• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:08
CEST 20:08
KST 03:08
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: Within Reach0[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Bot on ladder an AI researcher's take on the ladder bot [ASL22] Ro8 Preview: Within Reach StarCraft Human 'N' AI League BW General Discussion
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1 [IPSL] IPSL is Back With Winter 26-27!
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Total Annihilation Zero Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12835 users

New maps for 2013 Ladder Season 4. - Page 19

Forum Index > SC2 General
364 CommentsPost a Reply
Prev 1 17 18 19 All
Eurekastreet
Profile Joined November 2010
1308 Posts
June 26 2013 08:06 GMT
#361
On June 26 2013 07:05 FCReverie wrote:
Show nested quote +
On June 24 2013 05:17 Eurekastreet wrote:
1. First time I complain about a map but as a casual platinum toss, first impression is that Khoral Island is just bullshit. As a protoss, last couple of seasons' maps have been hard enough to wall against zergs (the race I struggle most against) because of the ramps getting bigger and bigger but with that double opening/ramp access to the natural, it just makes things harder. It's amazing that we got the prism acceleration buff, that sure did help me vs the fast pool followed by a 2 base roach ling I just experienced, when I wasn't even done walling the second entrance to my natural.

2. I don't veto maps ever because I (foolishly ?) believe they're all balanced and I'm supposed to learn to play all of them in a different way but jeez, it's hard enough to be a protoss lately, do we really need this kind of shit map to make it even harder ? By the the time I see how koreans do it and manage to try and reproduce it, we'll be in next season and map will probably disappear as it should. I don't know about other protoss platinum players (I guess everyone have their own nemesis) but the only race I'm struggling badly against is zerg, not because I think it's imba or anything but most (at my knob level) of the time, the biggest issue is the map setup.... doing a proper wall in vs zerg, one that's also economical is (more than) half the success in my pvz approach...fail to it and the match is over (whereas it doesn't matter that much vs terran and I can still fail but because my macro is bad or my engagements are lousy or my scouting is poor, but at least I get a chance to try and have a fun game). It was already tough with the ramps getting larger and larger in latest season maps (most of my zerg matches I try to build a wall the get busted one way or another, and if i defend it, I usually sacrify my economy for it, just delaying my unavoidable death), and now they start multiplying ramps/access points ? What's next ? 100% Open maps (with an even faster warp prism)?

3. I quickly browsed through the previous posts and it seems people are complaining about the third too. Just great, maybe in two months I'll get there, so I can realize it's messed up too.

4. I understand maps should be fine tuned for pros/masters/or even diamonds players...but this kind of map makes me feel no one gives a damn about us casual players,; what's the fun in those ? Lately, I load those and if I see the opponent is zerg, I know that if I don't cheese or do an all-in timing push, i can kiss the game goodbye. PvZ is already repetitive as shit (cheese or all-in or just forget about it, unless you're uber skilled ) and this kind of map makes it even worse.

5. I'm sure a lot of peeps will find the map great for one reason or another, but as a casual toss that's been struggling against zerg and zerg only because of the wall in/rush issues (all of us aren't pros), this is just irritating and makes me feel this hasn't been balanced at all (or at least not taking everyone into account). I don't mind losing at all, but at least I wanna feel I have a decent chance to win on every match/matchup, and this kind of map doesn't help me feel the game is giving me that opportunity. Maybe it's a first (and wrong) impression, but it is what it is right now, after my first game on it.


6. Last but not least : why in the name of god do 4 spawn points appear in the preview/loading screen when there's only 2 possible spawn points on the map ? I played a couple of days ago on one of the other new maps and it was already the case. I lost because I scouted the 4 sides of the map (my first play on it) before I found my opponent ( a toss brother), while he was already aware of this, and was cannon rushing me....do the guys who design the maps spend 2 months polishing the rocks and 15 minutes (including a coffee break) thinking about balance testing and fine tuning them ?


1. It is one of the easiest walls to make in the game. 1 pylon 1 forge on one side with no space then on the other side do 1 pylon 1 gate but put the pylon or gate 1 hex away from closing it, you can block it with a zealot later. Then you put a cannon in the middle and can shoot the rocks down on the side you sealed making it a double wall. If you scout trouble coming just seal both sides with your buildings instead of one. I don't understand why toss have so much trouble walling, terrans have no problem and their buildings are the same size :/ AND how can you complain about it being hard to wall. Have you ever played antiga, metalopolis, xelnaga caverns etc etc. Those maps the natural was just open space. By those standards these maps are easy.

