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Active: 988 users

Is rocks on 3rd just bad map design? - Page 9

Forum Index > SC2 General
Post a Reply
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zul
Profile Blog Joined February 2010
Germany5427 Posts
January 01 2012 15:18 GMT
#161
it`s bad for zergs and reminds me of creeps in WC3. "clean up before expanding" does not fit into the sc-universe.
keep it deep! @zulison
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 01 2012 15:21 GMT
#162
First of all the suggestion that 3 hatch before pool was common in BW thus can be expected in SC2 is incredibly stupid. In sc2 there is something called the queen which provides more larvae then a hatch thus, ie. three hatch before pool will NEVER be a viable strategy.
Quick third hatch can still be good though and rocks do hurt zerg more then other races. Rocks shouldn't have armor imo and should have a little less hitpoints, this way lings can kill rocks a bit easier. I think rocks now are always 2000hp with 1 armor which is just too sturdy for many maps, small rocks like 750hp no armor could be good imo especially for some golds.
Gold itself tends to need rocks to be fair to avoid zerg being able to expand first to them. The rocks itself don't need to have so many hitpoints though, just a slight hurdle so you can't kill them superquick should be enough imo.
Purind
Profile Blog Joined April 2004
Canada3562 Posts
January 01 2012 15:34 GMT
#163
I've seen a few people say that rocks didn't block expansions in BW. Remember Arkanoid?

http://wiki.teamliquid.net/starcraft/index.php?title=File:Arkanoid.jpg&filetimestamp=20110627164356

Cocoons blocking all but 4 bases (and those 4 bases happen to be your spawn locations). Double rows of destructible buildings. Destructible buildings blocking every single possible path. Dustin Browder would looooove this map. In fact I'm shocked this isn't in the SC2 ladder pool. Only thing that would make it better is a gold expo in the middle of the map (you guessed it, blocked by destructible rocks)
Trucy Wright is hot
CluEleSs_UK
Profile Blog Joined August 2010
United Kingdom583 Posts
January 01 2012 15:36 GMT
#164
Zerg winrates/playstyles are still fine with rocks in the game, so why change something that isn't broken would be my opinion?
"If it turns out he is leaving the ESL to focus on cooking crystal meth I'll agree that it is somewhat disgraceful, but I'll hold off judgement until then."
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
January 01 2012 15:37 GMT
#165
Personally i think it depends a lot on the map. If we take TDA fx. I think it's pretty zerg favoured(cross spawns is just icing on the cake), so rocks at the 3rd just makes it a bit fairer towards the other 2 races. XNC... well I wouldn't really find anything wrong with no rocks between the nat and the 3rd, since it's not really a good map for zerg, but without rocks at the gold i think it'd be a bit to easy for zerg against fx ZvP FFE.

So yeah... depends a lot on the map and the 3rd. They shouldn't really need to block the 3rd, but blocking it can be used to limit the early game of the zerg on maps where terran/toss don't really have much chance of being aggressive.
drgonzhere
Profile Joined November 2010
United States447 Posts
January 01 2012 15:43 GMT
#166
Yeahh it really sucks for zerg, your third either has to be really vulnerable or later than desired. I think rocks at 4ths or 5ths would be better. Also, considering that 3 hatch play is the best option against a forge expanding protoss, it seems like bad map design to block the third on maps where that is an option.
Dictator for Life of the PuMa Fanclub/ DRG, PuMA, Sage, Puzzle, MMA Fighting!
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 01 2012 15:44 GMT
#167
On January 01 2012 17:10 Let it Raine wrote:
Show nested quote +
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

Ok, ill go try and hatch before pool and proceed to get cannon rushed
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
The Final Boss
Profile Joined February 2011
United States1839 Posts
January 01 2012 15:47 GMT
#168
Less rocks. More minerals. Having a stack of ~50 Minerals blocking paths makes maps a lot more interesting in my opinion than just having 2000 HP 3 armor rocks. Also neutral creep tumors are a really cool idea, I think. I wouldn't mind seeing more doodads like that. I think that there are a lot of really interesting ideas that map makers can use that haven't been used much in the mainstream maps.
Termit
Profile Joined December 2010
Sweden3466 Posts
January 01 2012 16:00 GMT
#169
Yes I find rocks horrible in all kind of forms but it's something that won't go anywhere as long as Blizzard is in charge or map pools. Rocks are like so many other wrong things in this game, but since they are something Blizzard came up with for sc2 they will protect it like it's their little baby. I mean, just look at the huge backslash from the community when it comes to rocks but still on Blizzcon they announced some new kind of rocks mechanic for HotS... -.-

( ̄。 ̄)~zzz ◕ ◡ ◕
scruffeh
Profile Joined November 2010
England196 Posts
January 01 2012 16:08 GMT
#170
On January 01 2012 15:37 CecilSunkure wrote:
I think rocks are just fuckin annoying. If something in a map is legitimately annoying me as a player, the design has failed at least for me.

