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With the amount of maps being presented in the forums, there has been a lot of discussion as to whether a map is or is not balanced. Then people go on to say towards what race it might be balanced/imbalanced.
As a map maker myself my specific question is what makes a map balanced and what sort of traits sway the balance between races?
For example: I used to have the impression that a map with a short rush distance favored zerg until "Incineration Zone" was released. My impression was that the short rush distance worked against zerg and its ability to quick expand.
*the question does not pertain to zerg alone, but im curious what might sway a map in favor of Protoss, Terran, and Zerg collectively.
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I am also very interested in this subject. I had proposed the idea in a thread where you propose such ideas and nobody really responded. I was thinking about making a thread compiling a lot of thoughts on each element, how each race works with them early/mid/late game, and how each unit works with them. Such a thing is very subjective, but I think I can do a good job of saying what's widely accepted as true and putting what people think in areas where it should be. Bottom line is that good tactics are good tactics no matter how you look at them though.
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short distances (to opponent) favor terran and toss. in tvp i would give the slight edge to terran. expansions that push away from ur opponent favors zerg watch towers favor zerg cliffs favor terran backdoors to main favor toss potential for harass favors terran open area favors zerg along with wide ramps buildable ground favors t>z and p>t mainbases with high money favors toss close 3rd base disfavor zerg islands favor zerg small main base favors zerg safe natural favors zerg water favor zerg
these are just a couple of examples, ofcourse they r not 100% accurate but this is my general experience
tvp is not affected by maps so much, the races are quite similar when fighting each other zvp revolves much around how easy zerg can defend his 2base, and if 3rd is far away its just great. open area too then u got a zerg map^^ take kulas ravine, high harass and backstabbing potential and no flanking, total hell for zerg. tvz easy taken natural doesnt have to disfavor terran, t also wants a close 3rd base like toss. far away gold expo is an ideal zerg base, like scrap station.
map balance revolves so damn much about terran mech its ridiculous, incinetration zone was impossible for zerg in so many ways in both mus
also im not gonna explain why i think what i think, this is just my opinion and i have no facts, nor do you
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Just like you can't determine the balance of a race based on one unit, you can't determine the balance of a map based on one feature. It's really important to take the map as a whole when determining balance. Some things may influence a map, but it's the combination of things that determines the balance. I don't really think people know enough to definitively say what makes a map favor one race or the other besides some obvious things.
It's also important to think of the balance in terms of matchup, not race. What may be good for Zerg in ZvT might be different than what's good for Zerg in ZvP.
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On July 01 2010 10:41 MorroW wrote:short distances (to opponent) favor terran and toss. in tvp i would give the slight edge to terran. expansions that push away from ur opponent favors zerg watch towers favor zerg cliffs favor terran backdoors to main favor toss potential for harass favors terran open area favors zerg along with wide ramps buildable ground favors t>z and p>t mainbases with high money favors toss close 3rd base disfavor zerg islands favor zerg small main base favors zerg safe natural favors zerg water favor zerg these are just a couple of examples, ofcourse they r not 100% accurate but this is my general experience tvp is not affected by maps so much, the races are quite similar when fighting each other zvp revolves much around how easy zerg can defend his 2base, and if 3rd is far away its just great. open area too then u got a zerg map^^ take kulas ravine, high harass and backstabbing potential and no flanking, total hell for zerg. tvz easy taken natural doesnt have to disfavor terran, t also wants a close 3rd base like toss. far away gold expo is an ideal zerg base, like scrap station. map balance revolves so damn much about terran mech its ridiculous, incinetration zone was impossible for zerg in so many ways in both mus also im not gonna explain why i think what i think, this is just my opinion and i have no facts, nor do you
really good post morrow, thanks for the insight! Would love to see other top players post their opinions on maps as well.
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Well lets start with the one we/I prolly hear the most and that is this map "favors Terran".
Again as someone who spends a lot of time on maps I literally ask myself the question "How can I avoid the 'this map favors Terran' response?"
What specifically sways a map towards Terran?
I assume small chokes for seige and 3rd bases with accessible cliffs. What else and if possible allude to a map other than Incineration Zone pls.
