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Map Balance - The Worst of the Worst - Page 5

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Artosis *
Profile Blog Joined June 2004
United States2140 Posts
June 19 2010 15:03 GMT
#81
hey guys, you all need to calm down.

the personal attacks have to stop.

99% of the arguments in here are addressed within the article. please read the whole thing, and try to think about it a bit before posting.

making blanket statements based upon your games, without any real thought behind them, do not hold much weight compared to the joint opinions of IdrA and I. I'll read/listen to well thought out posts, but certainly not "lolol just make mutalisks!!!1".

Thanks!
Commentatorhttp://twitter.com/Artosis
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
June 19 2010 15:04 GMT
#82
On June 20 2010 00:00 gillon wrote:
Bashing down on peoples postcount doesn't help your argument, seriously.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=17911
check the 6th one

And i'm not talking about myself, a nameless poster with low postcounts should not talk to Artosis like they are on even terms, or as if his opinion is more valid than Artosis'.
Postcounts are shown for a reason, not for statistics
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Puosu
Profile Blog Joined April 2007
7009 Posts
Last Edited: 2010-06-19 15:11:29
June 19 2010 15:10 GMT
#83
While I have great respect for Artosis and Idra and their skills, this article really makes me want to follow MorroW's, reaction. The whole concept behind the article is completely irrelevant. This isn't Warcraft 3, Zerg units don't get a slight nerf on this map. Every unit costs the same and performs the same, and BOTH players are susceptible to the terrain. There is no such thing as map imbalance!

????

How do the units perform the same when the situation is:
(low ground) unit1 | unit2 (high ground) (Thor vs. roaches for example)
versus
unit1 unit2 (both on same height, no "wall" between. same units.)

And no, zerg units can't abuse height advantage in the same way as for example terran units.

That's just a single simple example, get your head checked if you think there is no such thing as map balance. Not only are the units changed by the map but also build orders as some maps have very different distances that allow for different things to happen. Throughout the BW history map balance has been one of the biggest thing that has changed the styles of the players and race domination of the game.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-06-19 15:16:27
June 19 2010 15:10 GMT
#84
On June 19 2010 23:48 Artosis wrote:
Show nested quote +
On June 19 2010 22:55 FrozenArbiter wrote:
On June 19 2010 22:13 Artosis wrote:
On June 19 2010 22:08 Hider wrote:
Every interview/article I read about Artosis, he always talk about how weak zerg is and how strong all other races are. Then he interviews Tester and make a new thread with the subject that he thinks terran is the strongest race. If he had answered zerg, I am sure we would not have seen any new threads.

While I do agree that zerg is the weakest race right now, I think that a person with such a respected name as Artosis should be a lot more objective, and not be too biased. And zerg definately has the advantage over terran on desert oasis as mech is extremely difficult to play on this map.


"If he had answered zerg, I am sure we would not have seen any new threads."

Thank you, Mr. 74 posts, for coming here and letting everyone know that I am biased and withholding interviews due to conflicting opinions with myself.

"And zerg definately has teh advantage over terran on desert oasis as mech is extremely difficult to play on this map."

ah ok, thanks, IdrA and I got it wrong. All makes sense now. Thanks for the explanation.

Maybe he has - I don't see how pure mech is even viable on desert oasis? There is NO WAY to safely take a 3rd without opening yourself up to counter attack, and the distances are HUGE.

Seriously, explain what pure mech you are using on desert oasis to make it imbalanced...

I don't get how viking builds are hard to defend on DO, I find them way weaker there than on Scrap Station.


if even 1 person could read what was written, they would see that i did not take mech builds into consideration at all when writing this. lol@ the flamers who don't understand what's written.

I KNOW you said that in the OP, but then you quoted someone saying "mech sucks on DO" and essentially said "lol you are wrong".

It wasn't exactly clear what you were saying, especially as you mentioned viking builds and thor drops - both of which I would categorize as mech.

