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Maps in the Balance - Page 3

Forum Index > Final Edits
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Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
January 22 2008 13:03 GMT
#41
Because the chasm gives Zerg a single place of defence from where they can defend all their expansions. Further more, Terran can only really "shoot over it" with tanks which are uncommon until later in the game, and later in the game the advantage is even bigger for Zerg as dark swarm nullifies not only the effect of the tanks, but also the slight advantage the marines might have had. The reason the marines advantage in the beginning does not count is that their range is too small to have a great effect, and the higher lower ground can be used much more effectively by Zerg.

And the sample sizes are definitely too small, but there is little that can be done about that now. Most of these maps will probably be discarded in a month or so after this season's proleague. In my conclusion I specifically state that many maps that are "imbalanced" only because standard strategies don't work on them, but if a non-standard strategy (Silver's build on MH) were used on the map then the map might no longer be seen as imbalanced.
Moderator
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
January 22 2008 17:14 GMT
#42
I think the point with the ramp at blue storm is that zerg can attack just when the terran is moving across. Zerg will have the benefit of uphill shooting from terran, while still having plenty of space for flanking.
AltaiR_
Profile Blog Joined February 2007
Korea (South)922 Posts
January 22 2008 19:23 GMT
#43
meh, this is nothing compared to the zerg friendly/terran friendly maps before.
Translator
Sadist
Profile Blog Joined October 2002
United States7323 Posts
January 22 2008 23:23 GMT
#44
Ultras are a bitch on bluestorm TvZ due to the mobility, they can just run around and use the ramps to their advantage while defending expos easily.
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
useLess
Profile Blog Joined January 2004
United States4781 Posts
January 23 2008 08:31 GMT
#45
Great analysis. I only wish someone had started on these in-depth articles years earlier.
Moonlight Shadow
YPang
Profile Blog Joined April 2007
United States4024 Posts
January 24 2008 01:58 GMT
#46
someone should make an analysis on why T has such high win ratio vs P on python, honestly i have no clue. o,o
sMi.Gladstone | BW: B high| SC2: gold T_T
liosama
Profile Blog Joined October 2007
Australia843 Posts
January 24 2008 02:32 GMT
#47
perhaps when SC2 is introduced maps won't have as much of an impact since a variety of units and their combination would propose a completely different strategy for a given map, and not the other way around following a fixed building pattern that has to work on all maps.


And i think after these maps mature strats will be found to alleviate for the 'imbalance'.
Free Palestine
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
Last Edited: 2008-01-24 09:23:05
January 24 2008 09:21 GMT
#48
YanGpaN, the simplest reason is that the map doesn't give Protoss any advantages. No third gas, no extra routes, it's just a "standard" map (and I put standard in inverted quotes, because it is only standard by convention, not because the standard is better in any way). Terran can slow push a few of the bases (the 3 and 6 bases most notably), the middle is easy for Terran to take, there are no comfortable carrier ledges, and the expansions are far apart.
Moderator
Dromar
Profile Blog Joined June 2007
United States2145 Posts
Last Edited: 2008-01-27 14:10:56
January 27 2008 14:06 GMT
#49
What do you guys think of the balance of Troy in PvZ?

[image loading]


I think Corsairs will give the protoss some important air superiority as long as they stay out of the middle of the map, where it's open and accessible by ground units. The ramps into the nats are a bit tight for zerg to not get raped by psi storms/reavers in conjunction with cannons. The ability to close off areas of the map by destroying the extractors can even further hinder the mobility of hydras trying to chase down or preempt a drop or corsair raid. I think this makes zerg drop tech much more important, but then there's nowhere to drop. Protoss cannons up the nat and cannons up the island expo, leaving no entry for a doom drop! The only advantage Zerg has is the wide open middle, which allows zerg to flank, etc. But the protoss never really has to go into the middle. I think the layout of the map allows protoss to abuse the lack of mobility given to ground units (which makes up most of zergs power), through Corsair air dominance, and an endless wave of drops.

