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Disappearing Map Features

Blogs > twoxmachine
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twoxmachine
Profile Blog Joined December 2010
United States50 Posts
Last Edited: 2011-07-08 07:59:26
July 07 2011 01:47 GMT
#1
The evolution of maps from the original Starcraft, to Broodwar and on to Starcraft II has always been one of the defining factors of gameplay because of its relationship to the unique AI of each the units and its influence on the timing of certain tech paths. If you spawn as Zerg and there are close rush distances with a distinct lack of defensible chokes, your 6-pool would be the merciful game plan. Heaven help your opponent if you decide to bring your drones along.

Thankfully, that particular map feature is not very common. As map-makers become more experienced and their tools become more sophisticated, the maps they design depart from the simple geometry of Fastest Possible Maps and become natural terrains where each movement is the sum of hundreds of choices. To better understand how styles of players have shifted and will shift, we should look at history of the Battle.net Ladder map designs to see which map features have gone out of favor and what features continue to be popular.

One of these disappearing features is the Main Base Backdoor. Seen on maps such as Blistering Sands and previous versions of Shakuras Plateau, the Backdoor was vehicle for crippling blows or time-saving distractions. Coupled with a distant and vulnerable natural expansion, that exploitable entrance could make attempts to defend extremely difficult. In the case of Shakuras Plateau where the Backdoor also led into a narrow corridor, armies grouped in the close unit stacking benefited incredibly in the Backdoor while a defending army without splash damage was far less robust, even in its own base. Currently, no map in the Battle.net Ladder Map Pool, GSL Map Pool, or MLG Map pool contains this feature. Even Shakuras Plateau was altered to remove this.

[image loading]
For the record, the Zerg won that battle!


Another kind of formation that has not been utilized often is the Ranging Ledge. Somewhat difficult to name, this type of terrain is a ledge where ranged units would be able to attack harvesters or buildings in the main base or natural expansion with relative safety. The Ranging Ledges include plateaus that are adjacent to bases, or jutting terrain separated from the base by some sort of gap. With superior range granted by abilities such as Siege mode for Siege Tanks and the Tac Nuke Strike from the Ghost, Ranging Ledges provided incredible safe zones for the attacker that the defender would often fail to recognize. Delta Quadrant and some portions of Taldarim Altar LE possess this feature. Others that had this type of terrain were Kulas Ravine, Lost Temple, and previous versions of Desert Oasis. Map Makers who plan to have multiple layers of elevation while avoiding those Ranging Ledges often fill these high areas with doodads to prevent units from dropping.

[image loading]
And people thought Thor rushes were the thing to worry about; 30 seconds later two more vikings come.


Oddly enough, there is only one island expansion that exists in the entire Battle.net Ladder Map Pool which is located in Scrap Station. The Island Expansion alters game play in that flying units/drop play or Nydus Networks are required to even threaten this source of income. Static defenses of these areas are favored because any defending force would be removed from any other battle while taking up Supply. With only a ground army and no specific investment in Nydus Networks or Drop Technology, many players will not be able to make use of these resources or threaten an attack on one. Previous maps that held these features such as Desert Oasis and Lost Temple have been updated to include these prodigal landmasses or have been removed from the map pool.

[image loading]
Hah, your Tier-1 Tech Fu is no match for my Tier-2 Stance.


Whether or not these map features should have been phased out is a subject that requires more experimentation before any conclusions can be drawn, With the incredible variety in playstyles seen, the removal of a single island or destructible rock may feel inconsequential in the long run, but for those who have built their entire play around these specific map features, the removal of these terrain varieties may be cause for sighs of relief or nostalgia for a tactic that was ahead of its time.

Edit: Whoops sorry about the images. Fixed thanks to comments!
Credits to HuskyStarcraft for the games I chose to screenshot.

