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[Interview] MorroW on SC2 Maps - Page 4

Forum Index > Community News and Headlines
119 CommentsPost a Reply
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glenn
Profile Joined December 2010
Netherlands13 Posts
January 13 2011 21:55 GMT
#61
Eh I actually Steps of War, but the expansion is crazy to denfend with two drops in there.
Temporality
Profile Joined October 2010
United States8 Posts
January 13 2011 22:20 GMT
#62
I was a terran that recently switched to zerg for perspective...and I absolutely agree with MorroW. It really feels like almost every map is too cramped for Z, and in fact, this could be a big reason why we don't see as many Zs making it to the top of the GSL...however, I think the GSL should really wait until blizzard releases a new map pool (possibly for season 2 of the ladder?) before adding new maps to theirs. How are we going to ladder on those maps and practice those maps, say for instance, if we ever want to try and get into the GSL?

Unless of course, there's eventually player and organization-designed ladders on b.net that individuals can join with their own unique map pools. Hopefully so.
"He who thinks he knows, does not know. He who knows he does not know, knows."
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
January 13 2011 22:20 GMT
#63
Great interview.

Further reinforces my opinion that SC2 is nowhere near done and that HotS and LotV will almost need to add way more options and diversity for the races. And I have faith that they'll do just that.
Noxie
Profile Blog Joined April 2010
United States2227 Posts
January 13 2011 22:28 GMT
#64
Solid input. But you can not make a map that isn't a little bit more favored towards a certain race. The game is just built in a way where one race will have there ideal terrain.
Galleon.frigate
Profile Blog Joined May 2010
Canada721 Posts
January 13 2011 22:40 GMT
#65
On January 14 2011 05:10 TheNessman wrote:


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

In fact this is already being tested on some of the new gsl maps, check 'em out. Now if I recall it was to adjust the size of the entrance to the nat...


there is a lot of room to exapand with this, if lanes of attack had rocks, so that say zerg could go out of his way to break though down on his end to ease defnece... awesome
BoomStevo
Profile Joined August 2010
United States332 Posts
January 13 2011 22:46 GMT
#66
Great interview! I look forward to seeing more input from MorroW in the map making community's future endeavors.

On January 14 2011 05:23 Johanaz wrote:
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.

Here here! I'd like to encourage everyone to do just that.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
marscapwn
Profile Joined December 2010
United States20 Posts
January 13 2011 22:51 GMT
#67
This was a great interview. Gave me lots to think about. Will definitely try to apply this kind of insight to current and future maps. Thanks for your time and work!
Meteora.GB
Profile Blog Joined January 2011
Canada2479 Posts
January 13 2011 23:11 GMT
#68
Really insightful interview. I have to agree that with the new mechanics in SC2 map balancing is a lot more difficult, with all of the creep tumor spreading and unit warp-ins mechanism. Hopefully the new GSL maps will turn out fine.
mmdmmd
Profile Joined June 2007
722 Posts
January 13 2011 23:24 GMT
#69
I wonder what happen if someone ported all current BW maps to SC2. Will they work?
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 13 2011 23:37 GMT
#70
There are actually quite a few ports. Most of them don't work. Take Python for example.

But BW maps are good places to start figuring out what works.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
terranghost
Profile Joined May 2010
United States980 Posts
January 14 2011 00:12 GMT
#71
Good interview, good read.
On a side note does anyone know if Othello has been ported over to sc2 yet? Me and my friends played that one all the time in BW. =)
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
January 14 2011 00:30 GMT
#72
On January 14 2011 04:17 dtz wrote:
Show nested quote +
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.


I dont think thats true, mVP is an exceptional player, and its not the economy that im concerned with. In the Late game, effective terran units are worthless against Protoss or Zerg units and, not nearly as good in terms of production or army repop. They need to push an advantage early game to make even ground in the late game unit count and composition. That will be affected in my opinion by map size, as terran wont be able to push early to even the grounds.
"losers always whine about their best, Winners go home and fuck the prom queen"
BrahCJ
Profile Joined January 2011
Australia659 Posts
January 14 2011 01:07 GMT
#73
Very in depth review which is sure to help budding (and seasoned) map makers create some good maps!
I did notice a lot of his focus was on ZvP.... Possibly done a bit of homework for the upcomming redit event.
As a very average Zerg player, I struggle to find the space I need at times. I suppose thats another thing to seperate the real deal from the pretenders - find the space, and engage in the right points of the map.
Play the games!
ExoD
Profile Joined December 2010
United States37 Posts
January 14 2011 01:11 GMT
#74
Too zerg bias for my taste, although I do agree on a few things.
The_Piper42
Profile Blog Joined September 2009
United States426 Posts
January 14 2011 01:58 GMT
#75
Is it just me or does Glacial Spike kind of feel like Dreamliner?
Boxer, White-Ra, Grubby, Flash fighting!
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50114 Posts
January 14 2011 02:37 GMT
#76
On January 14 2011 10:58 The_Piper42 wrote:
Is it just me or does Glacial Spike kind of feel like Dreamliner?


its exactly what it feels like to me too.but dreamliner could work in SC2.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
January 14 2011 03:01 GMT
#77
Wow really impressed iGrok - this makes me even more excited for the MotM tournament!!

His feedback on the maps/map pool/custom maps is invaluable and i really hope the map making community stops by this interview.. Having custom maps "audited" by pros is never a bad idea (yes you get race biases but the insight is great)..

All up an awesome interview
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2011-01-14 05:38:55
January 14 2011 03:50 GMT
#78
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.


I will just note one thing on this point.
Terrans in BW according to this defended ramps with tanks and protoss defended with cannons and strom.
Both of these are available BEFORE brood war.
For zerg to defend a ramp based on this quote the needed lurkers which is after brood war.

In short according to morrow the zerg could not defend a ramp until brood war. (This is of course ignoring how imba mutas were pre brood war)

So likewise what a lot of people have been saying lets at least wait for the expansions to come out first. Remember blizzard plays this game too and they encounter similar problems when they play therefore they will likely recognize that the zerg can't defend a ramp efficiently and this will influence the types of units added in HOTS
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
January 14 2011 05:09 GMT
#79
wow a lot of knowledge about maps
if play random i can't call any race imba?
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
January 14 2011 05:30 GMT
#80
I've not gotten to play MP yet (older computer = no can handle maxed armies), so take what I have to say here with a grain of salt. Okay, qualifications aside:

One thing MorroW said was basically, "Macro maps please." = Get the "basic layout" ironed out before we go into crazy mode. Get to Python before we try to make Destination. Two points here. First, I'd argue that "weird maps" are more a product of early days (look at Brood War: we just don't have maps like Bifrost any more; even Gladiator & Pathfinder don't have anything on, say, Plasma when considering their "non-standard quotient". Part of determining what works is determining what doesn't - and it's not necessarily going to be the case that SC2 plays out as a macro RTS "just like BroodWar". I could see, for instance, SC2 developing in such a way that "balance" means 15 minute max, tiny maps, low minerals, high micro play or something - although this is at least partly me consciously trying to avoid thinking "macro RTS is better RTS".

Second, let's assume for a minute that SC2 balance & development does play out so that macro games are standard (standard standard, 85% of games standard, not just "possible option"). I see people saying MorroW's asking for (basically) safe macro maps is "favoring Zerg too much" and stuff. I realize this is a possibility (see the "safe 3 gas" balance argument about Zerg in BW), but wouldn't it make sense to make this hypothetical map (the SC2 version of Colosseum or Fighting Spirit) and see what happens?
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
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