Anyway, that's my take on the map. What do you guys think?

edit: this would also transfer to PvT with Carriers, although Terran has some better air-to-air options.
gwho
Profile Blog Joined January 2008
United States632 Posts
February 04 2008 21:10 GMT
#50


i have a question, though. For baekmagoji, the reasons for the imbalance is supposed to be race specific, as well as geographical. But for why Z > P on baekmagoji is purely geographical, and when i think about it, all of those reasons could be beneficial against terran as well. Fast lurkers? hell yes! and for terrans not having to build a second CC... isn't that true for ever race once again? zerg can get tech fast, toss can get gas units fast....There's no denying the statistics that supports the idea that it's a rockpaperscissors map, but I don't know if the complete reason for it can explained by what you've written for that map alone.

very insightful, and written easily. great job. i enjoyed reading it =)
gwho
Profile Blog Joined January 2008
United States632 Posts
February 04 2008 21:19 GMT
#51


i have a question, though. For baekmagoji, the reasons for the imbalance is supposed to be race specific, as well as geographical. But for why Z > P on baekmagoji is purely geographical, and when i think about it, all of those reasons could be beneficial against terran as well. Fast lurkers? hell yes! and for terrans not having to build a second CC... isn't that true for ever race once again? zerg can get tech fast, toss can get gas units fast....There's no denying the statistics that supports the idea that it's a rockpaperscissors map, but I don't know if the complete reason for it can explained by what you've written for that map alone.

very insightful, and written easily. great job. i enjoyed reading it =)


also, what is an FE? forwards expansion? Forge expansion? Front entrance?
CDRdude
Profile Blog Joined May 2007
United States5625 Posts
February 04 2008 21:55 GMT
#52
On February 05 2008 06:19 gwho wrote:

also, what is an FE? forwards expansion? Forge expansion? Front entrance?


FE means Fast Expand. You might also see the phrase 'FE build'.
Force staff is the best item in the game.
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
February 04 2008 22:36 GMT
#53
On February 05 2008 06:19 gwho wrote:


i have a question, though. For baekmagoji, the reasons for the imbalance is supposed to be race specific, as well as geographical. But for why Z > P on baekmagoji is purely geographical, and when i think about it, all of those reasons could be beneficial against terran as well. Fast lurkers? hell yes! and for terrans not having to build a second CC... isn't that true for ever race once again? zerg can get tech fast, toss can get gas units fast....There's no denying the statistics that supports the idea that it's a rockpaperscissors map, but I don't know if the complete reason for it can explained by what you've written for that map alone.

very insightful, and written easily. great job. i enjoyed reading it =)


also, what is an FE? forwards expansion? Forge expansion? Front entrance?


gwho, just to comment on what you said. Yes, these advantages are applicable to all races, but as I said at the outset of the article, I will simply analyze the strategies that do work on the maps, and show why they work. There are too many potential strategies for me to do an analysis of the map itself, so I rather put time into analyzing why the strategies that work do work.

As for your statement on fast lurkers vs Terran- they're fairly pointless against a metal build. Goliath and Tank range minimizes the splash damage done by lurkers, which means that the lurkers become very expensive medium damage units without any special advantages.

Furthermore, Terran not having to build a second command center is not true for all the races. You'll notice that I mention that specifically in the TvZ matchup, and the reason for this is because Zerg still needs to build hatcheries in order to get its unit production up. Thus the double gas and extra resources offer a greater advantage to the Terran than it does to the Zerg.

If you look at the article you'll see that I state specifically that in the TvP matchup, Protoss getting double gas quickly gives them a greater advantage than it gives Terran. This is because the double gas, combined with Terran's inabillity to push, allows the Protoss player to comfortably get Arbiters early in the game.

As for the geography of the map- it does give a race specific advantages in certain matchups but not in others. The ability to flank is much more important for Protoss in a PvT than in a PvZ, thus a map that allows easy flanks will help Protoss more in the TvP matchup than in the PvZ matchup.

So no, advantages can not simply be carried over from one matchup to the next. While it is true that certain things help all races (lots of minerals), to look at imbalances in a map you need to look at which race is given the greatest advantage by something.

Thanks for the comment
Moderator
arbiter_md
Profile Joined February 2008
Moldova1219 Posts
February 08 2008 15:29 GMT
#54
I think this is quite serious. The blizzard have done so much to put the races in balance, and all this work is going to trash because of maps imbalance.

