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Overview
Officially uploaded to [SEA] [NA] [EU] [KR]
![[image loading]](http://i.imgur.com/j6JVP8Y.jpg)
Officially uploaded to [SEA] [NA] [EU] [KR]
Map Details Name Zepphyr Jungle Version 1.0 (28/07/2013) Bounds 128x134 Bases 12 Normal Yield Rush Distances 60 seconds (worker speed)
Eye Candy
Change Log
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Phaeton + Zerus ^_^ ^_^.... ^_^.... ^_^.... ^_^.... ^_^...
The third is kinda cool
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On July 28 2013 21:03 Semmo wrote: Phaeton + Zerus ^_^ ^_^.... ^_^.... ^_^.... ^_^.... ^_^...
The third is kinda cool
<3 I couldn't get rid of that little pathway just yet, I wanna see how it goes!
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Russian Federation4295 Posts
Love the idea with destructible rocks + vision blockers at 5th screenshot
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NICE minerals in crates even
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your Country52797 Posts
Is the third below the main's backdoor seigable from the nearby highground?
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Sexy. But I think the 3rd is a bit easy to take, especially for T.
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Looks so cool. :D
Third is easy, but... the interesting options for putting pressure on it make it okay maybe. I could see a really interesting fast 3rd metagame on this map. (For P and T.)
One thing I might change, that big open low ground area at 1/7 that doesn't really lead anywhere, why not cut back the edge of the ground and provide some more air space next to the main? I think this would be more "fair" for current map standards for air vulnerability and it would give another option for pressure on a fast-easy-3rd.
[edit] Seriously beautiful doodads.
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Looks cool at first glance. I'm not sure how much rock on the highest level, then sand, then grass on the lowest level makes sense, but it's pretty 
Seems like backdoors are becoming more popular, which is great.
One tiny nitpick, I think one of the geysers at the nat is not 100% efficient. Not a big deal but maybe worth looking into.
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I'd worry about the rush distance from the natural to the backdoor rocks entrance.
The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map.
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On July 29 2013 07:38 FlyingBeer wrote: I'd worry about the rush distance from the natural to the backdoor rocks entrance.
The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map. For the ZvT bust scenario, I think it's reasonable that the terran can wall the top of the backdoor ramp with their infrastructure while holding the usual timing at their nat, and have a tank out to put on the cliff between the two areas totally shutting down any prolonged bounce back and forth play.
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On July 29 2013 11:15 EatThePath wrote:Show nested quote +On July 29 2013 07:38 FlyingBeer wrote: I'd worry about the rush distance from the natural to the backdoor rocks entrance.
The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map. For the ZvT bust scenario, I think it's reasonable that the terran can wall the top of the backdoor ramp with their infrastructure while holding the usual timing at their nat, and have a tank out to put on the cliff between the two areas totally shutting down any prolonged bounce back and forth play.
I assume you're referring to a 2-base roach bust? Most terran build orders don't have a tank out by 7:00 do they? I'm also thinking of some protoss 2-base timings. 5gate/5Oracle all-in, Immortal/Archon all-in, etc. where Terran frequently never gets a tank.
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On July 30 2013 11:08 FlyingBeer wrote:Show nested quote +On July 29 2013 11:15 EatThePath wrote:On July 29 2013 07:38 FlyingBeer wrote: I'd worry about the rush distance from the natural to the backdoor rocks entrance.
The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map. For the ZvT bust scenario, I think it's reasonable that the terran can wall the top of the backdoor ramp with their infrastructure while holding the usual timing at their nat, and have a tank out to put on the cliff between the two areas totally shutting down any prolonged bounce back and forth play. I assume you're referring to a 2-base roach bust? Most terran build orders don't have a tank out by 7:00 do they? I'm also thinking of some protoss 2-base timings. 5gate/5Oracle all-in, Immortal/Archon all-in, etc. where Terran frequently never gets a tank. What I was trying to say is that you might need to alter your build a little but doing so makes defending much easier. Adapting to the map and all.
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