Yeah there are some cheese possibilties on DO, but I don't think that is a long-term viable solution to playing a map. DO is a good map for zerg.

On June 20 2010 00:04 Geo.Rion wrote:
Show nested quote +
On June 20 2010 00:00 gillon wrote:
Bashing down on peoples postcount doesn't help your argument, seriously.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=17911
check the 6th one

And i'm not talking about myself, a nameless poster with low postcounts should not talk to Artosis like they are on even terms, or as if his opinion is more valid than Artosis'.
Postcounts are shown for a reason, not for statistics

That's not the way that commandment is meant to work. It's basically saying that if you have been here for a while, you will have more leeway than if you are new.

It's not a free-pass to treat people with low post counts like they are worthless ;p
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
perbarian
Profile Joined April 2010
Sweden42 Posts
June 19 2010 15:14 GMT
#85
On June 19 2010 23:17 ChewbroCColi wrote:
I miss bw maps ._. If there is one thing Blizzard can't do, it's making great maps..

Where are all the epic maps like Andromeda and Outsider?

And why oh why does almost every map have either rocks with only 2k hp going into the main OR an undefendable choke to the nat? Sigh... It's as if Blizzard only want to see cheese..

I'm guessing that they have so many maps with rock and that stuff just to test it out because it's beta. If I remember correctly Blizzard has adressed the problem that Lost Temple is the only map without a backdoor (to either the natural or the main) and that the map pool will be more diverse when the full game is released.
Puts the fun in fundamentalist.
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
June 19 2010 15:20 GMT
#86
On June 20 2010 00:04 Geo.Rion wrote:
Show nested quote +
On June 20 2010 00:00 gillon wrote:
Bashing down on peoples postcount doesn't help your argument, seriously.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=17911
check the 6th one

And i'm not talking about myself, a nameless poster with low postcounts should not talk to Artosis like they are on even terms, or as if his opinion is more valid than Artosis'.
Postcounts are shown for a reason, not for statistics


I realise that, I like Artosis; I think he's a funny guy and an awesome player. I'm just saying that, to me, his arguments come through as somewhat biased since every single map feature is turned into a disadvantage for zerg.

My last post just states that no matter how 'veteran' you may or may not be, it does not make your arguments, per se, any better.

I'm a Terran player, so I might just be as biased to the other way, but this is just how I'm reading it.

Just my 2 cents, if you will.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
uberdeluxe
Profile Joined June 2009
Canada306 Posts
June 19 2010 15:23 GMT
#87
interesting article, although I don't think map imbalances are too serious yet. Thor drops on cliffs above zerg naturals will be a problem for a long time, IMO. I don't think that blizz maps are terribly imbalanced (look at the starcraft 1 ones ) and the map doesn't usually alter whether i win or lose, but its good people are adressing the issue, maybe blizz will read and modify the maps! :D
No mules, no collosi, no PFs, just LOVE!
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
Last Edited: 2010-06-19 15:24:12
June 19 2010 15:23 GMT
#88
On June 20 2010 00:10 FrozenArbiter wrote:
Show nested quote +
On June 19 2010 23:48 Artosis wrote:
On June 19 2010 22:55 FrozenArbiter wrote:
On June 19 2010 22:13 Artosis wrote:
On June 19 2010 22:08 Hider wrote:
Every interview/article I read about Artosis, he always talk about how weak zerg is and how strong all other races are. Then he interviews Tester and make a new thread with the subject that he thinks terran is the strongest race. If he had answered zerg, I am sure we would not have seen any new threads.

While I do agree that zerg is the weakest race right now, I think that a person with such a respected name as Artosis should be a lot more objective, and not be too biased. And zerg definately has the advantage over terran on desert oasis as mech is extremely difficult to play on this map.


"If he had answered zerg, I am sure we would not have seen any new threads."

Thank you, Mr. 74 posts, for coming here and letting everyone know that I am biased and withholding interviews due to conflicting opinions with myself.

