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Is rocks on 3rd just bad map design? - Page 4

Forum Index > SC2 General
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matiK23
Profile Joined May 2011
United States963 Posts
January 01 2012 07:53 GMT
#61
Haha zergs are mad because they can't get easy wins. Zerg tears taste great!

User was temp banned for this post.
Without a paddle up shit creek.
Elean
Profile Joined October 2010
689 Posts
Last Edited: 2012-01-01 07:54:44
January 01 2012 07:53 GMT
#62
I don't think you can generalize and say it's bad.

It's something map editor can use to get a map less zerg favored. Of course, they don't have to put a rock with 5000hp and 3 armor.

But honestly, the game is currently evolving fast enough with the balance changes, there is really no need to experiment with rocks. Maybe in 2 or 3 years, it will be interesting.
mapleleafs791
Profile Joined September 2010
United States225 Posts
Last Edited: 2012-01-01 07:56:17
January 01 2012 07:54 GMT
#63
On January 01 2012 16:48 Fyrewolf wrote:
Show nested quote +
On January 01 2012 16:30 Nate.F wrote:
On January 01 2012 16:04 Fyrewolf wrote:
You are just a biased zerg, though as Antisocialmunky pointed out, rocks may be done a little too often. However, there should be a variety of maps, with both rocks and no rocks on them. Different maps are an extremely important part of the game and helps drive multiple diverse strategies. If there was only maps without rocks (or only maps with), that would be far worse for the game balance.

Rocks only make an expansion slightly more difficult to take(or rather, take a little more planning to take, it's really not harder if you start early), while not making it more difficult to hold. Map variety is an absolutely essential part of the game.

so by your logic due to need for map variance you should disadvantage a race, no matter how slightly?


I shouldn't dignify this with a response, since you are obviously so convinced rocks are "bad" that nothing will change your mind and you likely have little to add to this anymore, but I will anyway. I don't believe rocks at the third disadvantage any race over another. If you want a third there, start knocking them down earlier. Or take a different third, and actually try using strategy, like using mutalisks for map control and working the angles for counterattacks to keep him from really being able to do much about it. Rocks at the third only disadvantage certain build orders/strategies, not any race. And you should have to factor in the map into your strategy.


So a zerg opens 14/14 so they dont get blocked. or a zerg opens hatch first in zvt and the terran responts with a 1 rax expo. seeing as 2 base toss or terran is much better outside of the zerg hitting an all in timing what is the response? take my 3rd but oh wait rocks are on it.

Eco vs Eco openers with rocks on 3rds are complete bullshit especially with how much worse zerg units are at breaking down rocks. When i offrace rocks piss me off but no where near as much since i have a linear worker production rate in addition to units that can kill rocks much faster. Look at shattered temple, vs a Nexus first or 1 rax expand wtf is the safe late game option? all inning your opponent that's the safe option.

+ Show Spoiler +
Do gsl maps have rocks everywhere blocking expansions? nope but they dont cater to casual play
Spor.534 Master Zerg NA
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
January 01 2012 07:56 GMT
#64
On January 01 2012 16:15 firehand101 wrote:
Ill let everyone else argue about rocks and stuff, but i must point out that there is no way you could double expand before pool on this game. The games are too different and agression is much more effective in SC2, so do not expect that to become standard at all.


watch the TLO vs WhiteRa games LOL.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Falling
Profile Blog Joined June 2009
Canada11512 Posts
Last Edited: 2012-01-01 08:03:44
January 01 2012 07:57 GMT
#65
Rocks are dumb.
Or at least the way Blizzard uses them. I think they saw how temples were used in pro BW maps and got super excited about creating specifically designed destructible rocks and just used them everywhere. But really failed to understand how and why destructible buildings were actually used by BW map makers.


There were actually very few destructible buildings in BW and they NEVER blocked expansions. I don't know the full history of map making, but it seems to me that it was only later on that map-makers got creative with the destructible buildings although they usually gravitate towards standard style maps.

The closest you got was those little minerals on Python which simply prevented Terran from fast expanding by floating to the island. You transport one worker in and they pick up the 8 minerals and the expansion is free to expand. Easy- but you needed drop technology so it balanced it for all the races.


