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Island Maps - Long Lost or Lost Cause?
While island maps aren't the hot topic of the BW community they are too often forgotton. In this event we will have a team of four experts giving their input on questions from the public, VODs, and predetermined questions. The entire idea is to expose the mindgames, strategic value, and creativity behind the play of island maps and their importance. The part of them being fun could also be taken into consideration.
The Experts:
LRM)Game, A high Terran and A- high random player as well as leader of iCCupCL and BWCL champions LRM)
LaStScan, A high Terran 1v1 and multiple A+ 2v2 player whom maintains his position as the cream of the crop
LRM)Semih, A- high 1v1 Protoss and A high 2v2 player that has been playing with a 80% win ratio in division 1 for the past 3 years
LRM)lokiM, A new up and coming B+ zerg player on the scene who unarguably has the most technical BW knowledge of the entire cast
So that is a copy and paste from the old thread. Now comes the final production. There were 26 pre-determined questions for the experts as well as 19 picked forum questions that were discussed. Any questions that were not picked were asked twice and or have something to do with the next project. The decision on the VODs was to not do them, as it was decided that no one wants to watch games we've seen at least three times each for two hours in a skype call. Sorry guys. Without further ado, here are the results.
Predetermined Questions
(Please ignore the massive grammar mistakes as I have not edited them in order to release this as quickly as possible)
Q1) Should Protoss, Terran, and Zerg get gas sooner on Island Maps than they would otherwise?
LaStScan: I don't think all races don't need to get gas sooner on Island Maps than they would otherwise because their gas much be match with their gas units and buildings. a Zerg should get a pool before gas because if the game is ZvZ, then obviously the game will be depends on amount of Mutalisks. Terran and Protoss can defend easily with their mineral units and units that don't need a lot of gas.
LRM)lokiM: All races have a viable choice to get gas after their supply building, but never before it. Gas is a factor depending on what kind of build you choose to do, it also depends on the map. The earlier gas you have the more gas heavy buildings you'll have, along with upgrades, and of course units. Your geyser timing is also very important, if you geyser before rax,gate, or pool you're most likely going for a 1base play, this also depends on what the matchup and map is.
LRM)Game: I think one of the only things that balance island maps is that Terran doesn't have to gas until very late. Protoss and Zerg are forced to gas early in order to tech regardless of which tech it is, while Terran should expand and gain an economic lead. Protoss should get a pylon first, while zerg should gas first. I personally don't feel Terran should ever deviate from 14CC unless the map is very small. As far as how crucial gas is, I don't think that's necessary to comment on. Island strategy revolves around gas in every important essence. Gas timing does not have anything to do with strategy other than the fact that you need early gas no matter what strategy you're doing.
Q2) Do Shield Batteries become viable for a change on Island Maps? What instances?
LaStScan: I don't think it will.
LRM)lokiM: I dont think shield batteries depend on the map being an island or not, they can be used usefully in alot of unique situations
LRM)Game: Shield batteries are one of the underused techs in Starcraft and their effectiveness on island maps is unarguable. For example, every expansion a protoss has on an island map has to have a defense other than cannons unless they have a huge advantage. With that being said, a double shield battery doubles your unit defenses in for half of the price, and as we all know, island maps lack resources. Not only could it make you more fiscally efficient, but they can buy you time to save your probes by reinforcing or time for a counter via distraction.
Q3) Valkyries used to be underpowered until the recent revolutionary "Fantasy Build" involving them. Do Valkyries and the "Fantasy Build" become more viable on Island Maps?
LaStScan: Depends on opponents' strategies and races. I don't think it's really necessary need to make it because it takes a lot of minerals and gases to make a valkyrie.
LRM)lokiM: Actually, people have built valks on island maps before, Fantasy just made it more popular on standard maps, but I don't think building that many vultures before a dropship is more viable than going straight to air or FE'ing earlier
LRM)Game: I'm not so sure about the Fantasy build itself, but valkyries are by far the most effective terran unit on island maps vs zerg, which is what I think this question is referring to. For reference, go to WCG Grand Finals Xellos vs Day[9] and watch Day's mutas and scourges melt to valkyrie/wraith.
Q4) Do Ghosts and their abilities or Medics and their abilities suddenly become more useful than on Standard maps?
LaStScan: No Ghosts and their abilities or medics and their abilities suddenly become more useless than on Standard maps because since the map is island, people will more like to make gas units for drop(heavy units).
LRM)lokiM: In my opinion not so much, maybe restoration is useful in more situations, but other than that I don't see them effecting the Terran matchups
LRM)Game: I'll start with medics, as they are by far my favorite island map abuse as a Terran player. Sure I've used ghosts and high techs of Terran to my advantage countless times, but beyond bio TvZ medics have served me no purpose regularly. On island maps vs Protoss and Zerg it's almost stupid to not have a small bio army. Not only are medics great for your little bio force of bats and marines and for your scvs, but blind is the most epic and hard spell to use in all of Starcraft. On island maps you are focused on small fights and generally do more than the norm, so medics are amazing.
As for ghosts, they are extremely useful vs Protoss always - but their added value vs Terran is what sets them apart. TvT on island maps present you an opportunity to eliminate wraith and turret sniping of dropships with ghosts. With ghosts and a small goliath army you can quickly and effortlessly eliminate an opponents army and take the game.
Q5) On Island Maps some units suddenly become more useful, on Island Maps do some units suddently become more useless? Which?
LaStScan: Cheap units that don't need any gas will become more useless because you can't damage opponents with the very basic units.
LRM)lokiM: I think we see vultures alot less on island maps, unless it's on a dropoff island map with alot of space like Forbidden Zone
LRM)Game: Useful - high techs. T - wraiths, ghosts, medics, vultures (yes I know they are always useful but moreso on island maps) P - corsairs, dragoons, dark archons, high templars Z - mutalisks (of course), queens, devourers, guardians, defilers (plaguuuuuu)
Useless - T - battle cruisers (that's really it terran has super efficient island units) P - dark templars, reavers (always super countered), carriers, archons Z - lings, ultralisks, hydras (surprisingly)
Q6) How important are upgrades for each race, when should I get them, and how will they help me?
LaStScan: Terran must be very important to get upgrade att+2 because they will go mech units(vultures, tanks, goliaths) and mech becomes very strong when they have upgrade att+2. On the other hands for zerg and protoss, zerg will be very important to get armor upgrade by looking at opponent's upgrade. Protoss also needs better upgrades than other races because if they have a same upgrade, then protoss units become useless and weak.
LRM)lokiM: Upgrades are crucial on all maps and matchups, for instance if your hydralisks have +2 vs dragoons, it takes around 17 hits to kill one dragoon, and if your hydras have 0 attack upgrades, it takes around 21 hits.
Or if you're vsing zealots, it takes around 31 hits to kill a zealot with 0-0, but if you have +2 it only takes 22, and of course if it's TvT, having +2 to your siege tanks is important because 2 shotting the enemies tanks is a useful skill toi have.
LRM)Game: Terrans upgrades are actually the least important, the reverse role of standard maps. Zergs upgrades are by far the most necessary and effective. Protoss needs a fuckton of upgrades outside of melee and defense upgrades, so while they are important, they are ample and not as centralized for importance as zergs. As far as seperate unit upgrades for all races, they're more important 3fold to any attack or defense upgrade outside of zerg.
