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[Interview] MorroW on SC2 Maps - Page 6

Forum Index > Community News and Headlines
119 CommentsPost a Reply
Prev 1 4 5 6 All
Zhul
Profile Joined February 2010
Czech Republic430 Posts
January 15 2011 21:27 GMT
#101
What the hell it is possible to make at least 4 player with same spawn positions like in SC1?
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-01-16 00:19:29
January 16 2011 00:17 GMT
#102
It seems the main reason zerg has no ability to use chokes is directly because of the lack of lurker. This makes me wonder how zerg's can use burrowed banelings to abuse chokes. Of course, that's FAR more limited than lurkers.

It makes me wonder what kind of massive changes will occur in the upcoming expansions.

I like Morrow's insight on the maps, and the difficulty of making something that's actually reasonably balanced.
Ownos
Profile Joined July 2010
United States2147 Posts
Last Edited: 2011-01-16 07:49:13
January 16 2011 07:41 GMT
#103
Hit the nail right on the head. There is the inherit problem is no one is motivated enough to make a map no one will play. Yeah, there's MOTM, but there needs to be ways to motivate mappers AND players to play them. Ultimately, IMO the goal is to hopefully get the most popular and best maps on ladder. Otherwise, outside of tournaments these maps are destined for the custom games graveyard.

On January 14 2011 17:07 Alpina wrote:
Show nested quote +
On January 14 2011 16:25 neppi wrote:
On January 14 2011 14:36 Galaxy77 wrote:
His thought process is incredibly one sided towards zerg, of course mineral expansions dont work if you're zerg!! Of course big open maps with a billion expos and a ten hour rush distance makes zerg absoloutely unbeatable. Its been proven time after time that in a straight up, no harass, no pressure game that zerg will completely DESTROY terran. Why would you want to encourage that?


Yeah I agree, it is a good interview but it sort of "favors" Zerg.


He didn't seem biased at all and said his opinion on map effects for all races.

It may seem like that because zerg actually depends on map most of all races.


Balance aside, it's important to get the BASICS right as Morrow mentioned. So sick of seeing these customs with all sorts of gimmicks to them and also way too much love for neutral expansions.
...deeper and deeper into the bowels of El Diablo
bgx
Profile Joined August 2010
Poland6595 Posts
Last Edited: 2011-01-16 14:54:53
January 16 2011 14:53 GMT
#104
blizzard probably won't add new abilities/units (like mines/lurkers), because they have 2 expansions scheduled which is pretty sad, if they would add everything SC2 needs to be balanced there would be very little room for new expansions to bring something new.

btw [Eternal]Phoenix u hit the nail
Stork[gm]
Spekulatius
Profile Joined January 2011
Germany2413 Posts
January 17 2011 02:08 GMT
#105
On January 16 2011 09:17 DoubleReed wrote:
It seems the main reason zerg has no ability to use chokes is directly because of the lack of lurker. This makes me wonder how zerg's can use burrowed banelings to abuse chokes. Of course, that's FAR more limited than lurkers.

It makes me wonder what kind of massive changes will occur in the upcoming expansions.

I like Morrow's insight on the maps, and the difficulty of making something that's actually reasonably balanced.


I absolutely agree. I strongly miss lurkers (or an equivalent unit).

Plus, zerg as the only race has basically no possibility to block a ramp (to prevent scouting or general penetration by an enemy army) with buildings, a queen to block hellions normally isn't on time because the creep isn't spread to the choke until the scouting hellion arrives (plus reaction time) and for later preventing the enemy army from entering the base, the 175 HP simply aren't enough.
Always smile~
Spekulatius
Profile Joined January 2011
Germany2413 Posts
Last Edited: 2011-01-17 02:33:51
January 17 2011 02:32 GMT
#106
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?


(Man i would have liked to cut a part of this quote to not blow up my post, but every sentence is just full of truth...)

Having played brood war way more than SC2, I feel the lack of versatility of the races poses a big problem for all map creation process. As he mentioned, every race wants - or rather needs - one special kind of terrain to be successful in a certain matchup. The reason behind this is that most of the players only feel confident with one single unit combination, and even if they mix that up, it still works the same.

Protoss getting some or no immortals at all, doesn't matter for the functioning of their army - they don't play without either Colossi or HTs, both having maximum efficiency in chokes due to their aoe.

