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MSL Round of 32 Maps

Forum Index > Closed
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jalstar
Profile Blog Joined September 2009
United States8198 Posts
November 19 2009 20:30 GMT
#1
[image loading]
Match Point
TvZ: 3-0 (100%)
ZvP: 1-1 (50%)
PvT: 3-5 (37.5%)

[image loading]
Fighting Spirit
TvZ: 5-0 (100%)
ZvP: 4-3 (57.1%)
PvT: 3-5 (37.5%)

[image loading]

Ultimatum

[image loading]

Odd-Eye
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2009-11-19 20:57:59
November 19 2009 20:54 GMT
#2
I think disapointingly the zerg reign of terror may be coming to a close, both these 2 new maps are... I wouldn't say anti-zerg, but compared the the zerg friendly maps of the last year, these are going to be a harsh reality.

Despite it's size I think ultimatim will favor shorter games in matchups with zerg, and long drawn out ones for pvp/tvt/pvt due to the island gases. something i'm curious about it whether the 3 mineral patches helping blocking the ramp to the natural are 1 stack of 0 minerals. If so it means a scouting worker can clear them out, allowing for the neutral building to be destroyed and opening the ramp up. If the patches have more then 0 minerals in them, I see it as a gimmick that will only be used to assist in defensive troop bottleneck prevention.

Odd-Eye looks very closed off, and with the 3 segregated paths I don't expect much flanking will be possible, as it will take too long for any flanking forces to get into position. While it has 3 easy gas, the base structures are very deterent of muta harrass due to the ramp being along the line between the 2 mineral lines, allowing for easy marine-group movement to cover both. as such I expect to see a lot more hydra-lurker play from zergs on it. (edit: after seeing the maps bigger then a thumbnail it doesn't look as bad as I thought for the ramp positioning)

my 2 cents to be taken with a grain of salt, as I'm just a D+ zerg...
NeoOmega
Profile Blog Joined September 2008
United States495 Posts
November 19 2009 21:00 GMT
#3
On November 20 2009 05:54 Shiladie wrote:
I think disapointingly the zerg reign of terror may be coming to a close, both these 2 new maps are... I wouldn't say anti-zerg, but compared the the zerg friendly maps of the last year, these are going to be a harsh reality.

Despite it's size I think ultimatim will favor shorter games in matchups with zerg, and long drawn out ones for pvp/tvt/pvt due to the island gases. something i'm curious about it whether the 3 mineral patches helping blocking the ramp to the natural are 1 stack of 0 minerals. If so it means a scouting worker can clear them out, allowing for the neutral building to be destroyed and opening the ramp up. If the patches have more then 0 minerals in them, I see it as a gimmick that will only be used to assist in defensive troop bottleneck prevention.

Odd-Eye looks very closed off, and with the 3 segregated paths I don't expect much flanking will be possible, as it will take too long for any flanking forces to get into position. While it has 3 easy gas, the base structures are very deterent of muta harrass due to the ramp being along the line between the 2 mineral lines, allowing for easy marine-group movement to cover both. as such I expect to see a lot more hydra-lurker play from zergs on it. (edit: after seeing the maps bigger then a thumbnail it doesn't look as bad as I thought for the ramp positioning)

my 2 cents to be taken with a grain of salt, as I'm just a D+ zerg...


Thats just how things work in the Korean Starcraft scene. The same thing happened like 9 months ago when protoss seemed unstoppable. It seems like the map pools always shift in a way that punishes whoever is doing well, instead of aiming for balance.
pachi
Profile Joined October 2006
Melbourne5338 Posts
November 19 2009 21:01 GMT
#4
http://www.teamliquid.net/forum/viewmessage.php?topic_id=105918
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
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