I don't understand why don't they use in MSL/OSL the balanced maps. At the quick look I've selected some of the most balanced maps. Here they are:

Sin Peaks of Baekdu
Tau Cross
Blitz X
Arcadia 2

It would be much better if they would use three of old tested maps, and forth - some new, but already proved to be a good map. Or if they want more innovation in games they could use two new maps, but the other two should be balanced so that there's some fair play in all this stuff.
The copyright of this post belongs solely to me. Nobody else, not teamliquid, not greetech and not even blizzard have any share of this copyright. You can copy, distribute, use in commercial purposes the content of this post or parts of it freely.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 12 2008 20:43 GMT
#55
your concluding analysis is 100% spot on; imbalanced maps force a change in gameplay from one or both sides of the matchup. If we look at it from an evolutionary standpoint, if the map pool consisted of pretty much the same maps every season, stategy would pretty much be the same from season to season, but with new maps (and their *imbalances*) the strategies are shaken up and new ideas need to be pushed forward for the race to succeed. Thats why the true champion overcomes the imbalances in a map by finding the correct strategy to use. Even though the game is 10years old, there are still new strategies and tweaks that change how the entire game play unfolds.

There are a handful of maps which get skewed by shitty players getting trounced by far superior gamers which lead to imbalances arises. One such map (imo) is Baekmagoji. Protoss is strong against all races in Baek, its just that there are a lot of games there that have subpar protosses losing to much better zerg opponents (e.g. nal_ra and reach ) this is similar to the nemesis issue where T>P statistically, but P>T in reality.

Blue Storm is often credited as a highly balanced map by progamers. They say it generally gives good winning opportunity to the better player, and im inclined to agree. The reason why Zerg's are doing so well (imo) is not because of the features you pointed out, but it is the brainless methodical terran rookies which go out fashioning their newest FE build and get raped by smarter Zerg opponents. Same goes for protoss (who just love their beesuits). As Bisu vs Jaedong showed us, its not the imbalance that won Jaedong the game, it was his superior late game management - this game reveals far more about the map than a bunch of games played by players with varying levels of skill.

Un'Goro poses its own set of problems PvT, some of which you touched on. The center of the map does give the map a terran edge over protoss, but not that much. Correct me if i'm wrong, but Terrans generally go 2base -> push out and then take third; very similar to luna style. Essentially this map plays like a shorter rush distance luna with a buildable center ground. But the center ground is alter drastically altered to narrow the center. The small choke to the nat is very easy to defend for Terran, and the ground is very nice to push out on, as at many points a flank is impossible. This restricts protoss to shuttle-based play; which hasn't existed for a long time now. Either that or some serious arb tech haha. I think one reason why no more protoss were sent out is that the adjustments required to PvT on this map are so extreme that its just not worth it. Better to practice on the more protoss favoured maps and use a more moden PvT style than revert to an outdated style.
Administrator~ Spirit will set you free ~
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
February 12 2008 21:04 GMT
#56
I definitely agree with you on the points of sub-par players going out on maps, and I had that feeling about most of these maps before I wrote the analysis. That said though, looking at the games played on the maps I found that many 50/50 games turned in favour of the race that has the "imbalance", and very very few weaker player beat stronger opponents on the map, a much lower percentage than is to be expected.

While this doesn't prove that the maps are imbalanced as in the other race does not have a chance, it does point to a higher difficulty in winning on that specific map.

Once again, I agree with you on Baekmagoji that it was generally weaker Protoss players that skewed the stats in the direction of Zerg, but as I said at the outset of the article my purpose was to find out what made the strategies that work, work. So yes, I think that some of the losses ZvP on Baekmagoji is because of weaker P players being played, but the purpose of the article was to see how they got beaten and why it worked on the map, as much as to say that the map was imbalanced.

On Blue Storm I disagree with you though. Blue Storm clearly favours Zerg in ZvT in my opinion, and it's not just novice rookies being beaten on it. From the top of my head now I can think of Sea, Xellos and Midas that got beaten on the map, and if you look at the games they lost on there you'll see certain elements come through very strongly, especially the defense over the chasm is a key element in early game ZvT on the map. Another game that looks at the ledge abuse was Kwanro vs Canata on Blue Storm from the MSL. I was seriously laughing out loud that game at how annoying Kwanro was being to poor Canata. You can also look at Xellos vs Luxury from the OSL, and see how Xellos completely over-compensates with his protection.

As to Un'goro, as you say, the middle of the map advantage is very slight, and I only mentioned it because it was there. I have, in fact, never seen anyone make use of it. But yes, you're analysis is coinciding with mine, although the point you make about the flanking is an important one that I missed. The middle prevents a flank almost completely.

Thanks for the in-depth comment, and although I don't necesarily agree with everything, you raise some important points, and it's always good to have criticism.
Moderator
Retsukage
Profile Blog Joined February 2008
United States1002 Posts
March 18 2008 22:07 GMT
#57
Great read
To change is to improve, to change often is to be perfect - Winston Chruchill
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