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Balancing Blood Bath

Forum Index > BW General
Post a Reply
exalted
Profile Blog Joined March 2004
United States3612 Posts
April 05 2005 11:03 GMT
#1
I'll be honest - I think this map is great as warmup training and just an allaround fun map, but I think this map is imbalanced for zvt (hard for the zerg, becuase it is so easy for the terran to take the middle with siege tank control and therefore prevent the Zerg from taking expos, and since there is only one gas node the Zerg can't do anything worthwhile.

Near the chokepoint of every base, there are 2-4 minerals (memory escapes me) - putting a geyser there may fix this problem (if the zerg opens with say, 12 pool 11 hatch and puts the hatch there at the choke (possibly just for optimal gas mining and choke protecting over getting the minerals).

Thoughts? Other imbalances that you feel are in BloodBath, post!
too easy
Empyrean
Profile Blog Joined September 2004
17011 Posts
April 05 2005 11:05 GMT
#2
I feel you should add Terrain, more resources, more bridges/chokes, and increase the size to 128x128. You should also move the mains, add min only andt wo expos.


Oh wait that's lost temple.
Moderator
Locked
Profile Joined September 2004
United States4182 Posts
April 05 2005 11:09 GMT
#3
On April 05 2005 20:03 exalted wrote:
I'll be honest - I think this map is great as warmup training and just an allaround fun map, but I think this map is imbalanced for zvt (hard for the zerg, becuase it is so easy for the terran to take the middle with siege tank control and therefore prevent the Zerg from taking expos, and since there is only one gas node the Zerg can't do anything worthwhile.

Near the chokepoint of every base, there are 2-4 minerals (memory escapes me) - putting a geyser there may fix this problem (if the zerg opens with say, 12 pool 11 hatch and puts the hatch there at the choke (possibly just for optimal gas mining and choke protecting over getting the minerals).

Thoughts? Other imbalances that you feel are in BloodBath, post!


take a look at the map again.......

near each of the 2 empty corners in each 'base' there are 3 minerals

..although i suppose you could stick some at the poor choke
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
lil.sis
Profile Blog Joined March 2005
China4650 Posts
April 08 2005 01:52 GMT
#4
can't you also hit the three mineral patches in the corner with siege tanks from an adjacent main?

memory might be failing me on that one..
好好喝喝天天快乐
FroST(TE)
Profile Joined September 2004
United States909 Posts
April 08 2005 02:02 GMT
#5
im pretty sure any 12 pool 11 hatch build will get raped by the popular 6rax blood bath build
PoorUser on LP
SChasu
Profile Joined October 2003
United States1505 Posts
April 08 2005 02:04 GMT
#6
4pool > all too bad pool costs 200 instead of 150 now
totalbiscuit is awful at casting.
KillerPenguin
Profile Joined June 2004
United States516 Posts
Last Edited: 2005-04-08 02:33:58
April 08 2005 02:32 GMT
#7
Its extremely imbalanced in t's favor imo. If t is smart he will rax first and bunker so u can't do anything rushing. Then he'll bunker choke with rine support so u still can't do anything. Then he'll get tanks and push u to death. With such close positions the great turtle terran defence becomes a great defence and offence. Yes you can siege the mins, no adding a geyser won't help.
http://www.escapeintolife.com/
CuddlyCuteKitten
Profile Joined January 2004
Sweden2647 Posts
April 08 2005 02:55 GMT
#8
It's BB so I really don't see where siege tanks get's into it when it's TvZ...

Anyaway I zerg has a hard time on bb, you need pretty good ling controll and the only strat choice you seem to have is weather to go either 4 pool or 6 pool.

Terran I allways go 8 rax but I guess 6 rax could work? (Dunno, never tried and usually play 2on2 on that map.)

Toss allways 9 gate.

Siege tank only makes it onto the game if it's 2t vs 2p or it's a redicusly even game.
waaaaaaaaaaaooooow - Felicia, SPF2:T
logitech
Profile Joined December 2004
Canada230 Posts
April 08 2005 04:24 GMT
#9
heh, BB is indeed kinda inbalanced, and its sort of like this:
P > T (if P dual gates + cannon rush)
T > Z (if T rax early)
Z > P (if Z pool early)
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