Q7) Is it viable for a Terran player to float a Barracks or Factory to an island to help fortify his floating Command Center?
LaStScan: It would be very good if opponents don't know that terran player is doing it.
LRM)lokiM: Is it viable for a Terran player to float a Barracks or Factory to an island to help fortify his floating Command Center?
Yes, and most people do this, especially if it's on a dropoff map like Forbidden Zone or Hall of Valhalla, which gives terran an exceedingly crazy advantage on certain maps.
LRM)Game: Simple question, it's not only viable but absolutely necessary most of the times.
Q8) What would you do in an "Island Map" match to secure expansions you took?
LaStScan: I would try to get 2nd and 3rd expansions extremely fast and then i start pumping out of units.
LRM)lokiM: I'd make sure I would have enough mutalisks or a nydus canal supported with sunkens/spores.
LRM)Game: Me personally, I play island maps a lot like TvT. I'll have sufficient and maticulously planned defense at every expansion even before it's finished, since inevitably I'm going to be playing mass drops anyway.
Q9) Since you are playing on an Island are there any considerations to be made when deciding on Mech or Bio while playing terran?
LaStScan: Bio is very useful to use against Zerg. If they are not zerg then it will be useless and very weak against them.
LRM)lokiM: I personally would always go mech, you can get dropships out much quicker and can ratio out your resources with expansions/units, and it's just more fun =] Bio is still viable vs zerg, imo it's just safer to build air or factory units first
LRM)Game: The main consideration to be made per matchup is not mech OR bio it's when to mech and when to bio, TvT being the exception. In TvP you need a bio start as far as I'm concerned, whereas in TvZ it's the opposite and you need to start with mech most of the time.
Q10) Think of an average run of the mill iCCup player. They expect their opponents to do very basic things almost every time, whether it be DT, Mutalisk, Siege Tank, or Carrier. What would you suggest an average player on an island map does with an abundance? What should they expect to be the norm for tech per matchup?
LaStScan: They would not expect anything about DT, Mutalisk, or Siege Tank because those units are expensive and need any other units to make a better combinations. If only those units come and attack opponent's base, that will be not a huge damage and you will be behind macro or any types of other units. On the other hand, Carriers are really good because.. it just imbalance
(I don't think he understood the question - Game)LRM)lokiM: The average player doesn't scout enough, they should expect pretty much anything that can be used in a dropship or shuttle, and Mutalisks
People just need to scout more and react to the situation better.
LRM)Game: I'm not sure what you mean by an abundance. If you're talking about a unit abundance... learn how to use them? As far as the normal techs, an average player? TvZ - bio/vessel/drop TvP - 2 fact drops TvT - needless to answer. ZvT - muta/scourge ZvP hydra drops into hydralurker drops ZvZ - needless. PvZ sair/reaver PvP reaver/expo PvT - arbiter tech of any sort.
Q11) Do proxies have any type of viability on island maps? If so, what kinds?
LaStScan: Only terran can do it because they can lift off their buildings and land to opponent's base and kill them before they are getting high tech units.
LRM)lokiM: I don't think so, the only way it would be useful is if you spawned next to some1 and floated a factory into their main without them seeing it, which is highly unlikely.
LRM)Game: No.
Q12) How could a 2v2 player help out their ally in a 2v2 match? What particular units or constructions might not just benefit, but be necessary? How would the mindset be in order to be a good 2v2 player on island maps?
LaStScan: I think they would try to play anti air units and some drop plays.
LRM)lokiM: Air units are the most useful unit to help out a teammate, mutalisks and wraiths become alot more useful for this exact reason. I'm not a 2v2 player but this is what I would go with.
LRM)Game: Island maps in 2v2 should be played a lot like Hannibal if you want to reference it. Any team with a zerg ally sends anti-air to their base and let's them clean up. It is absolutely necessary to help the weaker race in any island map 2v2. The mindset? Think iloveoov. Not the macro part, the flawless execution part. Nothing can be wasted and you need to outthink your opponents everytime, strategic countering becomes excessive in island 2v2s.
Q13) You guys are gosus who have probably been around for many years. What are some memories you have of "Island Maps" throughout Starcraft's history?
LaStScan: I have some memories that BoxeR played amazing dropship in the old time against zerg. It was a island map. He went a fast tech to get vessels and then he started to use his dropship.
LRM)lokiM: I really only remember playing Hall Of Valhalla for the first time because of WCG, and trying the arbiter reloaded build from Nal_Ra for the time was also a fun memory =)
LRM)Game: Nal_rA vs Goodfriend, I had a nice fap to that one. When I saw corsair my mind was blown. I instantly gave Nal_rA double the credit for anything he'd ever accomplished. Not only was he brilliant, but Goodfriend just showed how good he was as well and still failed to do anything signifigant.
Testie's PvT abuse as well. Boxer's comeback vs JoyO, and that's about it other than the VODs we'll be talking about.
Q14) I saw a Zerg on an FFA Island Map match mass expand and go pure Scourges against an enemy with Carriers. Can a Zerg do something similar to "Sauron Zerg" on Island Maps?
LaStScan: You said the map is island.. Don't they need to drop and take expansions? if it's not then.. yes they can but i would rather suggest zerg to go fast hive and using plagues with dark swarms(hydralisks). after that carriers, you might able to counter drop against him.
LRM)lokiM: Sauron zerg wouldn't work unless it's on a dropoff map, hydras and air are probably your best viable options
LRM)Game: Yes, in the sense that it would definitely throw the other player off. It couldn't be a whole game type of play, as T or P could easily just rape their drops without any support behind them.
Q15) Would playing random serve as such a beneficiary that it would be unfair to be random?
LaStScan: Doesn't matter.. Everyone is going fast tech so unfortunately they will find out..
LRM)lokiM: You're going to geyser anyways, it's probably less of an annoyance compared to standard maps.
LRM)Game: I don't think random would be unfair, but it would definitely add unique twists to island maps. It is definitely beneficial and almost to the point of imbalance, but it just forces the other player into proving their skill from an immediate disadvantage. T typically needs to go bio, so they can get quick scan and find their opponent. P typically needs sairs, and Zerg has overlords and typically quick mutas so the counters to build orders are already there no matter what race the Random player is.
Q16) How might map control change on Island Maps for each race?
LaStScan: I think terran would try to make a huge tank lines and zerg would using hydralisks, lurks, scourges(scout) and drops. Uneventually protoss can't attack without recall and shuttle drop(expensive and not good but good for harassing)..
LRM)lokiM: Map Control is very important on island maps, you want to control your side of the map as much as possible, while trying to deny his expansions at the same time. Building cannons to prevent an expansion seems useless, unless you have a huge lead. A smart player would just take advantage of that situation and punish you for it.
LRM)Game: The question has a lot of examples of distraction, which are 100% necessary. Floating buildings, burrowed units, photon cannons at their potential expoes are all needed, but map control is determined in the air. Sure you could be super creative and throw an opponent off by trying to drop in 50000 places, but they'd have most defended amply without even sniping most with their air supply. So I don't think the concept of map control changes that much, it just goes from ground containments to air containments.
Q17) On a standard map like Destination, because of the map design, Mech becomes a better option than Bio. Because of "Island Map" map design, is Bionic play any better than Mechanical play? Can you think of anything similar to this for the other races?