2.Why do you expect to be allowed to fail something and still win. The Zerg fails to drone at the right time and loses. Should he have lost? Of course. So should you if you don't play properly. Just go into a custom game and figure out how to wall rather than in a match. If you mess up the wall kill it and start again. This has nothing to do with the current map pool, like I said it is actually fairly lenient.

3. It is difficult to take a third on this map. Maybe consider altering your approach for the map? Try a 2 base timing push where you expand as you move out or even try 2 base all in? It is no more difficult on this map to take a 3rd than star station. (It is probably easier)

4. That's because Protoss mechanics, not maps. Nothing you can do about it

5. If it is walling you really think is the problem then like I said just practice it. If still you can't win you are just doing something else wrong.

6. There are 4 spawn locations but it is cross position only.




Didn't know about 6., thanks for that.
As for the rest :
1. Maybe I find it hard to wall because I'm not so good at the game but since I'm platinum I guess I'm not the only one
in that position. I only played the map once so maybe I'll agree with you after more plays on it but that was my first impression. And looking at the map preview again, I guess I'll see my natural probe line getting killed by mutas hovering above/being defended by a zerg ground army (and therefore making it super hard for me to defend anything at all) more times than I can count, without being to do anything useful about it.
I understand going forge is a nice way to wall in but it means you - have to - forge and that's what annoys me.
I can't count the amount of games where 99 percent of my game time vs zerg was spent fast expanding, focusing on building on decent wall, not letting my macro slip up too much and by the time i was done with it, all i had left to do was to wait 30 to 60 secs and see which sauce zerg was gonna use to eat me alive.
Not because it's imba but because not everyone has good scouting/good analysis of what they see in the zerg base. This 2 base push or die thing in pvz is just repetitive and boring and demanding and having a map with more ramps just make it seem harder to play than it was before. Or at least that was my impression. PvT or PvP is - at least to me - funnier to play because the choice of strats is much more open, much more reactive, and doing a tiny mistake is not always a big deal. PvZ is unforgiving. I don't mind it being unforgiving but what I don't like is doing the same strat/builds game after game after game (and in my case losing them again and again and again)
I understand it's part of the toss race mechanics (and I hope Blizz fixes that someday to make PvZ much more reactive, action packed in the early game - I'd almost come to regret the good old days when 4 gates was still a viable strategy) but having these kind of maps doesn't help me enjoying the matchup



2 I'm not expecting to win if I mess my wall but I'd like the game to be more reactive/fun to play. Most of the pvzs I play are 10 minutes of droning/building a wall and 1 minute of losing vs a fast attack / an attack I'm not prepared for (unless once again I go for a fast immo push (and then I'd have to get ready for the inevitable toss is op+ragequit combo - gotta love ladder) but other than that, nothing seems to work because of my lack of macro/micro/scouting).
I don't expect to win but I'd like the game to be fun to play vs zerg. Once again PvT is in mind much more reactive, lot more strategies are available for toss , comebacks are possible, defend vs drops and you feel you're going in the right direction, tiny things and tiny things that make the game entertaining, keep you busy and don't transform the game in some kind of insta flip coin at minute 10 etc etc whereas vs zerg, unless I go for the usual colossi/immortal push, nothing happens till z is ready with their own push, and then the game is as good as over.


Sorry for the rant, I'm just struggling against zerg and haven't had any fun vs it in the past several months and maybe it's because I'm tilting - but at platinum level, I don't think that matters really - and part of the tilting/no fun factor is for the reasons above.



"2 cannons, it's not one cannons" - White-Ra
Railgan
Profile Joined August 2010
Switzerland1509 Posts
June 26 2013 08:56 GMT
#362
On June 26 2013 17:06 Eurekastreet wrote:
Show nested quote +
On June 26 2013 07:05 FCReverie wrote:
On June 24 2013 05:17 Eurekastreet wrote:
1. First time I complain about a map but as a casual platinum toss, first impression is that Khoral Island is just bullshit. As a protoss, last couple of seasons' maps have been hard enough to wall against zergs (the race I struggle most against) because of the ramps getting bigger and bigger but with that double opening/ramp access to the natural, it just makes things harder. It's amazing that we got the prism acceleration buff, that sure did help me vs the fast pool followed by a 2 base roach ling I just experienced, when I wasn't even done walling the second entrance to my natural.

