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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 480 | (2)Path of Destiny | 128*96 | Travin | 2.2 | final | | The map has been rated 25 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
flothefreak | | | Terran can push quite good using the outer ring. He only has to secure his natural to the other side protecting his back. You can't do anything about that...You got a chance if he doesn't prepare for carriers, but I don't think a average terran wouldn't do that if scanning starports. | panschk | | | flothefreak PLEASE.
Only way terran can secure his backdoor when decidding for one side to push is making a wallin there, like Listoric likes to do it^^ You act as if 2 tanks could stop just anything the protoss throws at the terran, but that's just not the case. It's true that flanking is not really possible here, but you can slow a push down a lot, attack him at two different places, and get your fair share of expos without having to worry about getting contained.
TvZ looks much more like a problem to me. zerg will need to play a unit-based style imo, he can't protect it all well with sunkens. | Travin | | | i thought the long way from the bases would help that out | flothefreak | | | I still think that it is possible for terran to take about 3/4 of his army to push (for he don't need masses with this small space) and let 1/4 defend his base. For he hasn't to move there, he can easily set lots of depots/turrets/mines/whatever into the way of an attacking protoss. The longer the game lasts, he needs more than 1/4 here, but I still think this a problem...
And keep in mind that he even can support this back blockade with tanks in his main! this is incredibly hard for a protoss to break. |
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