Gold minerals are kinda okay, would be more fine if there were rich vespene as well (protoss player) as what the hell am I ganna do with a shitload of Zealots? Drop my army's pop efficiency, that's what.


Use the money to build extra gateways to reinforce quickly when you lose your maxed army?
Big J
Profile Joined March 2011
Austria16289 Posts
January 01 2012 16:13 GMT
#171
completly mapdependend... its not like every map just gets designed and then the maker adds rocks... the rocks are part of the plan to balance the map
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 01 2012 16:18 GMT
#172
--- Nuked ---
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
January 01 2012 16:20 GMT
#173
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?


Based on not only this post but others as well, I'd say "Yes, sir. You are a biased Zerg."
mastergriggy
Profile Blog Joined May 2010
United States1312 Posts
January 01 2012 16:38 GMT
#174
On January 01 2012 15:32 Mrvoodoochild1 wrote:
Are* rocks not is rocks.



On January 01 2012 15:32 Mrvoodoochild1 wrote:Yes, you are a bias zerg.


Maybe grammar isn't your speciality.

On the topic of rocks, I think Blizzard intended them originally for one thing, but now just uses them in place of good map design. I don't think they are biased towards one race or another (zerg will have units out to destroy the rocks, not to mention there are two base strategies for Zerg as well). Finally, I think it would be much more interesting if there were some maps that didn't have rocks at all.
Write your own song!
typedef struct
Profile Joined January 2011
United States84 Posts
January 01 2012 16:38 GMT
#175
Rocks make maps more dynamic. An easy to defend location can become a more difficult one. A long attack route can become a short one. They allow for easier to defend 3rd base locations without favoring Zerg too much. Macro play can be stronger, as well as counterattacking.

The game would be fine without them, but they don't hurt it.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
January 01 2012 16:42 GMT
#176
On January 02 2012 00:44 Lebzetu wrote:
Show nested quote +
On January 01 2012 17:10 Let it Raine wrote:
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

Ok, ill go try and hatch before pool and proceed to get cannon rushed

.....what?

I'm pretty sure Hatch before Pool is like the most common Zerg opener there is?
"Two hatch before pool" a.k.a. Hatch First?

I mean, I'm having such a hard time wrapping my head around your comments simply because they're so wrong I can't even begin to take you seriously.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
brain_
Profile Joined June 2010
United States812 Posts
January 01 2012 16:45 GMT
#177
I am fine with rocks making the path to the third longer until they are destroyed. Rocks sitting right on top of the third are dumb, though.
BlitzerSC
Profile Joined May 2011
Italy8800 Posts
January 01 2012 16:48 GMT
#178
On January 02 2012 01:42 VirgilSC2 wrote:
Show nested quote +
On January 02 2012 00:44 Lebzetu wrote:
On January 01 2012 17:10 Let it Raine wrote:
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

Ok, ill go try and hatch before pool and proceed to get cannon rushed

.....what?

I'm pretty sure Hatch before Pool is like the most common Zerg opener there is?
"Two hatch before pool" a.k.a. Hatch First?

I mean, I'm having such a hard time wrapping my head around your comments simply because they're so wrong I can't even begin to take you seriously.


AFAIK hatch before pool is common in TvZ but not in PvZ.
Durp
Profile Blog Joined September 2010
Canada3117 Posts
January 01 2012 17:10 GMT
#179
On January 02 2012 01:48 BlitzerSC wrote:
Show nested quote +
On January 02 2012 01:42 VirgilSC2 wrote:
On January 02 2012 00:44 Lebzetu wrote:
On January 01 2012 17:10 Let it Raine wrote:
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

Ok, ill go try and hatch before pool and proceed to get cannon rushed

.....what?

I'm pretty sure Hatch before Pool is like the most common Zerg opener there is?
"Two hatch before pool" a.k.a. Hatch First?

I mean, I'm having such a hard time wrapping my head around your comments simply because they're so wrong I can't even begin to take you seriously.


AFAIK hatch before pool is common in TvZ but not in PvZ.

Hatch before pool in ZvP leaves you pretty open to cannon denying your expo, as pylons can block off the position behind your natural, and a cannon can be used to deny the hatch.

Forcing a zerg to cancel the natural is worth the pylon investment (you cancel the cannons as soon as hatch is canceled)

I'm not a fan of destructible rocks. In theory they're neat, but when so few units can cause so much damage early in games, having to send my DPS units out (protoss here) from behind walls is scary, since I'm not risking sending my sentries with them.

I really only see rocks having a purpose to block gold bases, which is a location that does not need to be easily accessible.
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
Nakas
Profile Joined May 2010
United States148 Posts
January 01 2012 17:15 GMT
#180
How about adding a ladder map to the pool where it rains for the first 12 minutes, preventing units from becoming invisible? Just like current maps eliminate fast 3-base zerg, there could be maps that eliminate the possibility of fast DT and banshee openings!

On second thought, maybe making maps that eliminate balanced build options for specific races would be as lame as hell.
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