LaStScan: Terran can do bio+tank drop against any races. But It will be useless if opponent finds out fast. Protoss also can massive drop but it will be all in against any races.. Zerg can hydras lurks drop against any races beside zerg.
LRM)lokiM: I think I answered this before, Mech is probably your best option unless you're having infield fights for expansions on a dropoff map
LRM)Game: I think if we all took a second and watched Boxer vs Garimto, bio via island would become more conceptually accepted. I find that minus drops with Terran, few tanks, mines and a small bio army are the best defense vs any tech by any race, therefore making bio the most important part of you living in a game. For toss, small goon armies per base with a couple zealots serve better than high templars and cannons as well. For the swarm I can't say anything about melee units since they are useless, but hydralisks are quite a nice pair-up with sunkens so you can dance around the map with your other units.
Q18) On island maps late game air battles are especially common. Since not many people have a lot of experience in massive air battles, how would non-mirror matches be handled unit composition wise?
LaStScan: I would suggest player to drop more if you don't have a strong confidence for massive air battles.
LRM)lokiM: With zerg you want alot of Devourers with mutas, with protoss you want a little bit more corsairs if you're vsing wraiths or mutas, and with terran you want alot of battle cruisers with some vessels
of course this is also very situational
LRM)Game: Splash units. I don't need to go into case by case analysis, think of the race you play, and think of their air splash units, now combine them with typical air units.
Q19) When should I make, if ever, Bunkers or Sunken Colonies?
LaStScan: I don't think you need them because it's useless. It takes long time to drop at opponent's base.
LRM)lokiM: Cannons, bunkers, and sunkens are used to defend and support your island expansions.
LRM)Game: Bunkers and sunken colonies are the standard map photon cannons of island play. You need them around your hatcheries and command centers no matter what, so you should always be making them.
Q20) Is there any noteable cheese strategies or unorthodox builds?
LaStScan: I think only Terran can do it. Even zerg goes 1hatchery drop, it will be all in and not a good damage.
LRM)lokiM: Floating barracks is much harder to pull off on island maps because most people have their entire area scouted out with buildings, The Stove wouldn't be very viable either it's probably better to just switch to arbiters instead of building dts, but I heard from Game that carriers are a useful unit toi have.
LRM)Game: Cheese? No. Quick tech 1 base builds? Yes. The stranger, the better. The quicker, the better. And the beauty of island maps is that 1 base builds with quick tech are not even remotely allin, even if you do 3gate 3 hatch 3rax or 3fac with unit transportation ability. I'm a big fan of the ol' 1 base island play.
Q21) Is medic blinding increasingly viable? Examples? (lokiM is the only person who answered this question as when I was assembling the questions I thought it was just a repeat about medic use, but his answer is sufficient and good.)
LRM)lokiM: It can be used but I don't see it being very viable, the only example I could think of is when UpmagiC used it on monty hall to secure the 3 lanes with mines + blinding obs
the other time some1 used it was on match point which isn't an island map
Q21) Does nuking become more viable?
LaStScan: This is too obvious if you do this against good players. They have a really good reactions and if you don't twist your opponent by harassing then they will find it out..
LRM)lokiM: It can become viable if it's mid to late game and there's a stalemate, you can nuke an edge of a cliff of an expansion if it's close enough, and it's cost efficent.. but other than that it's useless
LRM)Game: I don't feel they're a good call, but they are viable. If you're ballsy enough, go for it. Nukes are one of the only ways I can think of to all-in on island maps, since you have to somehow defend yourself at the same time. Not only do you have to defend yourself but even with an early successful nuke, you wouldn't do enough damage to do anything more than equal the game back out again.
Q22) Queens are very much so a superior unit in island map play. How much more so do you think they are worth than in standard map play?
LaStScan: If I was a zerg, then I would parasite my opponent's units and see what's going on. However, they will just kill it and useless..
LRM)lokiM: I don't know, I hate using queens, unless you want to ensnare a group of cloaked wraiths then I can see it being much more useful than on a standard map
LRM)Game: 10fold. Queens verses all races on island maps are so insane. No other race has a unit like them in island play. Situational talk isn't even worth it, can you just imagine ensnares devastation? Not to mention spawn broodlings vs terrans? A sneaky parasite? Parasites on your heaviest or most important techs? ugh.
Q23) On island maps how effective is hallucination?
LaStScan: When you are about to recall at somewhere, then it would be good.
LRM)lokiM: Arbiter Reloaded, anyone? I think it could be used as a han bang move, or an all in attack. But other than that it's a waste and storm is more useful
LRM)Game: I don't feel hallucination is effective at all. By the time it could be used, there are much higher techs like EMP out on the field. Then again I'm only thinking with one match up. PvP with recall would be epic, so would PvZ air army vs air army, good luck scourges. The only problem I see with it is that most island maps are quite spacious, making the hallucination not even present for very large maps and very short lived on others. Although I wait for the day when I see a toss hallucinate a defense at an island expansion to scare off a drop by his opponent
.Q24) In reflection of templar archive techs, DAs are broadly viewed as the least effective. Years after BladeStorm become the maelstorm map of the decade, how could DA's effect a game?
LaStScan: DA's is very effective units because I remember one of PvP games that protoss just made massive cannons and massive DAs to survive. He lost the game but he only def against him. His opponent tried to attack him with his units, but DA, high templars, reavers, and cannons were too good for defense.
LRM)lokiM: Feedback, Feedback is very useful, even on standard maps. And Maelstrom is extrememly effective in air battles vs zerg
LRM)Game: Dark Archons are the protoss's queen. Air armies? Maelstorm'd. Mind control? Easy counter, since most island games are drawn out or very quick and since DA's aren't quick... well you can do the math. Bringing a DA with a recall and or massive drop? Damage x3.
Q25) What imbalances are present on island maps?
LaStScan: Carriers are imbalance. There is one way to win but you must be good at multitasking and cutting off protoss minerals
LRM)lokiM: I haven't played enough island games to answer this, but stats wise the only matchup which is imbalanced is PvZ.
LRM)Game: That Terran does not have a queen or dark archon equal, that Zergs air armies have a time between mass muta and scourge and devourer that they are insanely vulnerable, that Protoss's have a hard time expanding, that Terran can turtle until he's blue in the face, that Zerg can nydus around the map and make you cringe, that Protoss somehow are imbalanced on island maps when in concept they shouldn't be. There are a lot, that's just some.
Q26) Is 2v2 balanced on island maps? Are certain combinations exceedingly better than others?
LaStScan: Nobody can tell.. Depends on how many mineral fields, gases, and containers.
LRM)lokiM: I think zt and zp teams are really good, pretty much any matchup where you can build mutas I think is a better combination
LRM)Game: I think 2v2 is more balanced on island maps than on standard maps. You could give me any matchup and the counters are undeniably obvious and simple. People are quick to think ZZ because they think island, they think air, they think 2v2, they think mutas. Not correct. Any combination vs ZZ can turtle and tech so hard that it makes the Zerg's have to go back and rethink what they're doing. If anything I'd say the only imbalance in 2v2 is teams that are the same race. ZZ/PP/TT = GG'd. (meaning any double raced team would get stomped)
Long read, huh? Here's more.
