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[ASL20] Ask the mapmakers — Drop your questions - Page 2

Forum Index > BW General
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Prev 1 2 3 Next All
tankgirl
Profile Blog Joined May 2016
Canada429 Posts
Last Edited: 2025-11-03 22:27:32
November 03 2025 20:18 GMT
#21
The current trendy 2-player map layouts (butter -> litmus, eclipse->roaring currents, etc.) are getting kindof tired. Please remake Benzene.

Oh, it says I'm supposed to ask a question...

When do you plan to remake Benzene?
https://tl.net/forum/brood-war/627255-progamer-settings
TL+ Member
G5
Profile Blog Joined August 2005
United States2919 Posts
November 04 2025 19:55 GMT
#22
What is preventing ASL from adding true island maps into the map pool?


Also, what is preventing ASL from adding more than 1 or 2 non-standard map into ASL each season?
UltrA
Profile Joined September 2009
48 Posts
November 05 2025 04:59 GMT
#23
no more map with gap's on natural or anti terran maps like we cant make turret in any placement and with 3rd in 100km z_z
iopq
Profile Blog Joined March 2009
United States1013 Posts
November 07 2025 08:33 GMT
#24
On November 05 2025 04:55 G5 wrote:
What is preventing ASL from adding true island maps into the map pool?


Also, what is preventing ASL from adding more than 1 or 2 non-standard map into ASL each season?


They had Sparkle, it wasn't very balanced despite letting Zerg go 3 gas early
mtcn77
Profile Joined September 2013
Turkey639 Posts
November 07 2025 17:46 GMT
#25
I like 1 base 2-gate opportunities on small, or vertical 4 player maps like metropolis and eclipse. I don't like highground expansion mineral patches accessible from the low ground like neo origin. The defensive side pathing is too long while the attacker pvz can turtle under the highground and keep spamming psistorms.
I like time based game variations due to shorter air travel versus longer ground travel found on 76 and roaring currents. I think it makes a nice tech switch for air that doesn't feel cheesy.
I also don't like radeon's bridge location that is too central. It can be abused by terrans laying siege tanks on one side of the platform. It disadvantages pvt in my opinion. Terrans have too much control, protoss has too little mobility for both defense of the expansion and the other side of the bridge. The side length of the platform next to 10' o'clock is too long, the unbuildable terrain surrounding the corners needs to be shortened in my opinion, it looks like tower defence.
Turrican
Peeano
Profile Blog Joined March 2009
Netherlands5198 Posts
November 07 2025 18:03 GMT
#26
Nice wall of text but where is your question? Did you even read the title or are you just opening every thread you didn't post in yet and get another +1?
FBH #1!
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-11-07 18:12:51
November 07 2025 18:11 GMT
#27
I could ask do you like those maps' balance? Obviously, I want more of the stuff I like, less that I don't like.
Turrican
Rainalcar
Profile Joined April 2010
Croatia422 Posts
November 08 2025 07:32 GMT
#28
Are you under pressure by pros to develop standard maps only?

If it were up to you, how many non standard maps should an ASL season have?
j.r.r.
XenOsky
Profile Blog Joined March 2008
Chile2295 Posts
Last Edited: 2025-11-09 22:50:57
November 09 2025 22:50 GMT
#29
whats your take on the historical imbalance of the zvp match up? not balance, just map making point of view.
StarCraft & Audax Italiano.
FT.aCt)Sony
Profile Blog Joined June 2007
United States1048 Posts
November 10 2025 16:40 GMT
#30
When can we expect maps to bring back the older era of map making (2001-2008) and no longer have any eggs or additional blocking mechanisms for full wall offs with only 1 unit to create the full block?

Creating maps that incite more harassing early game or forcing players to be more reactive instead of sitting behind the wall off creates and instills more exciting gameplay as well as enabling a more reactive gameplay if behind.
parkin
Profile Blog Joined July 2007
1082 Posts
November 12 2025 22:44 GMT
#31
Is unbuildable terrain in the middle of maps a must on modern maps? Would Terran be to strong if they could build missile turrets everywhere?
mostly harmless
Soft_General_5023
Profile Joined December 2023
110 Posts
Last Edited: 2025-11-20 04:58:05
November 20 2025 04:47 GMT
#32
Many of the maps are co-created with top korean players,

For example Radeon description: "Made by Waldstein, co worked with Light, Snow, Soulkey .."

How much say have these players in the release version of the map, regarding balance?

Is it "approved" by all 3 races players for balance?

Kanzzer
Profile Joined October 2025
28 Posts
Last Edited: 2025-11-21 10:34:39
November 21 2025 10:34 GMT
#33
On November 20 2025 13:47 Soft_General_5023 wrote:
Many of the maps are co-created with top korean players,

For example Radeon description: "Made by Waldstein, co worked with Light, Snow, Soulkey .."

How much say have these players in the release version of the map, regarding balance?

Is it "approved" by all 3 races players for balance?

