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[Interview] MorroW on SC2 Maps - Page 3

Forum Index > Community News and Headlines
119 CommentsPost a Reply
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Marou
Profile Blog Joined April 2010
Germany1371 Posts
January 13 2011 18:24 GMT
#41
verry nice interview, i thinks morrow make verry good point here :


I almost feel SC2 would be best off just having different maps for different matchups, because a ZvP is so different from TvZ and PvT. In SC1, if you had a 3rd base with a small choke, it would help defend for all races vs all races. Sunkens and Lurkers would make it defendable for Zerg, walls and Siege Tanks for Terran, and wall, Cannon, and Storm for Protoss. But in SC2 they defend the expansions so differently -Terran and Protoss want it tight, and Zerg wants a huge area to flank outside of the expo. Thats why I think it’s almost impossible to balance it.
twitter@RickyMarou
lac29
Profile Blog Joined December 2008
United States1485 Posts
January 13 2011 18:31 GMT
#42
I like these types of interviews where it goes beyond normal, relatively superficial questions. Thanks!
legaton
Profile Joined December 2010
France1763 Posts
January 13 2011 18:32 GMT
#43
Morrow is gosu even for his interviews. It was really interesting
No GG, No Skill - Jaedong <3
Treadmill
Profile Joined July 2010
Canada2833 Posts
January 13 2011 18:35 GMT
#44
I do like the point he made, that we should focus on good, solid macro maps until we actually figure out how to make those, and only then incorporate some of the gimmicky stuff. There are too many of the custom maps out there that worry so much about some weird trick and are just awful apart from that.
Spekulatius
Profile Joined January 2011
Germany2413 Posts
January 13 2011 18:40 GMT
#45
Wow this gotta be the most profound analysis of the current map situation and map making in general that I've heard. I especially loved the comparison to SC1 where maps in the end seemed to be almost balanced, but due to their particular structure still encouraged SO many different kinds of play styles, and not just either rush or macro strategies.

Also the part about the gimmicky features of a lot of the maps was spot on. Until map makers really fathom how exactly maps influence balance in SC2, the focus shouldn't be on grasses and random amazing looking textures and stuff, but instead working the basic things.

Just a great interview.
Always smile~
TORTOISE
Profile Joined December 2010
United States515 Posts
January 13 2011 18:49 GMT
#46
Morrow provided some truly insightful answers! Good interview and i hope maps will improve. Force Fields be damned!
◕ ‿‿ ◕ ๑•́ ₃ •̀๑ ( ͡ ° ͜ ʖ ͡°)
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 13 2011 18:51 GMT
#47
Wow... I can see my post on the front page of TL ^^. That's a good feeling.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Aberu
Profile Blog Joined April 2010
United States968 Posts
Last Edited: 2011-01-13 18:54:46
January 13 2011 18:54 GMT
#48
On January 13 2011 20:32 [Eternal]Phoenix wrote:
Morrow made 1 good point that most people will overlook, so I will restate its significance:

Each race wants different terrain out of a map. Zerg needs massive open areas, terran wants tight chokes vs zerg but not protoss, protoss wants as many chokes as possible.

You cannot design 1 map that suits all the races. Races do not have the versatility that they had in BW.

Remember in BW how a large open area in TvP was death for terran, so T would use mines and hug a wall to turn the attack path into a narrow corridor? Another example: Zerg has a very narrow bridge to one 3rd, and a line of cliffs to another. He'll go for the cliff 3rd if he makes muta or the bridge 3rd if he opens lurker.

Zerg doesn't have a choice of openings in sc2. Terran doesn't have tools for blocking terrain movement. All chokes are protoss favored no matter what because of FF and storm/colossi. The lack of versatility of unit choice, because unit choice is more dependent on what your opponent makes than what you want to do with your expanding, kills map design.

What Morrow is suggesting is that we have separate maps for each MU, but that's ridiculous.

What a look at the true problems with maps indicates is not a problem that is exclusive to maps, but a reflection on race design and versatility, and consequentially balance. If this game cannot be balanced on a single map for all MUs, is it possible that it is not balanced as a game?


See I disagree with him there. I feel that the way the metagame is right now, protosses never really going high templar versus zerg for one thing, zvp feels the way he described. If they went high templar, I think it would be much different. The metagame is too young at the moment to say that zerg will win in an open area, protoss will win in a tight area. If it's roach hydra corrupter versus gateway army and colossus with force fields he's right. And that's all we see right now. That doesn't mean that has to be the only thing we see.
srsly
dtz
Profile Joined September 2010
5834 Posts
January 13 2011 19:17 GMT
#49
On January 14 2011 00:16 Darpa wrote:
Whats funny is if they make these maps part of gsl, terrans will get run over by zerg and protoss (if the maps are to large) because terran works best at close positions. Blizzard will then have to balance over third party maps. I just really dont see that going anywhere.


