Interesting. I feel however that the natural is sooooo open and everything screams reaper fuck me.
Exactly my thought.[SC2 Map] Neo Steppes of War - Page 2
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SC2Phoenix
Canada2814 Posts
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Moutas
Greece158 Posts
Possible Protoss FE against Zerg: Any comments or suggestions are welcome | ||
Dionyseus
United States2068 Posts
On June 09 2010 05:28 Skaff wrote: Correction, it's not as much of an advantage like it was in BW. The loss of sight counts for a small amount at least! Also it's hard for melee units to hit stuff up on a cliff ;p | ||
VelRa_G
Canada304 Posts
An offhand suggestion: + Show Spoiler + Remove the ramp from 3 and 9 naturals to inside 2 and 7. Make 2 and 7 high yield and current high yield regular. | ||
RodrigoX
United States645 Posts
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Mr.Pyro
Denmark959 Posts
And if it were up to me, i'd "stretch" the entire map [in the middle] a bit to create a bit more breathing room as i feel steppes of war is too small in general. | ||
BigDatez
Canada434 Posts
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Maelkyral
United States22 Posts
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Moutas
Greece158 Posts
On June 09 2010 11:06 Maelkyral wrote: I don't really understand how your new natural design permits protoss FE. In the screenshot given, the Zerg can easily harass the mineral line with lings by entering from the south ramp. There's also no choke in this situation for the protoss to defend, making it much harder to stop a roach push. The roaches might even be able to assault the Nexus while being out of cannon range in the setup you have shown. Think of it as a Metalopolis FE. Zerg can harass the mineral line as well, but that doesn't mean FE is impossible. And if someone tries to roach rush, you should have enough time to prepare your defense. As for the building placement, I'm not suggesting every Protoss should FE like this. It is just an example to show that FE can be done, the players can decide where to place Gateways/Forge/Cannons as they like. | ||
Moutas
Greece158 Posts
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Andtwo
United States126 Posts
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Moutas
Greece158 Posts
On June 10 2010 00:19 Andtwo wrote: Can tanks hit 3rd from the gold (especially the vespene)? Regardless, as a zerg player I really like it and I'd undownvote it if this was the steppes version on ladder instead of the current. I recently looked into this and found that some spots can be hit by siege tanks. I am currently working on a version that will fix this | ||
Plethora
United States206 Posts
On June 09 2010 10:24 VelRa_G wrote: An offhand suggestion: + Show Spoiler + Remove the ramp from 3 and 9 naturals to inside 2 and 7. Make 2 and 7 high yield and current high yield regular. I was going to suggest the same thing and then I read it. Remove the ramp from nat to current "3rd", then swap the gold and regular minerals. It gives players the option of going ground and shooting for an eventual 4-bases, or incorporating air and aiming to take the gold just outside their main (but with a crazy long walk distance to defend it). EDIT: Suggestion 2: It might be interesting to reposition the watchtowers to the narrow little alleyways under the natural expos (between the two ramps). I'm not sure how it would play out but it would give you the opportunity to get a good look at your opponents defenses if you snuck a unit in there, and as the defender it would punish you for not "guarding" your own watchtower, so to speak. It's at least a different way to use the watchtowers than we have seen thus far. | ||
QueueQueue
Canada1000 Posts
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Lemorex
United States5 Posts
As a protoss, I have to say that having a ledge like that right in front of your starting base seems like its just asking to have tanks lined up underneath, its a very good position for mech play while not helping colossi because of the long distance from the ledge to the actual base. On the plus side, I like the more open middle and feel like that is a great addition that will open up play a little bit; as a protoss I always just ffed the ramp from the natural and it was pretty easy to split zerg armies, i think this new design should fix that some. Finally, I'm not sure if this is a bad thing, but looking at the expos it seems like on two to three bases your main would be extremely vulnerable to a drop since there seems to be a long walking distance from the third expo(the one directly below the starting base) and your starting base. Overall though I like it and hope my criticism is helpful. | ||
Moutas
Greece158 Posts
As for the watchtowers, I don't want to put them in areas that will reveal key parts of the map. Your suggestion sounds interesting though and I will definitely look into it. On June 10 2010 02:45 QueueQueue wrote: Would be some interesting macro games. I think this map layout kind of takes away from dynamic play a bit. Compared to the original map, do you think it's less dynamic? For me, SoW seemed like a really boring map to play. | ||
Madkipz
Norway1643 Posts
you bastard stealing my initial idea so now im fiddling with incineration zone instead | ||
Ovi
164 Posts
I dont think he should block off one of the entrances to the natural. If he removed the one to the third that would suck for taking a quick and easily defendeble third, and if he removed the other one that would mean getting 1 extra free expo while taking the third first which would pretty much turn the map into a 3 base turtlefest in some matchups. | ||
Arco
United States2090 Posts
The third (natural on your version) being easily defendable is a great feature, and would work well on the concept of the original map. | ||
Slayer91
Ireland23335 Posts
Not to say this map doesn't seem much more balanced than the original in the current form. I just loved massive flanks in the middle of steppes if you don't die to fast rushes or tank pushes. | ||
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