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Maps in the Balance - Page 13

Forum Index > News
280 CommentsPost a Reply
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Syntac
Profile Blog Joined July 2011
Canada39 Posts
November 15 2011 16:44 GMT
#241
People are commenting on the how the changes to metalopolisis made tvz more balanced but made the other match ups less balanced...but couldn't it just be the result of a meta-game shift? The pvt changes are due to the rise of macros terrans on metal 1.1 while proper macro terrans didn't really exist before. The pvz changes are more obvious...but I really think the map pool doesn't need to be play tested as much as a map needs to not have any glaring imbalances. The meta-game will change to fit the map itself and over time games on the map will become stale. I think this just shows the necessity of releasing new maps... plus imbalanced maps aren't too bad...they create interesting stories.
Holytornados
Profile Joined November 2011
United States1022 Posts
November 15 2011 16:59 GMT
#242
Anyone else remember Blistering Sands?

Awesome map =D haha.
CLG/Liquid ~~ youtube.com/reddedgaming
andrewlt
Profile Joined August 2009
United States7702 Posts
November 15 2011 17:03 GMT
#243
It's harder in SC2 because Blizzard changed the biggest tool of mapmakers, the high ground advantage. Like somebody said in page 7 or so, cliffs and such are mostly just decoration in SC2 when it reaches the mid-game. In BW, mapmakers can create creative and innovative push paths that fundamentally change the timing and viability of builds.

And from reading the last page, many people in the SC2 community are still unable to see the forest beyond their partisan allegiances to the race they play. The community may still be too new and immature in general for this type of mapmaking to prosper. It's not just the balance. It's also to keep the gameplay fresh and to make strategies change often.
Fatze
Profile Blog Joined March 2011
Germany1342 Posts
November 15 2011 17:11 GMT
#244
nice article
Comfort from bottles, cheers from beers the guitars are our weapons and we know how to kill!
NEOtheONE
Profile Joined September 2010
United States2233 Posts
Last Edited: 2011-11-15 17:47:53
November 15 2011 17:42 GMT
#245
This is a really great article. I also really enjoyed the link to the Artosis blog on this issue by one of the responders. We need some new and balanced maps.

My thoughts on some map ideas

+ Show Spoiler +
Ones with slightly wider chokes so walling off is harder but not to the point that Zerg is instantly favored. Players should have to worry a little bit more about Zerg early aggression than they have been post beta. At least that is my two cents. As it stands right now, Terran and Protoss can easily do early aggression versus Zerg, but it is much harder for Zerg to do the same because of P and T ability to wall off easily. Making ramps one building wider makes walling off a bigger investment and potentially easier to mess up, without making it ridiculously easy for a zergling rush into a base.

I am not a big fan of Xel Naga watchtowers, but they seem to be a necessary evil because of wall offs. Destructible rocks were a pretty terrible idea. I do tend to agree about how high ground is not what it used to be. An interesting idea would be to have a few small but open maps. I'm not entirely sure how that would play out balance wise because Steppes and Xel naga are the closest maps to this idea, but they both have features that take away from the openness via the small ramp size.
Abstracts, the too long didn't read of the educated world.
Spec
Profile Blog Joined July 2009
Taiwan931 Posts
November 15 2011 17:42 GMT
#246
Steppes of war is so bad that it can be easily solved by drone rushing. It's not as big a deal as Jungle Basin where you have to work for a lose.
Eye for an eye make the world go blind - Gandhi
Nymbul
Profile Joined July 2011
United Kingdom127 Posts
Last Edited: 2011-11-15 21:58:05
November 15 2011 21:39 GMT
#247
On November 15 2011 23:47 sVnteen wrote:
Show nested quote +
On November 15 2011 21:19 Nymbul wrote:
Tal'darim Altar = Good?

PvP called, it wants to know why you think that

You can't view maps solely on win percentages, viability of builds is another factor and currently Tal'darim is still 4gate vs 4gate or death every single game



this thread (as the title says) is about the balance of a map and (obviously) a map cant be imbalanced in a mirror match so what are you trying to say?


nice thread
its quite interesting that JB was even worse for z than sow lol


The map may be balanced statistics wise but calling the map "good" just didn't sit right with me at all. A map isn't good where only one strategy is viable in any match-up.

