg has to click 1a while if i make a mistake i lose the game sounds fair to me
You start walling if you can't scout him first or second.
Am I the only one who vetoed Shattered because of its close positions? My other vetoes are Backwater (can't defend your third/forth expansions) and Searing Zone (can't defend your natural in PvZ).
I like the other 2 maps because you can easily FFE on them and in PvT they are also good. Even though the Antiga one has 2 imbalanced positions where you can easily get a gold base.
edit: lol at the post above me telling people to go for a blind wall-in. that delays your expansion for over a minute o_o
just go for a 9 scout, if you don't scout him first go for 13 forge and scout with a second probe (the probe which built the forge). go for a 17 nexus 17 gate 17 gas if he played standard, if he's doing an early pool just wall-in
I got frustrated by four 6 pools in a row in PvZ on Tal'Darim, so I veto'd it. Searing Crater is the 2nd map, I don't like, because you can't block the ramp on the top left possition with a core/gate/zealot wall-off. Abbysal ------- because of the impossible to take 3rd vs terran.
On August 03 2011 00:15 Anihc wrote: Playing 1 or 2 games is not enough to make a solid judgment.
The only thing that is without a doubt objectively true in this whole thread. I'm not saying no one has, but everyone should try to get a good sample size of the maps before bashing them...
On August 03 2011 00:10 Joseph123 wrote: backwater - no need to explain why shattered temple - an open field with minerals taldarim - 6 pool heaven
what the...? 6 Pool heaven!? Scout at 9 and you should be in time to wall of even with FFE, cut probes/cancel nexus if u have to, ur ahead anyways!?
lol do you know when the probe reaches the last spot when u scout at 9? pretty sure lings will have arrived at my base by that time yes i hate investing 2 probes in scouting that's 1 of the reasons i hate this map and yes zerg has to click 1a while if i make a mistake i lose the game sounds fair to me
You start walling if you can't scout him first or second.
Send your pylon probe and forge probe and you'll see the lings coming in time, worst case scenario you cannon up your minerals and you're at no disadvantage.
Someone asked why Searing is a bad map. In close pos the natural to natural rush distance is super short. It is maybe 2 leapfrogs away for siege tanks. Even with bio you can probably stim from your base to his and still have enough stim to finish off his army in a fight.
On August 03 2011 00:10 Joseph123 wrote: backwater - no need to explain why shattered temple - an open field with minerals taldarim - 6 pool heaven
what the...? 6 Pool heaven!? Scout at 9 and you should be in time to wall of even with FFE, cut probes/cancel nexus if u have to, ur ahead anyways!?
lol do you know when the probe reaches the last spot when u scout at 9? pretty sure lings will have arrived at my base by that time yes i hate investing 2 probes in scouting that's 1 of the reasons i hate this map and yes zerg has to click 1a while if i make a mistake i lose the game sounds fair to me
You start walling if you can't scout him first or second.
isnt it standard to scout the last position with a second probe, if you fe and dont scout the zerg at the first position? if not I might start to 6pool, just to annoy some Protosses (even if i lose 2/3 of my games :D)
@Anihc I am top diamond, place 3 at the moment, since some "fat nerds" having a good time at playing whole day, but not beeing successful to get into master, still having more than 100 or 200 points than me.
"Small passageways benefit Protoss a lot more than Zerg." Of course they do but on the map he muta harras is so annoying and stop blaming me that I dont know how to play, I do very fine, zerg has a lot of trouble the whole game against me, but on that map... you know if blink stalkers have no space to blink and you dont go make a timing push with 2 koloss + stalkers,sentrys, a few zealots, its easy for zerg to overrun you, because he takes a third and the gold as fourth and it takes long for me to get up again, but sure, sometimes he overdrones and my timing push with, I forgot to write, also attack upgrade, works fine. I just saw that the games on that map I always played against Master Zergs, that could be a point.
