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A look at Blizzard as pioneers of mapping

Forum Index > BW General
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Slugbreath
Profile Blog Joined July 2009
Sweden201 Posts
Last Edited: 2010-03-11 04:30:37
March 10 2010 10:31 GMT
#1
[image loading]

A small step for man, a giant leap for mankind.


Over a decade has past in StarCraft and with StarCraft 2 so close on the horizon that we can almost smell it, it’s safe to say that it’s been quite a ride.

Innovations have not only occured in the field of actually playing the game or hosting tournaments, but also in the act of map-making. Things like inverted ramps and neutral buildings, that we these days take for granted, were in fact a result of diligent work of programmers and map-makers and was not present back in the days when StarCraft first was released.

+ Show Spoiler [Remember when maps looked like this?] +
[image loading]


With innovations such as those in the art of map making, the standard of the maps have drastically risen and with it our expectations. Due to this, it’s easy to forget that the maps of today are a result of the maps of yesterday. It’s easy to forget the innovations that Blizzard themselves brought to the scene. Some of them were successful, most of them weren’t, but nonetheless they were innovations.

So let’s sit back and take a look at some of the innovations that we might have forgotten.


Mineral line as a wall

While using minerals to restrict access between bases might be something many relate to maps like (Wiki)King of the Abyss, (Wiki)Iron Curtain or to some extent (Wiki)Outsider, the fact is that the first time it showed up in StarCraft was on a map called (Wiki)Landslide.

+ Show Spoiler [Map image] +

[image loading]



One could argue that this concept isn’t new to StarCraft and was present even back in WarCraft II and one would be correct to some extent.

+ Show Spoiler [WarCraft II example] +

[image loading]



I would, however, argue back that the step from making trees serve as a wall between bases is less innovative than having minerals serve the same purpose, due to the fact that it's less intuitive and also because that wood in WarCraft II was cut through at such a quick rate that it was imperative that maps had a lot of it.

What was so unique about Landslide was the fact that not only did Blizzard take the concept of resources and turn them into a wall, but they also deliberately set the amount of resources so low that they in fact only served as a wall.

The concept of using minerals as a wall was later used again on the maps (Wiki)Vulcan's Forge and (Wiki)Mystique, though with more minerals in each patch that time around.


Critters. Lots and lots of critters.

This definitely goes under the label of an innovation that really didn’t work too well.

Since StarCraft is a battle of not only resources but also territory, critters that get in the way of your army or interrupt the placement of a building can change the tide of war drastically. Ask (Wiki)Reach what he thinks of critters and I’m sure that you’ll understand what I mean.

Now, while a few critters might change things up a bit and offer occasional entertainment for the viewers, an entire map covered in them might cause most players to go into nerd rage. While it might be a fun idea on paper, I doubt that (Wiki)Crazy Critters can be considered a map with high replay value.

+ Show Spoiler [Crazy Critters] +
[image loading]


You see all those critters? Or did you just see the Rhynadons? Look closer. There are a ton of Bengalaas too.


To get a better idea of just how strange that map is, here’s a video of a game played on that map:


I think it’s safe to say that it wasn’t a good idea.

While Crazy Critters is the most extreme of all critter-maps made by Blizzard, it’s actually not the only one. Check out (Wiki)Scorpion Ravine, (Wiki)Ursadon Flats and (Wiki)Kakaru Keys for more examples of Blizzard experimenting with critters, though to a much more sensible degree.


Map depicting something

While this really is stretching the bounds of what can be labeled as an innovation, it is worth mentioning. While maps like (Wiki)Python, (Wiki)Enter the Dragon and (Wiki)Tears of the Moon all have names reflecting their layout, this too was something Blizzard implemented a lot earlier with maps like (Wiki)Desert Bloom, (Wiki)Baby Steps and the oh so humble map (Wiki)Blizzard.

Though to be honest, this was a concept that they used neatly in WarCraft II.
+ Show Spoiler [Two WarCraft II maps] +

[image loading]

[image loading]



While this innovation only led to maps being more pleasing to the eye, it at least made maps more pleasing to the eye…!