Forum Questions
1) What race do you think island maps favor, and why?
LRM)Game: I think that island maps favor terran. Terrans have the superior
techs, but it takes 500+ apm to play terran perfectly. Toss is a close second
because they are a strong race with cheap anti-air and good teleportations.
LRM)lokiM: I think Protoss has a huge advantage over Zerg on island maps, for the
other matchups I think it's much more balanced. Statisically this also rings true
LaStScan: I think protoss has a huge advantage against terran and zerg because if
protoss can cut off zerg's drop and harassing terran with shuttle speed reaver
drop and then starts to get ready for carriers.
2) Proleague as well as the individual leagues have been known to mix in some wacky maps from time to time. Given this, do you see the return of any sort of island map in pro scene? Why do you think they've disappeared from map pools for all these
years?
LRM)Game: No, it would be nice though. The pro scene won't have much change because they are sticking to what works for them at this point. The disappearance is based off of the fact that island maps tax your strategic ability in normal play.
LRM)lokiM: There hasn't been an island map in the proleague for nearly 4 years, I don't see them adding 1 anytime soon. In my opinion they removed the island maps because it made the gameplay so 1 linear that it got boring to watch.
LaStScan: Island maps are too advantage for protoss and it will take forever to finish 1set of game.
3) Do you think the disappearance of island maps from korean leagues might have something to do with the rise in zerg league wins and decrease of protoss league wins?
LRM)Game: I don't think it lead to the rise of zerg wins, I think those were called defilers.
LRM)lokiM: No, and whoever thinks that needs to play sc2.
LaStScan: No I don't think it will matter because most people are tired of waiting for huge amazing fight.
4) Do you think that the mapmaking trick where you can make a gas geyser mineable only by Zergs (placing a Khaydarin Crystal Formation over a geyser) would help make Island maps balanced?
LRM)Game: Absolutely not, that'd just make Z rape Terran. LRM)lokiM: No, that would be so imbalanced.
LaStScan: No because that will be imbalance.
5) I would like to know why a map like Hall of Valhalla is considered a "semi-island" map and not an "island" map. (according to Liquipedia).
LRM)Game: Because once you're out of your base there is a way to attack and expand without actual drops or air units.
LRM)lokiM: Because Hall of Valhalla is a drop-off island map, same with Forbidden Zone. You can lift and land units and expand easily, compared to maps like Parallel Lines, there's alot more ground battles and fights for map control.
LaStScan: Terran would just lift off all buildings and land at 2nd expansion and then pump out units like against normal maps.
6) Do you think any of the changes in how people play since the demise of island maps would make them more or less viable for professional play? Which and why?
LRM)Game: No, professionals adjust to any map..
LRM)lokiM: No, progamers can adjust to any map with practice.
LaStScan: Since it's island maps, i don't think they would make them more or less for professional plays because they have really good multitasking and they have fast reactions.
7) Beyond the four listed, what are some of your favorite island map games?
LRM)Game: REACH VS BOXER @ NEO FORBIDDEN ZONE
LRM)lokiM: Boxer vs Joyo @ Paradoxxx is always classic
LaStScan: Boxer vs Yellow (not sure he knew that game was listed)
8) How do you supposed to play vs carriers on this maps?
LRM)Game: If someone makes it to carriers... you suck anyway
LRM)lokiM: It's really situational, for zerg you need alot of geysers, plague works wonders as well. If they get carriers out and you're terran you should just leave the game.
LaStScan: u have to finish the game before carriers come out and attack your bases.
(Would just like to point out how it was funny both T players said carriers = dead)
9) Can ground forces be effective on island maps if one get early shuttles and builds gateways on other island/ their island?
LRM)Game: Yes... where else would you excess minerals go? Ground forces = 100% necessary
LRM)lokiM: Yes, especially if it's on a drop-off island map like the maps I mentioned before.
LaStScan: If they use them for harassment and get more high tech units then yes.
10) Do siege tanks lose a lot of their effectiveness in island map TvP?
LRM)Game: I think they become at least twice as effective... minus vs zerg. It's situational, but since island maps bases aren't big and you're going anti-air to begin with they are the epidemy of defense. Lost Temple ledge drops were famous for a reason. Any map where a terran can get tanks that ground units can't target = win.
LRM)lokiM: No, tanks still shoot half way across the map. In someways they are even more useful than on ground maps
LaStScan: It depends on map looks like because some maps are little amount of space to drop and opponent can't even get those tanks. If it's not then it will be useless until terran gets att+2
11) Do mines become even stronger in island map TvP?
LRM)Game: 100%, no argument, no examples, no debates, they are sex. Mini nukes <3
LRM)lokiM: They're good on dropoff maps, or if you want to defend against recalls, but that's pretty much it
LaStScan: not 100% stronger. If opponent is not ready against vulture drop, then it will be huge damage against any races.
12) Do scouts gain some viability in any protoss matchup on island maps?
LRM)Game: YESH. I think in all matchups scouts are good in early game moreso than corsairs, and in a long game they are very good in moderation (4-6), unless there are huge air battles when you would obviously need more. Also their strategic value since there is no "rush" on island maps to throw an opponent off, assuming they aren't zerg.
LRM)lokiM: No, they aren't useful. If you want to build a unit for scouting early on, a corsair is faster and cost alot less, also builds quicker as well.
LaStScan: I will say no because it's useless because it's slow, and takes extremely long time to make one. It also takes a lot of resources and It can be late for scout opponent's base
13) Terrans suffer the most from Island maps. Is there any way that they can adapt especially against Protoss?
LRM)Game: I think leaving is a good tactic in TvP on island maps. Protoss is very overpowered and you need to basically be better than your opponent to win.
LRM)lokiM: Turtle and expand. Expand more.
LaStScan: I'm thinking that protoss should get fastest shuttle speed reaver drop against terran so he could buy some time to get carriers out with 2 base.
14) Would like to know when the balancing issues for island maps became apparent? (and how semi-island maps tried dealing with them? Again, this will be dealt with in the soon future.)
LRM)Game: When you just told me in this question.
LRM)lokiM: In my opinion, they took the maps out of the TV leagues simply because it was boring to watch, not because of balance issues
LaStScan: I think it will takes long time to make balanced island maps for all races because since it's island map, then they have to understand everything from beginning.
15) Could a zerg use a nydus canal network to defend his expansions without fighting -delusionally?- for air dominance? Could you point us to a game (with VoD please!) that used this strategy?
LRM)Game: I think that they'd obviously have to maintain air units... but in lategame I think it's actually necessary since hive tech is later than drops and air by an opponent
LRM)lokiM: You could use nydus canals to switch defilers in and out for defending, it's definately viable, but just alot harder to pull off compared to defending with air units.
LaStScan: Yes they can but zerg needs to see opponent's strategy and play def against him.
16) At what time mark could you scout on island maps? It seems to me that you used blind builds for quite long time, specially if you were zerg. What was the standard build then for zerg? Two hatch muta?
LRM)Game: As soon as humanly possible. Yes it was two hatch muta...
LRM)lokiM: Scouting is essential, pretty much any 2 hatch muta build has been used vs terran.
LaStScan: Zerg will play two hatchery muta against any races. Zerg can make 2scourges and scout to see opponent's strat and take massive expansions.