"...if while you're playing Halo, you do some genius move and then you realize that the microwave is about to go off in two seconds so you have that perfect timing, then at the same time you, like, figure out how to do the..." ~Tyler "NonY" Wasieleski
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
July 07 2011 02:02 GMT
#2
I don't know if it's my internet or something, but your pictures aren't loading :/
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
July 07 2011 02:09 GMT
#3
On July 07 2011 11:02 CrazyF1r3f0x wrote:
I don't know if it's my internet or something, but your pictures aren't loading :/

I had the same problem. Right click => open in new tab worked for me, brought me to the imgur page.
For he is the Oystermeister, lord of all the oysters.
Graham
Profile Blog Joined January 2010
Canada1259 Posts
July 07 2011 02:21 GMT
#4
Just fyi need to change the image links from (ex) http://imgur.com/46ccY to http://i.imgur.com/46ccY.jpg for them to show up properly (aka link to the image itself, not the imgur page with the image on it).
LolitsPing
Profile Blog Joined March 2011
United States285 Posts
July 07 2011 02:25 GMT
#5
First off, that ledge in Lost Temple was hell for Zerg to take the natural. Why do you think they changed the map?

But I agree with you on the back of the base rocks etc. I believe that Crossfire SE has one but I miss those in Blistering Sands and old Shakuras... it would give u something else to pay attention to as well. It's not any different than spotting for drops.

Just my opinion
Citius, Altius, Fortius
Z3kk
Profile Blog Joined December 2009
4099 Posts
July 07 2011 03:11 GMT
#6
On July 07 2011 11:21 Graham wrote:
Just fyi need to change the image links from (ex) http://imgur.com/46ccY to http://i.imgur.com/46ccY.jpg for them to show up properly (aka link to the image itself, not the imgur page with the image on it).


Yeah, I've had that happen before, too
Failure is not falling down over and over again. Failure is refusing to get back up.
sTsCompleted
Profile Blog Joined May 2010
United States380 Posts
July 07 2011 04:10 GMT
#7
images not loading for me :<

other than that pretty interesting read! :D
Qaz
Profile Joined August 2010
84 Posts
July 07 2011 04:28 GMT
#8
Doesn't Crossfire have a backdoor? That map was in tournament play somewhat recently.
BlizzrdSlave
Profile Joined June 2011
161 Posts
July 07 2011 05:38 GMT
#9
I like ranging cliffs as zerg. It promotes a style of play that encourages me to tech more and makes me a better player. I really don't see why they should be removed. Zerg can range cliff too, and with SPACE and not just impassible terrain. See brood lord.
Proud supporter of the most ridiculously balanced PvP MUD in existence: abandonedrealms. 8 pm PDT to see people own each other.
mizU
Profile Blog Joined April 2010
United States12125 Posts
July 07 2011 08:19 GMT
#10
Mainbase backdoor made Zerg too strong. Once the rocks were taken down, especially with certain ramp distances, the attacker had the advantage and had free reign in the main and natural.

if happy ever afters did exist <3 @watamizu_
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
July 07 2011 11:12 GMT
#11
IMHO the backdoor was never a problem on blistering sands, you just had to have your defences in that area protecting both the backdoor and your natural instead of in your natural where it just defended that.
Everyone seems to be too scared of finding ways to deal with it, instead they seem to just scream "imba" until Blizzard gives in and removes the map features, thats why we lost Desert Oasis. Also Kulas Ravine was just fine, too, lots of ways for the zerg to flank if you were pro-active with destroying rocks and still having enough chokes for the protoss to FF if the zerg just went 1a.
In 2 years from now, many will yearn back to the days where we had destructible rocks, gold bases, dropable cliffs, island expos, backdoors, ... instead of the flat maps with just a few rivers for the pathing that we will get if the trend continues and blizzard gives in (think: Fastest Map Possible), and even then people will complain that rivers are imba and should be removed.
OmniEulogy
Profile Blog Joined July 2010
Canada6593 Posts
July 07 2011 12:48 GMT
#12
I really really really miss those island expo's even though I'm protoss. lol I think they should add some that were like Python in broodwar, just isolated by cliffs, not a huge space to fly over or anything. Although I guess island expansions really favor T more because of their medivac/bio combination... maybe thats why they worked to remove them? (also vikings can land ect.)
LiquidDota Staff
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 07 2011 16:06 GMT
#13
I can make maps with those for you.
Backdoors are NOT a bad thing, definately, but it should be a little less.. up front, like blistering sands.
Moderatorshe/her
TL+ Member
MyLastSerenade
Profile Joined February 2010
Germany710 Posts
July 07 2011 16:24 GMT
#14
it is hard to balance a map with such features for 3 races.
in broodwar there are still many maps with such features, we can just hope that we get them for sc2 too in some time
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