Overlook


Let me sidetrack slightly here by talking briefly about a map not made by Blizzard. (Wiki)Valley Of Wind.
+ Show Spoiler [Valley Of Wind] +
[image loading]


Valley Of Wind is a strange map. While the layout makes it a semi-island map, there is something that sets it aside from all other maps: It’s possible to cliff your opponent’s natural by just walking there up a ramp that’s inside your main.

Let me rephrase that. It sets it aside from all other maps with one exception. (Wiki)Overlook.

+ Show Spoiler [Overlook] +
[image loading]


Overlook is arguable one of the most innovative maps released with Brood War. It’s a three-player map where each player has the ability to safely harass one of the two opponents’ natural, while being exposed to harassment from the other one.

The uniqueness of this type of layout is sometimes credited to Valley Of Wind while Overlook, that was released years before it, is overlooked, if you excuse the pun.


Money Maps


While many players, including myself, don’t really like money maps, it’s hard to argue that they aren’t popular. Arguably the most famous of all money maps is (Wiki)Big Game Hunters, possibly challenged by Fastest.

To this day money maps are vastly popular and it all started with BGH.
+ Show Spoiler +
Though technically Gold Rush from WarCraft II is older.
+ Show Spoiler [Gold Rush] +
[image loading]



UMS maps for “regular” play


Back when I first started playing StarCraft online, circa 2000, I was very reluctant to play standard games since I would be crushed by pretty much everyone. My solution was to play an UMS game called Hydra Rancher. I wasn’t very good at that either but at least I wasn’t completely demolished every game. But I digress.

UMS maps have been around in StarCraft since the beginning and fans have made their own UMS maps too. However, what Blizzard did was to create UMS maps that played out like regular maps but with a twist.

Enter: (Wiki)Warp Gates and (Wiki)Black Hole.

Warp Gates is a map that was, together with its two successors Warp Gates 2 and Evolution Warp Gates 2, in professional leagues between 2000 and 2004, though not on Use Map Settings.

You see, if played on Use Map Settings, Warp Gates turns into a 2v2 map where players can teleport units from their own base into the base of their ally or onto a high ground expansion.

+ Show Spoiler [Warp Gates] +

[image loading]


Despite not showing on the map here, there are two teleporters in each main.


As for the map Black Hole, Blizzard decided to add a huge hole at the center of the map that destroyed any air-borne unit that strayed too close.

+ Show Spoiler [Black Hole] +

[image loading]



While neither of these innovations were ever used in professional leagues, it still provides an interesting change to the casual gamer. Call it a silly idea, call it a fun little curiosity, it still was innovative.


In conclusion

This text is getting way too long so it’s time to sum it all up. Blizzard have made a ridiculous amount of StarCraft maps and the ones I have pointed out above are far from the only ones that have been original or interesting.

For example, I haven’t mentioned (Wiki)The Lost Temple nor (Wiki)Blood Bath. I haven’t said anything about the strangeness of maps such as (Wiki)Crystallis and (Wiki)Labyrinth. Nor have I written about (Wiki)Battle Lines’s resemblance to (Wiki)Geometry or (Wiki)Twisted Fate’s elegant design.

I haven’t even talked about how (Wiki)Ashrigo, (Wiki)Molten Playground, (Wiki)Predators, (Wiki)Showdown, (Wiki)Slow Burn, (Wiki)Snowbound and (Wiki)Turnaround all are maps (or have maps based upon them) that were played on in leagues and have thus had an impact on the history of progaming.

No, there is a lot more to say about the maps of Blizzard than what is covered in this article. For now, I can just say that I am interested in seeing what maps Blizzard will produce for StarCraft II and what innovations they will bring forth.

/Slugbreath
mel_ee
Profile Blog Joined August 2003
2450 Posts
March 10 2010 10:45 GMT
#2
wow beautiful read.