"This is the same on any map." I agree, but I have more trouble on backwater gulch, than on e.g. Taldarim Altar, where your 3rd is easy to defend and you have enough space to run, I love big macro maps. I have to say that some 6 pool zergs really annoy me sometimes, too, but since 9 scout and FFE works very easy and Huk showed us (against Moon right?) in the (GSL?) Final, how easy it is to stop a 6 pool.
"Uhh... try breaking the rocks? It's really easy to get to your 3rd that way..." I have to say I always took the 3rd that was away from my expansion (actually 5th, if gold is 4th), since I watched guys like "orbtl" - a streamer, destiny and many other P players not taking the 3rd infront of their main.
" Chargelot/HT literally takes no micro to use at all. I don't know how you can say that your micro was better."
For you not, but the high templar control takes a lot micro, also you just think in 1 way, chargelots GO, dude you can turn the charge off to make the enemy overstim, but also to charge in and go back without loosing anything but him producing more units (if zerg), or to fail with spells like fungel growth or emp´s.
"Only true if you go the colossus route. This is completely false though if you go gateway, terran's army is much stronger when together and it's actually in your favor to split armies and fight separate but smaller battles."
In this game I had chargelots, sentrys, stalkers, HT´s and dt´s on 2 base, he was on 2 base, too. But to engage good with storms and my units and stopping him to land emp´s with his ghosts, I split up my army at the natural and what he did was very easy: That´s why I hate all terrans who have 0 abbility to make a drop play, since they are just too bad, they decide to go for upgrades, MMM until they think they have enough and randomly attack, no timing, no nothing, they just see "oh, protoss split his army to make storms and let all chargelots engage at the same time, so I gonna go to one side, press "y" for stim (or any hotkey they have for it), press "a" to attack, destroy the one half of the army in seconds and then press again stim and attack." You can make the best feedbacks on medivacs and storms, but he just right clicks you to the death.
To that game: I had better upgrads 2/2. he 1/1 (although he did earlier engineering bay) and his army was like 50 mareueders, 20 marines, 10 medivacs. Mine: 70 chargelots, 8 HT´s, 4-5 dt´s, 3-4 archons, 6 sentrys, 4-6 stalkers.
I often feel my self lost into PvT´s where I have 3/3 upgrades, stronger armys, more workers, but terran just decides to stim right click and wait 10 secs until protoss army is dead.
I agree with the fact, that I should those maps some more often, but the win rate on those maps is much higher for terran and protoss.
Since you wanted to know how my winrates are: Against Zerg around 60% Against Terran around 80% Against Protoss around 85%
Typhon Peaks: (my favorite PvZ opening on that map is 1 gate FE, and holding off speedling-all-ins on that map was a bitch..... so i vetoed it for the time being... (Otherwise i like this map for the most part)
Xel-Naga Caverns: (i still get a little frame rate on this map, also not a fan of playing PvT due to terran always going for these huge all-ins or just dropping a PF on the gold
*Considering* Nerazim crypt: Im still unsure how i feel about this map, ive played more PvP on it then any other matchup so i havent really had the chance to test it out (Probably because of all the vetoes)
I veto Searing Crater (it sucks), Xel Naga Caverns (tired of this old set spawn points) and Sattered Temple (small map and wide open middle with large cliffs for reapers).
So far I have not vetoed anything, but I do keep getting the same map for almost every game... Don't mind too much about maps though, gotta practice them sooner or later ey?
On August 03 2011 00:10 Joseph123 wrote: backwater - no need to explain why shattered temple - an open field with minerals taldarim - 6 pool heaven
what the...? 6 Pool heaven!? Scout at 9 and you should be in time to wall of even with FFE, cut probes/cancel nexus if u have to, ur ahead anyways!?
lol do you know when the probe reaches the last spot when u scout at 9? pretty sure lings will have arrived at my base by that time yes i hate investing 2 probes in scouting that's 1 of the reasons i hate this map and yes zerg has to click 1a while if i make a mistake i lose the game sounds fair to me
This is just silly. You don't have to invest 2 probes in scouting on Tal'darim to be safe from a 6-pool. To the best of my knowledge (I believe this was the scenario I played out a few days ago), you have time to get a cannon up at your forge and a plyon built in your mineral line if you 9-scout, even if you scout Zerg last, and then it's just a matter of some pretty easy worker micro to keep your workers and cannon alive until the cannon finishes. And you have a 66% chance of scouting the pool even earlier and having an even easier time responding to it.
