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| Forums \ StarCraft Strategic forum \ Nostalgic Island Maps | |
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| (1071 reads, 3 replies, 3 months ago) | |
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Island Map Guide (Note not Semi-Island Map Guide) ---Introduction--- To play on Island Maps one must employ unique strategies, units, and spells that otherwise would go unused on present day standard maps. Island Maps were removed from professional leagues because they are proven to be imbalanced for Zerg. It is a common misconception for newer players that Zerg must be good on Island Maps because they have Mutalisks. Besides map dependent imbalances, Protoss versus Terran is somewhat fair. Island Map play is seemingly micro intensive, multitask intensive, air play intensive, drop play intensive, and map control intensive when compared to today’s played maps. It is very low economy play similar to 2v2, this contributes to why I like Island Maps. One basing becomes much more viable instead of being a macro whore like in 1v1. It is impossible to employ all-ins or rushes as there is a built in “no rush six minutes” rule. (That is unless you float barrackes or slow overlord Zergling drop). I would even argue there is more of a potential for stalemates on island maps when compared to standard maps (Use Semih vs Karate on Symmetry of Psy in the 1st LRM Island Tournament as an example). ---Zerg Strategy on Island Maps--- In this paragraph I will give advice on how to play Zerg on Island Maps. On Island Maps, Zergs should double expand as soon as possible to keep up macro wise. Since on island maps the potential for air play is more likely, Plague becomes extremely useful against capital ships. Sometimes Zergs will mass expand in order to pump out mass Scourges to counter enemy capital ship fleets. In order to secure expoes, sometimes Zergs will need to creep push to an edge of an Island Map, so they can then place a Spore Colony closer to cover his slow Overlord expansion attempt. For Zerg map control, Nydus Canals are of paramount importance. For Island defense, Sunken Colonies should be placed as optimally as possible to cover drops on any spot on the island. One might go burrowed Hydralisks only to unburrow and surprise any incoming drops. Drones can be dropped at potential expansions early in anticipation of eventually expanding there. ZvZ should be played similarly to how it is played on standard maps. In ZvT, the Zerg has two realistic options: Mass Mutalisks or Hydra/Lurk. The advantages of going Mutalisks is that you obtain map control and the Terran has a harder time of expanding and pulling off drops. The disadvantage of going Mutalisks is that the Terran might eventually go Science Vessels and Valkyries which decimate your Mutalisks. If one decides on the Hydra/Lurker route in ZvT, he might employ the “dual lair” strategy to get both Overlord upgrades as soon as possible. However, the Hydra/Lurker route may make it more difficult to get off your island if your opponent goes Wraiths. If a Zerg sees his Terran Opponent going 2port Wraiths, the Zerg might want to make a Queen to ensnare them. If the Queen isn’t used for ensnaring Wraiths, or ensnaring the M&M follow up to negate the Marines’ stimpacks, it is feasible the Queen could be used to parasite enemy dropships to see where they will attack. In regards to ZvP, the Zerg has the option of going mass Hydralisks, mass Mutalisks, or Hydra/Scourge. Mass Mutalisks in ZvP is extremely risky, in it relies on you being able to defend your Mutalisks, from Corsairs, with Spore Colonies, until you have the economy to make Devourers. There is an option of going Hydralisk Den and Spire at the same time. A Zerg can make 4-6 Scourges to negate the first Protoss drop, expansion attempt, or Corsair harass. Then Hydralisks are needed to fend off any Zealot drops that slip by. This is the Hydra/Scourge opening. In ZvP, a Zerg will almost always need more than zero Spore Colonies and Sunken Colonies on his main island. Corsairs and Zealot drops are just too good. On Island Maps +1 attack for Hydralisks is helpful in intercepting enemy drops, whereas +1 armor is helpful for keeping Scourges, Mutalisks, and Overlords alive. ---Terran Strategy on Island Maps--- Terrans usually have the advantage of fast expanding by floating their Command Center to an expansion. He may choose to also float a Barracks or Factory along with the Command Center for additional help. On Island Maps, SCVs are always strong melee units that can be used against drops. TvT plays out similarly to how it does on standard maps. In TvZ, mech play is probably safer than bionic play, as there is more room for error. Whereas in TvZ wraith play is viable, it is not viable in TvP. Any Dragoons, or possibly Corsairs, will make short work of Wraiths. In TvZ, the age old strategy of Goliaths and Dropships works wonders just as it always has. In TvP, because both players are stuck on an island and are turtleish, the game often progresses into epic late-game air versus air battles. In terms of mobility in TvP midgame, Terrans should have the edge. Generally the unit combinations that can fit in a Dropship are better than the unit combinations that can fit in a Shuttle. Similarly, Dropships are faster than non-upgraded Shuttles. Because players are on islands there is less land to nuke from. A combination of a Bunker and Turrets