I hope maps for sc2 evolve just as nice as it did in sc1
Behold the bold soldier, control the globe slowly proceeds to blow swingin swords like Shinobi
Jakalo
Profile Blog Joined March 2009
Latvia2350 Posts
March 10 2010 10:48 GMT
#3
Maps certainly play a big role why Starcraft turned out to be so Awesome.
Nostalgia is not as good as it used to be.
Skeggaba
Profile Blog Joined April 2009
Korea (South)1556 Posts
March 10 2010 10:51 GMT
#4
Awesome article on an interesting topic. GJ!
Bisu[about JD]=I was scared (laughs). The force emanating from his facial expression was so manly that I was even a little jealous.
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
March 10 2010 10:58 GMT
#5
good writeup although i think there was also a crazy critters style map for warcraft 2
Once again back is the incredible!
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
March 10 2010 11:09 GMT
#6
Hey, fun read, I remember playing most of those maps =)
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Aesop
Profile Joined October 2007
Hungary11305 Posts
March 10 2010 11:13 GMT
#7
You're the map-man
ModeratorNon veritas sed auctoritas facit legem. | Liquipedia: Don't ask me, I'm retired.
kAra
Profile Joined September 2004
Germany1440 Posts
March 10 2010 11:14 GMT
#8
nice read : )
mada mada dane
Elroi
Profile Joined August 2009
Sweden5617 Posts
March 10 2010 11:42 GMT
#9
So much cool history in here
"To all eSports fans, I want to be remembered as a progamer who can make something out of nothing, and someone who always does his best. I think that is the right way of living, and I'm always doing my best to follow that." - Jaedong. /watch?v=jfghAzJqAp0
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
March 10 2010 12:01 GMT
#10
Valley of the Wind looks really nice.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
March 10 2010 12:36 GMT
#11
Very nicely put together, was a great read... This makes sitting in class rock :D
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
Ziph
Profile Blog Joined March 2008
Netherlands970 Posts
March 10 2010 12:42 GMT
#12
The kid talking in the million critter map video annoys the hell out of me.
Starcraft 2 - Beta
Subversive
Profile Joined October 2009
Australia2229 Posts
March 10 2010 13:12 GMT
#13
Fun fun read. I want to try some of these now.
#1 Great fan ~ // Khan // FlaSh // JangBi // EffOrt //
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
March 10 2010 14:09 GMT
#14
nice article, good quality post for someone new to the site. don't quite agree with you though since it's not just the utilization of individual features that makes a map high quality but the incorporating of these features with an understanding of the strengths and weakeness of each race in every matchup to create compelling competitive play. so just cuz blizzard came up with a certain gimmick doesn't mean their maps were good.
manner
LLXC
Profile Joined September 2009
United States125 Posts
March 10 2010 14:13 GMT
#15
OMG, I saw the Warcraft map and now I want to play Warcraft 1 and 2.
Sixer
Profile Blog Joined February 2009
United States278 Posts
Last Edited: 2010-03-10 14:44:25
March 10 2010 14:44 GMT
#16
Very interesting read. I definitely want to play some games on Valley of Wind.

And yeah, this definitely also makes me want to play WC2.
YO MAN~YOGA PARTY BABY
WaveMotion
Profile Blog Joined January 2010
United States147 Posts
March 10 2010 14:44 GMT
#17
ah that blackhole one is cool. im going to make environmental maps in SC2. like units lose health once they enter a sandstorm or what have you. its going to be boss.
In heaven, everything is fine.
s.a.y
Profile Blog Joined October 2007
Croatia3840 Posts
March 10 2010 14:45 GMT
#18
cool read
I am not good with quotes
Chef
Profile Blog Joined August 2005
10810 Posts
March 10 2010 15:02 GMT
#19
When I think of innovations in map making, I think of backwards ramps, null terrain, neutral darktemplar/mines, neutral creep colonies, neutral buildings, specially placed gas geysers etc...

Except for mineral wall, none of these seem like innovations. If you told me Blizzard invented mineral wall I'd have thought of crystalis and said 'eehh.. not really.' So you get points for that, I guess.

I kind of agree with d_so's point too. Back in 1998-2000 everyone used the dumbest combinations of units, and probably every combination of units possible in StarCraft. That shouldn't degrade how innovative it is for someone to do a weird combination in progaming and make it actually viable. Like when you hear D players saying 'hey I do that ! that's my build!' and they're clearly not utilizing it the same way.

So I don't agree with you (as someone who mapped quite a long time), but I think you did a good job putting it together
LEGEND!! LEGEND!!
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
March 10 2010 15:09 GMT
#20
Am I a nerd if I can recognise most of the maps?

As an avid map fan, this is a beautiful read that should be headlined. Probably even TLFE'd, if I may suggest.
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