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United Kingdom12010 Posts
On July 01 2013 23:32 SiskosGoatee wrote: I don't get it, with other side you mean to expand or to attack your opponent?
In close spawns you obviously want to rush since distances are short, in close air dropping and air is extremely easy so it's a waste to not take advantage.
that said, I agree that I am not completely comfortable with it being a full base. I guess the only theory I'm holding on to now is that the more forward third is closer by and doesn't take rocks to break even though it's in a forward position. In metal itself you typically never expanded to your opponent's side of the map so I don't see that as an issue. I could see in some cases if it was cross to take the attached-third of the close by air main. I can see that being a pretty strong strat for some barade pushes or mech pushes.
I don't know, thinking about it I actually kind of like how the expansions work, I'm seeing a lot of different expansion routes depending on spawn, matchup and strat you can take on this map currently.
It's kind of hard for me to explain what I mean without using pictures or examples, but say for example you're playing a game on fighting spirit. On fighting spirit you'd take your little corner of the map and then to take a fourth you'd move across to the other side of the map to take either one of the other spawns thirds or natural depending on where the spawns are for each player.
A huge issue I have with maps in SC2 is because they have 4 or so extra bases, things like this never happen. People rarely move their army out of their little quarter of the map as there's no reason to other than to attack. It's probably only a problem I have, but I really like to see big army movements and pushes to secure expansions which don't really happen in the current map designs we have and maybe it's not as prominent on your new design of map, but it still keeps players to their respective starting quarters with little to no incentive to actually go to the other side of the map or take another main.
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Kind of agree honestly. I don't like this idea of keeping all your base on their own side of the map. One of the reasons I've always been a fan of circle syndrome. I think Dual Site did it really well for a map with only 5 bases per player how the expansion patterns work.
Also, as far as a map which forces you to expand into the opponent's face:
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On July 02 2013 00:20 Incognoto wrote: I like this map but it should only get cross spawn positions, like Star Station. Well, good luck with this map, it looks really, really nice. Metalop was a pretty good map back in its day. lol.
@siskos: I'm not trying to convince you that macro games are superior and close positions fail to provide them. I'm saying that close positions are imbalanced, as in, terran has an advantage.
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Yes, and I'm sayng that that is bollocks.
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On July 02 2013 04:14 SiskosGoatee wrote: Yes, and I'm sayng that that is bollocks. I just wanted you to be clear that that is your position. :|
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It is, it is my position that there are many myths circling around in the SC scene which have been created by the echo chamber that simply aren't true when you take a critical look at analysing data and this is one of them. And there are many more. How long exactly has the myth persisted that hatch first is the most economic opener? Hell, many Zergs still act in disbelief when they find out that 15 pool 16 hatch, not 15 hatch 16 pool is the most economic opener.And yet, this argument has been used many times, supposedly Zerg absolutely needed a hatch first to compete with T economically even though the major advantage of hatch first is not economy but creep spread. You see this stuff every-where. A lie repeated often enough becomes the truth. My own experience as a random player and "hyper-aggressive" Zerg is that there is no good reason why close spawn points are bad for Zerg and until someone can show it to me with something hard I'm not believing it simply because I have no troubles winning in ZvT at close spawns.
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I have noticed, that units can walk through some doodads. Can you fix this please?
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Can you tell me where? I'll have a look.
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On August 01 2013 03:22 SiskosGoatee wrote: Can you tell me where? I'll have a look.
sure: http://imgur.com/xG778o9
Same goes for every bridge pier.
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Should probably add some pathing blockers yeah.
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On August 04 2013 03:51 SiskosGoatee wrote: Should probably add some pathing blockers yeah.
Can you do this till tomorrow? We will use your map in our little Tournament. =)
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On August 04 2013 03:57 mogoh wrote:Show nested quote +On August 04 2013 03:51 SiskosGoatee wrote: Should probably add some pathing blockers yeah. Can you do this till tomorrow? We will use your map in our little Tournament. =) Sure, I'll do it after Asus ROG finals, what tournament? Got a link?
Edit: Updated.
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I would love to see maps that emulate the feel of shattered and/or metalopolis. Those were two of the maps I had the most fun on in WoL <3 (Not to mention the epic games we saw on them ; Boxer vs Rain / Stephano vs Kiwikaki )
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So trying to create a rush map, designed for fast 1 base aggression, makes it P favored as the MsC does a good job of shutting down these types of play. In TvP the terran really cannot do 1 base aggression into expo or 1 base all in against P as MsC plus gateway units do a great job of defending these now. The same could be said of early 2 base all ins from zerg but to a lesser extent. This means terran would have to play like normal and be more vulnerable to all-ins from P. It would seems that most 1 base rush maps suffer this problem. In particular blink all-ins seem like they would be strong as the main has a lot of cliff area.
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On August 04 2013 09:23 Sircoolguy wrote: So trying to create a rush map, designed for fast 1 base aggression, makes it P favored as the MsC does a good job of shutting down these types of play. In TvP the terran really cannot do 1 base aggression into expo or 1 base all in against P as MsC plus gateway units do a great job of defending these now. The same could be said of early 2 base all ins from zerg but to a lesser extent. This means terran would have to play like normal and be more vulnerable to all-ins from P. It would seems that most 1 base rush maps suffer this problem. In particular blink all-ins seem like they would be strong as the main has a lot of cliff area. Bullshit honestly, I open up gas into pressure expands every single TvP I play pretty much, it works fine. If I can pressure expand on star station I certainly can pressure expand on this map in close positions.
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On August 04 2013 06:15 SiskosGoatee wrote:Show nested quote +On August 04 2013 03:57 mogoh wrote:On August 04 2013 03:51 SiskosGoatee wrote: Should probably add some pathing blockers yeah. Can you do this till tomorrow? We will use your map in our little Tournament. =) Sure, I'll do it after Asus ROG finals, what tournament? Got a link? Edit: Updated.
Thank you very much. My team does every two weeks a littel fun turnament, the TeamSolid Tournament . Feel free to participate, but be aware the every communication will be in german. If you wish, I can post Videos and/or replays of your map.
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Hmm, if you want, you could post them in this thread, would be cool.
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4 gate warp prism all day long, choo choo!! ;D
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