"And zerg definately has teh advantage over terran on desert oasis as mech is extremely difficult to play on this map."

ah ok, thanks, IdrA and I got it wrong. All makes sense now. Thanks for the explanation.

Maybe he has - I don't see how pure mech is even viable on desert oasis? There is NO WAY to safely take a 3rd without opening yourself up to counter attack, and the distances are HUGE.

Seriously, explain what pure mech you are using on desert oasis to make it imbalanced...

I don't get how viking builds are hard to defend on DO, I find them way weaker there than on Scrap Station.


if even 1 person could read what was written, they would see that i did not take mech builds into consideration at all when writing this. lol@ the flamers who don't understand what's written.

I KNOW you said that in the OP, but then you quoted someone saying "mech sucks on DO" and essentially said "lol you are wrong".

It wasn't exactly clear what you were saying, especially as you mentioned viking builds and thor drops - both of which I would categorize as mech.

Yeah there are some cheese possibilties on DO, but I don't think that is a long-term viable solution to playing a map. DO is a good map for zerg.

Show nested quote +
On June 20 2010 00:04 Geo.Rion wrote:
On June 20 2010 00:00 gillon wrote:
Bashing down on peoples postcount doesn't help your argument, seriously.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=17911
check the 6th one

And i'm not talking about myself, a nameless poster with low postcounts should not talk to Artosis like they are on even terms, or as if his opinion is more valid than Artosis'.
Postcounts are shown for a reason, not for statistics

That's not the way that commandment is meant to work. It's basically saying that if you have been here for a while, you will have more leeway than if you are new.

It's not a free-pass to treat people with low post counts like they are worthless ;p


That's for sure, all im saying is that these posters should show some respect for Artosis' article, even if they do not agree. I do not mean to discredit every new poster around here.

Btw concerning DO mech, i think the problem is that Zerg's expos are really harassable with hellions on this map especially.
Larger maps are generally better for Zerg, but DO's distances between expos are actually working against Z. It is really really hard to spread creep on the entire map, you have to start spreading it in two directions to begin with, and the area to cover is really huge. When ZvT reaches lategame on this map the T will try to take a gold, and this is really hard to stop as zerg, and it's also hard to keep the other gold. So he's effectively is forced on 3 bases, easely harassable bases btw. Say the T has established a position on the left side of the map at the gold expo. From there he controls the center more or less and could attack the Zerg's third or the other gold, the distance is raughly the same, while the zerg troops have trouble manuvering behind their own large highground base. IDK if i could paint it realistically, i wish i could ifnd that Strelok vs Asian zerg VOD

(BTW we met like twice on ladder, do you remember me? NP if not, you pwned me pretty badly)
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Artosis *
Profile Blog Joined June 2004
United States2140 Posts
June 19 2010 15:26 GMT
#89
FA;

Tank/Thor/Hellion is mech. This, I thought, was obvious.

For people still calling me biased, you didn't read the article very well. These are the 3 maps which IdrA and I feel are the very worst for Zerg. Future articles will have the maps which are the best for Zerg. These maps will outline what parts of the maps are good for Zerg.

If some idiot who clearly just signed up for the forum recently comes by and accuses me of hiding interviews because opinions of the people who I interviewed had different opinions from myself, what the fvck? Obviously that shit shouldnt be allowed.
Commentatorhttp://twitter.com/Artosis
Fyrewolf
Profile Joined January 2010
United States1533 Posts
June 19 2010 15:30 GMT
#90
On June 20 2010 00:10 Puosu wrote:
Show nested quote +
While I have great respect for Artosis and Idra and their skills, this article really makes me want to follow MorroW's, reaction. The whole concept behind the article is completely irrelevant. This isn't Warcraft 3, Zerg units don't get a slight nerf on this map. Every unit costs the same and performs the same, and BOTH players are susceptible to the terrain. There is no such thing as map imbalance!

????