The coolest use of destructible buildings was Neo-Medusa where the buildings blocked a backdoor entrance to the base. It's the sort of thing Blizzard tried in their Beta maps. Anyone remember Blistering Sands with that stupid backdoor entrance? Yeah. Unsurprisingly we don't have those sorts of maps anymore. But it was a failed understanding on why Neo-Medusa actually worked. First. Stacked temples. 10 of them I think. So that meant you had to destroy 10 individually, basically blocking it in the early to early mid-game. However, splash would damage all of them. So once you teched to lurkers, archons, or siege tanks it was possible to siege them down. However, that also gave time for the defender to defend. In addition, it was a long, winding path along a ridge to get to the down ramp and into the main base. Combined with buggy ai, it was difficult to push through that lane, and the defender could still block them off multiple times. However, it was very worth getting up there as you could siege/ storm/ lurker? their mineral line. But it wasn't game over once you busted the stacked temples.

Neo-Medusa
Apparently PvT was imba, but to this day, I think it's such a cool concept. (I also play P and Bisu did really well on this map so....)

There were a couple uses of buildings. Troy I think had a weird gate system because refineries blocked more than geyesers, so the early game would let certain units in, but if they were destroyed, you could get other units in? I never played Troy, but it somehow worked as gates.

Basically, there were tricky ways that map makers found to make the map more interesting and give different areas to fight over. NONE of them involved blocking off expansions for the sake of blocking off expansions because... expanding past 2 base is bad??? It's just boring, frustrating and a waste of time and I can't wait until they are eradicating and never come back.

tldr
Rocks at 3rd bases are dumb.
ModeratorDavid Duke, Richard Spencer, Nick Fuentes, Daily Stormer... "Some very fine people on both sides"
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
January 01 2012 07:57 GMT
#66
On January 01 2012 16:54 mapleleafs791 wrote:
Show nested quote +
On January 01 2012 16:48 Fyrewolf wrote:
On January 01 2012 16:30 Nate.F wrote:
On January 01 2012 16:04 Fyrewolf wrote:
You are just a biased zerg, though as Antisocialmunky pointed out, rocks may be done a little too often. However, there should be a variety of maps, with both rocks and no rocks on them. Different maps are an extremely important part of the game and helps drive multiple diverse strategies. If there was only maps without rocks (or only maps with), that would be far worse for the game balance.

Rocks only make an expansion slightly more difficult to take(or rather, take a little more planning to take, it's really not harder if you start early), while not making it more difficult to hold. Map variety is an absolutely essential part of the game.

so by your logic due to need for map variance you should disadvantage a race, no matter how slightly?


I shouldn't dignify this with a response, since you are obviously so convinced rocks are "bad" that nothing will change your mind and you likely have little to add to this anymore, but I will anyway. I don't believe rocks at the third disadvantage any race over another. If you want a third there, start knocking them down earlier. Or take a different third, and actually try using strategy, like using mutalisks for map control and working the angles for counterattacks to keep him from really being able to do much about it. Rocks at the third only disadvantage certain build orders/strategies, not any race. And you should have to factor in the map into your strategy.


So a zerg opens 14/14 so they dont get blocked. or a zerg opens hatch first in zvt and the terran responts with a 1 rax expo. seeing as 2 base toss or terran is much better outside of the zerg hitting an all in timing what is the response? take my 3rd but oh wait rocks are on it.

Eco vs Eco openers with rocks on 3rds are complete bullshit especially with how much worse zerg units are at breaking down rocks. When i offrace rocks piss me off but no where near as much since i have a linear worker production rate in addition to units that can kill rocks much faster. Look at shattered temple, vs a Nexus first or 1 rax expand wtf is the safe late game option? all inning your opponent that's the safe option.

