Sometimes they even join my games, then after the game is started, the say: "Not fs sry" and quit.
Or this "go re on fs or python". Why play only two maps, (which are actually at least boring)?
Forum Index > Brood War Strategy |
GreenWillow
50 Posts
Sometimes they even join my games, then after the game is started, the say: "Not fs sry" and quit. Or this "go re on fs or python". Why play only two maps, (which are actually at least boring)? | ||
jello_biafra
United Kingdom6631 Posts
On December 29 2014 22:13 GreenWillow wrote: why do people on iCCup play fs only? Sometimes they even join my games, then after the game is started, the say: "Not fs sry" and quit. Or this "go re on fs or python". Why play only two maps, (which are actually at least boring)? Because those are the maps that people feel most comfortable on and enjoy the most. A lot of people can't be bothered learning other maps since there are so many of them. It's also a bit of a catch 22, people that are willing to learn and play other maps may not bother since most others aren't and won't join their game/play those maps. I don't know why they would only realise that the map isn't FS after the game has started though, they can see what map you're using before they even join you're games, they're just being stupid or not paying any attention. | ||
evilfatsh1t
Australia8517 Posts
python is for all the old school players who spent ages playing on python and never bothered to learn the new ones | ||
Jonoman92
United States9091 Posts
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GreenWillow
50 Posts
Like, Valley of Wind, Paradoxxx, Discovery, Asgard, Triatlon, etc. With different passages, long and narrow paths, weird, but cool layout, etc. Or may be maps which force you to go unusual units and spells (say, scouts or medics with their optical flare, etc.) In general, more micro-oriented maps which require much thinking and mind play. thx | ||
[[Starlight]]
United States1578 Posts
On December 31 2014 09:05 Jonoman92 wrote: Also walling in bw is hard. Depending on a player's experience figuring out how to wall in your main/natural properly can take more effort than people might want to expend. It's not so bad if you've got the cheat sheet: http://wiki.teamliquid.net/starcraft/List_of_Unit_and_Building_Sizes | ||
ninazerg
United States7290 Posts
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Probemicro
3708 Posts
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upro)wraith
Israel64 Posts
scan's ghost strategy | ||
SnowFantasy
4173 Posts
On January 01 2015 16:10 ninazerg wrote: I feel like mass ghost might be a viable strategy if done right. Are there any good VODs of any progamers doing this like any time after 2010? It seems like a good strat and I wanna copy down what the pros are doing onto my notebook. i have some iccup replays | ||
Jaded.
United States125 Posts
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Sero
United States687 Posts
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[[Starlight]]
United States1578 Posts
On January 04 2015 02:36 Jaded. wrote: Ok this might not really be a simple question but in late game TvP with a maxed army which should I chose to push. His 5th or 6th expansions or go straight for the heart in the main base. Obviously the circumstances will vary from game to game but in general do I go for his production or his resources. Maybe whichever ones are on/near the path to P's main/natural, since the Terran army doesn't have great mobility? | ||
puppykiller
United States3125 Posts
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GreenWillow
50 Posts
I usually produce goons and reavers for too long, whereas my opponents make hts and I lose. When is the breaking point, when it's clear that it's about time to make ht? Also, if the opponent omits reavers and goes directly to ht, should I do the same, or it's better to still stick to goon-reaver? Another question is when should I begin to make arbiters in PvT. Thanks | ||
VGhost
United States3602 Posts
1) I can't find links to muta micro maps that actually seem to work (I downloaded one from a link on liquipedia but the triggers didn't seem to activate). Where can I find one, and/or what are other ways to practice? 2) My worker micro is all but non-existent, both game-start splits and stacking. Any particular tips, or just practice? 3) The basic map editor is pretty limited; what's the current standard for mapping? | ||
GreenWillow
50 Posts
1) I can't find links to muta micro maps that actually seem to work (I downloaded one from a link on liquipedia but the triggers didn't seem to activate). Where can I find one, and/or what are other ways to practice? have u chosen Use Map Settings option? | ||
seom
South Africa491 Posts
On January 05 2015 04:53 VGhost wrote: 2) My worker micro is all but non-existent, both game-start splits and stacking. Any particular tips, or just practice? Someone here came up with a decent UMS map to practice worker splits on, cant remember the map name or where I found it maybe someone else can help or post a link? otherwise practice, practice, practice | ||
DarkNetHunter
1224 Posts
On January 05 2015 04:53 VGhost wrote: Alright, I'm trying to get back into Brood War and I have 3 questions: 1) I can't find links to muta micro maps that actually seem to work (I downloaded one from a link on liquipedia but the triggers didn't seem to activate). Where can I find one, and/or what are other ways to practice? 2) My worker micro is all but non-existent, both game-start splits and stacking. Any particular tips, or just practice? 3) The basic map editor is pretty limited; what's the current standard for mapping? Make sure you remember to use USE MAP SETTINGS setting, the first muta map may only be played in multiplayer I believe. 1) Muta Micro Map1 Muta Micro Map2 2) Split Training Map stacking is just selecting all going to another mineral patch, then pressing stop if you want to block something, otherwise practice. 3) Sorry have to ask someone more familiar with mapping these days, but SCM Draft was always good. | ||
Cryoc
Germany909 Posts
On January 04 2015 02:36 Jaded. wrote: Ok this might not really be a simple question but in late game TvP with a maxed army which should I chose to push. His 5th or 6th expansions or go straight for the heart in the main base. Obviously the circumstances will vary from game to game but in general do I go for his production or his resources. I usually push to the nearest base, because it is faster and you are closer to react to a full counter attack. If his main is close to you he will still lose some income when you kill his natural. By the time your first max push occurs, his natural should usually still have some resources left. From there on you can contain his main and proceed to kill his other bases. | ||
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