Zerg needs surrounds, because that maximizes the efficiency of their melee units (zerglings, banelings, theoretically ultras), lets the short ranged roaches catch up to the enemy's longer ranged army and ultimately prevents them from being kited (by stalkers, marauders). In BW, mutalisks could have profited from marine/medic groups getting in a choke, unable to stim-chase the mutas, but I don't see the muta micro being an efficient counter (yea, hate on me, Day9 ) to mass marine balls anymore.

(Leaving out terran, cause I'm tired, and because I feel they might have the biggest versatility of the 3 races, and I even think we might see big only-air-mixes with banshees/vikings being viable in future)

As a consequence, a certain terrain disposition directly favors the one or the other race, other than in BW, where it usually forced a rethink of strategy from a race, a process of adaption rather than an immediate disadvantage.

I might be wrong about the situation being that severe, and maybe the game will develop and become more flexible, but that is in my eyes the status quo. Let's hope people with Morrow's insight will influence the evolution of this game.
Always smile~
United_Strafes
Profile Joined August 2010
United States10 Posts
January 17 2011 02:35 GMT
#107
On January 16 2011 16:41 Ownos wrote:
Hit the nail right on the head. There is the inherit problem is no one is motivated enough to make a map no one will play. Yeah, there's MOTM, but there needs to be ways to motivate mappers AND players to play them. Ultimately, IMO the goal is to hopefully get the most popular and best maps on ladder. Otherwise, outside of tournaments these maps are destined for the custom games graveyard.

Show nested quote +
On January 14 2011 17:07 Alpina wrote:
On January 14 2011 16:25 neppi wrote:
On January 14 2011 14:36 Galaxy77 wrote:
His thought process is incredibly one sided towards zerg, of course mineral expansions dont work if you're zerg!! Of course big open maps with a billion expos and a ten hour rush distance makes zerg absoloutely unbeatable. Its been proven time after time that in a straight up, no harass, no pressure game that zerg will completely DESTROY terran. Why would you want to encourage that?


Yeah I agree, it is a good interview but it sort of "favors" Zerg.


He didn't seem biased at all and said his opinion on map effects for all races.

It may seem like that because zerg actually depends on map most of all races.


Balance aside, it's important to get the BASICS right as Morrow mentioned. So sick of seeing these customs with all sorts of gimmicks to them and also way too much love for neutral expansions.

Very true, but the custom game system will need alot of work. Right now there is no forum for finding melee maps at all, everything is just jumbled together, I would love to see the custom games system fixed first. Then maybe some of the popular maps under melee maps can become ladder maps for a few months. I think the maps are working their way up to the B.net Map Market, what that's gonna be is still a mystery, but they'll be releasing a pay service at some point you can bet on it.
smegged
Profile Joined August 2010
Australia213 Posts
January 19 2011 04:32 GMT
#108
On January 16 2011 09:17 DoubleReed wrote:
It seems the main reason zerg has no ability to use chokes is directly because of the lack of lurker. This makes me wonder how zerg's can use burrowed banelings to abuse chokes. Of course, that's FAR more limited than lurkers.

It makes me wonder what kind of massive changes will occur in the upcoming expansions.

I like Morrow's insight on the maps, and the difficulty of making something that's actually reasonably balanced.


I am not sure that lurkers would be as effective at that job as they were in BW for several reasons:

1) Armies are far more fluid and responsive, so even at the most basic level there is better control. This means that armies can avoid lurkers much easier.
2) No high ground advantage means that with detection, a good marine (for example) ark is really easy to form to kill the lurkers with minimal loss.
3) Units do not move in single file (related to issue #1).
4) No dark swarm means that they become a lot more useless in the late game.

New advantages:

1) No irradiate (hells yeah!)

Zerg do need something to defend chokes with for the game to be balanced. Unfortunately I don't think that lurkers can do the job well enough without some severe changes. Also they would be difficult to balance in team games - zerg player builds lurkers and protoss player forcefielding on top of them would make them insanely strong.

Besides, what zerg needs is the ability to change the terrain (like colossi, reapers, sentries etc...) and a better mineral dump than zerglings.