+ Show Spoiler +
Do gsl maps have rocks everywhere blocking expansions? nope but they dont cater to casual play


It's funny you say that. I never realized before now that I all-in drastically more because of rocks at my 3rd. Wow, I never put that together. haha
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
BrosephBrostar
Profile Blog Joined December 2009
United States445 Posts
January 01 2012 07:58 GMT
#67
SC2 maps are pretty lame in general considering how much you can potentially do with the map editor. The proleague maps for this season use "rocks" way more creatively than any sc2 map I've seen.
soultwister
Profile Joined January 2010
Poland80 Posts
January 01 2012 08:02 GMT
#68
this looks like just a feature creep, concept not thought out at all, they're unnecessary and don't add anything to the game

rocks blocking a ramp are fine, same goes for blocking your back door, it adds a dynamic to the map, but flat out blocking an expansion, it's just a chore to clean it up, not a strategical decision

but talking about the need to get a fast third in SC2? not on these maps, the maps in the current pool are so tiny, if blizzard had ported Heartbreak Ridge or Matchpoint to this game and then blocked the third with some rocks, then yes, that'd be a major issue, taking a third on the current 4v4 maps is like taking a third on Destination or Bluestorm, you need an army to defend it
don't tell your plans to anybody, they won't know you've lost @ soultwister Zerg newb
shadymmj
Profile Joined June 2010
1906 Posts
January 01 2012 08:04 GMT
#69
On January 01 2012 16:54 mapleleafs791 wrote:
Show nested quote +
On January 01 2012 16:48 Fyrewolf wrote:
On January 01 2012 16:30 Nate.F wrote:
On January 01 2012 16:04 Fyrewolf wrote:
You are just a biased zerg, though as Antisocialmunky pointed out, rocks may be done a little too often. However, there should be a variety of maps, with both rocks and no rocks on them. Different maps are an extremely important part of the game and helps drive multiple diverse strategies. If there was only maps without rocks (or only maps with), that would be far worse for the game balance.

Rocks only make an expansion slightly more difficult to take(or rather, take a little more planning to take, it's really not harder if you start early), while not making it more difficult to hold. Map variety is an absolutely essential part of the game.

so by your logic due to need for map variance you should disadvantage a race, no matter how slightly?


I shouldn't dignify this with a response, since you are obviously so convinced rocks are "bad" that nothing will change your mind and you likely have little to add to this anymore, but I will anyway. I don't believe rocks at the third disadvantage any race over another. If you want a third there, start knocking them down earlier. Or take a different third, and actually try using strategy, like using mutalisks for map control and working the angles for counterattacks to keep him from really being able to do much about it. Rocks at the third only disadvantage certain build orders/strategies, not any race. And you should have to factor in the map into your strategy.


So a zerg opens 14/14 so they dont get blocked. or a zerg opens hatch first in zvt and the terran responts with a 1 rax expo. seeing as 2 base toss or terran is much better outside of the zerg hitting an all in timing what is the response? take my 3rd but oh wait rocks are on it.

Eco vs Eco openers with rocks on 3rds are complete bullshit especially with how much worse zerg units are at breaking down rocks. When i offrace rocks piss me off but no where near as much since i have a linear worker production rate in addition to units that can kill rocks much faster. Look at shattered temple, vs a Nexus first or 1 rax expand wtf is the safe late game option? all inning your opponent that's the safe option.

+ Show Spoiler +
Do gsl maps have rocks everywhere blocking expansions? nope but they dont cater to casual play


it's only a problem when you can't get a full surround on the rocks. else, i find lings take it down just fine.
so you have to make a small army before taking your third, boo hoo.

maybe i should start complaining that toss has to make cannons to secure their expo. boo hoo.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
Narcind
Profile Blog Joined May 2010
Sweden2489 Posts
January 01 2012 08:05 GMT
#70
People are making it out as if rocks at the third makes a MASSIVE difference, and I don't think they do. If you want to take a very fast third as zerg, you can just put the hatch next to the rocks, and then make another hatch in a proper position once the rocks have been killed, since most zergs tend to have a macro hatch when they're on 3 bases anyway.

