Post by eri on Oct 7, 2008 23:51:27 GMT -5
Medusa
- Very unorthodox but still somewhat standard map. This seems to be a very popular map currently. Ridge around your main leads to proxies and cheese, yet creative and interesting games.
- Mineral Only on ridge.
- Unconfirmed: There are apparently 10 stacked temples where each one resides. Use splash damaging units to destroy all of them at once(I highly suggest using Infested Terran).
- Mineral patches near temples enable you to worker drill past the temple and up the ridge.
- A templar and ghost can actually be dropped on the little patch of cliff near the 12 nat and 8 nat.
Colosseum II 2.0
- Pretty standard map. Nat is basically in your base and is easy to get. 3rd is also easy to get.
- Neutral sunks create enough space for a creep colony at choke. This makes it easy for Zerg to place sunks at the choke without the use of a hatchery. Can also be used to as an aggressive rush against your opponent(notably vs terran wall in).
- Terran can wall in at choke with 2 depots and a Barracks.
- Center of map can be used for proxies.
- Lots of space behind your nat to be dropped on.
- Due to the added ridge right behind your main, it is harder to stop drops/mutas coming in from the ridge. You may want a spotter unit/building for this reason.
Andromeda 1.0
- Another very standard 4 player map. Mineral only is above your ramp, Gas is below.
- Mineral only can get hit from ranged units below. This is seen a lot in PvP, where Dragoons hit probes from under and use an observer as a spotter.
- Power generators block a ridge that is a part of your choke. Can be destroyed. Useful for drops or proxies.
- Ground expos at 3 and 9 o'clock. Island expos at 12 and 6 o'clock. Middle expo has double gas.
- Panda bear guy resides here.
Chuping Ryeong
- Multiple paths toward your opponent and various high grounds make this a very aggressive 1v1 map.
- Hard to contain your opponent on this map. Despite this, there's a pretty large chance that your opponent won't dare to have a hidden expo besides the corner one.
- Terran should be able to wall in the main choke. Not viable for early game as there is a path behind your nat.
- Proxies are not uncommon, so be alert.
- Ridge behind your natural. Wouldn't hurt to put a spotter pylon/turret/overlord there.
Destination
- Basic 1v1 map. Literally no tricks here.
- Mineral Only must be walked around to get to unless you mineral drill through the ramp from your main. To be honest, I don't know the purpose of this.
- Controlling bridges is very important as Terran and Zerg via tanks and lurkers.
- Obtaining a 3rd base is not entirely safe. All 2nd expos are highly susceptible to drops and counter attacks. Take high caution.
- Panda bear guy lives here, too.
Sword in the Moon
- Looks sort of standard, but you probably aren't going to like it.
- Bad pathfinding. You have to know where your units are going as well as good knowledge of the map's terrain if you don't want your units going in stupid directions.
- Gap in-between the walls at 3, 6, 9, 12. Despite what it looks like, all unit sizes can pass through there. There's no special trick about this hole. Just take caution of this hole if your nat is getting pushed, as the hole can be used for a 2-sided push.
- Temple behind 3rd gas can be destoryed, but has lots of HP. It is possible to put units behind the minerals there. It is a 100% block though, so melee units(aside from firebats and acrhons?) and reavers won't do you any good. (thanks lolimaiko)
- Some mineral-only expos can be cliffed. (thanks nigbert)
Your input is highly suggested and is appreciated. I will add everyone's input according to the map and you will be thanked along with your input.
Also, what other maps should I put up?
- Very unorthodox but still somewhat standard map. This seems to be a very popular map currently. Ridge around your main leads to proxies and cheese, yet creative and interesting games.
- Mineral Only on ridge.
- Unconfirmed: There are apparently 10 stacked temples where each one resides. Use splash damaging units to destroy all of them at once(I highly suggest using Infested Terran).
- Mineral patches near temples enable you to worker drill past the temple and up the ridge.
- A templar and ghost can actually be dropped on the little patch of cliff near the 12 nat and 8 nat.
Colosseum II 2.0
- Pretty standard map. Nat is basically in your base and is easy to get. 3rd is also easy to get.
- Neutral sunks create enough space for a creep colony at choke. This makes it easy for Zerg to place sunks at the choke without the use of a hatchery. Can also be used to as an aggressive rush against your opponent(notably vs terran wall in).
- Terran can wall in at choke with 2 depots and a Barracks.
- Center of map can be used for proxies.
- Lots of space behind your nat to be dropped on.
- Due to the added ridge right behind your main, it is harder to stop drops/mutas coming in from the ridge. You may want a spotter unit/building for this reason.
Andromeda 1.0
- Another very standard 4 player map. Mineral only is above your ramp, Gas is below.
- Mineral only can get hit from ranged units below. This is seen a lot in PvP, where Dragoons hit probes from under and use an observer as a spotter.
- Power generators block a ridge that is a part of your choke. Can be destroyed. Useful for drops or proxies.
- Ground expos at 3 and 9 o'clock. Island expos at 12 and 6 o'clock. Middle expo has double gas.
- Panda bear guy resides here.
Chuping Ryeong
- Multiple paths toward your opponent and various high grounds make this a very aggressive 1v1 map.
- Hard to contain your opponent on this map. Despite this, there's a pretty large chance that your opponent won't dare to have a hidden expo besides the corner one.
- Terran should be able to wall in the main choke. Not viable for early game as there is a path behind your nat.
- Proxies are not uncommon, so be alert.
- Ridge behind your natural. Wouldn't hurt to put a spotter pylon/turret/overlord there.
Destination
- Basic 1v1 map. Literally no tricks here.
- Mineral Only must be walked around to get to unless you mineral drill through the ramp from your main. To be honest, I don't know the purpose of this.
- Controlling bridges is very important as Terran and Zerg via tanks and lurkers.
- Obtaining a 3rd base is not entirely safe. All 2nd expos are highly susceptible to drops and counter attacks. Take high caution.
- Panda bear guy lives here, too.
Sword in the Moon
- Looks sort of standard, but you probably aren't going to like it.
- Bad pathfinding. You have to know where your units are going as well as good knowledge of the map's terrain if you don't want your units going in stupid directions.
- Gap in-between the walls at 3, 6, 9, 12. Despite what it looks like, all unit sizes can pass through there. There's no special trick about this hole. Just take caution of this hole if your nat is getting pushed, as the hole can be used for a 2-sided push.
- Temple behind 3rd gas can be destoryed, but has lots of HP. It is possible to put units behind the minerals there. It is a 100% block though, so melee units(aside from firebats and acrhons?) and reavers won't do you any good. (thanks lolimaiko)
- Some mineral-only expos can be cliffed. (thanks nigbert)
Your input is highly suggested and is appreciated. I will add everyone's input according to the map and you will be thanked along with your input.
Also, what other maps should I put up?