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Unread Tue, 26th-Jul-2011, 5:22 PM BnetId: matthras.568  Race: Location: Melbourne, Australia  Total Posts Made: 83 # 1
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Instead of making a new thread, I thought perhaps we could initiate discussion on what we think of the new 1v1 maps?

Frankly as a Zerg player the only one I can see a definite vetoing is Searing Crater mainly due to the weird wall in front of the natural that's easily abuseable by Siege Tanks and Blink Stalkers.

The others look fairly comfortable and rush distances on 'close' positions are a little further than on close positions Metalopolis/Shattered Temple (this is just a rough observation, though, I haven't ran the maps through an analyzer).
There is a slight concern with somewhat of a narrow choke to the natural for a couple of the maps (I can't remember which ones), but I feel that's a bit of a non-issue once you're actively aware of it (i.e. keeping part of your army outside of your base).

The 'imbalance' mentioned with Siege Tanks hitting your main base from a 3rd on Antiga Shipyard seems relatively negligable in my opinion as long as you keep your (tech) structures away from that edge (having run a rough test, at most a single Siege Tank can hit the Assimilator/Extractor/Refinery). As a Zerg player I would probably just throw down spines or keep a couple of Roaches to defend that area if they try to push with marine drops.
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Unread Tue, 26th-Jul-2011, 5:33 PM BnetId: XenomorphSPR.194  Race: Clan: SPR  Location: Canberra, Australia  Total Posts Made: 180 # 2
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Quote:
Originally Posted by matthras View Post
Instead of making a new thread, I thought perhaps we could initiate discussion on what we think of the new 1v1 maps?

Frankly as a Zerg player the only one I can see a definite vetoing is Searing Crater mainly due to the weird wall in front of the natural that's easily abuseable by Siege Tanks and Blink Stalkers.

The others look fairly comfortable and rush distances on 'close' positions are a little further than on close positions Metalopolis/Shattered Temple (this is just a rough observation, though, I haven't ran the maps through an analyzer).
There is a slight concern with somewhat of a narrow choke to the natural for a couple of the maps (I can't remember which ones), but I feel that's a bit of a non-issue once you're actively aware of it (i.e. keeping part of your army outside of your base).

The 'imbalance' mentioned with Siege Tanks hitting your main base from a 3rd on Antiga Shipyard seems relatively negligable in my opinion as long as you keep your (tech) structures away from that edge (having run a rough test, at most a single Siege Tank can hit the Assimilator/Extractor/Refinery). As a Zerg player I would probably just throw down spines or keep a couple of Roaches to defend that area if they try to push with marine drops.
IMO abyssal caverns is not a good map (just from rough testing and observation) for zerg. A third base seems to me to be harder to take than it should be if its cross positions. 1. if you expand to the north bases its hard to defend harrass or 2. if you expand to the 6/12 o'clock bottom bases you are expanding towards the terran/protoss. Would any1 care to elaborate or discuss? =)
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