I do think that rocks at the third is bad for the game however, metalopolis is possibly one of the best, if not the best maps in the game and part of the reason for that is that there's no rocks. Later versions have rocks at the gold, but that doesn't really affect standard play very much, as it's probably going to be your 4th or even 5th base, and at that point you shouldn't have a very hard time killing the rocks anyway.
Fyrewolf
Profile Joined January 2010
United States1533 Posts
January 01 2012 08:07 GMT
#71
On January 01 2012 16:54 mapleleafs791 wrote:
Show nested quote +
On January 01 2012 16:48 Fyrewolf wrote:
On January 01 2012 16:30 Nate.F wrote:
On January 01 2012 16:04 Fyrewolf wrote:
You are just a biased zerg, though as Antisocialmunky pointed out, rocks may be done a little too often. However, there should be a variety of maps, with both rocks and no rocks on them. Different maps are an extremely important part of the game and helps drive multiple diverse strategies. If there was only maps without rocks (or only maps with), that would be far worse for the game balance.

Rocks only make an expansion slightly more difficult to take(or rather, take a little more planning to take, it's really not harder if you start early), while not making it more difficult to hold. Map variety is an absolutely essential part of the game.

so by your logic due to need for map variance you should disadvantage a race, no matter how slightly?


I shouldn't dignify this with a response, since you are obviously so convinced rocks are "bad" that nothing will change your mind and you likely have little to add to this anymore, but I will anyway. I don't believe rocks at the third disadvantage any race over another. If you want a third there, start knocking them down earlier. Or take a different third, and actually try using strategy, like using mutalisks for map control and working the angles for counterattacks to keep him from really being able to do much about it. Rocks at the third only disadvantage certain build orders/strategies, not any race. And you should have to factor in the map into your strategy.


So a zerg opens 14/14 so they dont get blocked. or a zerg opens hatch first in zvt and the terran responts with a 1 rax expo. seeing as 2 base toss or terran is much better outside of the zerg hitting an all in timing what is the response? take my 3rd but oh wait rocks are on it.

Eco vs Eco openers with rocks on 3rds are complete bullshit especially with how much worse zerg units are at breaking down rocks. When i offrace rocks piss me off but no where near as much since i have a linear worker production rate in addition to units that can kill rocks much faster. Look at shattered temple, vs a Nexus first or 1 rax expand wtf is the safe late game option? all inning your opponent that's the safe option.

+ Show Spoiler +
Do gsl maps have rocks everywhere blocking expansions? nope but they dont cater to casual play


If you are just going to whine that you find the rocks annoying while obviously not reading the post or actually thinking of a way to deal with there being rocks at the third (instead of whining), then I really am not going to dignify that with a response.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Kluey
Profile Joined April 2011
Canada1197 Posts
January 01 2012 08:08 GMT
#72
We need mineral-only expansions or rich geysers so different strategies are used on different maps. Rocks are absolutely nullified when you make a macro hatch.
aksfjh
Profile Joined November 2010
United States4853 Posts
January 01 2012 08:08 GMT
#73
On January 01 2012 16:50 Stropheum wrote:
Show nested quote +
On January 01 2012 15:45 Fred Flintstone wrote:
On January 01 2012 15:25 Jermstuddog wrote:
I think it would be considered fair to say that rocks blocking bases is considered anti-zerg and pro-terran. If I am overstepping on my assumption here, let me know.

As the game evolves, double expand openers are becoming more and more common for zerg, and many maps put zerg in a horrible position simply due to there being rocks.

For those who don't now, 3 hatch before pool was a common opener in BW, so it's not unrealistic to expect the same in SC2.

Is rocks on 3rd bad for SC2 in general? or am i just a biased zerg?


you're just a biased zerg. SC2 is not BW and rocks are there for a reason. if there are no rocks blocking the third, zerg can way outmacro terran or protoss (mainly protoss) because of the larva inject mechanic.

Wow buddy. Get more posts under your belt before belting out genius like that on the forums. People might not take you as seriously as you deserve!

Same could go for you! =P As long as he's not some 10 post troll, you should at least give his point credit.

