[sub]Project ive been working on for a few days, adding a bit each day. I really like the turnout.
Comments and Feedback?
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What is this where it has like the nat gas expo have a split in it by the ramp, is it supposed to make you like place your Command Center/Hatchery/Nexus in a different place for mining? I don't really like that, other than that I really like this map. I know my opinion doesn't mean much to you though.
Edit:Sorry I just realized that isn't deep terrain, it just looked like it to me (damn my eyes) So I'd say this map is great actually . My first thoughts would be the lack of flanking space. With all those long thin bridges at the bottom, it would be quite a pain to navigate units through.
As for the pathway at the top. All terran has to do is place siege tanks and pretty much own that area (also due to it's relatively narrow corridor)
just my thoughts. I could be wrong.
IMO I feel that people worry about Siege Tanks way too much, for one thing you can use air vs tanks, that pretty effectively deals with them, Blizzard made tanks for a reason, not for every map to make it so that Siege Tanks are completely ineffective. That's just my opinion. I play melee all the time as zerg vs players of all skills and races. I play tight spaced maps and large spaced maps, and I never have problems with Siege Tanks..
then either you are not playing good people, or you are divinely good at them game so noone gets a shot at it.
To add to all the other comments, siegetanks in the top corridor will hit your mining and that is too hard to stop and is 99,9999% never a good complement to a map. If you can _drop_ the mineralline it might work, but to simply walk there and shoot is very imba.
[sub]If I moved the main down a bit, infront of the water, would that solve these problems?[/sub]
ADDITION:
[sub]Map Updated
-Made bridges bigger
-Made mains less tankable[/sub]
Starparty I didn't understand the second part of the commentQUOTE
then either you are not playing good people, or you are divinely good at them game so noone gets a shot at it.
What does you are divinely good at them game mean? Do you mean the game? I usually get air which can fark tanks over pretty easily. Sometimes I don't and I still do okay vs tanks, not as well though.. Lets see how air vs tanks works out:
ZvT: Using mutas vs tanks = death to MnM
PvT: Using Scouts??? Carriers are viable, but that is late game, and are usually countered by gols when Carrier tech is scouted and tanks arent used much less
TvT: Turrets and gols both counter wraiths and bc's
Edit: Oh yea about the map.
Too many bridges/ narrow paths. Either use scmdraft to make the bridges really big, or make some sort of ground path or expand the top ground path.
Other than that this map looks good (aesthetically)
Lurks are good vs MnMs aren't they? Give me like a numbers of marines and tanks and medics vs what number of mutas and lurkers, I think that mutas/lurks should stop tanks and MnMs.
Not bad, but if zerg wants quick gas they have to three hatch, its a good idea, to put the gas nat outside the ramp so zerg can use sunks to protect the expo and the choke. But, if you move the expo closer to the ramp, tanks will be a big problem on that cliff.
Tanks, again could be a problem in some areas but I think muta harrasing is always annoying on a setup like this, so maybe move minerals closer to the inside of the main could fix this?
Overall, I like it, people don't usually go for this style and you pulled it off quite well.
[sub]Ill move the expo closer in the next verson, I don't have time tonight. As for moving the mains down, where else could I fit it? The starting areas are small enough as it is.[/sub]
QUOTE(NerdyTerdy @ Nov 6 2005, 07:01 PM)
Lurks are good vs MnMs aren't they? Give me like a numbers of marines and tanks and medics vs what number of mutas and lurkers, I think that mutas/lurks should stop tanks and MnMs.
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Do you realize how much gas a muta/lurker build requires? Thats at least 3-4 geysers.
I'm not a particular fan of the bases being so close. If I Wraith(4 Minute)/Muta(5 Minute)/Carrier(6 Minute) rushed, there would be almost no way to stop it.
[sub]You can rush on any map, this gives you what, a 10 second advantage? And what do you mena theres no way to stop a air rush, its VERY easy to stop any air rush. MnMs for terran, spore colonies for zerg, and cannons for toss. I don't know about you, but whenever im zerg, I always make spores around my minerals, as with cannons.[/sub]
Hmm i never put spore around my mineral, maybe every now and then in zvz.
Also, all of your air rushes are easily stopped as long as your opponent scouts properly and isnt a retard.
[sub]I always spore on zvz or zvp, I don't like poeple rushing my poor ovvies with sairs.
