what's the advantage of asymmetrical maps?
doesnt certain spawn positions favour | force certain strategies due to the maps being asymmetrical?
if so, what do you think about that?
User was temp banned for this post.
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InsertUsername
12 Posts
what's the advantage of asymmetrical maps? doesnt certain spawn positions favour | force certain strategies due to the maps being asymmetrical? if so, what do you think about that? User was temp banned for this post. | ||
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green.at
Austria1459 Posts
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RiotSpectre
United States163 Posts
On a sidenote...us terran players feel like some maps are asymmetrical when the other guy can use an add-on to wall-in from his barracks while we can't, based on ramp positioning! Oh the horror! | ||
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413X
Sweden203 Posts
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Befree
695 Posts
They're all asymmetrical to some extent of course, but I'd say that is the most asymmetrical of the current map pool. As for my opinion, I think it makes for more interesting game play/strategies and more aesthetically pleasing maps. While I do think a completely symmetrical map would be a better indicator of skill and more fair so we wouldn't have to deal with the randomness/luck of spawn locations, I still would rather we stick with the current asymmetry. I value the entertainment of the aesthetics of the map and the differing strategies more than the small increase in overall fairness we'd gain. | ||
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InsertUsername
12 Posts
On December 24 2010 03:19 green.at wrote: give an example for such a map. there are really not many of them. I would appreciate if you didnt reply when you dont know what you're talking about. | ||
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Gimpb
293 Posts
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Smurfz
United States327 Posts
Let's look at Metalopolis. It's symmetrical. However, spawning cross positions feels like a totally different map than playing close positions. Even though it's the same map, you have to adjust your play based on your spawn position and the opponents. | ||
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Faze.
Canada285 Posts
Delta Quadrant: | | 1 | 2 ________|_________ | | 4 | 3 | 1>4>3>2>1 On some maps the angle make it harder to wall off on certain spawn points. | ||
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neobowman
Canada3324 Posts
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BnK
United States538 Posts
On December 24 2010 03:19 green.at wrote: give an example for such a map. there are really not many of them. afaik. DQ, meta, xelnaga, scrap are not PERFECTLY symmetrical | ||
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zerglingsfolife
United States1694 Posts
Fantasy I + Show Spoiler + Fantasy II + Show Spoiler + Alchemist + Show Spoiler + Baekmagoji + Show Spoiler + Fantasy II produced some of the most memorable and great games for BW. | ||
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green.at
Austria1459 Posts
On December 24 2010 03:47 InsertUsername wrote: Show nested quote + On December 24 2010 03:19 green.at wrote: give an example for such a map. there are really not many of them. I would appreciate if you didnt reply when you dont know what you're talking about. aww. you mad now? really stupid if you thought about maps like scrap station being asymmetrical xD but hey good job! quality OP and very nice dude overall - all that with 10 posts. I did reply cause i wanted to, i just wasnt sure what YOU are talking about. but hey, merry christmas. | ||
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Misoza
Australia571 Posts
User was warned for this post | ||
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mierin
United States4943 Posts
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green.at
Austria1459 Posts
On December 24 2010 23:55 mierin wrote: Green...please play zerg then talk about how Scrap is perfectly symmetrical. you're funny... i play random. i know that the maps are not perfectly symmetrical. duh. but asymmetrical is something else. see zerglinsfolifes post. some people need to learn that this is not the bnet forum ... show some respect and put effort in your OPs. I asked what he meant with asymmetrical, all i got was an insult. | ||
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Goolpsy
Denmark301 Posts
So I would also like to know which maps you are refering to, if any? theoretical answer: I would love to see some assymetrical maps, that will inspire different strategies depending on starting location and ensure (given a reasonal balance) that the map will be entertaining for a longer period of time. | ||
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Fruscainte
4596 Posts
On December 24 2010 21:25 green.at wrote: Show nested quote + On December 24 2010 03:47 InsertUsername wrote: On December 24 2010 03:19 green.at wrote: give an example for such a map. there are really not many of them. I would appreciate if you didnt reply when you dont know what you're talking about. aww. you mad now? really stupid if you thought about maps like scrap station being asymmetrical xD but hey good job! quality OP and very nice dude overall - all that with 10 posts. (<- Nice Sarcasm) I did reply cause i wanted to, i just wasnt sure what YOU are talking about. but hey, merry christmas. some people need to learn that this is not the bnet forum ... show some respect Oh the irony. -------------------------------- A lot of the maps are asymmetrical and there are no benefits at all to it. It creates imbalanced gameplay, because at the end of the day one side is more favorable than the other, even if slightly and it becomes a roll of the dice who gets to spawn on that side. It's a complete joke, and needs to be fixed in my opinion. | ||
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Angra
United States2652 Posts
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DarkPlasmaBall
United States45289 Posts
On December 24 2010 03:13 InsertUsername wrote: dear Team Liquid, please enlighten me and share your opinions what's the advantage of asymmetrical maps? doesnt certain spawn positions favour | force certain strategies due to the maps being asymmetrical? if so, what do you think about that? Yes, asymmetrical maps *can* offer some advantages to certain starting locations and some detriments to others positions. This is because the map designers are purposely making different areas of the map different from one another. There are multiple things to take into account that can cause even the slightest imbalances between two starting locations. Here are four problems (though there are many others): -How easy it is to wall of a chokepoint -Mining distance for workers -Position of bridges -High ground vs. low ground advantage Therefore, it would be ideal (because it would be the most fair) for maps to be perfectly balanced... which doesn't mean symmetrical, necessarily. As Blizzard introduces more and more ways to make maps interesting (destructible rocks, watchtowers, etc.), perfectly balancing the maps based on starting locations makes it harder and harder. I don't think it ever really becomes impossible though, and so I'm definitely happy that Blizzard adds these new things. EDIT: I like the idea of Scrap Station and its asymmetry (despite the fact that I don't play as Zerg), but there are a few problems to iron out before it becomes perfectly balanced based on starting locations. Asymmetry =/= Not balanced. | ||
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