(4) New Born
Map ID: #2475

Author: ONYX
Map Size: 128*128
Tileset: Desert
Last Updated: 2007, 09, 11 13:48

Comments (8)
spinesheath
protoss ftw Oo

Zerg can't fe, toss can easily. 10 minerals @ mains. Not really open. 4 islands.

The only chance I see for zerg is the wide choke, but that's no real problem for a protoss who is aware of it...
Lancet
Zerg would need a hatch next to the ramp, no big deal though, it's routine building strategy in maps like lost temple.
flothefreak
make the islands smaller to get room for buildings in mainbases.

what about a neutral creep colony down at the ramp?
it would certainly spice things up:

it helps zerg, which is necessary in this map concept (no 3rd gas on the whole ground, gas only on islands) to fastexpand and gives a neat rushing opportunity, too.
protoss can still FE and the sunkens of zerg would make a very strong contain, but with 10minerals on the mains protoss has a boost over zerg, and will have and use shuttles for the island anyway to expand, harass and avoid this contain so this somewhat copes with that.
i imagine this like this: the creep colony should either be put inside the base (safer version for balance) so its creep just reaches the natural's ramp INNER edge. this would not screw balance as protoss can still FE or 2gate normally as zerg contain is not supported by sunkens.
OR the creep colony could be outside with its creep reaching approx. the middle of the ramp to the nat. this way, zerg can sunk up down the ramp while protoss can FE (with the cannon&pylon just next to the creep at the very bottom of the ramp) but would NEED to kill the colony when 2gate-ing.
terran could only wall BEHIND the ramp which would also be good as the main has 10minerals and the natural would be too easy to include INSIDE the wall otherwise.
so; protoss can still FE - but the sunkens of zerg would make a very strong contain. however, with 10minerals on the mains protoss has a boost over zerg, and will have and use shuttles for the island anyway to expand, harass and avoid this contain so this somewhat copes with that.
this approach would be riskier as it changes balance for FEs and requires quite a different playstyle for certain builds (pFE vs Zcontain)...

should be worth a try, though

lancet, 3hatch builds still are behind 2hatch builds as you can use the expand slower; and the rest of this map isnt too zerg friendly. and you should not comment on balance if you dont even know about workerslide -.-
spinesheath
Also, defensive hatch before fe is not really something that is typical for LT. If at all, then for 12. And that's only for zvt, anyways. In zvp you see this very rarely.
Lancet
I may not know enough theorycrafting or what the hell a workerslide is, but I have watched hundreds of games many in maps like LT. If the main and nat are some distance appart and the nat does not "defend" the main such as some positions in LT then it is very risky to FE without placing a hatch at the ramp so you can build sunkens there. I have seen many newbies ignore this and have a platoon of marines or zeals gain access to the main. Appart from the slower build the rest of the map is not that bad for zerg, there is enough room to flank and many muta harrass and drop possibilities are available. If you want more gas you can gas those mineral-only expos in the center.
boongee
XD @ fetus in the middle
Moebius
Zerg FE won't fare well because the natural cannot be used to defend the main.
the dentist
Zerg have to 3 hatch, their weakest incarnation in the standards. so p>z (thanks to the 10 mins). terran can go apeshit macro, maybe counterbalanced by the 10 mins, mayb not.