Half the reason you can afford to go air relatively quick PvT is that you have a huge gas surplus from having a predominantly 100/0 and 125/50 army. Compared to a Terran army (75/0 and 150/100), that's a lot less gas.
[Q] What qualities determine map balance? - Page 2
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GrandInquisitor
New York City13113 Posts
Half the reason you can afford to go air relatively quick PvT is that you have a huge gas surplus from having a predominantly 100/0 and 125/50 army. Compared to a Terran army (75/0 and 150/100), that's a lot less gas. | ||
zobz
Canada2175 Posts
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jinwoooooooo
United States176 Posts
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ilbh
Brazil1606 Posts
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il0seonpurpose
Korea (South)5638 Posts
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Elite]v[arine
United States264 Posts
On September 02 2008 10:22 il0seonpurpose wrote: A far away 3rd for zerg isn't good is it? depends how easy it is to defend. link of Luna. if zerg took cross map main with 2-3 lurkers at ramp it would be easy to defend and far away right? im talking zvt of course. | ||
CharlieMurphy
United States22895 Posts
Ex, Mutalisk (or any air really) benefit greatly from cliffs around main and nat. | ||
Stimpacked
Philippines368 Posts
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fatalis
United States11 Posts
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ZerO-
Canada6 Posts
On September 03 2008 02:06 fatalis wrote: It just so happens I was thinking about this and created a map designed to favor zerg. Its your normal ramp map leading to expo, but behind the main theres a canyon with zero building room for turrets. Also, theres a cliff behind the natural with zero building space. To top it off, inside your main area is gas with no minerals so you can pop down a hatchery next to it and do a very easy 3 hatch 3 gas. Plus the middle of the map is built sort of like rushhour main reason why they edited Blue Storm 1.1 or 1.2 to create that extra gap behind mineral line at nat so it was less muta friendly. | ||
Elite]v[arine
United States264 Posts
On September 03 2008 04:14 ZerO- wrote: main reason why they edited Blue Storm 1.1 or 1.2 to create that extra gap behind mineral line at nat so it was less muta friendly. so they made room for turrets? | ||
dickless123
Korea (North)33 Posts
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LastWish
2013 Posts
On September 02 2008 09:41 jinwoooooooo wrote: Map balance is really situational. Sure, you may think an easily defendable 3rd base favors terran, and it usually does. But on maps such as andromeda where the 3rd base is extremely easy to defend, tosses win out on the map. The fact that tosses can also easily defend their 3rd base makes timing pushes difficult, which means the terran must get their 3rd fast as well. This leads to a huge macro war. With that large center, it's very difficult for terrans to extend beyond their 3rd base. On the other hand, tosses can extend past their 3rd easily, even more so because of the island expos. Andromeda is rather easy in PvT because the distances are far away and mid is opened enough. I'd say that long distances favor most Zerg in general, no suprisingly, it's the fastest race. No gas maps, more than PvT favors TvZ and are generally not good for PvZ. High gas maps favor Toss generally. Corridors + cliffs are good for TvP, but once Toss reaches carriers it goes PvT. The viability of getting carrier tech probably determines if it's balanced. Cliffs over nat, or abusable obstacle at nat(like arcadia) favor Terran, and even zerg if the minerals are in lurker distance. Open maps disfavor Terran in general, but favor Z over P. Far away natural is usually an advantage for Toss. Air maps favor Toss. Small islands, with buildable terrain favor Toss, but Zerg too. Early unreachable expansions without mineral block are good for Terran. ... | ||
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