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[M] (2) Caspian Gates(click to enlarge) + Show Spoiler [Angled Overview] +(click to enlarge) Size: 132×148 Spawns: Top Right, Bottom Left Published to: AM, EU, KR (as [ZoU] Caspian Gates) Rush distances:Main to main: 42 Top of main ramp to top of main ramp: 36 Natural to natural: 35
Description:
Caspian Gates is a pretty regular map with a slight twist. There are tiny elongated chokes at the entrance of the natural/third and on the low ground sectioning off the middle area of the map, which means that until the rocks are broken down medium and large sized units have to take the long way around the map. As a result some early game dynamics are a bit different--stalker pressure, ravager timings, and hellions are a bit weaker for example. And of course as the game goes on and the rocks are broken down these areas that are still more favourable to some units than others, and still serve as chokes.
For completeness here are the units that can go through these small chokes: Workers, Changeling, Locust, Broodling, Zergling, Baneling, Hydralisk, Ghost, Reaper, Marine, Marauder, Viking, Sentry, Zealot, Adept, DT, High Templar
And here are the units that can't: Roach, Infestor, Swarm host, Ravager, Lurker, Queen, Widow Mine, Hellion, Hellbat, Cyclone, Stalker, Colossus, Disruptor, Immortal, Archon, Ultra, Tank, Thor
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Yeah, no, I didn't want to pressure Zerg anyway. This is fine.
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On August 01 2019 00:25 alephnaut wrote: Yeah, no, I didn't want to pressure Zerg anyway. This is fine.
Hellion pressure is worse, but apart from that I don't think terran is too badly off. Marines and marauders can walk through those gaps (and use them to prevent surrounds) and tanks behind them are probably reasonably hard to dislodge.
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Hellion pressure is _significantly_ worse, and all terran 1-1-1 builds rely on hellions. Battlemech also won't work on this map at all since your main advantage -- mobility -- is gone. The 2-1-1 is figured out, so any bio play will have to start with hellions (which will be useless for creep control and forcing lings on this map.)
I think that TvZ on this map would generally be 4 hellions that you are forced to keep at home, since lings effectively move across the map twice as fast.
Probably the best build would be speed banshee into tank mech, but maybe you could do something with bio and just accept the disadvantage from Zerg knowing you couldn't realistically pressure before 6:30.
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On August 01 2019 23:40 alephnaut wrote: Hellion pressure is _significantly_ worse, and all terran 1-1-1 builds rely on hellions. Battlemech also won't work on this map at all since your main advantage -- mobility -- is gone. The 2-1-1 is figured out, so any bio play will have to start with hellions (which will be useless for creep control and forcing lings on this map.)
I think that TvZ on this map would generally be 4 hellions that you are forced to keep at home, since lings effectively move across the map twice as fast.
Probably the best build would be speed banshee into tank mech, but maybe you could do something with bio and just accept the disadvantage from Zerg knowing you couldn't realistically pressure before 6:30.
You bring up some good points. I thought I'd compensated for hellions being weaker by making other aspects of the map pretty decent for terran (there's airspace behind the nat for harassment, the tiny chokes also make taking a third CC fast easier, triangular thirds are generally worse for zergs than linear thirds, the tiny chokes are good for terran once you reach the midgame etc), but I guess that might not be enough if zerg can snowball their creep and drone production early (though maybe at that point maybe the 2-1-1 isn't too bad).
Not sure what kind of change I can make to help terran though given that I also have to be careful about TvP since there it's Protoss that has some early game issues with stalker harass being weakened.
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I do think those things help, actually. You did accomplish what you meant to do. But... not enough (in my opinion. I'm not 100% certain) to offset the absolutely gigantic deal that it would be if Zerg had map control (again, except for banshees) for the entire first 6 minutes of the game.
Honestly, it might be fine. Tank mech seems pretty powerful on this map so maybe it would reach a 50/50 equilibrium. If you did want to try to adjust this, choking up the 4:00/5:00 bases a little would probably help.
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Predicting how non-standard map features plays out in practice is a real crapshoot, which makes implementing stuff like this tricky (though Starcraft wouldn't be very interesting if it wasn't). I'm just here hoping that the best strat. on this map is to open with reapers and bounce your own units over the tiny chokes .
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