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On July 01 2010 10:49 LaughingTulkas wrote:Show nested quote +On July 01 2010 10:41 MorroW wrote:short distances (to opponent) favor terran and toss. in tvp i would give the slight edge to terran. expansions that push away from ur opponent favors zerg watch towers favor zerg cliffs favor terran backdoors to main favor toss potential for harass favors terran open area favors zerg along with wide ramps buildable ground favors t>z and p>t mainbases with high money favors toss close 3rd base disfavor zerg islands favor zerg small main base favors zerg safe natural favors zerg water favor zerg these are just a couple of examples, ofcourse they r not 100% accurate but this is my general experience tvp is not affected by maps so much, the races are quite similar when fighting each other zvp revolves much around how easy zerg can defend his 2base, and if 3rd is far away its just great. open area too then u got a zerg map^^ take kulas ravine, high harass and backstabbing potential and no flanking, total hell for zerg. tvz easy taken natural doesnt have to disfavor terran, t also wants a close 3rd base like toss. far away gold expo is an ideal zerg base, like scrap station. map balance revolves so damn much about terran mech its ridiculous, incinetration zone was impossible for zerg in so many ways in both mus also im not gonna explain why i think what i think, this is just my opinion and i have no facts, nor do you really good post morrow, thanks for the insight! Would love to see other top players post their opinions on maps as well. tnx but you cant take it all seriously or just word by word. just like logo said different if u combine many elements into a map they will act differently together. and if u take 2 things that alone would favor zerg, if u mix it in a content it might end up favoring toss for example. its very complicated and as a mapmaker i would suggest u practice hard and learn game that way and then start make maps afterwards. its very difficult to learn how to make good maps without learning the game well ^^
On July 01 2010 10:50 konicki wrote: Well lets start with the one we/I prolly hear the most and that is this map "favors Terran".
Again as someone who spends a lot of time on maps I literally ask myself the question "How can I avoid the 'this map favors Terran' response?"
What specifically sways a map towards Terran?
I assume small chokes for seige and 3rd bases with accessible cliffs. What else and if possible allude to a map other than Incineration Zone pls. stepps of war. insanily close positions for timing attacks and ridiculously close and easy 3rd base. that map is just as hilarious as incineration zone is. its not like zerg can make timing attacks into a terran because we have imba bunkers and siege tanks :d
hopefully blizzard will give zerg more potential to use cliffs or harass points because right now any map with potential for harass automatically disfavors zerg regardless what the map looks like. lt cliff, kulas cliff never seen a zerg whos on the high ground in this scenario :s
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>.< I was going to make a thread similar to this after my three days lol.
MorroW u r absolutely right about that, except maybe islands favoring zerg. I think they favor terran cause their CC can fly their. Zerg have to research drop or nydus. And once they expo there all that base can do is make drones or flying units unless a nydus is nearby. Then you can rally the hatchery to the nydus.
Also backdoors to mains can favor zerg too. ^^,
I think Lost Temple is a good well balanced map. It has harassment cliffs for Terrans, watchtowers and wide open spaces for zerg, and toss get buildable ground for a forge fast expand and proxy pylons and other stuff.
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MorroW made some very good points, however I think I can safely say that no one right now knows exactly what determines a map as balanced. IMO we have to wait for the gameplay and strategies to evolve, then we'll get a better understanding of what is/isn't possible with certain map layouts and whatnot. Just look at how long it took Incineration Zone to come out, and how quickly it was removed from the ladder pool.
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Interesting, i appreciate the information!
How about protoss though? The commentary i hear the least is that a map "Favors Protoss".
Also, would you agree that a good map combines elements that favor all races (granted you cannot have them all), but lets say a close third, but an open back door, small mains, and close air distance.
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I agree with most of morrow points, except i would say backdoors favor Toss>Zerg>Terran as I think zerg can get a pretty big advantage from them in ZvT while toss can get a moderate advantage from them in both MUs
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Some non-match-up-specific things to think about:
Islands that are very close to main are very easy for a Terran to expand to early, maybe so much that if they can take it as a first expo its too good. Just as Logo, MorroW and all said, this isn't necessary imbalanced if the rest of the map can smooth it out. For instance, you might have an island that a Terran could take as first expo early, but maybe place a watchtower on the mainland that can scout it early, too.
A map with a ton of cliffery is not necessarily Terran-favored-tanks-lol, but you gotta think about it. I actually like playing Zerg on Incineration Zone because I can (usually) park overlords on those unpathable cliffs on the far side of the naturals for a long time before they get spotted. I put one at my nat and one at his. Stuff like that helps, say, a Zerg player deal with Terran mech using the tight space to prevent a flank. Until a Viking pops. :o(
Protoss can use little nooks around the map for proxy pylons. Spots like the raised areas where the watchtowers are on Blistering Sands are good, but not too good. A million little nooks all over the map is probably too much and proxy becomes overly strong.
Things like this are obvious, right? Until you've spent 20 hours on a map fiddling with everything, and then its nice to have a sort of check list like this thread could be to consider what your map is offering players.
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Symmetric, very close race vs race stats
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On July 01 2010 11:25 dimfish wrote: Some non-match-up-specific things to think about:
Well said. Really I think the important thing is to be used to the different races' mechanics at a reasonably high level. You don't have to play at said level yourself, but even just watching a lot of casts should help in this respect. Then when designing your map just think to yourself what would you like to do on this map to win against your opponent for each matchup. Even more specifically what would you like to do as each race in each matchup.