No, not really. See MVP's games today. If the maps are very big, Terrans can abuse mass orbitals. It might not be very popular yet but the mule mechanics certainly does not put them on a disadvantage with them being able to get pure 200/200 army and still have an economy.

Morrow' concern is more about the playstyle becoming very dry/boring/turtlefest because harass/drops will be more ineffective which is very valid.
DarkGeneral
Profile Blog Joined September 2003
Canada328 Posts
January 13 2011 19:30 GMT
#50
heh... no disrespect but, umm, this dude has a HUGE Zerg bias... he likes maps that you can expo, and expo safely, all the way to 4th...

He has some good points otherwise. I too, like glacial spike.
"Everybody gotta die some time, righ'?" - Wraith Pilot
Purpose2
Profile Joined August 2010
England187 Posts
January 13 2011 20:09 GMT
#51
Great interview - would love to see MorroW's thoughts on the GSL maps that are ingame now.
Twitter @PurposeGaming
TheNessman
Profile Blog Joined May 2009
United States4158 Posts
January 13 2011 20:10 GMT
#52
"Pro-gamers need to be active in the map community, explaining what they want and why."

This is a summation of why i like this interview so much! Thank you morrow! I really appreciate the time you took to explain these kinds of things to us!

However, sadly I don't think we will see different maps for different match ups any time soon,

HOWEVER IDEA: What if players just used destructible rocks more in chokes? that way, the zerg could knock it down for more space, and the terran and toss could leave them up for tighter chokes. Adjusting the map based on the player. Not just using rocks for new paths. Just like how lurker eggs work with wall offs in sc1
~~! youtube.com/xmungam1 !~~
TheNessman
Profile Blog Joined May 2009
United States4158 Posts
January 13 2011 20:12 GMT
#53
On January 14 2011 03:54 Aberu wrote:
Show nested quote +
On January 13 2011 20:32 [Eternal]Phoenix wrote:
Morrow made 1 good point that most people will overlook, so I will restate its significance:

Each race wants different terrain out of a map. Zerg needs massive open areas, terran wants tight chokes vs zerg but not protoss, protoss wants as many chokes as possible.

You cannot design 1 map that suits all the races. Races do not have the versatility that they had in BW.

Remember in BW how a large open area in TvP was death for terran, so T would use mines and hug a wall to turn the attack path into a narrow corridor? Another example: Zerg has a very narrow bridge to one 3rd, and a line of cliffs to another. He'll go for the cliff 3rd if he makes muta or the bridge 3rd if he opens lurker.

Zerg doesn't have a choice of openings in sc2. Terran doesn't have tools for blocking terrain movement. All chokes are protoss favored no matter what because of FF and storm/colossi. The lack of versatility of unit choice, because unit choice is more dependent on what your opponent makes than what you want to do with your expanding, kills map design.

What Morrow is suggesting is that we have separate maps for each MU, but that's ridiculous.

What a look at the true problems with maps indicates is not a problem that is exclusive to maps, but a reflection on race design and versatility, and consequentially balance. If this game cannot be balanced on a single map for all MUs, is it possible that it is not balanced as a game?


See I disagree with him there. I feel that the way the metagame is right now, protosses never really going high templar versus zerg for one thing, zvp feels the way he described. If they went high templar, I think it would be much different. The metagame is too young at the moment to say that zerg will win in an open area, protoss will win in a tight area. If it's roach hydra corrupter versus gateway army and colossus with force fields he's right. And that's all we see right now. That doesn't mean that has to be the only thing we see.


.... What, "The metagame is too young at the moment to say that zerg will win in an open area, protoss will win in a tight area." the way the units are designed , as well as basic spells (FORCE FIELD) favor protoss units in small areas,

Did you play much sc1? because templar function the same now as they did then, so we know how they actually function... It would be the same.

and if you're talking about air units for toss, then smaller areas favor air units anyways.
~~! youtube.com/xmungam1 !~~
anatem
Profile Joined September 2010
Romania1369 Posts
January 13 2011 20:17 GMT
#54
most of the points he made were good

the one thing i really had a big problem with was the QQ about LT natural being tankable and asking for maps you can straight-up macro without worrying about truly dangerous harass. too much zerg bias for my taste, get off it please. bw tournament maps had cliffs all over where you could dragoon drop, tank drop, etc., and huge open spaces in the main behind minerals where you could drop anything with all 3 races 24/7. you need this kind of thing for strategical development of the game, make everyone be able to take their nat easymode and take it from there and you can start televising sc on the tree channel, plus it won't solve anything except change what race is favored in random XvX matchup. you can't balance the game for macro-only games, it strips it of much of its complexity

the one thing i really liked on the other hand was the issue of strong map imbalance for various matchups that he raised. i do think sc2 has some basic design flaws on the level of the core mechanics of each race which cause all these problems. and i don't think this can be solved until the introduction of new units to the game to change the dynamics of all matchups. till that time though, the guy makes a good point that progamers need to be involved with the mapmaking community, and after all the qq from all 3 directions (races) is ironed out, get good maps that feel comfortable for both 1/2-base play and long macro games without too large a bias for any one race.

