Didn't see one of those up anywhere, felt like a good time to bring up the discussion.
As most of us are probably aware by now, the map pool in S7 is changing, dropping Shattered Temple from the pool and including Daybreak, Metropolis and Ohana. It now looks like this:
Cloud Kingdom LE Korhal Compund LE Antiga Shipyard Entombed Valley Metalopolis Shakuras Plateau Tal'Darim Altar Daybreak LE Metropolis LE Ohana LE
Quite interesting, considering there's only two GSL maps not currently in the pool (not counting Crossfire SE for obvious reasons). The map pool is also bigger than ever before, numbering 10 maps, but still with only 3 vetos.
Here are my vetos... (I like to prioritize maps that are less, or not at all, used in tournaments since they're less likely to be useful from a practice discussion. Besides, if Antiga Shipyard is good enough for DRG, it's good enough for me )
> Korhal Compound Long creep spread distance around the third, which makes it vulnerable to flanks while in battle, or frontal attacks (also my phobia of low ground thirds hasn't cleared up since XNC yet...). Also not a very commonly used map in leagues etc.
>Shakuras Plateau Mostly been phased out of Korea by now. ZvT on this map has always been a pain for me, mostly due to terrans splitting the map in half with tanks / PFs / vikings + turrets when going mech. ZvP and ZvZ is ok here, I think.
>TDA Kinda on the fence about this one. It's a decent map, but I feel like the rocks at the third shoehorns us into either opening with a 2base play (usually mutas), a roachling all in, or a far third that is harder to defend. On the other hand, if the 8m2g middle base on Daybreak LE might be a disaster in ZvT if Terran goes mech, puts a planetary there and slowpushes out.
What're your thoughts on this season's map pool, and which maps are you going to avoid?
I played korhal all this season, I think I have to veto it, its just not a very nice map. the xelnaga towers don't give enough vision, the third is a pain to hold, the middle is pretty dangerous.
i also veto shakuras, dunno about my 3rd veto. we'll see how the new 3 maps come out after blizzard hacks them to bits.
I'm not Zerg but I definitely think you should replace Korhal or TDA with entombed. Entombed most Zergs complain about that without cross spots Terran and Protoss have a big advantage and with cross spots it's still not a good map for them.
If I were Zerg I'd probably veto Entombed, Antiga (4th bases are pretty bad for Zerg to take and if your 3rd is next to the toss or terrans main your in a bad spot also), and either Cloud or Shakuras for the third.
Antiga, Entombed, and Korhal are being vetoed. I wish blizzard would disable close position on Antiga and Entombed, taking a third on these maps can be such a pain in the balls as a zerg.
I will be using my vetoes on Entombed Valley (non-cross spawns are a nightmare) and Tal'Darim Altar. I may choose to use my 3rd veto on Metropolis or Daybreak if either proves too mech friendly in ZvT.
Entombed Valley &Tal'Darim Altar. 3rd i ve to see what the new maps are like when i play em. dont know why you hate korhal&cloud, i like those maps pretty much as zerg ò.ó
I'm not sure why you guys don't like to play korhal, I think it's a great map for Z. Punishing and attacking a third against protoss is pretty easy.
The only map I actually veto is entombed valley, non cross is absolutely horrid, and even cross against a toss is a pain. Shattered I think lends itself to some really map specific strategies, so I like it for that reason.
Tal'Darim Altar rocks at third, rotational imbalances, chokes at 3rd make blink or sentry all-ins too strong, etc. zvz is really bad here as well.
Antiga Shipyard: mutas suck, free 3 base toss and terran, impossible 4th base, close spawns, and small map. I like zvz on it, though.
Metal: zvz is terrible here, most toss just 2 base all-in and if I hold the gold I win, so it's boring. Antiga has the same problem. Close air positions are really bad zvp and zvt.
I've also considered vetoing Shakuras Plateau, mostly due to ZvT. Also the close proximity of the third bases for both players in ZvP, particularly with that choke at the watch tower, are just awful, while the farther third sucks against stargate play.
Entombed Valley is very good for zvz and I have actually never lost a game against terran on it yet (though when I play as terran I find mech strong there). In ZvP you are essentially forced to go mutas as the third base is too easy to defend. Close by ground positions are really awful, which is the main consideration for vetoing.
On March 31 2012 07:59 mooseman1710 wrote: something feels wrong about cloud kingdom... what is it though?
The chokes are really strong for T/P and mutas are bad there against protoss. On the other hand, the close together bases make drops weaker which is why it tends to be good ZvT.