1v1 Season 4 map pool did change ! - Page 42
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Champi
1422 Posts
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theMiNUS
United States333 Posts
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JiYan
United States3668 Posts
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Supdude
244 Posts
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boon2537
United States905 Posts
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Zealot Lord
Hong Kong744 Posts
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Atrain1982
United States23 Posts
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QueueQueue
Canada1000 Posts
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Teim
Australia373 Posts
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GettinMyFill
Australia37 Posts
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LetoAtreides82
United States1188 Posts
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Risen
United States7927 Posts
On October 25 2011 22:22 ArhK wrote: Please can someone tell us if Meta has still stupid close position ? Judging from the OP saying there are no close spawns on meta. No | ||
TheUnderking
Canada202 Posts
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TheAmazombie
United States3714 Posts
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luuk
Austria386 Posts
On October 26 2011 10:03 GettinMyFill wrote: Holy shit, I can finally veto Xel Naga Caverns! so true | ||
Unnamed Player
Australia89 Posts
Really glad to see Blizz listen to the community and who knows season 5 might have some of the GSL maps as well. Can't wait to get back on Metalopolis. | ||
critique
United States135 Posts
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Misanthrope
United States924 Posts
On October 26 2011 08:08 Chewbacca. wrote: I think zerg enjoyed Typhon the least given all the small chokes and that path between vertical positions. I love Blizzard so much for this. I was extremely excited before I even knew that close positions were disabled as they removed my previous 3 vetos, but now that I know close spawns was removed. <3 Blizzard!!!!!!! I enjoyed the fast and easy third. Once you get past the open nat it's fine. Terrans going mech pushing through the rock-protected hallway was difficult to deal with, but that was the only playstyle I had much trouble against on that map. Muta counters vs Protoss made me squeal with joy. | ||
Yoshi Kirishima
United States10292 Posts
On October 26 2011 09:23 darkness wrote: (Wiki2)Abyssal Caverns (non-tournament) (Wiki2)Antiga Shipyard (Wiki2)Nerazim Crypt (non-tournament) Don't those need close position disabled as well? Well, the rush distance on those are still relatively close, but I think it's fine since the rush distances are actually much longer than Metal/Shattered, especially Antiga. Abyssal has that low ground to help defender vs a rush attack on close positions (stand on top of the ramp, instead of at your natural, he will have to break the rocks instead). Nerazim is a bit close but the natural entrance is a bit closed off (though the nat area isn't that open as a zerg might like it). But one benefit Zergs have on this map regarding rushes/all-ins is that the mains are very small/narrow, making it very easy to scout what buildings he has. So you might still die to an scv all-in, but at least you should know what he's doing at the 7-9 minute mark (or whenever you scout/sacrifice an ovie or make a overseer or whatever). Antiga's close spawn rush distance is much farther than on any other 4 player blizzard map. | ||
theBlues
El Salvador638 Posts
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