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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 2940 | (4)Katrina_SE2.0 | 128*128 | Proleague 2008 | 2.6 | league | ground | The map has been rated 21 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Nightmarjoo | | | Anybody know what changed? | Crackling | | | they removed 1 mineralpatch from nat and 2 from multi, also some cliffs got cut/widened but nothing really big | jeb | | | I don't think this map is that race-imbalanced, but the layout is spawn position lottery. Unless either player cheeses, you can guess the winner already when the game starts.
The problem is that the player who spawns counter-clockwise to the other has a "drop proxy position" on the opponent's natural. It makes all kinds of flying harasses so much more useful.
I'm curious if it's possible to collect statistics of results based on starting positions...
EDIT:
I went through the games that are available at TeamLiquid. I looked for games that had VODs, and where the players spawned next to each other. Turns out that I was incorrect in my assumption, overall for all games, it was 13 counter-clockwise and 13 clockwise wins.
The only matchup that had a big difference was PvP, where counter-clockwise was 7-3 over clockwise.
In ZvZ, it was 2-2, but it was also two games that went to lair tech and two games that were settled with lings. Mutalisks are so much easier to use when you have the shorter distance between your main and your opponent's nat. modified by jeb | MorroW | | | agreed with jeb about rotical imbalance. i think this map favours protoss, or at least it did in the old version where there were more mineral chunks :) | jeb | | | Hey MorroW, I modified my post. It wasn't as imba as I thought, but it's still worthwhile considering when you make a rotational layout. |
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