How do the units perform the same when the situation is:
(low ground) unit1 | unit2 (high ground) (Thor vs. roaches for example)
versus
unit1 unit2 (both on same height, no "wall" between. same units.)

And no, zerg units can't abuse height advantage in the same way as for example terran units.

That's just a single simple example, get your head checked if you think there is no such thing as map balance. Not only are the units changed by the map but also build orders as some maps have very different distances that allow for different things to happen. Throughout the BW history map balance has been one of the biggest thing that has changed the styles of the players and race domination of the game.


Since the style of SC maps has always been symmetrical for both people, I don't believe in map balance. I don't believe the maps are the same, they play differently and different things are stronger than others. But every player knows the map at the beginning and it doesn't ever change. Hence, it is always balanced because both people can do the same things. If one person started in a base with a smaller choke, then you could talk about map imbalance. but the map is the same for everyone, and everyone can use it to their advantage.

Some races might be able to take air faster (or range, or any other advantage you want to insert). That's not a map balance issue. It should factor in to your plan of what your opponent might do on a map suited to it. Part of the game is preparing and realizing everything that the enemy can do.

Thanks for actually reading my post. If you had actually read it, you realize that I do talk about maps making certain things not as good. Yes zerg units are worse on low ground because of less ranged units. Yes units do fare slightly better on high ground with micro. Yes some units outrange others. The point is that with the map you already know this, it's not sprung on you in the middle of the match. The cliff doesn't move forward at will like a unit. I talked about changing build orders to suit the map and taking the map into account in every game. I make the point that the map only changes what styles are strong or weak. That was the entire point of my post. Thanks for completely ignoring the point, then trying to point out my point that map balance is the biggest thing that changed players styles.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Fefnir
Profile Joined April 2010
United States50 Posts
June 19 2010 15:31 GMT
#91
"as many people felt it too Zerg-favored" =/="Zerg vs Terran on this map is hugely imbalanced, perhaps more imbalanced than on any other map. Zerg simply cannot defeat Terran here"

Think outside the box man, asian server seems to have it down. I'd bet their more aggressive 1 base builds would wreck havoc on Desert Oasis. All the imbalances you speak about mostly just mimic each other in that you cant protect your natural as fast. Kulas Ravine is mostly imba due to your scouting/rushing idea, I'll give that, but I can't see thing something being imbalanced simply because your standard BO doesnt work as well.
I'm not a robot but I've got a mechanical hand. I can steal the stars and put them a back again.
-Desu-
Profile Blog Joined June 2010
Turkey173 Posts
June 19 2010 15:36 GMT
#92
Lets check some statistics:

The number of post count of the individuals below:

TheLittleOne - 54
Tarson - 56
qxc - 98
HuK - 191
Mondragon - 0
Lucifron - 0
Gretorp - 343
DIMAGA - 4
... and on..

And then read a thread about how worthless 200>posters are

On June 19 2010 22:45 Geo.Rion wrote:
just LOL on the posts bashing on Artosis coming from <200 posts users.


and think about it.
and that would be a lesson for us to work about avoiding generalizations...
may be 200>posters can play starcraft good and know deep about it? who knows.
Ramsing
Profile Joined July 2007
Canada233 Posts
June 19 2010 15:37 GMT
#93
With regard to Kulas, it seems like a lot of the problems you pointed out have to do with harassment of the expo. Would it be possible to just delay your 2nd hatch a bit and break down the rocks and get the safe 2nd hatch up on the cliff and avoid all the T harassment? I realize that this might hurt your mid-game a bit, but it seems like you might get away with it because you could easily plant your 1st creep toward your normal expo (Thus allowing you to control that small little choke and stop any harassment) and have the subsequent ones go toward your high ground and then your gold.

Definitely don't disagree with you on Kulas's middle though because it is pretty damned cluttered.

