[M]Map update: (4)Roadkill 1.09 - Page 3
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hiro protagonist
1294 Posts
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Freakling
Germany1525 Posts
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Golgotha
Korea (South)8418 Posts
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thedeadhaji
39489 Posts
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lepape
Canada557 Posts
How does it feel to have your map in the official map pool and in a pro tournament? Did you get any feedback from the top players about the map? | ||
Freakling
Germany1525 Posts
Here's Best introducing the map. Unfortunately my Korean is still pretty much non-existent, so I don't gather any details. He's got some nice wall-ins though. FBH also discussed the map: Maybe some one can summarize what they have to say. I also found Larva playing a pretty nice ZvP vs. Shuttle where the whole map is taken: | ||
kogeT
Poland2023 Posts
On July 29 2018 23:29 Freakling wrote: I was curious what search for "로드킬 스타크래프트" would turn up by now… Here's Best introducing the map. https://www.youtube.com/watch?v=DMH9fv04i6A Unfortunately my Korean is still pretty much non-existent, so I don't gather any details. He's got some nice wall-ins though. FBH also discussed the map: https://youtu.be/Zj755I1HTcM?t=26m48s Maybe some one can summarize what they have to say. I also found Larva playing a pretty nice ZvP where the whole map is taken: https://www.youtube.com/watch?v=x4CtQ_IX8hc Map makers dream right? When I made a H3 map that has been added to the official release I was checking YT everyday for play through's LOL. Also, last ZvP is vs Shuttle | ||
JungleTerrain
Chile799 Posts
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Hatchet_man
Russian Federation249 Posts
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nXma)n(iac
2 Posts
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Freakling
Germany1525 Posts
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nXma)n(iac
2 Posts
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Qikz
United Kingdom12021 Posts
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Freakling
Germany1525 Posts
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radley
Poland579 Posts
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KameZerg
Sweden1745 Posts
On August 06 2018 18:58 Freakling wrote: There's a 1/256 default miss chance for ranged units. Does that also apply to static defense structures? | ||
Freakling
Germany1525 Posts
On August 07 2018 03:39 radley wrote: But you know that terran placing turrets behind minerals to defend 3 hatch muta is considered noob, so it doesn't make any sense, right? Well, Turrets should be placed where workers can be quickly pulled to repair them, I guess. So that's within the mineral lines or at its flanks. That includes the area below the geyser, though. It also prevents other issues with unequal building spaces behind mineral lines, such as cannon rushes (although this may not even be a problem either any more with v1.13, due to the mineral lines being mostly equalized). There may haven even be other reasons for my doing it back in the day that I cannot remember any more. Keep in mind that this map is actually fairly old (around 2012-ish?). I did not temper much with this aspect in my newest update. On August 07 2018 03:53 KameZerg wrote: Does that also apply to static defense structures? Yes. | ||
Psyonic_Reaver
United States4330 Posts
I understand there are already FEE pictures on Liquidpedia but I feel they are outdated since they were added back in 2015 before the map underwent further changes for Blizzard's current Ladder Season. Roadkill Bottom Wall+ Show Spoiler + Takes 3 Zealots or 2 Zealots and a Probe to block. If you position the probe in the back sometimes the Zerglings will bug out, even if the Zerg manually attack clicks the Probe and they will sometimes not move forward to engage. If there is no Probe or Zealot there - Zerglings will squeeze only between the Cannon and the Zealot to get in. Ideally if it is vs many Zerglings trying to push through, bring more Probes. The opening is wide enough for Dragoons and Archons to pass through the middle without being retarded. Roadkill Left Wall+ Show Spoiler + Takes 3 Zealots or 2 Zealots and a Probe to block. If you position the probe in the back sometimes the Zerglings will bug out, even if the Zerg manually attack clicks the Probes and they will sometimes not move forward to engage. If there is no Probe or Zealot there - Zerglings will squeeze between the two Zealots positioned to get in. Ideally if it is vs many Zerglings trying to push through, bring more Probes. The opening is wide enough for Dragoons and Archons to pass through the middle without being retarded. Roadkill Top Wall+ Show Spoiler + Takes 2 Zealots or a Zealot and a Probe to block. Zealots must be that far forward, any further back and you'll need more units to plug the gap or risk that Cannon above the Gateway being surrounded. Probes are always ideal to bring to help fill in holes. The opening is wide enough for Dragoons and Archons to pass through the middle without being retarded. Roadkill Right Wall+ Show Spoiler + Takes 2 Zealots or a Zealot and a Probe to block. Zealots MUST be positioned PRECISELY as shown or you will need an additional unit to help create a solid wall. Probes are always ideal to bring in to help fill in holes. The opening is wide enough for Dragoons and Archons to pass through the top without being retarded. I know many of the Pro Protoss players enjoy creating extremely tight walls stacked on top or below a pylon but that requires destorying it sometime later in the game to free bigger units. Your call. The only time you need a smaller opening is if you scout the Zerg going Ling All-in. In which case at all positions it is possible to place a Pylon or Cannon to help narrow the gaps further and require less Units to plug the holes to help fend off the All-in. | ||
Freakling
Germany1525 Posts
The bottom one looks a bit impractical to me. At least the Pylon position could probably be better to allow for more Cannons: + Show Spoiler [show image] + This variant has the added benefit of protecting the Forge from being sniped pretty well. If the Zealots are moved a bit more forward units from the Gate even spawn inside the wall (behind the Zealots). | ||
Psyonic_Reaver
United States4330 Posts
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