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Unread Sun, 6th-Nov-2011, 7:09 PM Who's Who:   BnetId: NvPinder.933  Race: Clan: TA (Nv)  Location: Melbourne  Total Posts Made: 885 # 1
NvPinder
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Quote:
Originally Posted by Doctor View Post
what is the terrible map for Protoss versus X race ?
Like PvZ : Worst Metalopolis ?
Favorable vs zerg: Smaller the rush distance the better better, gives zerg less time to respond to 'pressure' or timing attacks from when you move out of your base to when you hit theirs (hence why close positions on meta/shattered and maps like steppes were incredibly broken towards protoss in the matchup). Some people seem to hate playing non-FFE styles nowadays. Not really 100% sure why. gate-core-expand still works as well as ever and has better pressure options earlier (giving the zerg more opportunities to **** up), on smaller maps i honestly believe gate core expand is better than forge FE. But that's pretty speculative and preference based.

Favorable vs terran: Larger the rush/fly distance better, similar reasoning to above, only in this matchup you are usually the one weary of timing attacks (1-1-1, 2 rax pressure, 5 rax 2-base pressure, 2 medivac 2-base pressure, etc.), also timing attacks work quite different vs terran than zerg simply because of the mechanics of hatcheries vs production facilities. Against terran them knowing your timing attack is coming 25 seconds before it hits as opposed to 1 minute before it hits isn't AS big of a deal, as opposed to zerg where they get an extra round of pure-units from hatcheries as opposed to drones they would've/might've been building otherwise. And re-inforcement time doesn't matter in timing attacks cos we're protoss and have proxy pylons cos blizzard are retards.

Favorable in general:

-Close expansions helps us greatly, as terran and zerg both have a HUGE amount of mobility & harassment options in a standard game against us (medivac drop harass and speedling/speedroach/ovy drop) compared to what we have against them and smaller army value fights generally favor the other two races as well. So holding a third base on a map like abyssal caverns is a night mare for us because of the distance away from the main, whilst holding a 3rd base on a map like antiga shipyard is much easier for us as the 3 bases form a nice close proximity with only 2 main (and very close) entrances into our expansions.

-Tight chokey areas on maps. Most of our ability to keep up with the other races comes from 1 of 2 things (and often both combined), 1) forcefield is ridiculous, 2) our splash damage is ridiculous. Both these things become more and more effective the tight the area you are fighting the opposition in is. If a zerg gets a 360 degree angle on my army you can pretty much be sure that im going to get shat on unless i have a flobbity gillion sentries with full energy. So for example, Typhon peaks was a notoriously protoss map when it came to mid and late game scenarios, because practically the entire map is small chokey hallways. Whilst getting cross spots on a map like tal'darim with its huge open center against a zerg can be challenging because they can get really good engagements if you try to move across the map.

Far by air - Pretty much identical reasoning to close expansions. Closer the air distance the more prone you are to harass. This can however advantage us somewhat in air openings so it's not as bad.



So, maps that are notoriously good for protoss are things like
antiga - kinda close positions and you can get some gross close vs air spots vs terran, but is otherwise fantastic for both matchups because there are a lot of chokes, a nice tight area to defend your third, and the third is nice and close to your first 2 bases, with a very easily progressed to gold for your fourth in late game.

the new gsl map - can't remember its name, but 100% that map is in there because protoss are struggling in code S, the thing screams protoss in literally every way possible ive mentioned aboved.


Notoriously horrible for Protoss
-Desert oasis was literally the most broken map ever made, and favored zerg and even terran against protoss, the expansions where actually that far spread out, holding just your main and nat against harass was about as hard as holding your main nat and third on the average map nowadays. Combined with long rush distance it was just impossible to beat zerg here.

edit: my downvotes on ladder:
Abyssal caverns - not a tournament map (hence no use practicing it) and the third is disgusting to try and take.

whatever that lava one is - not a tournament map, its a joke and would I could write a 2,000 word essay on how bad it is whilst still missing major flaws.

Tal'darim alter - Actually a fine map, but PvP forcing 4gate vs 4gate combined with how ridiculously bad it is vs random (Check the "is it fair to not know randoms race" thread to see a more detailed description) means i just want to break things before the game even starts if I get those matchups on TDA after a loss.

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Last edited by NvPinder; Sun, 6th-Nov-2011 at 7:18 PM.
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