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The overall structure favors terran and disfavors zerg (protoss are rarely directly affected by geography). The 12 oclock start point has a ramp seperate from the entrance of the nat, which means zerg players can't 12 hatch or FE at their nat like they normally would, instead they have to create a hatch at the choke to spread creep and hatch at nat with the 3rd, which puts them behind a lot in ZvT. Other start points don't have this problem, which adds a random factor to playing the map. Travel distances between starting locations vary greatly, adding yet another random factor. All starting positions favor cliffing abuse by terrans at the nat. Usually you'll be under siege fire for over a minute before you can come up with any kind of response. There are also a number of similar positions on the map that allow terrans to gain unfair advantages in positioning. Island expos so close to the star point give terrans a free FE that they don't need to bother defending for at least 7-8 minutes (more if a zerg player opts for lurker tech), which only furthers the advantage they already had and makes it that much more difficult for the zerg player to catch up in bases.
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When bread becomes toast, it can never go back to being bread again.
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