I'm just putting things into perspective instead of "The figures are fine so the map is fine" mentality

I agree with an earlier statement. All maps in the pool should have 52-48 win percentages in favour of a certain race in order to allow strategic decision making.

On November 16 2011 02:42 NEOtheONE wrote:
This is a really great article. I also really enjoyed the link to the Artosis blog on this issue by one of the responders. We need some new and balanced maps.

My thoughts on some map ideas

[spoiler]Ones with slightly wider chokes so walling off is harder


I don't like the idea of wider chokes, it smells too much of 6pool all-ins

On November 16 2011 01:59 Holytornados wrote:
Anyone else remember Blistering Sands?

Awesome map =D haha.


Those were dark times. Dark backdoor rocks times
Parnass
Profile Joined March 2011
Germany145 Posts
November 15 2011 21:52 GMT
#248
amazing article, very insightfull! I still remember when i started, I had no concept of why maps could play a role at all :D but I learned very quickly how oh so very important maps are. I think they should be focussed on much more than they are.
Pertinacious
Profile Joined May 2010
United States82 Posts
Last Edited: 2011-11-16 00:21:56
November 16 2011 00:19 GMT
#249
Definitely some food for thought. I think most spectators would love to see some new maps make their way into tournaments. Perhaps large players like MLG and IGN could agree on 1-2 maps to inject into their tournaments, and then gradually add a few more maps each season.

On November 15 2011 07:23 TheKefka wrote:
To further elaborate on map/skill level,I present you a masterpiece of grandmaster Artosis: http://www.teamliquid.net/blogs/viewblog.php?id=70545


Wow, I had no idea that iNcontroL used to be so... enraged.
Random
Brett
Profile Blog Joined October 2002
Australia3822 Posts
November 16 2011 02:05 GMT
#250
The problem with all of this is that there have been balance changes going on throughout all of this, whilst BW has remained stable in that respect..
SoulSever
Profile Joined April 2010
Canada779 Posts
November 16 2011 02:26 GMT
#251
4 Player maps are usually good but I also really love big 2 player maps (i.e daybreak for sc2). Match point is one of my fav BW maps
Violet <3 ~~~Better places than here exist
Trope
Profile Joined June 2010
United States40 Posts
November 16 2011 07:58 GMT
#252
Couldn't agree with this article more—hopefully the pro community takes its future into its own hands & we see some exciting maps soon.
Vorenius
Profile Blog Joined December 2010
Denmark1979 Posts
November 16 2011 09:32 GMT
#253
On November 15 2011 11:17 p4NDemik wrote:
Show nested quote +
On November 15 2011 07:23 TheKefka wrote:
On November 15 2011 07:17 fraktoasters wrote:
On November 15 2011 07:08 TheKefka wrote:
On November 15 2011 07:06 Ruscour wrote:
On November 15 2011 07:04 acgFork wrote:
Why is Jungle Basin ugly?!?!?!

Jungle Basin era is the pinnacle of Zerg complaining.


I don't see how Jungle Basin is worse than steppes of war.At least you were able to win a ZvP here and there on JB.


It's there not because of how you feel about the maps, it's because of the win ratio. ZvP was way more imbalanced on JB than steppes of war, 33.3% vs 46.7%

Those stats are garbage.The difference in which the game was played when steppes of war was out is huge compared to how the game worked when Jungle Basin was in the map pool.
If ZvP or ZvT would be played on Steppes of war today the win rate of Zergs would be like 20%,not even that.

To further elaborate on map/skill level,I present you a masterpiece of grandmaster Artosis: http://www.teamliquid.net/blogs/viewblog.php?id=70545

A map doesn't have to be tested to be played in a tournament. Playing it in a tournament IS testing it, and that's the only way it's going to gain any reputation, good or bad.

That's a pretty bad idea buddy.You make it sound like tournaments would be able to just throw in random maps that seem nice to them without consulting the player base.

That blog by Artosis is quite funny. At the time the only games that were in TLPD were the televised games. A large portion of data was missing because preliminaries, and other sources of large numbers of pro-games were not in the database. So at the time, the data was a bit skewed and probably unreliable. So to that extent, he is right, you have to determine the quality of the data you have, and whether it can be used to represent balance at the highest level of play.