the map balance by the community (especially the pros and tournament organizers) needs to get ahead of the race balance by the game developer imo, so that the game may evolve in a direction more suited to the esports' scene requirements and expectations, and not be so dependent on blizz's unreliable and static ladder
'Tis with our Judgements as our Watches, none / Go just alike, yet each believes his own.
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 13 2011 20:23 GMT
#55
I´d like to take this opportunity to encourage all skilled players to stop by the Custom Maps forum every once in a while. I dare say, we have some of the most talented mappers in the world posting right here on teamliquid.net (well, along with a few newbs as well), but in order to evolve, they really need your help with testing and feedback.

Look for the [M] tag for melee maps.
TPW Map Maker - theplanetaryworkshop.com
FrostShadow
Profile Joined August 2010
United States335 Posts
January 13 2011 20:59 GMT
#56
On January 14 2011 04:30 DarkGeneral wrote:
heh... no disrespect but, umm, this dude has a HUGE Zerg bias... he likes maps that you can expo, and expo safely, all the way to 4th...

He has some good points otherwise. I too, like glacial spike.


I dont see how you can say MorroW has a zerg bias when he played terran at an extremely high level for so long. I think he understands z, t and mapmaking overall pretty well. if pros really want better maps, they should give constructive input like that found in this interview, instead of just complaining.


Whiplash
Profile Blog Joined October 2008
United States2929 Posts
January 13 2011 21:09 GMT
#57
Morrow has some good points for sure, I think a combination using destructible doodads and xelnaga/shakuras like maps will be a good way to try and fine tune map balance.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Mintastic
Profile Joined October 2010
United States166 Posts
January 13 2011 21:26 GMT
#58
On January 14 2011 04:30 DarkGeneral wrote:
heh... no disrespect but, umm, this dude has a HUGE Zerg bias... he likes maps that you can expo, and expo safely, all the way to 4th...

He has some good points otherwise. I too, like glacial spike.

If the zerg can safely expand, then what's stopping the other races?

Good insight from Morrow, I'd like to see some SC2 maps from him.
테징징
GinDo
Profile Blog Joined September 2010
3327 Posts
January 13 2011 21:30 GMT
#59
On January 14 2011 03:54 Aberu wrote:
Show nested quote +
On January 13 2011 20:32 [Eternal]Phoenix wrote:
Morrow made 1 good point that most people will overlook, so I will restate its significance:

Each race wants different terrain out of a map. Zerg needs massive open areas, terran wants tight chokes vs zerg but not protoss, protoss wants as many chokes as possible.

You cannot design 1 map that suits all the races. Races do not have the versatility that they had in BW.

Remember in BW how a large open area in TvP was death for terran, so T would use mines and hug a wall to turn the attack path into a narrow corridor? Another example: Zerg has a very narrow bridge to one 3rd, and a line of cliffs to another. He'll go for the cliff 3rd if he makes muta or the bridge 3rd if he opens lurker.

Zerg doesn't have a choice of openings in sc2. Terran doesn't have tools for blocking terrain movement. All chokes are protoss favored no matter what because of FF and storm/colossi. The lack of versatility of unit choice, because unit choice is more dependent on what your opponent makes than what you want to do with your expanding, kills map design.

What Morrow is suggesting is that we have separate maps for each MU, but that's ridiculous.

What a look at the true problems with maps indicates is not a problem that is exclusive to maps, but a reflection on race design and versatility, and consequentially balance. If this game cannot be balanced on a single map for all MUs, is it possible that it is not balanced as a game?


See I disagree with him there. I feel that the way the metagame is right now, protosses never really going high templar versus zerg for one thing, zvp feels the way he described. If they went high templar, I think it would be much different. The metagame is too young at the moment to say that zerg will win in an open area, protoss will win in a tight area. If it's roach hydra corrupter versus gateway army and colossus with force fields he's right. And that's all we see right now. That doesn't mean that has to be the only thing we see.



Protoss never go Storm in ZvP because the need the gas to kill roaches. Roaches have so much HP and move so quickly they can easily storm dodge taking minimal damage and then burrow to heal. Collosi on the other hand rape roaches.

ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Skank
Profile Joined October 2010
United States329 Posts
January 13 2011 21:33 GMT
#60
On January 13 2011 19:48 Vei wrote:
p.s. 20 expos wtf? i dread the tvt's some people will have to watch (and worse... play) on that beast.


I would cry. I would need to reserve like 2 hours of my time just for one game.
"To be honest, to play protoss is ridiculously simple" -NesTea
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