17) Are there situations where its always important to play random on island maps, or should u stick with your main race?
LRM)Game: I think random is viable (and important) vs foreigners.
LRM)lokiM: You should just play what you're comfortable with.
LaStScan: Yes I should stick with my main race cuz terran can lift their buildings and have more advantage against any races
18) Is cheese a viable option as a zerg on island maps?
LRM)Game: YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I remember a match (CANNOT REMEMBER MAP) where Incontrol went 1 hatch lair into 24 ling drop vs MistrZZZ I was :Oing I fucking loved it.
LRM)lokiM: How can you cheese as zerg? the other race is almost always going to expect early mutas or even lurkers
LaStScan: I don't think zerg can cheese against them. Even they do it, it's not strong enough and weak.
19) Are there any recently-made island maps that could be used for high level play?
LRM)Game: No the last major map that was released was in late 2006 and it sucked donkey bawlz.
LRM)lokiM: No1 makes island maps anymore, the professional map makers only make stuff for the TV leagues.
LaStScan: Noone makes island maps.. I don't think they have a good map for island.
For Sheth by LRM)Game
+ Show Spoiler +
David, if you had to save a marine or an scv which would u save ?
LRM)Game: SCV, just so no one could feed me white guilt for being a racist.
If there was a cute medic watching and the scv was her boyfriend would that
affect things?
LRM)Game: It really depends how well I know her boyfriend. But generally, no that would only make it more fun.
Changing the first question slightly, if you could only save a scv with minerals in its hands or a firebat with half health and him slowly dieing of cancer (irridiate), but he could run to medics who would u save?
I cannot answer the dying firebat and scv one, it would be against my morals. Who am I kidding? Gimme dat firebat.
LRM)Game: SCV, just so no one could feed me white guilt for being a racist.
If there was a cute medic watching and the scv was her boyfriend would that
affect things?
LRM)Game: It really depends how well I know her boyfriend. But generally, no that would only make it more fun.
Changing the first question slightly, if you could only save a scv with minerals in its hands or a firebat with half health and him slowly dieing of cancer (irridiate), but he could run to medics who would u save?
I cannot answer the dying firebat and scv one, it would be against my morals. Who am I kidding? Gimme dat firebat.
Incontrol's Island Map Analysis (Accompanied by a short matchup dependent tutorial by Shade)
+ Show Spoiler +
Air Map Imbalance Broad Analysis by Incontrol
When I reflect back on Starcraft and Broodwar I can't help but to think fondly of island maps. Some of the most intriguing and fun games I have played and watched took place on the infamous "island map." Why is that? Is it because they force you to play differently? Is it the challenge? The mystery of not being able to scout as fast as we are on land? Through this article I will discuss several island maps that have made their way through the circuit over the course of Starcraft's life and I will discuss what it was that kept them from being as popular as a Destination, Lost Temple or Python.
Dire Straights
Everyone remembers this map. The 4 island starting positions with smaller islands clustered around the map offering strange mining opportunities and geysers away from mineral lines forcing players to decide between effective mineral mining or gas mining. This map encouraged cerebral play in that the starting island was larger so there was a need to watch the perimeter of the island and conversely punish those that didn't with drops or floating production buildings.
What made it great: As a one versus one map there was exciting potential. Do I prepare for a drop? Do I float a command center for a fast expand? Do I drop them? Where are they? What are they doing? Island maps are unique in that they eliminate the possibility of a 2 gate, bunker rush or 9pool but they replace those risks with a multitude of possibilities that are typically void of "land map" games which makes most people unpracticed in dealing with them. These elevated elements of risk to reward build effectiveness made the map a bit of a wild card which had a polarizing effect. Either you loved that element or you hated it.. the map made people interested.
I remember the evolution of quick goliath drops in TvT here which was also used for TvP. This gave birth to new micro tactics like picking up and dropping off to avoid attacking units or incoming reaver fire. Progresses and experimental play was always abound with island maps and Dire Straights was no different. On some level you have to respect that!
What was the problem?: The elevated randomness of the map, inherent with island maps made them a sticky situation. The element of randomness and being incapable of scouting an opponent quickly is present in all the maps of this RTS on one level or another but certainly this element is made much more apparent given the constraints of the maps geographical features.
In addition to the lack of scouting that island maps feature we come to the age old problem of imbalance. Island maps absolutely favor Terran and Protoss over zerg. This has been inescapable since the dawn of island maps, indeed, Dire Straights. A zerg's strength is in it's ability to strike quick and cheaply gaining absolute return on the investment or washing over their opponent in shear body weight. Island maps dissolve the potential for that threat in the early game which alters the mindset for the match. If a terran or protoss knows absolutely that they are at 0 risk until lair tech from the zerg and at that tech they only need fear 1 of 2 things: Drop or Muta the game becomes simplified for the T/P and this results in a higher probability of correct tech prediction/preparation.
Zerg's over the course of the years evolved basic builds for island maps. 1 hatch muta, 2 hatch muta or 2 hatch hydra drop. Both these builds are crippled by the ventral sacs upgrade which cost an astounding 200/200 resources. Off of 1 gas this upgrade nearly eliminated the possibility of upgrades such as lurker tech or the all important speed/range upgrades for the hydra. Even with all upgrades considered this upgrade had a huge impact on the unit density from either builds. However the true bane of Zerg's existence was not in their starting build but rather the progression of the game. Where protoss/terran are rewarded for extended island play due to static defenses and superior air firepower; zerg is punished. Corsairs make mutalisks obsolete and cannons/reavers/templar force zerg to engage expansions in the worst of circumstances. With corsairs mopping up the supply/drop combo that is the overlord and relatively cheap static defenses like cannons compounding the pain it is easy to imagine a zerg having headaches trying to negotiate a battle with cannons/reavers/templar on a repeated basis when they are losing nearly all their overlords each time. Versus terran the luck is no better. Valks, science vessels, wraiths etc etc.. not to mention the static defenses terran's bolster make these maps all that much more imbalanced for more of the same reasons. Conversely zerg enjoys none of these benefits. Devourers/Guardians are nice but they don't compete in large numbers with what the terran/protoss can intuitively feature and enjoy tremendous success.
Conclusion: This was a great map. Some good times and some bad. But because the map offered no features that inherently advantaged (equalized) the zerg such as extra resources on the home island or something of that nature.. this map was simply to well made for the sons of aiur and earth.
Neo Forbidden Zone:
Many of you don't remember this map. This map makes ME feel old. But alas, let me tell you a story. What if I were to tell you that there was a time when a man went 100-0 on a map? What if I told you he said he'd do it? This man was the infamous Testie. Love him or hate him he pointed to the bleachers and nailed it. Lets talk about why that happened.
The streak, why and how: As an island map this map was different than the previously discussed Dire Straights. This map featured 4 starting islands that were really just raised ground above low ground. This meant that once you were on the low ground you had "access" to all expansions. Again similar problems for the zerg with a small compensation: Being able to slow drop to a nearby natural meant there existed another option for the zerg that was viable. This however did not stop the map from remaining grossly imbalanced in favor of the terran and protoss players.
That is neither here nor there however. Testie did not do the streak as a random player or much less a zerg player. He picked protoss. Protoss enjoys the highest rate of success on this map according to TL's own TLPD sitting at 31-15 for a 67% winrate. Testie was not some divine prophet, he was just a practiced gamer who knew an imbalance when he saw one.
