Seems mapmaking has changed slightly over the last 1-2 years since my latest release. I read about new features implemented and "required", but i dont really know what they do or what the point with them is.
Two things that comes to mind is "ov placement" (overlord placement) and macroish expo layout.
* Ov placement
Is it today required to make special observation points for overlords? Is it kinda included in zerg strategy to have better map scouting than the other races so they even need special features in the maps to promote this?
* Macro expansions
Read a bit by these new mechanical macro players on tl and seing the new promaps it seems very macro oriented (subjective PoV). Is mass money the way to go today? Should a normal 4 player map, created for one on one play, have two expansions more than the old lost templish expansion layout with up to four more gas nodes? Looking at (4)Yellow the first thing that comes to mind is that every expansion has a gas node. Standard or experimental overkill? What happened that created a need for such huge amounts of resources in a map?
Enlighten me, and feel free to point out other noteable changes.
well to start of yellows last expansion is so damn crazy hard to expand at so it wouldnt really mind having a gas. couldnt be taken seriously in zvt anyways.
the ammount of expansions are not only them selves u also have to concider where they are and what u must do to secure them.
imo i think they should bring back some more micro oriented gameplay with 8 minerals in main no gas at natural and such things. ofcourse this creates imbalance to different races but you can deflect that with other feautres in a map as i mentioned before.
Ovy spots are imo really important for zvt. I find it really hard to play without a good ovy spot. Non-zergs always say "use lings" but it definitely isn't the same thing.
Standard is main/nat/3rd gas + min only in (4)maps, like in Othello or Colosseum. As Morrow said, the 4th base in Yellow is so vulnerable it has to have gas to be worth anything.
Standard for (2) tends to be 4-5gas expos, possible with 1 min only.
Standard for (3) is usually 3 gas 1 min only. Athena I though has like 5 gas per player lol, but Athena II has only 4, with 1 min only.
Using gas vs min only usually is just determined by how vulernable/safe and far/close it is to you. Like, Othello's 3rd gas is really close, but it's directly cliffable, able to be hit from behind easily, and has two completely seperate paths to cover.
Standard min counts are 9 main 7 nat, 5 for a backdoor min only, 6 for a min only, 7 for a gas expo.
Basically the biggest differences in mapping are in how refined everything. Feels like you can't wing things as you usually could in earlier mapping. All sizes and distances, shapes and structures, etc, there's basically a "right" and "wrong" for everything. Everything is about space management and pathing. You really have to plan out your map really well. Coming up with a concept is important, but it almost seems like executing that concept is more important sometimes.
Imo the most important thing about ovi spots is that you have somewhere to hide your ovi from the first few marines. Other than that it only shows you when the terran leaves his base. Decent terrans will not allow you to see their army/tech etc from that ovi spot, or even worse: abuse it to fake something.
i guess he means overlords are suppose to go arround oponents base (see ZvP) so if you want them to be hidden, then don't scout!
sometimes you'll have to sacrifie an overlord to scout terran's 2 starport shit, or anything inside the enemy base. it's 100 cash but it can meke you win the game.