If the most exciting and powerful things you think up all come from one race then your map is probably imbalanced. If you look at a map like Torrasque you don't get that even though there are ton of really exciting things. You'll say "Oh man I can double orbital MULE my natural as Terran, I can FE -> quicker third as zerg, I can totally DT rush past the Ultralisk as Protoss or use a proxy pylon to get some unexpected aggression on my opponent." The point being in a balanced map you can come up with all sorts of interesting things for each race rather than every cool thought being "well terran can drop tanks here, or they can float a CC here, or they can put tanks here, or a sensor tower here to cover all attack routes."
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Everyone should vote on the post with all of the polls on imbalances.
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I agree with morrow, and here was a reply I made in another thread:
Show nested quote +On June 28 2010 13:44 irninja wrote: I know im sorta speaking out of place, as compared to some more experianced players here. But theoretically in a map thats "anti-zerg" as in, anti-roach. does this not also effect terran (marines/mech) and toss (stalkers etc) too?
Why is it i see in other maps as well as this one, that it is always called anti-zerg with slim chokes.
Just curious, its a fixed ordeal now, as the slim chokes that were originally in the map when I uploaded to TL, are all but history. But it still makes me wonder the story behind the scene type deal. You are sort of correct. The thing is zerg is the most extreme case because they will have the most units and require the largest space to flank and manuever. To a lesser extent this will effect PvT as well. It is also strategy based, so as trends change so can the map styles. With current trends the standard armies of zerg is like mass of roach/hydra or ling/hydra while toss and terran usually work towards their 'ball' of units that are supported by a few key units that really excell in tight places (storm, collosus, tanks, etc). Zerg doesn't have any units that match those so they suffer the most.
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On July 01 2010 10:41 MorroW wrote: short distances (to opponent) favor terran and toss. in tvp i would give the slight edge to terran. expansions that push away from ur opponent favors zerg watch towers favor zerg cliffs favor terran backdoors to main favor toss potential for harass favors terran open area favors zerg along with wide ramps buildable ground favors t>z and p>t mainbases with high money favors toss close 3rd base disfavor zerg islands favor zerg small main base favors zerg safe natural favors zerg water favor zerg
There's parts I agree with and parts I don't on this.
Short distances favor against Zerg It works against FE Zerg, and it's true that almost all Zerg FEs these days, but 1 base Zerg deserves more credit than it gets. If the Zerg plays extremely agressively I think the zerg can gain a strong advantage from it. A late rush is surprizingly devestating against toss players in particular.
backdoors to main favor toss I see why you said this, but at the same time it goes hand in hand with Open areas favoring Zerg. 2 entrences opens a player to all sorts of harass. A trait of a strong Zerg player.
potential for harass favors terran I take it you mean reapers and maps like arid wastes? True, although protoss have more trouble than Zerg and Zerg can use it. Maybe it favors against Protoss more than it favors Terran.
mainbases with high money favors toss Why toss and not terran? It means the player doesn't need to expand as early, which is a terran trait. Could you elaborate on this?
islands favor zerg As the other player said, it favors terran. It's too easy for a terran to lift off a CC, build a handful of missile turrets, and have a base that if nothing else will kill a ton of units before it goes down.
safe natural favors zerg Again i'll return to the open ground argument. It may help a FE Zerg against an early harass, but in the long term having more easily harassed bases is good for the Zerg player. It's just zerg should be extremely focused on harass and leave chokepoints or well defended areas alone.
That said, I agree with the rest of your observations.
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Deep map balance is actually a lot more about allowing for 'high level play' rather than simply engineering a map for racial balances and unit types.
Consider that if BW hadn't found the main-natural combination of bases, it would not have found anywhere near the level of balance it reaches today. This is largely because the longer the game lasts, the higher the chance that the 'better' player will win. Note the earlier (mostly Blizzard) maps played in BW, and how terrible the balance would be if played on by today's gamers. Many of these maps favor the aggressor in most circumstances, and promote 1base play that results in quicker games and more 'fluke' wins. This isn't to say that strategical play isn't important, but that it should not completely dominate the 'real time' aspect of the game. Mechanics must mean something, or we might as well be playing a turn-based game.
SC2 has run into this problem in beta, especially since many of the maps favor 1base play and give almost no benefits to the defender (further exacerbated by the game engine and lack of true high ground). This creates a situation where, 5-10 minutes into the game, it's very difficult to show who the truly better player is. There are 1base strategies that can be perfectly executed by a D- player that have a significant chance of beating any player out there. I think over time the community will use maps that discourage that type of situation, but so far the maps have seemed to specifically favor it instead.
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Also, make sure you don't attempt to take, for example, MorroW's favors/disfavors, and mash them all together to make "the perfect map". It won't happen, and a rather terrible map will probably emerge.
Aim for a "good" map, and work from there - changes can always be made.
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Remember that imbalanced features can make for a balanced map:
Example: you have a main on high ground with backdoor rocks to low ground, with a bridge choke (eg kulas). The bridge favors terran, because of easy defense with tanks / bunkers. The backdoor favors zerg and protoss, for their higher mobility. The sum of those is fairly balanced.
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