Protoss enjoyed such tremendous success because of the map's island play combined with it's "low ground" feature. This meant a protoss could maximize their tech by going 2 gate robo and using their shuttle to simultaneously be aggressive as well as macro efficient. Being able to offload on the low ground and building their meant they could skimp on shuttles or corsairs and funnel all their money towards the cost-efficient dragoon. From there the game was simple, expansion denial. Dragoons with proper control can devastate tanks in low numbers. Terrans working with 1 gas cannot produce an efficient number of tanks and are left with fewer options than the protoss. This understanding essentially bleed into every match on this map until it became overran with mirrors and basically became unplayable on competitive levels. Testie established his streak with solid PvX play abusing tactics similar to what was just described. From there it is speed shuttles, reavers and massive ground armies on the low ground.
Conclusion: This map did better than most island maps. It was a map that favored the protoss specifically.. but at the same time it again revolutionized play and helped pave the way for new builds, tactics and micro types. This map surely can be remembered as one of the best ever. Still rampant with imbalance issues.. the island map genre new no other complaints. This did however make for some of those legendary games where a T/Z won versus a P and everyone thought that was just fine!
Gorky Island
This island map was featured in a WCG but also offered again a revolution in map making, an expansion behind the main! With literal high ground just above the main this map again changed the way we played this game. Slow drop expansions, floating CC, quick drops to secure opponents mineral line with high ground.. new possibilities and new tactics developed. Utilizing the "low ground" mid map feature Gorky again pushed the envelope and changed the way we regard this game.
The good: Again with the nearby natural we experienced some possibilities for the zerg with slow drop expanding making it more viable for the zerg. This made ZvT more chewable as fast expanding while viable for both, wasn't nearly as devastating as some of these other maps where the natural stretched the zerg thin and made them vulnerable to early aggression. While of course those elements exist here, they are simply mitigated to a certain extent which makes the map indeed more playable.
Gorgeous with it's wintery tileset and fun playstyle this map revolutionized SC once again. Cliff dropping was already a known tactic given maps like LT where controlling the opponents high ground overlooking an expansion was already a mainstream tactic we see this simply featured and made more critical here, to control the opponents expansion is to control the main as well. This gave way to tactics like expanding to another main's "natural" and using that high ground to secure the low ground main for later game play. Map control and playing with that concept at the forefront became again a reemphasized map feature. Planning ahead, thinking ahead, denying the opponents intention to do the same.. these concepts became a tangible reality with this map as each game drew on. This is of course not to say that these considerations weren't made on other maps but it is of my opinion that they were made more critical on Gorky Island.
Conclusion: This map again made another leap for island maps. Advancing and implementing previously used concepts like lowland mid map and developing the base behind your base concept we saw some tremendously exciting games here. Again the problems with static defense strength alienating zerg's and lack of air strength as well as costly drops with overlords also effecting supply while dships for t/p do not. While progressive in it's ingenuity it was again plagued by the imbalance issue.
Looking back, what to think moving forward...
Island maps revolutionized and diversified our experience with this game. Think of them as a necessary evil.. never done "right," but maybe they can't be. Maybe it is the very nature of an island map that makes them problematic for balanced play. What can we learn from the past and move forward to make a better tomorrow? Will island maps be balanced in SC2? What changes need to be made? What considerations can be done? Should they be left out entirely? I am of the mind that this is not the answer.. I think it is possible to make island maps that are both balanced and exciting.
Who knows. Only time will tell!
Shade's: Air Map Imbalances Narrow Analysis by Shade[AoV]
P and T>Z on Island Maps
In Starcraft, island maps have not made it to the professional scene and ladders because Starcraft is too imbalanced to play these. Zerg players get @#%!d on island maps because their unit/tech combos are too expensive. A lair costs 150/150, drop upgrade costs 200/200, speed upgrade costs 150/150, then you need fully upgraded hydralisks which is 100/100 and 150/150. Additionally, zerg cannot expand on island maps as fast as other races because they have to research the necessary upgrades. Finally, zerg cannot tech to more than one thing because they don't have enough gas too. Also, zerg players can very easily lose their overlords on island maps by corsairs and wraiths. After a certain period of time their map control is limited until overlord speed. It should be noted Zerg air units are more mobile than their counterpart Protoss and Terran units.
T>P on Island Maps
Terrans can make turrets on the periphery of their small islands which can make protoss drops really difficult to accomplish. Terran players can prevent drops by using their turrets which are half the cost of cannons.
Terrans have faster and more effective drops.
Terrans can fly buildings for map control, while Protoss must get observers.
Terran can fast expand after 14 scvs while protoss has to wait for a shuttle.
Protoss have to make the two buildings for reavers, a templars archive for hts or dts, and observers for mines or wraiths.
Terrans benefit from having less room, while protoss needs open room for attacks.
Turrets, wraiths, and goliaths make it extremely easy for them to defend against drops especially with goliath range.
Also, protoss players will need their 200/200 speed upgrade for shuttles a lot of times. Dropships are faster than shuttles which are a big advantage. Dropships can fit better units than shuttles. An example is 4 goliaths vs. 2 dragoons. Another example is 4 goliaths > 4 zealots. Another example is 4 vultures > 4 zealots.
Goliaths have better range than dragoons have against air. Their rate of fire and attack makes them better.
Protoss players have to waste alot of much needed gas in the early game stages of an island map.
A Terran player can sometimes make one wraith to stop protoss shuttle drops with attack and move micro.
P>T on Semi-Island Maps and Big Islands
Protoss players benefit the most from large spaces on the islands.
Protoss players normally have to play for the late game on island maps because it takes them longer to tech. In the late game, if protoss can tech arbiters they will own with recalls and statis. Late game mind control can prevent drops from occurring.
Protoss players can send their observers around the map for better map control.
Protoss gateways cost significantly less than factories when you combine the costs of minerals and gas. This contributes to a protoss advantage in PvT on semi-islands because Protoss players have extra gas on a semi-island map.
T< P on Semi-Island Maps
On semi-island maps, like Neo Forbidden Zone, Terran has difficulty holding a second expansion. In most Semi-Island Maps, where the only islands are mains, third expansions are generally far away from the first expansion. Terran has trouble defending three bases from carriers, especially when they are far away from each other. Also, Terran is at a disadvantage because he has to defend so many locations from drops. Terrans do not have a mobile anti air unit. On maps where the fighting is done on the ground, Terrans are forced to get tanks and goliaths incase protoss gets carrier or drops, instead of tanks and vultures. Tanks and Vultures is a far better combo than Tanks and Goliaths when battling ground troops.
Frequently Asked Questions
-What are some things people have tried to do to make island maps balanced?
People have tried to add a second gas expo on the first main island. This would give zerg a slight advantage because they already need the second hatchery for a production building. Another thing map makers have done is to place a full mineral and gas expansion at the main. This does not make anything better for zergs and just turns the map into a BGH style of a map. Map Example: Paradoxx You can also put spider mines and dark templars in the form of sprites next to an expansion to give zerg an advantage. If you place spider mines sprites you can see the spider mines being placed at the start of a game. Zerg have early detection, so they can expand to where the dts and mines are earlier. You can also put a mineral sprite on a geyser to make it so only a Zerg player can take the gas by morphing in an extractor.
