KeSPA SC2 Maps being developed for next Proleague - Page 9
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tuoli9
Finland211 Posts
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Lorch
Germany3666 Posts
Somebody please upload these to the eu/na server when they come out. | ||
Venomsflame
United States613 Posts
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stuchiu
Fiddler's Green42661 Posts
Gaema Gowon: ZvP: Protoss won't get a third. Not even sure if they can get a second. I'd just 14/14 here and never let protoss scout while harassing the second. Then either all-in or fast triple hatch. Protoss should have a really easy time doing a cannon rush. With no sensor tower in mid, zerg counter attacks are three times as strong and protoss will have a lot better time hiding proxies. Don't think there's any good place to put an overlord to scout the natural gas. ZvT: The paths were well for Terran mech the best here. With how spawns work, I'd expect one of the old TvZ pushes where you siege tanks on the low ground and slowly medivac push your way into zergs main. PvP: Tails new build should be good. Blink stalkers are way stronger here as well with high ground above the natural. PvT: Getting to three base toss will be hell here. Too much dead space for medivacs. If Terran is in good position, they have two attack paths to the nat or third. If our of position, they can land factory and toss could be dead. Toss needs to have the main army way out in front where there is only one choke. Has tal'darim symptom for TvT where you pray you're facing the other Terran's main so you can easily harass and kill them. | ||
supernovamaniac
United States3046 Posts
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Utopi
Denmark176 Posts
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Adellund
Denmark92 Posts
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ZerglingTwins
United States850 Posts
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stuchiu
Fiddler's Green42661 Posts
ZvP: This is much more reasonable. Protoss can easily wall off the natural. Depending on the chokes, they could even sneak really fast hidden expos against a zerg. Timing's against a third would be great. But if it goes into the late late game and zerg gets mid control, they auto get 2 easy to defend bases in the center. The entire map is one plane, so creep spread spine crawler will be a problem. I'd really like to know if you can build things on top of the cliffs. If you can, protoss should never lose as I'd just build cannons up there with a warp prism and then do a 10 gate. Maybe i'd land a warp prism on top of the cliff, FF the main and then warp in everything into the main. I'd abuse protoss here as zerg by regular pool, but early drone scout. You can then build a hatch at the choke and mass lings and then go win. Or if I saw an early forge, I'd just hatch at his natural. The nat is too far from the main so I think zerg wuld still be a bit ahead. If they get a queen up and creep tumor down, it would be really far ahead. ZvT: This will be hell for Terran. The creep spread is extremely easy on this map. On the other hand, if you can land medivacs on the cliffs, it'll be hell on zerg. 3 base mech and 3 base pushes would be great here. Similarly, Broodlords may be too strong with the pahts closed off like this. Ultras look really bad on this map. It's impossible for zerg to hide a base. The map formation in terms of expansions is good for Terran scouting and medivac harrassment. PvP: 4 gate all-day everyday. TvT: Should be fine. | ||
silent_owl
Philippines3098 Posts
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[]Phase[]
Belgium927 Posts
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Vasoline73
United States7751 Posts
Wonder how that map would play out in SC2... | ||
a176
Canada6688 Posts
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Kasaraki
Denmark7115 Posts
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Qikz
United Kingdom12022 Posts
Really looking forward to this. The stale, boring metagame has made me fed up of SC2 recently and I'm watching it a hell of a lot less than I used to. | ||
BoggieMan
520 Posts
I would much better like it if they just made completely new maps. | ||
iLoveKT
Philippines3615 Posts
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Antithesis
Germany1082 Posts
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mango_destroyer
Canada3914 Posts
On November 16 2012 07:52 PhoenixLight wrote: There's alot of xel'nagas missing from these maps. I think that's really a first for sc2 maps right...? I'm really interested to see if and how game play might evolve without the towers... wow no xel nagas is gonna be really cool. I am glad they are taking the initiative to push things forward and keep things from being stale. Being on a team(or having buddies) is more important than ever for these players since these aren`t on ladder. | ||
zerious
Canada3803 Posts
On November 16 2012 08:16 BoggieMan wrote: BW maps haven't been good in sc2 so far, so i don't really think its a good idea. I would much better like it if they just made completely new maps. only the first 4 are remakes | ||
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