And if Zerg 6-pools you and just does a 1a into your probe line, you've won already. The number of probes you have when an early pool's lings hit on a map that big is more than enough to simply kill the lings off. I get that early pools are annoying if you don't know how to deal with them, but saying the Zerg can just 1-a and it's super hard to defend is just mischaracterizing the situation.
Back OT: I don't have any vetos yet, but I'm very, very close to vetoing Backwater. I actually have a decent winrate in every matchup on that map, but I just can't stand it. Walling off makes my teeth itch, and there's simply nothing fun about playing on the map. I'm witholding judgement a few weeks on Searing Crater - I find it fun because of its very odd layout, but I've only rolled cross positions on it so far, and I have the feeling that close positions could be pretty silly.
The only map I've ever felt like I really wanted to veto as protoss was Scrap Station. PvP on Tal'darim sucks too but it's a fun map for the other matchups so I put up with it.
Despite for the obvious Backwater Gulch and Searing Crater I also veto'd Xel'Naga Caverns this season. Besides the obvious reason of the wide natural and the amazing need for people to cheese on this map I guess I also jumped on the Blizzard ride with wanting a new map pool..
It was either that or Antiga Shipyard, which is also not the best but should be given a slight chance for being a new map.
searing and abyssal caverns for me. i like abyssal vs zerg but against terran your natural 3rd base is so far away that harrassment-based terrans are hard to play against, and just not a fan of searing as a whole
I thought Antiga Shipyard was supposed to be their "macro" map? I vetoed Searing Gulch already. The rush distance is tiiiiiny and while the natural feels protected and insulated, any failed push inevitably leads to a counter push that kills you. Small 1 push 1 kill map. No thanks.
On August 03 2011 00:10 Joseph123 wrote: backwater - no need to explain why shattered temple - an open field with minerals taldarim - 6 pool heaven
what the...? 6 Pool heaven!? Scout at 9 and you should be in time to wall of even with FFE, cut probes/cancel nexus if u have to, ur ahead anyways!?
lol do you know when the probe reaches the last spot when u scout at 9? pretty sure lings will have arrived at my base by that time yes i hate investing 2 probes in scouting that's 1 of the reasons i hate this map and yes zerg has to click 1a while if i make a mistake i lose the game sounds fair to me
This is just silly. You don't have to invest 2 probes in scouting on Tal'darim to be safe from a 6-pool. To the best of my knowledge (I believe this was the scenario I played out a few days ago), you have time to get a cannon up at your forge and a plyon built in your mineral line if you 9-scout, even if you scout Zerg last, and then it's just a matter of some pretty easy worker micro to keep your workers and cannon alive until the cannon finishes. And you have a 66% chance of scouting the pool even earlier and having an even easier time responding to it.
And if Zerg 6-pools you and just does a 1a into your probe line, you've won already. The number of probes you have when an early pool's lings hit on a map that big is more than enough to simply kill the lings off. I get that early pools are annoying if you don't know how to deal with them, but saying the Zerg can just 1-a and it's super hard to defend is just mischaracterizing the situation.
Back OT: I don't have any vetos yet, but I'm very, very close to vetoing Backwater. I actually have a decent winrate in every matchup on that map, but I just can't stand it. Walling off makes my teeth itch, and there's simply nothing fun about playing on the map. I'm witholding judgement a few weeks on Searing Crater - I find it fun because of its very odd layout, but I've only rolled cross positions on it so far, and I have the feeling that close positions could be pretty silly.