2. I don't veto maps ever because I (foolishly ?) believe they're all balanced and I'm supposed to learn to play all of them in a different way but jeez, it's hard enough to be a protoss lately, do we really need this kind of shit map to make it even harder ? By the the time I see how koreans do it and manage to try and reproduce it, we'll be in next season and map will probably disappear as it should. I don't know about other protoss platinum players (I guess everyone have their own nemesis) but the only race I'm struggling badly against is zerg, not because I think it's imba or anything but most (at my knob level) of the time, the biggest issue is the map setup.... doing a proper wall in vs zerg, one that's also economical is (more than) half the success in my pvz approach...fail to it and the match is over (whereas it doesn't matter that much vs terran and I can still fail but because my macro is bad or my engagements are lousy or my scouting is poor, but at least I get a chance to try and have a fun game). It was already tough with the ramps getting larger and larger in latest season maps (most of my zerg matches I try to build a wall the get busted one way or another, and if i defend it, I usually sacrify my economy for it, just delaying my unavoidable death), and now they start multiplying ramps/access points ? What's next ? 100% Open maps (with an even faster warp prism)?

3. I quickly browsed through the previous posts and it seems people are complaining about the third too. Just great, maybe in two months I'll get there, so I can realize it's messed up too.

4. I understand maps should be fine tuned for pros/masters/or even diamonds players...but this kind of map makes me feel no one gives a damn about us casual players,; what's the fun in those ? Lately, I load those and if I see the opponent is zerg, I know that if I don't cheese or do an all-in timing push, i can kiss the game goodbye. PvZ is already repetitive as shit (cheese or all-in or just forget about it, unless you're uber skilled ) and this kind of map makes it even worse.

5. I'm sure a lot of peeps will find the map great for one reason or another, but as a casual toss that's been struggling against zerg and zerg only because of the wall in/rush issues (all of us aren't pros), this is just irritating and makes me feel this hasn't been balanced at all (or at least not taking everyone into account). I don't mind losing at all, but at least I wanna feel I have a decent chance to win on every match/matchup, and this kind of map doesn't help me feel the game is giving me that opportunity. Maybe it's a first (and wrong) impression, but it is what it is right now, after my first game on it.


6. Last but not least : why in the name of god do 4 spawn points appear in the preview/loading screen when there's only 2 possible spawn points on the map ? I played a couple of days ago on one of the other new maps and it was already the case. I lost because I scouted the 4 sides of the map (my first play on it) before I found my opponent ( a toss brother), while he was already aware of this, and was cannon rushing me....do the guys who design the maps spend 2 months polishing the rocks and 15 minutes (including a coffee break) thinking about balance testing and fine tuning them ?


1. It is one of the easiest walls to make in the game. 1 pylon 1 forge on one side with no space then on the other side do 1 pylon 1 gate but put the pylon or gate 1 hex away from closing it, you can block it with a zealot later. Then you put a cannon in the middle and can shoot the rocks down on the side you sealed making it a double wall. If you scout trouble coming just seal both sides with your buildings instead of one. I don't understand why toss have so much trouble walling, terrans have no problem and their buildings are the same size :/ AND how can you complain about it being hard to wall. Have you ever played antiga, metalopolis, xelnaga caverns etc etc. Those maps the natural was just open space. By those standards these maps are easy.

2.Why do you expect to be allowed to fail something and still win. The Zerg fails to drone at the right time and loses. Should he have lost? Of course. So should you if you don't play properly. Just go into a custom game and figure out how to wall rather than in a match. If you mess up the wall kill it and start again. This has nothing to do with the current map pool, like I said it is actually fairly lenient.

3. It is difficult to take a third on this map. Maybe consider altering your approach for the map? Try a 2 base timing push where you expand as you move out or even try 2 base all in? It is no more difficult on this map to take a 3rd than star station. (It is probably easier)

4. That's because Protoss mechanics, not maps. Nothing you can do about it

5. If it is walling you really think is the problem then like I said just practice it. If still you can't win you are just doing something else wrong.

