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I know this has probably been asked before, but I tried several searches and I couldn't find an appropriate thread so...
What map qualities make a map a protoss/zerg/terran map? I think knowing these things could be really helpful when learning how to play new maps.
Right now, my immediate guesses would be
Terran: - easily defendable 3rd - many small movement obstructions in the middle, ie thin walls - natural or 3rd can be hit by tanks in a relatively safe place
Protoss: - cliffs - islands?
Zerg: - many ramps - lots of gas - far away 3rd - open middle
anyway I could be wrong but those are my current thoughts
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how are protoss good on maps with cliffs;;;
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easily defendable 3rd gas would make pvz protoss favouring (i think)
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unbuildable in the middle favours P against T
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On September 01 2008 21:51 DhakhaR wrote: unbuildable in the middle favours P against T
Luna ? :p
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Belgium9942 Posts
you can't split it up in races, gotta split it up in matchups
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On September 01 2008 21:54 Boblion wrote:Show nested quote +On September 01 2008 21:51 DhakhaR wrote: unbuildable in the middle favours P against T Luna ? :p
haha yeah, although Luna is quite balanced TvP
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On September 01 2008 22:22 RaGe wrote: you can't split it up in races, gotta split it up in matchups
this. plenty of map features only give an advantage in one mu, and there are some features that'll give p over z but t over p even more, etc.
gotta be in mus, not races
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On September 01 2008 21:51 DhakhaR wrote: unbuildable in the middle favours P against T I wouldn't say this really matters nowadays, because many terrans seem to include gols to their army much earlier. Also vessels seem to be rather standard, crushing my obs with gols, and mines killing everything... *gosh* that's so unfair.
Terrans have evolved again, like few years ago many would be surely convinced that non-wall maps favor toss.
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Cliffs favor Terrans so much
Siege Tank on Cliff = gayness
Carriers also benefit from Cliffs and elevation changes but its not that drastically different. Any uncrossable terrain benefits Carriers, so you can't single out and say Cliffs. However, how many more times do you see tanks than carriers in any matchup game?
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if savior was playing
kid raped on imbal maps 24/7
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if boxer was playing for real kids be getting rapes 24/7 too...
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On September 02 2008 00:14 LastWish wrote:Show nested quote +On September 01 2008 21:51 DhakhaR wrote: unbuildable in the middle favours P against T I wouldn't say this really matters nowadays, because many terrans seem to include gols to their army much earlier. Also vessels seem to be rather standard, crushing my obs with gols, and mines killing everything... *gosh* that's so unfair. Terrans have evolved again, like few years ago many would be surely convinced that non-wall maps favor toss.
On Lower levels there is nothing better than turrets with true sight that automatically snipe observers
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cliffs benefit terran siege tanks and toss's carriers. also any kind of gay lurk drop or w/e.
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You should really break this up into matchups, like rage said.
Long, Narrow corridors favor P in PvZ and T in TvP. They're about balanced in TvZ because while you can d up with seige tanks and bunkers you can also swarm the corridors for Z inbal.
I think Cliffs favor T more than P, personally.
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this is a complicated matter and sometimes certain things that on most maps affect balance one way do the opposite. Ex. Katrina's cliffs and easy 3rd. Everyone was convinced it was a T map. Then stork came along.
things that affect balance - no gas at natural T>Z, Z>P, T>P - too easy to defend 3rd and 4th gas Z>T - nat with more than one entrance T>Z and Z>P - tightness vs. openness. Generally tight maps tend to favor terran at least in TvP. Big open maps make pushes hard. - minerals close to walls or edge of cliff or something makes them easy to muta harrass - cliffable minlines = T map - island without a 0/8mineral block blocking the cc/nexus spot are T features - linearity (as in no multiple paths, just push from expo one to expo 2 to expo 3 etc) T>all
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cliffs always favor terran
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On September 02 2008 04:32 anotak wrote: - no gas at natural T>Z, Z>P, T>P
I always thought this was a P>T feature, since the basic P army in PvT isn't very gas-heavy at all, and you usually you take a relatively quick 3rd anyway, while on the other hand, a no-gas nat will severly cut back on the amount of tanks a T can field from his initial two bases?
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On September 02 2008 07:38 Muey wrote:I always thought this was a P>T feature, since the basic P army in PvT isn't very gas-heavy at all, and you usually you take a relatively quick 3rd anyway, while on the other hand, a no-gas nat will severly cut back on the amount of tanks a T can field from his initial two bases? P needs a shitton of goons, which ends up being quite gas heavy while tanks are extremely cost efficient. Zeals are just there for support and if you start having excess minerals, vultures are > zeals and also do well vs goons, so i guess that might be why T>P. This is coming from a Zerg player though, so i might be wrong.
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