Hey, I'm not Waldstein, but based on the Korean Namuwiki translated by Google AI, seems like players were very involved in these AMD map projects (Vermeer, Radeon). Vermeer "failed" due to having only 3 players' feedback, whereas Radeon had 7 players' AND 910 the ASL map administrator himself.

Vermeer:
https://namu.wiki/w/버미어(스타크래프트)

Radeon
https://namu.wiki/w/라데온(스타크래프트)

However, NEMEC, the creator of Blitz Y & Deja Vu, posted the following on this very forum:
On January 01 2025 16:27 POPsNemec wrote:
While the changes in 'Radeon' were beneficial for average players, I believe they introduced elements that favor Terran in high-level play. That said, the AMD project's goals warranted giving Terran certain advantageous features.

Radeon's special thanks section included NEMEC, along with LatiAs & Earthattack too, so take that as you will.

Hope this helps!
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6790 Posts
November 21 2025 11:22 GMT
#34
Why arent you taking more risk When making 4 players map ? Comes to mind Return of the king. Maps that bring mobility and multiple points to fight. Also that includes more mixes of high grounds lowgrounds etc. Comes to mind Escalade. Another question is that Why Sim city has got so difficult for zerg in recent maps and the 4 expansion so hard to defend vs protoss ? This is making zerg players suffer too great to survive to hive and is one of the reason zerg players past years are focused on ending the game as quick as possible.
mtcn77
Profile Joined September 2013
Turkey639 Posts
December 01 2025 23:29 GMT
#35
On November 21 2025 19:34 Kanzzer wrote:
Show nested quote +
On November 20 2025 13:47 Soft_General_5023 wrote:
Many of the maps are co-created with top korean players,

For example Radeon description: "Made by Waldstein, co worked with Light, Snow, Soulkey .."

How much say have these players in the release version of the map, regarding balance?

Is it "approved" by all 3 races players for balance?

Hey, I'm not Waldstein, but based on the Korean Namuwiki translated by Google AI, seems like players were very involved in these AMD map projects (Vermeer, Radeon). Vermeer "failed" due to having only 3 players' feedback, whereas Radeon had 7 players' AND 910 the ASL map administrator himself.

Vermeer:
https://namu.wiki/w/버미어(스타크래프트)

Radeon
https://namu.wiki/w/라데온(스타크래프트)

However, NEMEC, the creator of Blitz Y & Deja Vu, posted the following on this very forum:
Show nested quote +
On January 01 2025 16:27 POPsNemec wrote:
While the changes in 'Radeon' were beneficial for average players, I believe they introduced elements that favor Terran in high-level play. That said, the AMD project's goals warranted giving Terran certain advantageous features.

Radeon's special thanks section included NEMEC, along with LatiAs & Earthattack too, so take that as you will.

Hope this helps!

Interesting. Radeon has this really exploitable ground only intersection in front of the 10 o'clock base which at least Flash knows how to exploit it by laying 12 siege tanks there which is unbreakable from the protoss perspective. Is this the way forward for SC1? It makes for cookie cutter games, in my opinion. If I wanted SC2, I wouldn't be doing it watching SC1.
Turrican
Kraekkling
Profile Blog Joined June 2007
579 Posts
December 02 2025 16:02 GMT
#36
whenever I find myself reading an mtcn post by accident, I feel both confused and amused - but also oddly animated, because it's like being taken on a journey where there's no possible way to predict the destination
(*^^)(^*)
FlaShFTW
Profile Blog Joined February 2010
United States10250 Posts
December 02 2025 17:59 GMT
#37
On December 03 2025 01:02 Kraekkling wrote:
whenever I find myself reading an mtcn post by accident, I feel both confused and amused - but also oddly animated, because it's like being taken on a journey where there's no possible way to predict the destination

I'm the guy looking into the fridge rubbing my hands together then closing it in disappointment.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
mtcn77
Profile Joined September 2013
Turkey639 Posts
December 03 2025 01:26 GMT
#38
I highlighted the section in bold, so you can see where I'm replying, but since you don't open the nested quote you cannot follow what I'm replying to.
Turrican
ThunderJunk
Profile Joined December 2015
United States718 Posts
December 04 2025 17:48 GMT
#39
How come maps never have hostile neutral units? Like a map could be designed where the two mains are really close to each other but you have to go around by land if you put a line of neutral hostile valks in a line bisecting the map to stop fast mutas - or have a neutral hostile hydra or goliath or something blocking an otherwise safe back expo. Why no hostile neutrals?
I am free because I know that I alone am morally responsible for everything I do.
Kraekkling
Profile Blog Joined June 2007
579 Posts
December 04 2025 18:38 GMT
#40
On December 05 2025 02:48 ThunderJunk wrote:
How come maps never have hostile neutral units? Like a map could be designed where the two mains are really close to each other but you have to go around by land if you put a line of neutral hostile valks in a line bisecting the map to stop fast mutas - or have a neutral hostile hydra or goliath or something blocking an otherwise safe back expo. Why no hostile neutrals?


Because it's not possible on melee maps.

The fact that we even have neutral buildings/neutral units is more of a bug or an abuse of a specific mechanic of the map making tool.
(*^^)(^*)
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