I'm going to be using this map for the contest on sc2gg.com. I'm basically done... Just got to add more doodads and possibly change the terrain a little bit.
too big, z wins. I thought this was one of Ex's epic 7player maps at first glance.
How does Z win? O.o I don't understand.>.>
too big, z wins. I thought this was one of Ex's epic 7player maps at first glance.
Not nearly enough doodads.
Clans has it right that its too big. You have a lot of unused areas in the map. The extended bridge corner things are there just for show and don't do anything for the map. MAYBE you could tank the bridge with them, but even then, not needed. Map is extremely macro. I also think a T could do his nat and mid only and turtle them pretty easily. Not as easy as on some maps, but still. Would not be difficult and it would be hard to contain him after he was over his nat bridge. Even if the mid is large and open, due to the maps flow, flanking doesn't look too effective unless you proxied or something of that sort.
I can promise you this won't win that competition if anyone brings a well executed map in.
I don't see how Z wins at all. Or how being too open is a problem.
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I can promise you this won't win that competition if anyone brings a well executed map in.
Well it's a good thing that the mappers on sc2gg.com aren't that good. xD
But yeah, I've been getting a lot of replies saying the map is too big. Anything I could do to it without changing the map size?
I don't see how Z wins at all. Or how being too open is a problem.
Openess=easier flanking=z ownage
You can add doodads, water, or maybe high ground to reduce the openess, at lesat in some areas.
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... Terran already rapefests Z in all types of terrain. And while this map is unsuited for rushes such as zergling rush, (he'll definately see.) its suitable for ending it with a timing blow. (a point where terran has alot of marines and medics just before zerg has lurkers.) Zerg doesn't rely on flanking because they'll die even if they flank. Thats the kind of race they are. They rely on harassing with mutas and massing up zerglings and lurkers (as it is the only choice in this kind of map). Zerg will have to immediately tech to defilers to do anything effective against terran. And the mineral exp just out side the main just means too many barracks. Plus the main is already huge. It'd probably fit 15 barracks no problem. And if you've seen a marine army move, in a map like this they'll DEFINATELY use tanks. Trying to see open space as Z's ultimate advantage is just wrong.
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I didn't say it was the best advantage possible, but it does helps z.
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When I said Z wins I wasn't talking about flanking, and I was mostly thinking ZvP where the greater the distance bewteen bases - the more unit movement speed is advantageous = better for zerg. Not to mention with that much distance you could most of your colonies unmorphed giving you more $$ because you would have the time to morph them when actually needed when you see toss moving out. Hell, with this much distance you might have time to morph both.
Post has been edited 1 time(s), last time on Nov 22 2008, 5:39 am by ClansAreForGays.
Thats only one factor. You've only considered distance. But if you see map formation, you'll likely notice- oh my god! it's a power struggle map! And when it comes to power struggle, theres no way P can lose to Z. And 1v1 map? Oh my god! P will know everything Z will do- thus making the ultimate factor of winning for Z useless- factor of surprise!
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