I think rocks at the 3rd can play a very important and balancing role in the matchups. Zerg has very powerful options in 2 base timings and a rock-blocked later 3rd. As long as the aspect isn't abused (in the same way) every map, it brings variety to the matchups without breaking the game. If you honestly think that a rock at the 3rd for a Zerg forces a loss at any level/situation, then you need to just play another race or game.
Let it Raine
Profile Joined August 2010
Canada1245 Posts
January 01 2012 08:10 GMT
#74
On January 01 2012 15:29 Lebzetu wrote:
The only map where this is a problem is Taldarim Altar.
And there will never be such thing as even two hatch before pool because of the way buildings work in SC2. No matter what, every building when next to another is ling-tight, so it allows for easy ramp-blocking.


i two hatch before pool

what is this post
Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
naggerNZ
Profile Joined December 2010
New Zealand708 Posts
January 01 2012 08:11 GMT
#75
All putting rocks on third do is limit play. Terran and Protoss can take advantage of a fast third just as well as Zerg can.
seansye
Profile Joined November 2010
United States1722 Posts
January 01 2012 08:12 GMT
#76
On January 01 2012 15:28 mastergriggy wrote:
I think the better question is are rocks really needed in starcraft 2 at all?


Only for gold expansions. Although imo gold expansion is bad for SC2 also.
I will master Speshul Taktics.!
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
January 01 2012 08:13 GMT
#77
Rocks suck. If only they had lower hit points. Then they wouldn't be such a big deal.
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
aksfjh
Profile Joined November 2010
United States4853 Posts
January 01 2012 08:16 GMT
#78
On January 01 2012 17:11 naggerNZ wrote:
All putting rocks on third do is limit play. Terran and Protoss can take advantage of a fast third just as well as Zerg can.

Is that really the position you want to take? You want to suggest that a fast 3rd can't be punished by a Zerg who goes for a fast 3rd? You do realize that Zerg ends up with 100 extra minerals at the end of the process, and about 10x the army producing capability right off the bat. You could probably ling all-in after the 3rd hatch is done and straight up win the game with the mobility and map control afforded by late production from T/P. There is a reason why Nexus/CC first isn't a common strat against Zerg, nor is a 3rd expo before serious production.
Sethronu
Profile Blog Joined June 2010
United Kingdom450 Posts
Last Edited: 2012-01-01 08:23:56
January 01 2012 08:22 GMT
#79
Rocks are indeed dumb, but the ridiculous whine about poor Zergs being unable to take a fast third and absolutely needing it both in ZvT and especially in ZvP is even more dumb. XvZ on Tal'darim with no rocks on third would be limited to all-in timings because you can't seriously expect to win a straight up macro game against a Zerg who has a free third right off the bat.

edit: just look up any of the GSL vZ games on Terminus, with Zergs maxing out at like 12 minutes; THAT is a lot worse than stupid rocks are.
mapleleafs791
Profile Joined September 2010
United States225 Posts
Last Edited: 2012-01-01 08:45:18
January 01 2012 08:31 GMT
#80
On January 01 2012 17:07 Fyrewolf wrote:
Show nested quote +
On January 01 2012 16:54 mapleleafs791 wrote:
On January 01 2012 16:48 Fyrewolf wrote:
On January 01 2012 16:30 Nate.F wrote:
On January 01 2012 16:04 Fyrewolf wrote:
You are just a biased zerg, though as Antisocialmunky pointed out, rocks may be done a little too often. However, there should be a variety of maps, with both rocks and no rocks on them. Different maps are an extremely important part of the game and helps drive multiple diverse strategies. If there was only maps without rocks (or only maps with), that would be far worse for the game balance.

Rocks only make an expansion slightly more difficult to take(or rather, take a little more planning to take, it's really not harder if you start early), while not making it more difficult to hold. Map variety is an absolutely essential part of the game.

so by your logic due to need for map variance you should disadvantage a race, no matter how slightly?


I shouldn't dignify this with a response, since you are obviously so convinced rocks are "bad" that nothing will change your mind and you likely have little to add to this anymore, but I will anyway. I don't believe rocks at the third disadvantage any race over another. If you want a third there, start knocking them down earlier. Or take a different third, and actually try using strategy, like using mutalisks for map control and working the angles for counterattacks to keep him from really being able to do much about it. Rocks at the third only disadvantage certain build orders/strategies, not any race. And you should have to factor in the map into your strategy.