As for terran, no one ever wraith rushes, its stupid and a waste of minerals/gas to tech that high that early (Assuming you get cloak, without that, its just stupid.)[/sub]
QUOTE
ZvT: Using mutas vs tanks = death to MnM
PvT: Using Scouts??? Carriers are viable, but that is late game, and are usually countered by gols when Carrier tech is scouted and tanks arent used much less
TvT: Turrets and gols both counter wraiths and bc's
Yeesh, are you that dumb?
ZvT: Its called spawn broodling. Make a small group and just brood any tank you don't like. If they are protected, send something cheap to distract, like zerglings.
PvT: Ever heard of disruption web? Simply D web the tanks, then use whatever you have that is ranged (goons work well).
TvT: Well, nothing good for air. Just use your own tanks -_-.
As for the map itself, from what I can tell it seems good. Origional design, too
Haha thanks Volcove . I do a mainly muta build all the time, I could just drop out a few mutas to add in the lurks if I needed to. As for the map, I want to play it, but I have latency. QUOTE(Volcove99 @ Nov 11 2005, 03:18 AM)
Yeesh, are you that dumb?
ZvT: Its called spawn broodling. Make a small group and just brood any tank you don't like. If they are protected, send something cheap to distract, like zerglings.
PvT: Ever heard of disruption web? Simply D web the tanks, then use whatever you have that is ranged (goons work well).
TvT: Well, nothing good for air. Just use your own tanks -_-.
As for the map itself, from what I can tell it seems good. Origional design, too
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hahahahahahah
I'm guessing that was some sort of joke, right?
[sub]If you mean broodlings, no, its not. For the unexpecting turtler, broods can be deadly. Volc uses it on my everytime we do a zvt, theres not too much to do to counter it.[/sub]
QUOTE(Valug @ Nov 11 2005, 05:08 PM)
[sub]If you mean broodlings, no, its not. For the unexpecting turtler, broods can be deadly. Volc uses it on my everytime we do a zvt, theres not too much to do to counter it.[/sub]
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No offense, but you must not be very good. Broodlings are hardly ever cost/time effective. You dont see pro's going around using queens :/
Also, the dweb in pvt is a horrible idea.
I don't think you have any good reasoning behind it, if you can support this with some sort of proof then I'll be convinced, but at this point Volcove just solved the problem. Queens are cost effective 100/100 I believe for a queen and it's like 150/150 for broodling not sure I'll check that. Just checked it's actually only 100/100 for broodling so you can get 3 queens and spawn broodling for 400/400 and that's enough to stop the tanks, if you need more then just produce more queens, queens are cheaper than tanks. Wait, I just checked it queens are actually 100/150 and tanks are 150/100 so same price basically, just depends which you are getting more of. With queens though you get to keep them after a tank is brooded by a queen it's gone. So I'd say queens are working out well pretty well, doncha agree?
QUOTE(decafchicken @ Nov 11 2005, 04:23 PM)
No offense, but you must not be very good. Broodlings are hardly ever cost/time effective. You dont see pro's going around using queens :/
Also, the dweb in pvt is a horrible idea.
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[sub]I don't care what the pros do, and im not the best melee'er, but im not bad. Broodlings are not the problem, when they are used th/ey are destroyed in seconds. But I would think trading one queen for a squad of tanks works well, this is usally how it happens.
I have a group on tanks and MnM's camping an area, he brings his squad of queens just outside my seeing range, then he quickly destroys all of my tanks via broods, if im lucky I can kill one or two queens before they run off, and since they can outrun all terran air, theres not much you can do to stop it.[/sub]
NerdyTerdy, i will TvZ you, and you can use your amazing broodlings against me okay?
By the way, terran is my worst race.
And valug, you must not defend your tanks very well with your MnM, or effectively use irradiate. And its not exactly as simple as "trading a queen for a squad of tanks" Its reasearching 200/200 for broodlings, 100/100 for a queen, and 150 energy to maybe kill a tank, if you can get your queen close enough. But the main reason why its not a great idea to go queen/broodling is because defilers are WAY more effective. Swarm and plague are both infinitly better than spawn broodlings.
I'm not saying that you wont catch someone off guard with broodlings and it might be a good idea in a few scenarios, but most of the time its a better idea to go defilers, or if you do get queens to use them for ensnare.
[sub]Volc was the one that uses it, not nerdy. And this is usally used before I tech up to sci vessel. MnM's cant stop queens, queens have higher range and if they just brood the tanks and run, theres not much you can do to stop it.[/sub]