can help defends better than one or the other. Because map control is extremely limited on Island Maps, a player might decide to place Spider Mines at strategic locations solely for map control and seeing where the enemy is going. This was used by the player Ramms against a Zerg in one of Ribbon’s tournaments on Hall of Valhalla. Comsat Stations suddenly become more useful on Island Maps because you are less likely to know what your enemy is doing. In late-game TvP, Science Vessels’ D-Matrix ability should be used to help the Terran get on Islands there would be no other way for him to otherwise get on. Also, Science Vessels should be used to EMP any Arbiters attempting a Recall on your islands. Like regular maps, you can place Spider Mines where you anticipate an enemy is likely to recall at. ---Protoss Strategy on Island Maps--- It is of my opinion that Protoss play on Island Maps calls for the most unused strategies, whereas Zerg play calls for creativity, and whereas Terran plays out relatively similar to standard maps. PvP is similar to regular maps, only requiring Shuttle micro in every battle. In PvZ, the Protoss should always make one Stargate incase the Zerg goes Mutalisks or Scourges. In PvT, dual robotics play to make mass Reavers is viable for a change compared to standard maps. A four Zealot drop rush is an age old strategy on Island Maps. In late-game PvT, a Protoss can replicate the pimpest play strategy of hallucinating Arbiters to pull off a successful Recall. Reavers seem to be made for the defense of islands in the PvZ matchup. The rarely used Maelstrom ability suddenly becomes extremely useful defending against Overlord drops. The Shield Battery becomes more useful because your units are less replaceable off one gas. On Island Maps, suddenly Disruption Web becomes infinitely more viable. Unloading Dropships can have Disruption Web casted on them. Then the Terran units can be mopped up by Dragoons. Furthermore, Disruption Web is extremely useful when attacking Islands with Shuttles. Often times PvT is so turtleish that the Protoss must make Arbiters to attack. Since he would have made Shuttles before his Arbiter is finally made, the Arbiter can cloak whichever Shuttles are left when it moves around the map. In 2v2, a dual Protoss team might have one player build only one Scout while the other player rushes Dark Templar. The Scout can kill an Overlord that would otherwise scout the Dark Templar Rush or serve as a detector for his ally. This strategy is not unlike the 2v2 strategy of using two scourges to kill off an Overlord so your ally can kill an enemy with Dark Templars. ---Playing Random & Against Random (This paragraph is very opinion based because everyone who plays Random has there own beliefs on their expectations of what their enemy will do--- If you randomed Zerg versus Zerg, you should Mutalisks with the hope your opponent did a versus Terran or versus Protoss build. If you randomed Terran versus Zerg you should anticipate your opponent made Mutalisks. If you randomed Protooss versus Zerg you should anticipate your opponent made Mutalisks. If you randomed Zerg versus a Terran, you should make Mutalisks and hope to surprise him with them. If you randomed Terran versus a Terran, the Terran might do something different than standard TvT. If you randomed Protoss versus a Terran, exploit the fact he might think you are a different race than the one you actually are. If you randomed Zerg versus a Protoss, you probaly should go Hydralisk drops. The Protoss will be forced to go at least one Stargate, otherwise he will be contained on the island. If you randomed Terran versus a Protoss, hopefully the Protoss went Corsairs and you can exploit this. If you randomed Protoss versus a Protoss, play a straight up PvP with the hope your enemy is not playing a straight up PvP and anticipates your race do be a different race. ---Conclusion--- I recommend to the reader to check out the following Island Maps and Semi-Island Maps: Dire Straits, Island Hop, Symmetry of Psy, Parallel Lines, Snowbound, No Way Out, Hall of Valhalla, Neo Forbidden Zone, Stepping Stones, Gorky Island, Dream of Balhae, Bakuryu islands (Off broodwarmaps.net), Hunters-Islands, and Estrella. Semi-Island Maps are those maps that have open centers similar to regular maps. The games play out similar to regular maps once the players get of their main islands. Depending on the definition of Semi-Island Maps, maps like Pioneer Period, Arkanoid, or Monty Hall may be included. One interested in Island Map playing can usually find 4v4 Hunters-Islands games on the Asia server at peak Korean hours. | |
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3 months ago
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ShockeR_40
(Senior GosuBet Manager SC)
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| 40% makes people happy | |
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3 months ago
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nichy
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1 month ago
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Alpha-NP-USeast
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» Read posting rules in detail Reminder: IP-addresses for the comments are saved. Offensive posts will be censored. Repeated offense will result in a warning and/or a temporary account lockdown.
Nostalgic Island Maps \
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