Really as zerg, unless you go roach/ling the entire game you are always gas limited. This means that gold minerals are less useful than for other races. Zealots and marines are far more useful in the late game than lings.
"I'm usually happy when I can see Dark Templar, Its when I can't see them that I get angry." - Altar
Zyban
Profile Joined October 2010
United States54 Posts
January 19 2011 18:58 GMT
#109
Well said morrow! I think he covered just about every qualm I had about the Blizz maps and the popular user created. I agree that Glacial Spike looks like we will get some great games. Mirage seems a bit choke-y in the middle, but thats probably the overmind talking.

on the "zerg needs lurker" thing I agree with the post above. I think they would be much worse in sc2, for some examples:

ZvT: Scans are almost always gonna be available, Drops are MUCH easier to mass, Ravens are arguably stronger than science vessels in killing them directly.

ZvP: stalkers would perform much much better against lurkers than dragoons, the reason is obvious BLINK. Along with the fact observers, immortals, and colo's all units that would absolutely own lukers are in the best tech path for them.

ZvZ: Nice lurkers! {researchs tunneling claws, drops a nydus in your main, techs muta, etc.}

its just that all races have ways of just busting or ignoring entrenched defensive positions that I think the lurker is nigh useless defensively.
Offensively however, banelings get our marine ownage check check'd, fuck buildings and workers up checked, and are easier and faster to get. Ill pass
Proud member of the swarm since '09
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 19 2011 22:36 GMT
#110
I wouldn't bring back lurkers. Z needs a new unit, and one is early in the game. Personally, I'd love to see an alternative to banelings, that does +damage to armored units .
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Euronyme
Profile Joined August 2010
Sweden3804 Posts
January 20 2011 17:04 GMT
#111
On January 16 2011 09:17 DoubleReed wrote:
It seems the main reason zerg has no ability to use chokes is directly because of the lack of lurker. This makes me wonder how zerg's can use burrowed banelings to abuse chokes. Of course, that's FAR more limited than lurkers.

It makes me wonder what kind of massive changes will occur in the upcoming expansions.

I like Morrow's insight on the maps, and the difficulty of making something that's actually reasonably balanced.


It's a new game.
Zergs are good in open terrain, whereas terran and protoss have an advantage in the matchup in choke points.
In PvT protoss (so far) has advantage in choke points, whereas terran wants open terrain to get his MM spread out. (With a meching terran it's a different story ofcourse.)
Just don't engage in choke points with siege tanks and collosi in them.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
drcatellino
Profile Blog Joined April 2010
Canada346 Posts
January 21 2011 02:20 GMT
#112
Should the map be adapting to the players or should the players be adapting to the map ?

The opinions expressed in this interview seem to opt for option 1. I tend to not agree, I think each map should bring a different playstyle.

Morrow point seems to be that every map should be favoring long macro play with long rush distances. I mean that is because it is his playstyle: Macro player that likes long games.

I personnally think there should be more variety of maps. I really liked Desert Oasis: everybody complained about it, but every game I played on this map was epic. People complaint because they don't want to spend the time adapting.

By the way, anyone knows when we are going to see any new ladder maps ?
quote unquote
xciLe
Profile Joined October 2010
Norway213 Posts
January 21 2011 20:59 GMT
#113
TL got some nice interviews, keep it up
Protoss OP
Hound
Profile Joined January 2011
United States7 Posts
January 21 2011 23:32 GMT
#114
On January 17 2011 11:08 Spekulatius wrote:
Show nested quote +
On January 16 2011 09:17 DoubleReed wrote:
It seems the main reason zerg has no ability to use chokes is directly because of the lack of lurker. This makes me wonder how zerg's can use burrowed banelings to abuse chokes. Of course, that's FAR more limited than lurkers.

It makes me wonder what kind of massive changes will occur in the upcoming expansions.

I like Morrow's insight on the maps, and the difficulty of making something that's actually reasonably balanced.


I absolutely agree. I strongly miss lurkers (or an equivalent unit).

Plus, zerg as the only race has basically no possibility to block a ramp (to prevent scouting or general penetration by an enemy army) with buildings, a queen to block hellions normally isn't on time because the creep isn't spread to the choke until the scouting hellion arrives (plus reaction time) and for later preventing the enemy army from entering the base, the 175 HP simply aren't enough.