As a side-note, I don't think the profanity is making you come off very well.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
June 19 2010 15:37 GMT
#94
I notice the trend for these maps being unfavoured for zerg seems to be how easy or quick a 2nd/3rd base can be obtained. Has this maybe got a deeper problem in actual game dynamics or is it just because of zerg play style?
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
June 19 2010 15:38 GMT
#95
On June 20 2010 00:36 -Desu- wrote:


Show nested quote +
On June 19 2010 22:45 Geo.Rion wrote:
just LOL on the posts bashing on Artosis coming from <200 posts users.


and think about it.
and that would be a lesson for us to work about avoiding generalizations...
may be 200>posters can play starcraft good and know deep about it? who knows.

check my further posts on this topic befor you post, please, they are right here
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
STS17
Profile Joined April 2010
United States1817 Posts
June 19 2010 15:41 GMT
#96
The OP seems to boil down to "waah I can't FE on all maps all the time" which is what a lot of the arguments were for these maps (I'm ignoring IZ because I think your "Incineration Zone - lol" comment summed it up perfectly) were that it is hard to defend the natural, when the entire point of those maps are difficult to defend naturals.

Now, I am not a zerg player so I'm going to ask, do you need to fast expand in order to win as Zerg or is it just easier?
Platinum Level Terran - Take my advice from that perspective
Artosis *
Profile Blog Joined June 2004
United States2140 Posts
June 19 2010 15:42 GMT
#97
On June 20 2010 00:37 Numy wrote:
I notice the trend for these maps being unfavoured for zerg seems to be how easy or quick a 2nd/3rd base can be obtained. Has this maybe got a deeper problem in actual game dynamics or is it just because of zerg play style?


thank you, finally a very well thought out post! :D

There is definitely some truth in this being because of the Zerg play style. Zerg does require more bases than its opponent to win. The units are just not cost effective to fight with the same resources for very long. There's no solid answer to this though, the game is too dynamic. Different situations create different responses, etc.
Commentatorhttp://twitter.com/Artosis
DooMDash
Profile Joined May 2010
United States1015 Posts
June 19 2010 15:43 GMT
#98
Most matches on DO in Diamond I've had were even... I never felt that either side was really that favored. I can see the Kulas and IZ but not DO.
S1 3500+ Master T. S2 1600+ Master T.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
Last Edited: 2010-06-19 15:56:59
June 19 2010 15:44 GMT
#99
On June 19 2010 20:27 Sunny Afternoon wrote:
so uh.. this is just an article saying that zerg has a hard time on 3 maps?
What about the other races? did imbalance working against them cease to exist?


Of course not. Artosis plays Zerg, not Terran or Protoss.

That aside, I think the talk about Kulas Ravine is true. While the cliffs do give Mutalisks a certain advantage, the fact that the map is SO cramped is terrible for Zerg armies.

I completely disagree on DO however. Zerg are the most mobile race and so are the least affected by the long distances between the bases. Not only that, they don't need a choke to defend nearly as much, where the other two races do, so the open layout of expansions heavily favors Zerg (it's actually harmful against their army because, like you said, they need flanks). Also, as we all know, the insanely short air distance favors Mutalisks.

And, of course, my comment about you is light-hearted jest. While it's true that you tend to show some bias, your comments do of course deserve to be taken seriously and thought about.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
Artosis *
Profile Blog Joined June 2004
United States2140 Posts
June 19 2010 15:45 GMT
#100
On June 20 2010 00:41 STS17 wrote:
The OP seems to boil down to "waah I can't FE on all maps all the time" which is what a lot of the arguments were for these maps (I'm ignoring IZ because I think your "Incineration Zone - lol" comment summed it up perfectly) were that it is hard to defend the natural, when the entire point of those maps are difficult to defend naturals.

Now, I am not a zerg player so I'm going to ask, do you need to fast expand in order to win as Zerg or is it just easier?


You need to, in general, expand faster and more often than your opponent as Zerg. Of course there are exceptions to this, but its a real rule for the race with great massing ability but weaker units.
Commentatorhttp://twitter.com/Artosis
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