-Why do I never see a Terran player go bio on an Island Map in FFA mode?
Goind bio on an island map is daring because any other Terran who goes Mech will absolutely steamroll and rape you. Please note that Factories, Goliaths, and Vultures are all capable of being built on the way to Dropship tech (which will surely be made on island maps.
-Why Island Maps Are Hated?
Island games are despised by many because nothing exciting happens the first several minutes of the game.
-How come in TvP going Terran air units or Protoss air units doesn't work in the early to midgame?
Terran Wraiths easily get chewed up by dragoons since air to air combat is what they excell at. Battle Cruisers are bad against Dragoons because Dragoons do explosive damage and do extra damage to heavy units. Scouts and Carriers, conversely, get chewed up by Goliaths with range and Turrets. However, going Protoss air or Terran air in PvZ and TvZ are viable options.
When I reflect back on Starcraft and Broodwar I can't help but to think fondly of island maps. Some of the most intriguing and fun games I have played and watched took place on the infamous "island map." Why is that? Is it because they force you to play differently? Is it the challenge? The mystery of not being able to scout as fast as we are on land? Through this article I will discuss several island maps that have made their way through the circuit over the course of Starcraft's life and I will discuss what it was that kept them from being as popular as a Destination, Lost Temple or Python.
Dire Straights
Everyone remembers this map. The 4 island starting positions with smaller islands clustered around the map offering strange mining opportunities and geysers away from mineral lines forcing players to decide between effective mineral mining or gas mining. This map encouraged cerebral play in that the starting island was larger so there was a need to watch the perimeter of the island and conversely punish those that didn't with drops or floating production buildings.
What made it great: As a one versus one map there was exciting potential. Do I prepare for a drop? Do I float a command center for a fast expand? Do I drop them? Where are they? What are they doing? Island maps are unique in that they eliminate the possibility of a 2 gate, bunker rush or 9pool but they replace those risks with a multitude of possibilities that are typically void of "land map" games which makes most people unpracticed in dealing with them. These elevated elements of risk to reward build effectiveness made the map a bit of a wild card which had a polarizing effect. Either you loved that element or you hated it.. the map made people interested.
I remember the evolution of quick goliath drops in TvT here which was also used for TvP. This gave birth to new micro tactics like picking up and dropping off to avoid attacking units or incoming reaver fire. Progresses and experimental play was always abound with island maps and Dire Straights was no different. On some level you have to respect that!
What was the problem?: The elevated randomness of the map, inherent with island maps made them a sticky situation. The element of randomness and being incapable of scouting an opponent quickly is present in all the maps of this RTS on one level or another but certainly this element is made much more apparent given the constraints of the maps geographical features.
In addition to the lack of scouting that island maps feature we come to the age old problem of imbalance. Island maps absolutely favor Terran and Protoss over zerg. This has been inescapable since the dawn of island maps, indeed, Dire Straights. A zerg's strength is in it's ability to strike quick and cheaply gaining absolute return on the investment or washing over their opponent in shear body weight. Island maps dissolve the potential for that threat in the early game which alters the mindset for the match. If a terran or protoss knows absolutely that they are at 0 risk until lair tech from the zerg and at that tech they only need fear 1 of 2 things: Drop or Muta the game becomes simplified for the T/P and this results in a higher probability of correct tech prediction/preparation.
Zerg's over the course of the years evolved basic builds for island maps. 1 hatch muta, 2 hatch muta or 2 hatch hydra drop. Both these builds are crippled by the ventral sacs upgrade which cost an astounding 200/200 resources. Off of 1 gas this upgrade nearly eliminated the possibility of upgrades such as lurker tech or the all important speed/range upgrades for the hydra. Even with all upgrades considered this upgrade had a huge impact on the unit density from either builds. However the true bane of Zerg's existence was not in their starting build but rather the progression of the game. Where protoss/terran are rewarded for extended island play due to static defenses and superior air firepower; zerg is punished. Corsairs make mutalisks obsolete and cannons/reavers/templar force zerg to engage expansions in the worst of circumstances. With corsairs mopping up the supply/drop combo that is the overlord and relatively cheap static defenses like cannons compounding the pain it is easy to imagine a zerg having headaches trying to negotiate a battle with cannons/reavers/templar on a repeated basis when they are losing nearly all their overlords each time. Versus terran the luck is no better. Valks, science vessels, wraiths etc etc.. not to mention the static defenses terran's bolster make these maps all that much more imbalanced for more of the same reasons. Conversely zerg enjoys none of these benefits. Devourers/Guardians are nice but they don't compete in large numbers with what the terran/protoss can intuitively feature and enjoy tremendous success.
Conclusion: This was a great map. Some good times and some bad. But because the map offered no features that inherently advantaged (equalized) the zerg such as extra resources on the home island or something of that nature.. this map was simply to well made for the sons of aiur and earth.
Neo Forbidden Zone:
Many of you don't remember this map. This map makes ME feel old. But alas, let me tell you a story. What if I were to tell you that there was a time when a man went 100-0 on a map? What if I told you he said he'd do it? This man was the infamous Testie. Love him or hate him he pointed to the bleachers and nailed it. Lets talk about why that happened.
The streak, why and how: As an island map this map was different than the previously discussed Dire Straights. This map featured 4 starting islands that were really just raised ground above low ground. This meant that once you were on the low ground you had "access" to all expansions. Again similar problems for the zerg with a small compensation: Being able to slow drop to a nearby natural meant there existed another option for the zerg that was viable. This however did not stop the map from remaining grossly imbalanced in favor of the terran and protoss players.
That is neither here nor there however. Testie did not do the streak as a random player or much less a zerg player. He picked protoss. Protoss enjoys the highest rate of success on this map according to TL's own TLPD sitting at 31-15 for a 67% winrate. Testie was not some divine prophet, he was just a practiced gamer who knew an imbalance when he saw one.
Protoss enjoyed such tremendous success because of the map's island play combined with it's "low ground" feature. This meant a protoss could maximize their tech by going 2 gate robo and using their shuttle to simultaneously be aggressive as well as macro efficient. Being able to offload on the low ground and building their meant they could skimp on shuttles or corsairs and funnel all their money towards the cost-efficient dragoon. From there the game was simple, expansion denial. Dragoons with proper control can devastate tanks in low numbers. Terrans working with 1 gas cannot produce an efficient number of tanks and are left with fewer options than the protoss. This understanding essentially bleed into every match on this map until it became overran with mirrors and basically became unplayable on competitive levels. Testie established his streak with solid PvX play abusing tactics similar to what was just described. From there it is speed shuttles, reavers and massive ground armies on the low ground.
Conclusion: This map did better than most island maps. It was a map that favored the protoss specifically.. but at the same time it again revolutionized play and helped pave the way for new builds, tactics and micro types. This map surely can be remembered as one of the best ever. Still rampant with imbalance issues.. the island map genre new no other complaints. This did however make for some of those legendary games where a T/Z won versus a P and everyone thought that was just fine!
Gorky Island
This island map was featured in a WCG but also offered again a revolution in map making, an expansion behind the main! With literal high ground just above the main this map again changed the way we played this game. Slow drop expansions, floating CC, quick drops to secure opponents mineral line with high ground.. new possibilities and new tactics developed. Utilizing the "low ground" mid map feature Gorky again pushed the envelope and changed the way we regard this game.