6. There are 4 spawn locations but it is cross position only.




Didn't know about 6., thanks for that.
As for the rest :
1. Maybe I find it hard to wall because I'm not so good at the game but since I'm platinum I guess I'm not the only one
in that position. I only played the map once so maybe I'll agree with you after more plays on it but that was my first impression. And looking at the map preview again, I guess I'll see my natural probe line getting killed by mutas hovering above/being defended by a zerg ground army (and therefore making it super hard for me to defend anything at all) more times than I can count, without being to do anything useful about it.
I understand going forge is a nice way to wall in but it means you - have to - forge and that's what annoys me.
I can't count the amount of games where 99 percent of my game time vs zerg was spent fast expanding, focusing on building on decent wall, not letting my macro slip up too much and by the time i was done with it, all i had left to do was to wait 30 to 60 secs and see which sauce zerg was gonna use to eat me alive.
Not because it's imba but because not everyone has good scouting/good analysis of what they see in the zerg base. This 2 base push or die thing in pvz is just repetitive and boring and demanding and having a map with more ramps just make it seem harder to play than it was before. Or at least that was my impression. PvT or PvP is - at least to me - funnier to play because the choice of strats is much more open, much more reactive, and doing a tiny mistake is not always a big deal. PvZ is unforgiving. I don't mind it being unforgiving but what I don't like is doing the same strat/builds game after game after game (and in my case losing them again and again and again)
I understand it's part of the toss race mechanics (and I hope Blizz fixes that someday to make PvZ much more reactive, action packed in the early game - I'd almost come to regret the good old days when 4 gates was still a viable strategy) but having these kind of maps doesn't help me enjoying the matchup



2 I'm not expecting to win if I mess my wall but I'd like the game to be more reactive/fun to play. Most of the pvzs I play are 10 minutes of droning/building a wall and 1 minute of losing vs a fast attack / an attack I'm not prepared for (unless once again I go for a fast immo push (and then I'd have to get ready for the inevitable toss is op+ragequit combo - gotta love ladder) but other than that, nothing seems to work because of my lack of macro/micro/scouting).
I don't expect to win but I'd like the game to be fun to play vs zerg. Once again PvT is in mind much more reactive, lot more strategies are available for toss , comebacks are possible, defend vs drops and you feel you're going in the right direction, tiny things and tiny things that make the game entertaining, keep you busy and don't transform the game in some kind of insta flip coin at minute 10 etc etc whereas vs zerg, unless I go for the usual colossi/immortal push, nothing happens till z is ready with their own push, and then the game is as good as over.


Sorry for the rant, I'm just struggling against zerg and haven't had any fun vs it in the past several months and maybe it's because I'm tilting - but at platinum level, I don't think that matters really - and part of the tilting/no fun factor is for the reasons above.




Not really sure what your PvZ problem has to do with the map. I personally actually strugle vs Protoss quite a bit on this map, I do so mainly because the map is so narrow that forcefields are so strong. I do however see that an early pool can be a problem for a "greedy" protoss. Me personally i like to resort to big drops on this map if it's bottom right vs top left. It's very effective and if done properly can even be used against Stargate play.
If it's bottom left vs top right however... I have yet to win a Game vs Protoss, the few I played i got demolished by phoenix into Colossus Sentry.
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
Gben592
Profile Joined August 2012
United Kingdom281 Posts
June 26 2013 10:58 GMT
#363
Yay!
"The more skilled player is the one who wins, and I don't think there's better balance than what we have now." INnoVation
FCReverie
Profile Joined April 2013
Australia103 Posts
June 26 2013 11:16 GMT
#364
On June 26 2013 17:06 Eurekastreet wrote:
Show nested quote +
On June 26 2013 07:05 FCReverie wrote:
On June 24 2013 05:17 Eurekastreet wrote:
1. First time I complain about a map but as a casual platinum toss, first impression is that Khoral Island is just bullshit. As a protoss, last couple of seasons' maps have been hard enough to wall against zergs (the race I struggle most against) because of the ramps getting bigger and bigger but with that double opening/ramp access to the natural, it just makes things harder. It's amazing that we got the prism acceleration buff, that sure did help me vs the fast pool followed by a 2 base roach ling I just experienced, when I wasn't even done walling the second entrance to my natural.

