Heartbreak Ridge
From Liquipedia Starcraft Wiki
| Creator: | 김진태 ([Ragnarok]Valkyrie) |
|---|---|
| Tileset: | Jungle World |
| Size: | 128x96 |
| Spawn Positions: | 2 at 10,4 |
| Versions: | (TLPD) |
| Competition Span: | Apr 2009 - Current |
| Leagues Featured: |
Contents |
[edit] Description
Heartbreak Ridge was introduced in the fourth round of the 2008-09 ShinHan Bank Proleague season as one of four new maps for the round, and modified for the second round of the 2009-10 Shinhan Bank Proleague season. The third can be somewhat difficult to take as the walking distance is rather far, but the backdoor route into the third makes this a less drastic effect than it would otherwise be. Taking a fourth is a bigger problem, as the options for a fourth gas are directly above your opponent's base, in the center, or along a direct line from your opponent's natural. Map control is extremely important to securing resources on this map. Counters are relatively common, with a more mobile army counterattacking into the natural instead of directly engaging a less mobile army pushing along the other path.
[edit] Notable Features
- Neutral Buildings - There are 7 stacked neutral temples blocking off the cliff overlooking each natural.
- Blocking Minerals - Along with the neutral temples there is a stack of 20 minerals (worth 0) that can be mined out to allow access to the cliff overlooking your opponent's natural or can be used to gain a back route into your own third expansion. It is important to mine these minerals out when you take your third so that your workers can flee into your main more safely. It is also important to keep an eye on them (often a pylon or supply depot on the "inside") before you take your third to avoid surprise runbys.
- Ridges - The many ridges in the middle of the map (giving the map its name) give the advantage to the defender and allow them to pull back several times to each ridge in a delaying action if necessary. This means that Terran pushes and contains in TvT and TvP and Zerg pushes and contains in ZvT can be hard to fight back, due to the power of siege tanks and lurkers on these high grounds.
- High ground behind natural - There is a high ground behind the natural expansion. The main can also be shot from the high ground, so it's something to keep in mind when creating buildings, especially when playing against Terran. This is also a common location for cannon rushes and ling runbys, though the latter requires mining out the minerals by the third.
- Pylon on the ridge - Near both start locations there are thin ridges (to the left of 4, to the right of 10) on which there is a 2x2 flat surface that allows building a Pylon. The Pylon's Psi-Matrix radius allows building a Gateway inside the main base, shortening the notice-time of the Proxy significantly. While the right side only allows for one Gateway to be built, the left allows for a maximum of three.
[edit] Map Version Changes
- An additional 500 mineral field was added to each natural.
- The mineral only expansions at 11/5 were centered to the 12/6 locations.
- The center of the map was expanded so that all six ridges connect to it; this new land is unbuildable.
[edit] Map version images
[edit] Notable Games
- JJonga vs Jaedong, 2009 GOMTV Averatec-Intel Classic Season 3
- fantasy vs Jaedong, 2008-09 ShinHan Bank Proleague
- Violet vs Hogil, 2008-09 ShinHan Bank Proleague
- Flash vs Stork, 2009-10 ShinHan Bank Proleague
[edit] Strong Build Orders
[edit] Protoss vs. Protoss
[edit] Protoss vs. Terran
- 12 Nexus -
- If the Terran fails to do a rush (such as an 8 Rax), due to the unique layout of the map, the Protoss should have a major advantage that can be impossible for the Terran to adapt to. Countered by either Proxy Barracks, or a 8 Rax build.
- Dark Templar Fast Expand - If the Terran Siege Expands, it is very common they will have no turrets in their natural before they move out. A single Dark Templar can delay the expansion for a very long time, let alone multiple Dark Templar's. This will allow the Protoss to either expand or que up more gateways with no threat of a Terran attack. Countered by 2 Factory Vulture/Mine Combo.
[edit] Terran vs. Zerg
[edit] Protoss FE wall-ins
Note: In the 10 o'clock position, once an Assimilator starts building, the wall is no longer ling-proof and an extra probe between the gas and forge is needed to seal it.
[edit] Terran wall-ins
[edit] Main
These wall-ins allow marines and zerglings through but not Zealots.
[edit] Natural
These wall-ins allow marines and zerglings through but not Zealots.
[edit] Natural - ling-tight
Note: On both positions, once a Refinery starts building on the gas geyser, the wall is no longer ling-proof.