Zerg players should seriously stop whining about being unable to block with buildings. It's been that way since BW. If you're complaining about not being able to block with buildings, you're playing the wrong race.
Fungal Growth
Profile Joined November 2010
United States434 Posts
January 22 2011 17:39 GMT
#115
I liked Morrow's idea about having maps for certain matchups. I'm protoss, and personally hate wide open maps...think they are so boring but understand (sort of) the need to open up things a little for zerg who as a numbers race need a lot of surface area. Think it would be great to have a closed style ladder map for PvP, PvT but not for PvZ and PvRandom. Terrain have dropships and siege tanks to tank advantage of cramped corridors while toss has forcefields, storm and colossi so I think balance wouldn't be a big deal.

The big thing to consider when making maps is to ask if the races are rush balanced, macro balanced and mid-game balanced. Just think that SC2 unlike SC1 is not 'time balanced' in that the longer the game goes on the more skewed the balance gets. Long games favor zerg because of creep, overall unit speed (especially the muta), and production capacity is so cheap that units are easily massed. Protoss are IMO the best rush race but the weakest macro race because of the cost of their units, slow unit speed, production capacity and lack of mules/queens (CB is way overrated). So toss have maybe a nice window in the 6-9 minute range and brief window later when they have colossi but the opponent doesn't have AA yet...but as soon as the opponent gets AA, toss'es macro can't keep up with terran and zerg. Toss in late game has to scramble for AOE because basic economics of the races says they will get outgunned straight up with no AOE units on either side. If we have large maps we have to nerf muta speed, queen cost (inject larvae is too OP in late game) and do something perhaps about dropship and banshee speed as well else protoss will get trounced.

All in all, I do think the big problem is race balance as opposed to map balance. A lot of zergs feel they have to play macro or bust Idra style which is sooo boring. Would much rather see a buffed zerg early game and nerfed zerg late game so we don't see mindless overdroning, oodles of expansions and creep everywhere and the zerg simple a-moving their super macro army to victory. A nice solution also might be to nerf rauders so zerg can go roaches vs terrain as opposed to muta/ling/bling (which is getting so old) and for the colossi range to be nerfed which would open up options as well.

sylverfyre
Profile Joined May 2010
United States8298 Posts
January 24 2011 03:03 GMT
#116
On January 21 2011 02:04 Euronyme wrote:
Show nested quote +
On January 16 2011 09:17 DoubleReed wrote:
It seems the main reason zerg has no ability to use chokes is directly because of the lack of lurker. This makes me wonder how zerg's can use burrowed banelings to abuse chokes. Of course, that's FAR more limited than lurkers.

It makes me wonder what kind of massive changes will occur in the upcoming expansions.

I like Morrow's insight on the maps, and the difficulty of making something that's actually reasonably balanced.


It's a new game.
Zergs are good in open terrain, whereas terran and protoss have an advantage in the matchup in choke points.
In PvT protoss (so far) has advantage in choke points, whereas terran wants open terrain to get his MM spread out. (With a meching terran it's a different story ofcourse.)
Just don't engage in choke points with siege tanks and collosi in them.

Which leads us back to the map creation problem Morrow was talking about if zerg can't do much with enclosed spaces and protoss/terran can't do well in open spaces?
BoomStevo
Profile Joined August 2010
United States332 Posts
January 25 2011 01:30 GMT
#117
If anyone would like to watch the maps discussed being played, the MotM tournament is being streamed now: http://www.justin.tv/ascendtv/
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
anyuta34i
Profile Joined January 2011
Albania9 Posts
January 25 2011 03:17 GMT
#118
--- Nuked ---
Chicane
Profile Joined November 2010
United States7875 Posts
January 25 2011 18:00 GMT
#119
I have to agree that it seems to depend so much on the match up. While large maps could potentially lead to interesting macro games with a lot of harassment, it may also favor a style of game play too much. Zerg may always get out of control with macro, or strong timing pushes may always seem to be the only option. I'm no expert though. D:
Panicc
Profile Joined October 2010
Germany163 Posts
January 26 2011 20:53 GMT
#120
its actually quite the designe fail that the 3 races need different maps to play there way. This brings "mapluck" into the game and yeah .... Zerg just needs a unit or more which can controll or take advantage of the map. Zerg doesnt have forcefiels to block chokes or divide armys into 2 parts.... they dont have reapers, collosi or tanks to abuse cliffs. Thats one problem of this race besides that we are a race of "mass" and need good surrounds. Zergs need a longrange unit (like tanks) and a unit who can cliffjump or can jump/ignore units so that this zergunit cant be blocked.
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