I think they'll be clockwise-counterclockwise issues with this map. Because if you're clockwise from your opponent, you have two routs to their nat if you you're counter clockwise, you really only have one.
New OSL Map: Tears of the Moon - Page 2
Forum Index > BW General |
thunk
United States6233 Posts
I think they'll be clockwise-counterclockwise issues with this map. Because if you're clockwise from your opponent, you have two routs to their nat if you you're counter clockwise, you really only have one. | ||
Atrioc
United States1865 Posts
I really appreciate that they are finally trying to encourage different playstyles with the maps | ||
Hot_Bid
Braavos36362 Posts
On December 15 2008 11:08 thunk wrote: It'll make people stop once they secure their third because their third will last them a long time. I think they'll be clockwise-counterclockwise issues with this map. Because if you're clockwise from your opponent, you have two routs to their nat if you you're counter clockwise, you really only have one. you still have two... its a slightly longer distance but is it really that big a deal | ||
DownMaxX
Canada1311 Posts
| ||
funkie
Venezuela9373 Posts
Mapdori should have that info...somewhere ;O~ | ||
YPang
United States4024 Posts
| ||
trumanlover
Japan14 Posts
| ||
Not_Computer
Canada2277 Posts
on closer inspection a lot of areas seem a bit awkward, but i can't really say for sure this far zoomed out is there a bigger picture available? and when will it be released to the public for dl? (tried googling it but all i got was WoW) | ||
thunk
United States6233 Posts
On December 15 2008 11:13 Hot_Bid wrote: every time a map is released there will inevitably be people yelling "omfg siege tanks will be so imba on this map!!!" lol you still have two... its a slightly longer distance but is it really that big a deal I think that it's perhaps not as big of a deal as I made it out to be but consider a Protoss at 6 and a Zerg at 10. If the Protoss FE's and the Zerg does some sort of ling or hydra all in, it'd be more advantageous for the Zerg to be at 10 than it would for him to be at 3. The same is true of in PvP a 2 gate + reaver against a 3 gate goon + obs, if you're at 10 (the 2 gate/reaver) you (who spawned at 10) have two routes and set up a really nice flank. You're limited to fighting from one side if you had spawned at 3. I can think of quite a few cool narrow timings where players to do all-in rushes because you're directly clockwise from your opponent that you couldn't do if you were counter-clockwise from your opponent that you would also have to consider in your build choice. | ||
Ilikestarcraft
Korea (South)17709 Posts
| ||
traced
1739 Posts
cool looking map though, hope the different mains don't really affect play | ||
Play
Australia608 Posts
edit: the mineral only third.... which one is the third..? | ||
SixSongs
Poland1455 Posts
| ||
Ra.Xor.2
United States1784 Posts
edit: i don't think anybody's gonna try to take the mid expansions lol. | ||
Descent
1244 Posts
On December 15 2008 11:28 thunk wrote: I think that it's perhaps not as big of a deal as I made it out to be but consider a Protoss at 6 and a Zerg at 10. If the Protoss FE's and the Zerg does some sort of ling or hydra all in, it'd be more advantageous for the Zerg to be at 10 than it would for him to be at 3. The same is true of in PvP a 2 gate + reaver against a 3 gate goon + obs, if you're at 10 (the 2 gate/reaver) you (who spawned at 10) have two routes and set up a really nice flank. You're limited to fighting from one side if you had spawned at 3. I can think of quite a few cool narrow timings where players to do all-in rushes because you're directly clockwise from your opponent that you couldn't do if you were counter-clockwise from your opponent that you would also have to consider in your build choice. I don't dislike the map, but I don't think I can say that I like the looks of it either. I think your points are very valid, and I fear that at the pro-level the map may turn out to be far more positionally imbalanced that expected. I think players will have to prepare twice the number of builds on this map for any particular match, based on their starting location and the opponent's starting location relative to their own. Of course, I hope it turns out to be a great map, too~ | ||
traced
1739 Posts
| ||
Avidkeystamper
United States8551 Posts
On December 15 2008 11:38 traced wrote: 8 mineral patches at the main should definitely help out zerg, too Edit: Nvm, I'm an idiot. | ||
Signet
United States1718 Posts
| ||
ZidaneTribal
United States2800 Posts
| ||
Aurious
Canada1772 Posts
That or something like it maybe for 2v2? | ||
| ||