The Hunters

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[e][h]The Hunters
Creator:
Blizzard Entertainment
Tileset:
Jungle World
Size:
128x128
Spawn Positions:
8 at 10,12,2,4,5,6,8,9


Description[edit]

The first version of The Hunters was made by Blizzard designers and released with StarCraft in the default map directory. More commonly known as an unskilled map on Battle.net, this map made its way into the 2008 Shinhan Proleague. The features of this map make the results of the game very positional based, hence luck is also arguably needed for victory.

Blizzard released a remade version of the map on October 9th, 1998[1] as part of their Map of the Week service. This new version had increased the resources of each mineral patch and gas significantly. Big Game Hunters, as the new version was called, soon became very popular among a lot of players.

Zerg in 2v2v2v2 and FFA[edit]

Zergs aren't good on The Hunters because of the lack of expansions and the fact that they need many expansions. They also need more gas than the T and P opponents they are fighting. On FFA's things are made especially bad for them since everyone will be trying to secure their expos. Zergs may not be able to get an expo and have to play onebase. Zergs are also bad on FFA's because they will have make very tough decisions about powering (making drones for economy for late game) or making fighting units.

Notable Features[edit]

  • Tankable Natural - Every natural is able to be sieged from another base, gives terran an advantage if the game drags on.
  • Small cliffs behind mineral line on main - Can be used to place scouting over or for muta harass.
  • Center - most paths between bases go thought center. In 2x2, 3x3 and 4x4 games holding the center is very important - opponent's team can't gather forces together, while team in center can attack any of opponent's player.
  • 12/11 positions - Both these bases virtually share the same natural.
  • 2 o'clock position - minerals on main are placed far away from main building and thus gathered slower. Natural has 2 entrances and is harder to defend. Despite this there is no direct route to center.
  • 4 and 9 o'clock positions - both have larger and non-comfortable shape main, this gets no advantage but makes enemies drop easier to implement.
  • 6 and 7 o'clock positions can share wall-in in team play.

Notable Games[edit]

See also[edit]

References[edit]