Left starting base:
Right starting base:
in zvz especially this is a big deal, as the left side has a much much easier time defending/killing banelings that try to sneak by, while the right side is quite vulnerable to banelings sneaking around. And in general it's just much better/easier for defending your ramp.
also another better effect the left base has is that it only takes 1 creep tumor spread to get down the ramp, while on the right you have to make an extra tumor, just so you can scooch over a couple hexes as it cannot reach down below the ramp
On September 23 2010 08:03 GoSu] wrote:
Also on Scrap Station, the choke leading to the third expansion has issues.
The top left player's choke is much larger than the bottom right player's. Certain FE strategies cannot be done if you spawn top left.
Also on Scrap Station, the choke leading to the third expansion has issues.
The top left player's choke is much larger than the bottom right player's. Certain FE strategies cannot be done if you spawn top left.
apparently you can easily wall off your choke with 2 buildings at the bottom choke but not the top one. and apparently these sorts of imbalances are a common occurrence in the ladder maps
So please fix it so that theyre equally as close as the left or as far as the right, either one i dont care as long as it's even.
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A map issue posted long ago in beta regarding the imbalance of gas geyser positioning:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123692
Every time i make my first geyser in every game i always try to pick the one closest to horizontal/vertical from my hatch, unfortunately not all starting locations have balanced gas geysers. i remember one time i forgot and made a diagonally located gas kulas ravine and my gas was noticeably lower/slower
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as someone kindly reminded me, this imbalance also exists on Xel'Naga Caverns (most annoyingly the creep tumor spreading)
Note the radius indicators:
Top starting base:
Bottom starting base:
as you can see by the radius indicator, the top base is guaranteed to get at least 1 shot off no matter how close they hug the wall, while the bottom base you can hug the wall and not get hit fairly comfortably.
you may think, what does that tiny bit matter? well when running pairs of banelings into enemy base (you dont want to have them all clumped or 2 enemy banelings can blow them all up).. 1 crawler constantly poking them as they walk in and the other not being able to reach any at all.. it matters.
And once again the creep tumor imbalance exists here too, it's really annoying. The top base you can spread a tumor below the ramp(both to the west and to the north) with the first spread, but the bottom base is too far so you have to make a tumor just a few hexes over, just so you can spread it down the ramp..making it take at least 30 seconds longer just to spread to about the same place the top base can get to with 1 tumor spread
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On September 23 2010 08:36 Alsn wrote:
There are a bunch of team maps where the spawn locations are bugged as well(ie, your main building is one hex too far away from your starting minerals). The 2v2 map Tempest has the top-mid leftmost spawn misplaced one hex to the east. As well as the 3v3 map Colony 426 where the bottom spawn location is misplaced one hex to the north.
There are a bunch of team maps where the spawn locations are bugged as well(ie, your main building is one hex too far away from your starting minerals). The 2v2 map Tempest has the top-mid leftmost spawn misplaced one hex to the east. As well as the 3v3 map Colony 426 where the bottom spawn location is misplaced one hex to the north.