The person above voting against Blazing Sands because they like Mech... wtf lol BS is amazing for mech, you just seige up along one side and slowing crawl toward your opponent forcing yourself into expansions. Great map
Which maps do you vote against? - Page 4
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kryto
United States53 Posts
The person above voting against Blazing Sands because they like Mech... wtf lol BS is amazing for mech, you just seige up along one side and slowing crawl toward your opponent forcing yourself into expansions. Great map | ||
arnold(soTa)
Sweden352 Posts
On July 15 2010 17:37 kryto wrote: Desert Oasis and Scrap Station. DO is just the worst map ever as harass awkward and timing pushes are virtually nonexistant as long as both players do even a half a**ed job of scouting. Scrap Station promotes cheesy and all-in strategies though if both players happen to steer completely away from air units there can be some decent games. Still dislike and vote against both of them. The person above voting against Blazing Sands because they like Mech... wtf lol BS is amazing for mech, you just seige up along one side and slowing crawl toward your opponent forcing yourself into expansions. Great map blistering sands is not imo a very good map for mech.. I usually go bio heavy on blistering because of this fact. Back door and natural +many different directions in middle to get flanked on, open areas in the middle is exactly the opposite of what u want with mech :> sure if you get the position outside your enemies base, its very good..but still there are many maps mech is a lot better on. | ||
Shouryu
Norway132 Posts
2v2: Twilight fortress (PT - feeding or mass carriers & bc ---> not so fun) | ||
preaCor
Germany80 Posts
votes: - Zergloss Ravine - Steppes of War - Scrap Station (distance too long to properly baneling bust annoying Terrans) | ||
GenesisX
Canada4267 Posts
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UniQ.eu
Sweden82 Posts
edit: typos | ||
Roggay
Switzerland6320 Posts
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virgozero
Canada412 Posts
(refer to nony vs tlo hdh) | ||
TrzystaDrzew
Poland72 Posts
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ofcourse
Poland67 Posts
all maps | ||
SayfT
Australia298 Posts
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Jokey665
United States138 Posts
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D-Lite
United Kingdom223 Posts
kulas ravine actually has nice expansion potential, but its just too hard to defend no matter where you are. and DO is just an all round fuck-up of a map | ||
SoL[9]
Portugal1370 Posts
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Teddyman
Finland362 Posts
Desert Oasis: I used to hate this, but now I think it's only "too different." Ends up being air-heavy and a bit too generous on the watch towers. The amount of space available would be nice to see on other maps too. Kulas Ravine: Too cramped everywhere around the map. Almost need a 3-way flank to stand a chance against protoss with forcefields. Natural cliff too accessible and rewarding with the tower. Steppes of War: Too small. Maybe not too small for 1-basing but taking your natural takes about a third off the already quick rush time. Side routes quite irrelevant until late game. | ||
jamesr12
United States1549 Posts
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DarQraven
Netherlands553 Posts
Desert Oasis: The huge walking distances on that map might be fair (I haven't played the other two races enough to really make a statement on this), but the whole map just feels annoying to play on. Whereas the possibility of harass is there on any map, it feels doubly so on DO because even if you spot it, you'll still have to walk ten miles before you get your army back in position. Add Reapers and Speedlings and P players are in for a treat. I often find myself resorting to all-in air rushes or other cheesy drop tactics. Scrap Station: Once again, huge walking distance, short air distance. I have the greatest difficulty on this map against Zerg. Pretty much every game, there's either Zerglings or Mutalisks. Preferably both. Either unit has a completely different way to counter it. Meaning my earlygame scouting has to be absolutely perfect to stand a chance of making it to the midgame. If I just go for Ling rush defense, Mutas come and rape my workers. If I get lots of stalkers/sentries, they instadie to zerglings. The only viable way I've found it to constantly attack the Zerg and hope to force them into Roach/Hydra. Both maps are fair, I guess, and can be won by either side, but I just find either of them extremely annoying to play. | ||
Konsume
Canada466 Posts
Desert Oasis: Simply because it's FREAKING hard to fast expand on that map. It's also a really short distance for voidrays and banshees and it's actualy a VERRY VERRY long distance for ground attack. It gives no real advantage to zerg what soever besides maybe the fact that the rush distance is longer. Proxy gate/rax and it's pretty much it. Kulas Ravine: A terran in Kulas Ravine is 99.98% GG for the zerg. No place to fight, no open areas, only chokes many many cliffs.... what do you want to do with zerg in this map?! Use mobility? Yah right! | ||
cHuT.LoL
United States34 Posts
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baconbits
United States419 Posts
zerg btw. | ||
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