2. I don't veto maps ever because I (foolishly ?) believe they're all balanced and I'm supposed to learn to play all of them in a different way but jeez, it's hard enough to be a protoss lately, do we really need this kind of shit map to make it even harder ? By the the time I see how koreans do it and manage to try and reproduce it, we'll be in next season and map will probably disappear as it should. I don't know about other protoss platinum players (I guess everyone have their own nemesis) but the only race I'm struggling badly against is zerg, not because I think it's imba or anything but most (at my knob level) of the time, the biggest issue is the map setup.... doing a proper wall in vs zerg, one that's also economical is (more than) half the success in my pvz approach...fail to it and the match is over (whereas it doesn't matter that much vs terran and I can still fail but because my macro is bad or my engagements are lousy or my scouting is poor, but at least I get a chance to try and have a fun game). It was already tough with the ramps getting larger and larger in latest season maps (most of my zerg matches I try to build a wall the get busted one way or another, and if i defend it, I usually sacrify my economy for it, just delaying my unavoidable death), and now they start multiplying ramps/access points ? What's next ? 100% Open maps (with an even faster warp prism)?

3. I quickly browsed through the previous posts and it seems people are complaining about the third too. Just great, maybe in two months I'll get there, so I can realize it's messed up too.

4. I understand maps should be fine tuned for pros/masters/or even diamonds players...but this kind of map makes me feel no one gives a damn about us casual players,; what's the fun in those ? Lately, I load those and if I see the opponent is zerg, I know that if I don't cheese or do an all-in timing push, i can kiss the game goodbye. PvZ is already repetitive as shit (cheese or all-in or just forget about it, unless you're uber skilled ) and this kind of map makes it even worse.

5. I'm sure a lot of peeps will find the map great for one reason or another, but as a casual toss that's been struggling against zerg and zerg only because of the wall in/rush issues (all of us aren't pros), this is just irritating and makes me feel this hasn't been balanced at all (or at least not taking everyone into account). I don't mind losing at all, but at least I wanna feel I have a decent chance to win on every match/matchup, and this kind of map doesn't help me feel the game is giving me that opportunity. Maybe it's a first (and wrong) impression, but it is what it is right now, after my first game on it.


6. Last but not least : why in the name of god do 4 spawn points appear in the preview/loading screen when there's only 2 possible spawn points on the map ? I played a couple of days ago on one of the other new maps and it was already the case. I lost because I scouted the 4 sides of the map (my first play on it) before I found my opponent ( a toss brother), while he was already aware of this, and was cannon rushing me....do the guys who design the maps spend 2 months polishing the rocks and 15 minutes (including a coffee break) thinking about balance testing and fine tuning them ?


1. It is one of the easiest walls to make in the game. 1 pylon 1 forge on one side with no space then on the other side do 1 pylon 1 gate but put the pylon or gate 1 hex away from closing it, you can block it with a zealot later. Then you put a cannon in the middle and can shoot the rocks down on the side you sealed making it a double wall. If you scout trouble coming just seal both sides with your buildings instead of one. I don't understand why toss have so much trouble walling, terrans have no problem and their buildings are the same size :/ AND how can you complain about it being hard to wall. Have you ever played antiga, metalopolis, xelnaga caverns etc etc. Those maps the natural was just open space. By those standards these maps are easy.

2.Why do you expect to be allowed to fail something and still win. The Zerg fails to drone at the right time and loses. Should he have lost? Of course. So should you if you don't play properly. Just go into a custom game and figure out how to wall rather than in a match. If you mess up the wall kill it and start again. This has nothing to do with the current map pool, like I said it is actually fairly lenient.

3. It is difficult to take a third on this map. Maybe consider altering your approach for the map? Try a 2 base timing push where you expand as you move out or even try 2 base all in? It is no more difficult on this map to take a 3rd than star station. (It is probably easier)

4. That's because Protoss mechanics, not maps. Nothing you can do about it

5. If it is walling you really think is the problem then like I said just practice it. If still you can't win you are just doing something else wrong.

