Quote (Obdachloser @ Jan 11 2013 04:47pm)
why is that ?
it's deceptively big, there dead airspace between the spawns makes it difficult to scout with your initial overlord, the main is huge so it's easy to get proxy'd (zvp mostly, but still applies to zvt in some cases), it's deceptively small and there's no room to spread for engagements because of the placement of walls, the close lowground third is incredibly easy to defend, and trying to get beyond the 4th is near impossible. not only that, but because of the way the limitations on the map work, if you try to harass the main with mutas, you can't fly around behind the main to get to the natural, you have to go all the way around the front, otherwise you'll get eaten by marines. there's no deadspace over the main/natural/third, so it's just a poor map for zerg.
e: the only redeeming quality for zvt on that map is that, since it's a bad muta map, it's also a bad drop map.
This post was edited by nerobellum on Jan 11 2013 06:51pm