The good: Again with the nearby natural we experienced some possibilities for the zerg with slow drop expanding making it more viable for the zerg. This made ZvT more chewable as fast expanding while viable for both, wasn't nearly as devastating as some of these other maps where the natural stretched the zerg thin and made them vulnerable to early aggression. While of course those elements exist here, they are simply mitigated to a certain extent which makes the map indeed more playable.
Gorgeous with it's wintery tileset and fun playstyle this map revolutionized SC once again. Cliff dropping was already a known tactic given maps like LT where controlling the opponents high ground overlooking an expansion was already a mainstream tactic we see this simply featured and made more critical here, to control the opponents expansion is to control the main as well. This gave way to tactics like expanding to another main's "natural" and using that high ground to secure the low ground main for later game play. Map control and playing with that concept at the forefront became again a reemphasized map feature. Planning ahead, thinking ahead, denying the opponents intention to do the same.. these concepts became a tangible reality with this map as each game drew on. This is of course not to say that these considerations weren't made on other maps but it is of my opinion that they were made more critical on Gorky Island.
Conclusion: This map again made another leap for island maps. Advancing and implementing previously used concepts like lowland mid map and developing the base behind your base concept we saw some tremendously exciting games here. Again the problems with static defense strength alienating zerg's and lack of air strength as well as costly drops with overlords also effecting supply while dships for t/p do not. While progressive in it's ingenuity it was again plagued by the imbalance issue.
Looking back, what to think moving forward...
Island maps revolutionized and diversified our experience with this game. Think of them as a necessary evil.. never done "right," but maybe they can't be. Maybe it is the very nature of an island map that makes them problematic for balanced play. What can we learn from the past and move forward to make a better tomorrow? Will island maps be balanced in SC2? What changes need to be made? What considerations can be done? Should they be left out entirely? I am of the mind that this is not the answer.. I think it is possible to make island maps that are both balanced and exciting.
Who knows. Only time will tell!
Shade's: Air Map Imbalances Narrow Analysis by Shade[AoV]
P and T>Z on Island Maps
In Starcraft, island maps have not made it to the professional scene and ladders because Starcraft is too imbalanced to play these. Zerg players get @#%!d on island maps because their unit/tech combos are too expensive. A lair costs 150/150, drop upgrade costs 200/200, speed upgrade costs 150/150, then you need fully upgraded hydralisks which is 100/100 and 150/150. Additionally, zerg cannot expand on island maps as fast as other races because they have to research the necessary upgrades. Finally, zerg cannot tech to more than one thing because they don't have enough gas too. Also, zerg players can very easily lose their overlords on island maps by corsairs and wraiths. After a certain period of time their map control is limited until overlord speed. It should be noted Zerg air units are more mobile than their counterpart Protoss and Terran units.
T>P on Island Maps
Terrans can make turrets on the periphery of their small islands which can make protoss drops really difficult to accomplish. Terran players can prevent drops by using their turrets which are half the cost of cannons.
Terrans have faster and more effective drops.
Terrans can fly buildings for map control, while Protoss must get observers.
Terran can fast expand after 14 scvs while protoss has to wait for a shuttle.
Protoss have to make the two buildings for reavers, a templars archive for hts or dts, and observers for mines or wraiths.
Terrans benefit from having less room, while protoss needs open room for attacks.
Turrets, wraiths, and goliaths make it extremely easy for them to defend against drops especially with goliath range.
Also, protoss players will need their 200/200 speed upgrade for shuttles a lot of times. Dropships are faster than shuttles which are a big advantage. Dropships can fit better units than shuttles. An example is 4 goliaths vs. 2 dragoons. Another example is 4 goliaths > 4 zealots. Another example is 4 vultures > 4 zealots.
Goliaths have better range than dragoons have against air. Their rate of fire and attack makes them better.
Protoss players have to waste alot of much needed gas in the early game stages of an island map.
A Terran player can sometimes make one wraith to stop protoss shuttle drops with attack and move micro.
P>T on Semi-Island Maps and Big Islands
Protoss players benefit the most from large spaces on the islands.
Protoss players normally have to play for the late game on island maps because it takes them longer to tech. In the late game, if protoss can tech arbiters they will own with recalls and statis. Late game mind control can prevent drops from occurring.
Protoss players can send their observers around the map for better map control.
Protoss gateways cost significantly less than factories when you combine the costs of minerals and gas. This contributes to a protoss advantage in PvT on semi-islands because Protoss players have extra gas on a semi-island map.
T< P on Semi-Island Maps
On semi-island maps, like Neo Forbidden Zone, Terran has difficulty holding a second expansion. In most Semi-Island Maps, where the only islands are mains, third expansions are generally far away from the first expansion. Terran has trouble defending three bases from carriers, especially when they are far away from each other. Also, Terran is at a disadvantage because he has to defend so many locations from drops. Terrans do not have a mobile anti air unit. On maps where the fighting is done on the ground, Terrans are forced to get tanks and goliaths incase protoss gets carrier or drops, instead of tanks and vultures. Tanks and Vultures is a far better combo than Tanks and Goliaths when battling ground troops.
Frequently Asked Questions
-What are some things people have tried to do to make island maps balanced?
People have tried to add a second gas expo on the first main island. This would give zerg a slight advantage because they already need the second hatchery for a production building. Another thing map makers have done is to place a full mineral and gas expansion at the main. This does not make anything better for zergs and just turns the map into a BGH style of a map. Map Example: Paradoxx You can also put spider mines and dark templars in the form of sprites next to an expansion to give zerg an advantage. If you place spider mines sprites you can see the spider mines being placed at the start of a game. Zerg have early detection, so they can expand to where the dts and mines are earlier. You can also put a mineral sprite on a geyser to make it so only a Zerg player can take the gas by morphing in an extractor.
-Why do I never see a Terran player go bio on an Island Map in FFA mode?
Goind bio on an island map is daring because any other Terran who goes Mech will absolutely steamroll and rape you. Please note that Factories, Goliaths, and Vultures are all capable of being built on the way to Dropship tech (which will surely be made on island maps.
-Why Island Maps Are Hated?
Island games are despised by many because nothing exciting happens the first several minutes of the game.
-How come in TvP going Terran air units or Protoss air units doesn't work in the early to midgame?
Terran Wraiths easily get chewed up by dragoons since air to air combat is what they excell at. Battle Cruisers are bad against Dragoons because Dragoons do explosive damage and do extra damage to heavy units. Scouts and Carriers, conversely, get chewed up by Goliaths with range and Turrets. However, going Protoss air or Terran air in PvZ and TvZ are viable options.
I regret to inform all that LRM)Semih's answers have to be edited out. For the full thing, hopefully ICCup or Gosugamers will use this as news and ask me for the unedited copy.
Don't forget of the upcoming island tour where you can test out your new found insight on island play. http://www.iccup.com/starcraft/tourney/view/6651.html
That concludes our project and I encourage for you guys to give feedback on the project as well as tell us what we could improve on, since this is just the first of many to come. Once again, thank you Liquipedia, thank you Shade and Incontrol, and thank you Semih, lokiM, and Scan for participating and helping me put this together.