But as time went on and the sample size grew as more non-televised games were included the numbers would seem to disagree with Artosis' point. If you look at Nostalgia's stats now, TvZ sits at 57% in favor of Terran. It wasn't just the top-tier legends propping up Nostalgia's TvZ stats, even lower-level pros who played Terran found success on that map. So Artosis was complaining that it was in fact not balanced because Terran wasn't winning enough, when they actually were winning at what is a pretty high rate on that map. One that would actually agree with his definition of balance ironically enough.

Honestly I'd be less inclined to prescribe to Artosis' more than likely biased account in that blog and listen to what the numbers say. Statistics are very useful. If you don't understand the requirements necessary to make assertions, people can use them to be very misleading. They aren't everything, but they sure as hell aren't worthless when you have quality data.

Not to mention Artosis point goes in the complete opposite direction of what TheKefka is saying.

No one can seriously argue that TvZ wasn't terran favoured in the early days of SC2 when SoW was still played. The many nerfs to terran and buffs to zerg that has come since further shows that. So if zerg managed to 46.7% of the time when zergs were generally struggling against terran that should make the map at least balanced and possibly zerg favoured right? At least according to that blog by Artosis it should. And TheKefka is claiming the exact opposite, yet citing the blog as backup for his claim. :s
Puppet_M
Profile Joined September 2011
Finland12 Posts
November 16 2011 12:34 GMT
#254
I find it quite amazing to see the win/ratio of jungle basin.I allways thought it was toss favored but never knew it was that much toss favored. Also great post
Nymbul
Profile Joined July 2011
United Kingdom127 Posts
November 16 2011 12:56 GMT
#255
On November 16 2011 09:19 Pertinacious wrote:
Definitely some food for thought. I think most spectators would love to see some new maps make their way into tournaments. Perhaps large players like MLG and IGN could agree on 1-2 maps to inject into their tournaments, and then gradually add a few more maps each season.

Show nested quote +
On November 15 2011 07:23 TheKefka wrote:
To further elaborate on map/skill level,I present you a masterpiece of grandmaster Artosis: http://www.teamliquid.net/blogs/viewblog.php?id=70545


Wow, I had no idea that iNcontroL used to be so... enraged.


I'm trying to imagine him being that mad and I find it hard.
Noxie
Profile Blog Joined April 2010
United States2227 Posts
Last Edited: 2011-11-16 13:28:59
November 16 2011 13:25 GMT
#256
Man... this made me Jungle Basin.
Noocta
Profile Joined June 2010
France12578 Posts
November 16 2011 13:40 GMT
#257
I don't understand why there's two metalopolis with differents stats ?
" I'm not gonna fight you. I'm gonna kick your ass ! "
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
November 16 2011 16:03 GMT
#258
Very good comparison to the Brood War scene and how SC2 should possess a similar system to control which maps are implemented or not. I agree that maps play a large role in how balanced a matchup is, for it is rather obvious when looking at things like the distance to the natural, width of the choke, placement of gold minerals etc. Hopefully standing organizations will take this advice and improve upon their respective tournaments, or even that new organizations will emerge and take lead with this action. If they do this, one day the only thing which fans can whine about regarding balance of a certain race can be attributed to a specific map, and not racial imbalance or what not.
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
Last Edited: 2011-11-16 16:23:52
November 16 2011 16:23 GMT
#259
On November 16 2011 21:56 Nymbul wrote:
Show nested quote +
On November 16 2011 09:19 Pertinacious wrote:
Definitely some food for thought. I think most spectators would love to see some new maps make their way into tournaments. Perhaps large players like MLG and IGN could agree on 1-2 maps to inject into their tournaments, and then gradually add a few more maps each season.

On November 15 2011 07:23 TheKefka wrote:
To further elaborate on map/skill level,I present you a masterpiece of grandmaster Artosis: http://www.teamliquid.net/blogs/viewblog.php?id=70545


Wow, I had no idea that iNcontroL used to be so... enraged.


I'm trying to imagine him being that mad and I find it hard.

If you guys would just turn to the next few pages of the thread you would see that iNcontroL confesses that he was joking. Real or not, but that's what he said. We should take his word I guess
Because if that was for real, I'd be really worried as to how he sleeps at night.
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 16 2011 20:05 GMT
#260
On November 16 2011 22:40 Noocta wrote:
I don't understand why there's two metalopolis with differents stats ?

With and without close positions (1.1 has them blocked)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
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