Ohhhhh.. I'm tired of this.. You scout 1st location if you dont find him there you get ur probe building forge and scout with both the 2 remaining locations. Any other method of scouting is relying on luck. I don't know how you like to defend 6 pool on taldarim but i prefer to wall with buildings and build a cannon. That doesnt always work so i have to bring probes until the cannon is ready. That is when he clicks 1a.
searing and antiga are so much fun, and lovely if you dislike imba map flames. And if you want to train against terran ! (though still alot terrans who fell for the trap of zergies saying the 3rd into main cliff is imba for tanks ^^ and get destroyed the moment they siege up there.)
I don't veto any maps. There are no maps in the current pool that are terrible for Protoss, or any race for that matter. There may be some minor advantages/disadvantages on some maps and spawn positions, but nothing glaringly wrong. At least for now it's just way more up to personal preference or individual play style and how it works on each map.
The Searing Crater natural is beyond my tolerance for weird map features, played one game on it and vetoed it straight away. Also vetoed Typhon Peaks, because the super open natural annoys me, and the map in general doesn't sit well with me for some reason.
No other vetoes yet, although the other new maps are all on the chopping block for the last spot.
All new maps are just plain bad for Protoss imo. It's impossible to take safe 4th and most of the time even third is very very hard to take as P. Some old maps suck for P as well such as xel naga, backwater and shattered temple (mainly in PvT) but at least it is a possibility in those maps to play good macro games. Abyssal caverns sucks also and only reason I left it in the pool is because at first glimpse it looked like 4gate against Z could be pretty good in it since ramp is pretty far from nat.
Last season I only used two of my vetoes, on Scrap Station and Delta. So glad I don't even have to think about those maps anymore.
No vetoes yet this season, not sure if I'll even use any. None of the maps I find are as atrocious as Scrap or Delta. After enough time, maybe a month or so, I'll check my W/L on all the maps and potentially veto any that are clear outliers. Until then though, playing on more maps is fun.
On August 03 2011 02:19 vizir wrote: Antiga Shipyard Nerazim Crypt Searing Crater
All new maps are just plain bad for Protoss imo. It's impossible to take safe 4th and most of the time even third is very very hard to take as P. Some old maps suck for P as well such as xel naga, backwater and shattered temple (mainly in PvT) but at least it is a possibility in those maps to play good macro games. Abyssal caverns sucks also and only reason I left it in the pool is because at first glimpse it looked like 4gate against Z could be pretty good in it since ramp is pretty far from nat.
Eh... I like Abyssal... it's a better version of Metal IMO. Though zergs will HATE it lol. Tight natural and one of the paths are blocked by rocks in close positions so no counter-attack shenanigans unless they take the long way around lol.
On August 03 2011 00:24 Anihc wrote: Everyone is vetoing searing, but no one has given a single valid reason yet why searing is bad. Just because it's different doesn't mean it's a bad map. Seriously can anyone explain why searing is bad?
the problem with searing is actually the close spawns (both left or both right) where the rush distance is ridiculously good...think tank pushes on steppes of war....as well as the timings for 8~ roachling allins are much more potent, other than that i dont really see any other reason to veto it, but that is reason enough for me, hope this was helpful
I actually like Antiga, other than the terran siege crap (which honestly, I have only faced once in the 100 games ive played this season) - but the map has enough expos that you can actually do decent enough vs zerg (compared to other maps anyways) and its a very good PvT map for defending that crappy 1-1-1 allin due to the fact the terran has to go all the way around to siege you, not to mention blink stalkers are good due to the cliff into the main.
Im keeping Antiga up for now, until I face more of that terran siege crap. but so far, I like it.
Backwater and Searing are down for sure, altho Searing looks like it may be ok, ill have to experiment more on that map. My other veto is on that really open stupid new map, forget the name (nerazim crypt??) - what a retarded map that is, its like total anti-protoss, everything is like 2 screens wide for total zerg domination, the main is so wide that terran drops just rip you apart, and ontop of that expos are sparse and uncovered. NO thanks to that map, it'l be downed 100% of the time its in the ladder pool for me.