6. There are 4 spawn locations but it is cross position only.




Didn't know about 6., thanks for that.
As for the rest :
1. Maybe I find it hard to wall because I'm not so good at the game but since I'm platinum I guess I'm not the only one
in that position. I only played the map once so maybe I'll agree with you after more plays on it but that was my first impression. And looking at the map preview again, I guess I'll see my natural probe line getting killed by mutas hovering above/being defended by a zerg ground army (and therefore making it super hard for me to defend anything at all) more times than I can count, without being to do anything useful about it.
I understand going forge is a nice way to wall in but it means you - have to - forge and that's what annoys me.
I can't count the amount of games where 99 percent of my game time vs zerg was spent fast expanding, focusing on building on decent wall, not letting my macro slip up too much and by the time i was done with it, all i had left to do was to wait 30 to 60 secs and see which sauce zerg was gonna use to eat me alive.
Not because it's imba but because not everyone has good scouting/good analysis of what they see in the zerg base. This 2 base push or die thing in pvz is just repetitive and boring and demanding and having a map with more ramps just make it seem harder to play than it was before. Or at least that was my impression. PvT or PvP is - at least to me - funnier to play because the choice of strats is much more open, much more reactive, and doing a tiny mistake is not always a big deal. PvZ is unforgiving. I don't mind it being unforgiving but what I don't like is doing the same strat/builds game after game after game (and in my case losing them again and again and again)
I understand it's part of the toss race mechanics (and I hope Blizz fixes that someday to make PvZ much more reactive, action packed in the early game - I'd almost come to regret the good old days when 4 gates was still a viable strategy) but having these kind of maps doesn't help me enjoying the matchup



2 I'm not expecting to win if I mess my wall but I'd like the game to be more reactive/fun to play. Most of the pvzs I play are 10 minutes of droning/building a wall and 1 minute of losing vs a fast attack / an attack I'm not prepared for (unless once again I go for a fast immo push (and then I'd have to get ready for the inevitable toss is op+ragequit combo - gotta love ladder) but other than that, nothing seems to work because of my lack of macro/micro/scouting).
I don't expect to win but I'd like the game to be fun to play vs zerg. Once again PvT is in mind much more reactive, lot more strategies are available for toss , comebacks are possible, defend vs drops and you feel you're going in the right direction, tiny things and tiny things that make the game entertaining, keep you busy and don't transform the game in some kind of insta flip coin at minute 10 etc etc whereas vs zerg, unless I go for the usual colossi/immortal push, nothing happens till z is ready with their own push, and then the game is as good as over.


Sorry for the rant, I'm just struggling against zerg and haven't had any fun vs it in the past several months and maybe it's because I'm tilting - but at platinum level, I don't think that matters really - and part of the tilting/no fun factor is for the reasons above.




PvZ has been this for a long time. Not map dependent. Remember that the Zerg has to do the same thing as you. ZvP is literally just the right mixture of building drones at the right time and trying not to die to early pushes. It's kind of a shitty matchup tbh. :p
Sinedd
Profile Joined July 2008
Poland7052 Posts
June 26 2013 11:47 GMT
#365
The names of the maps are very.. interesting..
T H C makes ppl happy
Prev 1 17 18 19 All
Please log in or register to reply.
Live Events Refresh
Yamato Cup
15:00
#8
killerbeecast4
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 230
mouzHeroMarine 148
BRAT_OK 61
Codebar 14
StarCraft: Brood War
Britney 27961
Shuttle 1256
Mini 237
actioN 120
Rush 120
Dewaltoss 120
firebathero 113
White-Ra 75
Mong 67
Hyun 52
[ Show more ]
Trap 31
Dota 2
qojqva3484
Counter-Strike
fl0m3871
Super Smash Bros
hungrybox272
Mew2King37
Heroes of the Storm
Liquid`Hasu544
MindelVK10
Other Games
Liquid`RaSZi2416
B2W.Neo1002
Beastyqt851
ArmadaUGS231
QueenE80
Organizations
StarCraft 2
WardiTV1689
Other Games
gamesdonequick931
BasetradeTV320
StarCraft 2
angryscii 18
StarCraft: Brood War
Kim Chul Min (afreeca) 5
lovetv 4
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 59
• Reevou 6
• Adnapsc2 5
• LUISG 3
• Kozan
• Migwel
• AfreecaTV YouTube
• intothetv
• IndyKCrew
StarCraft: Brood War
• HerbMon 11
• Michael_bg 10
• 80smullet 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV610
• C_a_k_e 66
Other Games
• Shiphtur179
Upcoming Events
BSL Open Qualifier
52m
BSL Open Qualifier
52m
OSC
4h 52m
Replay Cast
5h 52m
Afreeca Starleague
15h 52m
Soma vs Jaedong
WardiTV Weekly
16h 52m
Monday Night Weeklies
21h 52m
Sparkling Tuna Cup
1d 15h
Afreeca Starleague
1d 15h
Leta vs Soulkey
PiGosaur Cup
2 days
[ Show More ]
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
4 days
CranKy Ducklings
5 days
Online Event
5 days
FEL
5 days
BSL: Ladder Tournament
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.