![]() So - remove the spot from naturals, fine with me, but add some safe spot around so you can take a risk and scout or prepare for the scout later(when it's walled, gas research on a hatchery when you have to build queens is, again, an issue). and here comes the issue Zerg would need another scouting option because losing ovie that early in the game is a problem. Which isn't as bad as it sounds at first, but considering you have to wall against Zerg. I still 'member scouting rax It's less than 275 minerals! (at first glance, that is Ovie spot is needed to save the ovie otherwise you're removing a scouting option from Zerg. If we're talking pre-medivac terran can ill afford spending 275 minerals on a scout that could entirely whiff. you can enter the base via the cliffs on the natural's side.Though terran does have the option to just scan instead. It's normal to either scout with workers, or your attacking units, and if that fails then you scout with air units.Īlso, there's more than one way to enter a reaper into a base, if you don't want to use medivacs. This is the case for every race, except other races don't get reapers that are quick and can jump walls, and they don't get a scan to use (countering your "completely blinded"point). Usually this is due to the shape of the dead space around the spot being to big or awkward. With Ovie speed I’m not sure how much it matters to be honest, although I do find the few maps were even a fully surrounded overlord is hard to kill with stalkers or riens even if a player has vision. When your reaper is walked out as Terran you are completely blinded until your first medivac drop and during that time a very large number of allins can already have reached your base.Īs for Ovie spots I think it’s so universal that it’s just excepted as an advantage zerg gets to have. Terran has to play extremely reactionary for the first few minutes vs toss since gateway units are so good at getting map control. I am salty about the numerous maps where reaper spots are easily wallable by Protoss. So leaving strategic mapmaking for TLMC purposes aside, it really comes down to what suits the map not which people you want yelling at you. Sure, TLMC judges strict insistence on overlord pods has been a bit overblown in the past, and so has the reaction from terrans on their Twitter soapboxes, but that doesn't change the fact that overlord pods are but a small part of a map and the impact of strong overlord pods (like on Simulacrum), weak overlord pods (like on Nightshade) or no overlord pod can only really be viewed holistically as part of the map. Besides, given that it's mostly a matter of optics and not actually balance (because let's be honest it's mostly a bunch of terrans being angry about mapmakers/TLMC judges treating overlord pods as compulsory and reaper spots as optional more so than the tangible balance impact), not putting overlord pods sounds like an okay move strategically for the upcoming TLMC.Īlso why would you want to run a tournament to test removing overlord pods? You wouldn't see a difference. Or you could submit the map with an overlord pod and delete it during the iteration phase. ![]() Thus, only true way to address the issue would probably be that Blizzard chooses to remove some of the spots from maps, when adding them to the ladder pool. Also there would not be many games to look at without tournament being bigger. Running such tournament would be hard just because Zerg players probably would not want to participate in a tournament that exists only because of perceived problems regarding Zerg and maps. If we want to test it out, we would probably have to have a tournament with current maps with modifications to minimise other parts of the map effecting the gameplay in unknown way. Thus, taking such a risk is not really something, that a mapmaker would want to do. Also, even if the map got to finalist, the tournament for testing the maps could have possibly worse games, because players didn't adjust correctly. For standard and macro categories that are the most competitive difference between finalist and others can be a 100th of a point. ![]() This is the case even if other measures are done to keep the impact of missing spot minimal, because judges would be unsure about how it would play out. If single mapmaker chose not to have Overlord spot at natural's choke on a map, then that map will probably receive lower score from Zerg judges at least, because the map deviates from standard by not having very recognisable feature, that helps to guarantees normal gameplay in XvZ. That is in the hand of mapmakers and a lot of people on TL.net already campaign for more race neutral maps. I believe this is a must and the only mandatory change. 1) Eliminate that spot where Overlords can perch without being seen at the natural expansion.
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