On August 03 2011 00:10 Joseph123 wrote: backwater - no need to explain why shattered temple - an open field with minerals taldarim - 6 pool heaven
what the...? 6 Pool heaven!? Scout at 9 and you should be in time to wall of even with FFE, cut probes/cancel nexus if u have to, ur ahead anyways!?
lol do you know when the probe reaches the last spot when u scout at 9? pretty sure lings will have arrived at my base by that time yes i hate investing 2 probes in scouting that's 1 of the reasons i hate this map and yes zerg has to click 1a while if i make a mistake i lose the game sounds fair to me
This is just silly. You don't have to invest 2 probes in scouting on Tal'darim to be safe from a 6-pool. To the best of my knowledge (I believe this was the scenario I played out a few days ago), you have time to get a cannon up at your forge and a plyon built in your mineral line if you 9-scout, even if you scout Zerg last, and then it's just a matter of some pretty easy worker micro to keep your workers and cannon alive until the cannon finishes. And you have a 66% chance of scouting the pool even earlier and having an even easier time responding to it.
And if Zerg 6-pools you and just does a 1a into your probe line, you've won already. The number of probes you have when an early pool's lings hit on a map that big is more than enough to simply kill the lings off. I get that early pools are annoying if you don't know how to deal with them, but saying the Zerg can just 1-a and it's super hard to defend is just mischaracterizing the situation.
Back OT: I don't have any vetos yet, but I'm very, very close to vetoing Backwater. I actually have a decent winrate in every matchup on that map, but I just can't stand it. Walling off makes my teeth itch, and there's simply nothing fun about playing on the map. I'm witholding judgement a few weeks on Searing Crater - I find it fun because of its very odd layout, but I've only rolled cross positions on it so far, and I have the feeling that close positions could be pretty silly.
Ohhhhh.. I'm tired of this.. You scout 1st location if you dont find him there you get ur probe building forge and scout with both the 2 remaining locations. Any other method of scouting is relying on luck. I don't know how you like to defend 6 pool on taldarim but i prefer to wall with buildings and build a cannon. That doesnt always work so i have to bring probes until the cannon is ready. That is when he clicks 1a.
watch huk vs moon, if you just get the forge up early enough you can have the ENTIRE wall and a cannon up by the time it hits...
edit: i dont get why everyone is vetoing nerazim crypt its great PvZ and decent PvT, all in all a great all around map imo your 3rd isnt hard to take and your 4th is just the natural of another main, securing your 5th which is the other main, its relatively nice to play for me (also helps that i rarely get PvP on it xD love that feature)
Only veto I've got this season is Xel'naga Caverns, and that's simply because I'm tired of seeing it.
I'm rather fond of the new maps, as they give great opportunities for tailoring your strategy for specific maps/spawn positions. Makes things much more interesting than doing almost the same thing every game regardless of map, in my mind.
I'm vetoing Xel naga, Typhon, and backwater. Xel naga has the open natural and vs zerg I get roach ling all in all day. I can stop it but its frustrating to go against it vs every zerg player. Same for typhon with the open natural. But in typhon, once you get past the roach ling all in stage, you automatically win once you get collosus and sentry because the chokes are so narrow so its no fun. However, the narrow choke can benefit the zerg if he gets infestor broodlord, since you need lots of space to maneuver your blink stalkers around to snipe them.
Veto backwater for PvT, because its nearly impossible to stop a 1 base all in especially on this map.
Personally, I love Searing because I abuse the terrain vs zerg. I have only played PvP and PvZ on it though. For PvZ, I just block off the small entance to the natural and defend the large entrance, and go for a 6gate blink timing push. I hit from the small entrance of the zergs natural and hide behind the mineral line/gas and forcefield away.
Right now in masters but only 21 games played 13-8.
Masters here, I haven't vetoed any of the maps yet, I feel that they need to be given ample time of playing to really decide. The only time I really had a problem with one of the new maps was on Antiga Shipyard against Z, my 3rd was RIGHT NEXT to his spawn location by air. Mutas, gg
Searing Crater is just plain bad. I don't like Antiga Shipyard against terran. Backwater Gulch just has a weird feel to it at the natural which makes me not like it much. Nerzim and Abyssal are probably two of my favorite maps now with FFE. I'm not sure why people veto Tal Darim honestly, such a great map imo and very easy to expand.
