Why have we not seen any island maps played at the competitive level yet? Island maps were played in Starcraft 1 tournaments, why not Starcraft 2? Are there any inherent racial imbalances that would be brought to light on island maps, such as Terran being able to fly their buildings around(namely scv-loaded command centers) or Zerg getting ridiculous map vision with overlords and creep?
[D] Island maps?
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Leaky
United States176 Posts
Why have we not seen any island maps played at the competitive level yet? Island maps were played in Starcraft 1 tournaments, why not Starcraft 2? Are there any inherent racial imbalances that would be brought to light on island maps, such as Terran being able to fly their buildings around(namely scv-loaded command centers) or Zerg getting ridiculous map vision with overlords and creep? | ||
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Gemini_19
United States1246 Posts
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mvpAKAenvyME
Canada179 Posts
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nick00bot
326 Posts
http://www.sc2replayed.com/replays/142063-2v2-terran-protoss-debris-field http://www.sc2replayed.com/replays/142062-1v1-terran-protoss-debris-field | ||
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ALPINA
3791 Posts
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laegoose
Russian Federation325 Posts
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Smipims
United States61 Posts
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PhiliBiRD
United States2643 Posts
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Draconicfire
Canada2562 Posts
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lyAsakura
United States1414 Posts
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ecaesar
Canada106 Posts
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Raahka
Finland30 Posts
Turrets/drop defense > Air units/drops Mass eco > Turrets/drop defense Air units/drops > Mass eco Add to that protoss really can not scout without already having made the desision, and terran has to guess which of the 3 other bases he scans. I dont know about zergs because of overlords, but this is how I see TvT, PvP, and TvP going. | ||
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Falcon-sw
United States324 Posts
On February 21 2011 05:51 Smipims wrote: Zerg would be raped. They'd have to invest heavily in queens while protoss gains map control with early and quick phoenix/void rays. 1 base phoenix >>> 1 base muta. Excellent point. Also 1-base zerg is at such a disadvantage early... and I can't think of a way to give Zerg players two bases and Terran/Protoss only one on such a map. | ||
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Logros
Netherlands9913 Posts
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Divine-Sneaker
Denmark1225 Posts
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Dimagus
United States1004 Posts
The only SC2 variation of geographical isolation is destructible rocks/debris. | ||
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Volka
Argentina410 Posts
However, they add another layer of complexitiy on the already complex world of balance. Still, maybe in a couple of years... | ||
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WniO
United States2706 Posts
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sofawall
29 Posts
On February 21 2011 06:09 Falcon-sw wrote: and I can't think of a way to give Zerg players two bases and Terran/Protoss only one on such a map. Have one base on the starting island with a creep tumor? Perhaps more, so that a photon cannon/turret placed on the outside cannot see the one in the middle, forcing the Protoss/Terran to wait for creep to fade? Alternatively, if you feel like permanently denying the expansion, just place some perma-creep down. | ||
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Kyadytim
United States886 Posts
The problem Zerg faces is that they get to air units the slowest, and because Zerg can't apply pressure at all until Lair tech, the other races can just blitz for air units themselves, hunt overlords, and maintain a superior fleet, then start expanding with minimal gas investment. After producing air combat units, it costs Terran and Protoss 100 gas to either produce a medivac or build a Robotics Facility, at which point they can expand. Terran will also be able to just float CCs around the map until mapmakers start blocking that with low value (or 0 value) mineral patches. In contrast, Zerg need to spend either 200 gas on a nydus network and 100 on a nydus worm, or 100 on overlord speed and 200 on drop tech to be able to expand, putting them further behind in the air unit arms race. Essentially, if all 3 races want to expand, the Zerg player will drop 2 units behind the other races. On February 21 2011 08:13 sofawall wrote: Have one base on the starting island with a creep tumor? Perhaps more, so that a photon cannon/turret placed on the outside cannot see the one in the middle, forcing the Protoss/Terran to wait for creep to fade? Alternatively, if you feel like permanently denying the expansion, just place some perma-creep down. The creep tumor idea would break TvP, as Terran can be rid of the Creep Tumor at any time with a single scan, while the Protoss has to get a Robo, which is off their tech path for producing a fleet. Perma creep would break ZvP and ZvT, unless that expansion had reduced resources, like 4 mineral patches and 1 geyser, and even then it would still be Zerg favored. What one map in BW did was put a natural expansion on the starting island, but the geyser was a bit distant from the minerals. Zerg, who would naturally build 3 hatches, could mine it properly, while the other races had to invest in extra workers to optimally mine that geyser. Unfortunately, this doesn't apply to Starcraft 2 in any way at all, but try to think outside the box ![]() That map was a semi-island map and was taken out of the map pool years ago, so it would probably be imbalanced with modern playstyles, such as Corsair/Reaver in PvZ. | ||
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