So a zerg opens 14/14 so they dont get blocked. or a zerg opens hatch first in zvt and the terran responts with a 1 rax expo. seeing as 2 base toss or terran is much better outside of the zerg hitting an all in timing what is the response? take my 3rd but oh wait rocks are on it.

Eco vs Eco openers with rocks on 3rds are complete bullshit especially with how much worse zerg units are at breaking down rocks. When i offrace rocks piss me off but no where near as much since i have a linear worker production rate in addition to units that can kill rocks much faster. Look at shattered temple, vs a Nexus first or 1 rax expand wtf is the safe late game option? all inning your opponent that's the safe option.

+ Show Spoiler +
Do gsl maps have rocks everywhere blocking expansions? nope but they dont cater to casual play


If you are just going to whine that you find the rocks annoying while obviously not reading the post or actually thinking of a way to deal with there being rocks at the third (instead of whining), then I really am not going to dignify that with a response.


i am not whining, i am stating a point. When i play zerg and rocks exist my only option is cutting econ to kill the rocks. no problem if my opponent opens with an aggressive build but what if he opens eco? he doesnt have to cut shit as non zerg races have linear worker production. When i offrace my opinion on rocks completely changes. When i play terran i dont care as i can just in base CC kill the rocks and lift over. NO OTHER RACE can do this.

any please dont say "im not gonna dignify it with a response" when you respond... doesnt make you "cool"

Situations are
Opponent opens agressive -> i open agressive. I have a standing army so i can kill the rocks
Opponent opens eco -> i have the option to all in or play from behind due to having to make a bunch of
WORTHLESS lings i had to make to kill the rocks unless i plan to all in

let me quote you

" I don't believe rocks at the third disadvantage any race over another. If you want a third there, start knocking them down earlier"

so a terran builds an in base CC early and uses the army they will have due to linear production to kill the rocks and lifts their expansion. Zergs cannot do this... Protoss cannot do this that is a clear disadvantage.

Whenever i offrace i LOVE it when i have maps vs zerg with a 3rd that has rocks because i can just 1 rax expand and laugh as the zerg has to play 2 base vs 2 base. If they take an early 3rd and i use a timing attack its even more fucked than usual as that couldn't play economical and had to make useless lings.

If a protoss goes Nex first and a zerg has no 3rd the WILL end up even in bases and workers which is a loosing battle unless you plan to all in.

+ Show Spoiler +
Maybe try offracing. I LOOOOVE rocks when i play as a terran vs any race as i can lift my CC. I HATE rocks as a protoss vs terran but LOVE them as a protoss vs zerg. Why? because my opponents gets fucked over purely because of the map. ICCcup testbug had it better at least if your going to have rocks, dont favor a certain race when expanding


I do have a response to rocks and it is
A. you better than them so just out macro them or
B. All in them because its not looking good. why do you think leenock all-ined naniwa so much on that map pool.

I just think its silly that when i offrace i can play macro or early game timing regardless of rocks but when i play zerg its pretty much "play from behind or all in them".

I do take 3rd's somewhere else and competent opponents make its almost impossible to defend. Its fine when i ladder due to the variation in skill but why do you think the gsl doesnt have rocks all over the place? hnmm?

Yes my opinion seems zerg biased but even when i offrace rocks piss me off unless i am playing a zerg then i love them, unless i am playing pvt, then i hate them (as well as golds, which i love golds vs FFE protoss as zerg but i undestand why protoss players think this is bullshit and i also think they should be removed)

Once again look at gsl maps. There is a reason that they are made that way

TLDR: i have a solution, on maps with rocks on 3rds and i dont just wine, if my opponent opens economical to play a late game i will all in them EVERY time because im not going to play from behind due to a map feature, Similarly if im offracing and i get a map with rocks, you better believe im gonna open nex first/1 rax expand because good luck taking a 3rd. This is poor map design. Rocks shouldn't cover building expansions what so ever. ICCup Testtbugs rocks are the "fairest" version of rocks and blizz doesnt use them
Spor.534 Master Zerg NA
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