@Anihc Well if you think I am a bad player I rather give you the winrates. Thanks for so many answers, still seeking for more.
I have a lot of trouble defending my natural on Typhon Peaks in PvZ, I seek for replays and casts all the time, but even if some really excellent GM players play there, they end up loosing 70%. When they do not loose, they were able to make a timing push where zerg overdroned, but imo its nearly impossible to get the abbilty of the watch towers, I mean, he can easily send 6 zerglings there and pulling 5 back without loosing anything after killing a probe/zealot/stalker. And if you move out fully, he gets a great scout of your army and maybe of your tech if he sneaks in a zergling somehow (always make a zealot to block the entry ofc).
Typhoon Peaks (PvZ: mass 2base low drone ling all-in can really deny expo here) Searing Crater (too many attack paths if u play vs terran / zerg if they break rocks )
I personally vetoed Xel'Naga Caverns because I always get early pooled, proxy raxed or proxy gated. While I'm able to hold it off easily now, I just don't like it, it makes for uninteresting play xd.
I also have Typhon Peaks vetoed because ever since I first played on it I've disliked it ;/, no particular reason tbh.
So far I have backwater from last season and nerazim crypt mainly because I feel it's another map where your third is really hard to defend and even harder for Protoss. I am iffy about searing, everytime I have gone for a fast expand it automatically triggers an all in so I just blindy Prepare and so far have been successful vs all 3 rax and roach ling because of the tight choke makin sentries awesome at your natural. I find it easy to take a third and fourth once my natural is secure so it's kind of a trade off off a hard second but easier third. The other 2 new maps are great to go 1 gate fe or ffe or even nexus first if not close postions
i vetoed all the new maps bar searing crater, my logic is everyone will have searing crater vetoed so i might as well use it on another map, not that i have played many games on the new maps, but they all seem pretty difficult to take a 3rd and i am not a cheesy player (excluding pvp of course )
I think searing is a little better than everyone thinks right now. I agree that it can be bad for protoss. But it has a nutural and a 3rd that are easy to take (sometimes the 3rd is easier than your natural for your 1st base). You cannot really forge expand on it, but I have done a gasless gateway/forge fe vs zerg on it that was kind of cool. FF's are really awesome in the natural if your opponent gets out of position or tries to engage you through a choke, so sentry expand should be pretty good on this map. Thats just how I feel, its not one of the new maps that I would say is Protoss favored, but I don't think it favors any one race yet.
@Skyfish Well, if your enemy does not: 1. pull drones to destroy your probe sneaking through the mineral line to make him loosing mining time if he pulls 2. following your probe with early zerglings, following your probe with a drone
You can make it plant some nice proxy pylons all over the place and a secondary scout around the 5 minute mark (which I love to do), but usually especially on not wide open maps like taldarim altar, the second scout is not possible, and if zerglings secure the xel nagas tower (5-6) your stalker cant poke in to check for some roaches. So I nearly always play with Stargate which gives me a nice scout and denys all his vision, but I often get attacked at around the 6 minute mark, sometimes a few seconds later, and my first void ray is just going to pop-out, so I have only 1 zealot, 2-3 sentrys+2-3 cannons, which is really bad for me, since those roaches do heavy amout of damage to any buildings and can take out cannons quiet easily.
And hallucination, its a great spell, but you need 8 sentrys to be able to use it constantly and still have enough for force fields/guardian shield and 800 gas is really HUGE if you are a non-robo oriantated player, which loves to get fast high templar with storms or dt´s for early harrasment.
Also, you arguement "scout early" (and always) is a obvious arguement, I mean if you do this you know whats up, but e.g. on abyssal caverns (one of my fav. maps) you won´t be able to scout his attack, since the xel naga tower gives you no vision to the movement from him to your natural.