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Maps in the Balance - Page 9

Forum Index > News
280 CommentsPost a Reply
Prev 1 7 8 9 10 11 15 Next All
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
November 15 2011 02:19 GMT
#161
I feel the disconnect between ladder maps, which casuals and pros play day in day out, and tournament maps, which we casuals only play in customs for the lols and to feel gosu, is hindering the community discovering and adopting new, more balanced maps.

As for the high group mechanics problems, IMHO it really comes down to having Colossi and Medivacs. Without those around ramps and cliffs would be far more difficult to attack. Obs can be sniped, Scans don't (contrary to popular Protoss belief) last forever, and Overlords/Seers are often put in a corner to have a nice tea party for the duration of the game.
Starleague Forever. RIP KT Violet~
DtorR
Profile Joined March 2011
Australia171 Posts
November 15 2011 02:20 GMT
#162
Hmm how does one design a map for starcraft? Where would you begin?
Maynarde
Profile Joined September 2010
Australia1286 Posts
November 15 2011 02:22 GMT
#163
On November 15 2011 11:20 DtorR wrote:
Hmm how does one design a map for starcraft? Where would you begin?


With the map editor
CommentatorAustralian SC2 Caster | Twitter: @MaynardeSC2 | Twitch: twitch.tv/maynarde
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
November 15 2011 02:22 GMT
#164
Python

OH GOD WHY
Survival is winning, everything else is bullshit.
Meta
Profile Blog Joined June 2003
United States6225 Posts
November 15 2011 02:27 GMT
#165
Epic thread, a long time in the making. I agree that professional maps should be rotated and changed frequently, akin to BW, but I think they should also all be implemented to ladder. If Map X is "balanced" in bronze-diamond, but is super imbalanced at GM, it should be removed completely and treated as an imbalanced map. Seems logical to me.
good vibes only
DtorR
Profile Joined March 2011
Australia171 Posts
November 15 2011 02:28 GMT
#166
On November 15 2011 11:22 Maynarde wrote:
Show nested quote +
On November 15 2011 11:20 DtorR wrote:
Hmm how does one design a map for starcraft? Where would you begin?


With the map editor

LOL I know the tool used to make maps however I was wondering like do you first draw it on paper to get an idea on what the map will look like? What are the steps needed to produce a map that is of tournament standard?
eTcetRa
Profile Joined November 2010
Australia822 Posts
November 15 2011 02:35 GMT
#167
DtorR, when I first started mapmaking I started with a bunch of sketches on paper. It is a good way to start. And to get familiar with the map editor do NOT start with a melee map, make little scenes to get used to the terrain editor, placing doodads, and the many many options of both.
Retired Mapmaker™
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
November 15 2011 02:35 GMT
#168
I remember Fighting Spirit... Good times...
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
disciple
Profile Blog Joined January 2008
9070 Posts
Last Edited: 2011-11-15 02:46:40
November 15 2011 02:43 GMT
#169
greatest BW map of all time is Tau Cross (which happens to be an anomaly because its the only flat map that works). 3 players map concept is the best in bw, only down side is the PvP
Administrator"I'm a big deal." - ixmike88
Sanguinarius
Profile Joined January 2010
United States3427 Posts
November 15 2011 02:43 GMT
#170
Excellent, well written article. Thanks.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
KristofferAG
Profile Blog Joined April 2011
Norway25712 Posts
November 15 2011 02:47 GMT
#171
Really interesting read. Love the fact that you're not really comparing SC2 and BW, but rather just discussing the two alongside eachother. I've always been a fan of playing on different maps, trying out the ones I find. Great writeup.
@KristofferAG | http://vestkyststoy.bandcamp.com | last.fm/user/KristofferAG
disciple
Profile Blog Joined January 2008
9070 Posts
Last Edited: 2011-11-15 02:54:25
November 15 2011 02:49 GMT
#172
and FS is bs for midgame pvz, it was not until bisu showed how do play fast speed lots 2006 style on it. the concept of good PvZ map is the progression towards a late game 4th base. 3rd on FS is easy to get for toss, after that it gets nasty. Once zerg secures his 3rd its really hard for toss to win but thats not relevant for the post in any way, amazing write up.

And yes, Bisu's understanding for the maps and the game in general its in a class of its own. I cant wait for the Revolutionist to step up into the sc2 scene
Administrator"I'm a big deal." - ixmike88
Drunkface
Profile Joined November 2010
United States46 Posts
November 15 2011 02:50 GMT
#173
Steppes of War how I miss you.............
"Maybe because my face look like ugly?"-DongRaeGu when asked why he doesn't have a girlfriend.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
November 15 2011 02:56 GMT
#174
oh Steppes of War.
Making insane games fucking hilarious!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
garlicface
Profile Joined April 2010
Canada4196 Posts
November 15 2011 02:59 GMT
#175
On November 15 2011 11:49 disciple wrote:
and FS is bs for midgame pvz, it was not until bisu showed how do play fast speed lots 2006 style on it. the concept of good PvZ map is the progression towards a late game 4th base. 3rd on FS is easy to get for toss, after that it gets nasty. Once zerg secures his 3rd its really hard for toss to win but thats not relevant for the post in any way, amazing write up.

And yes, Bisu's understanding for the maps and the game in general its in a class of its own. I cant wait for the Revolutionist to step up into the sc2 scene

YOHOHO~ You went there!
#TeamBuLba
disciple
Profile Blog Joined January 2008
9070 Posts
November 15 2011 03:08 GMT
#176
On November 15 2011 11:59 garlicface wrote:
Show nested quote +
On November 15 2011 11:49 disciple wrote:
and FS is bs for midgame pvz, it was not until bisu showed how do play fast speed lots 2006 style on it. the concept of good PvZ map is the progression towards a late game 4th base. 3rd on FS is easy to get for toss, after that it gets nasty. Once zerg secures his 3rd its really hard for toss to win but thats not relevant for the post in any way, amazing write up.

And yes, Bisu's understanding for the maps and the game in general its in a class of its own. I cant wait for the Revolutionist to step up into the sc2 scene

YOHOHO~ You went there!

I just want to see him on TV more often
Administrator"I'm a big deal." - ixmike88
Techno
Profile Joined June 2010
1900 Posts
November 15 2011 03:14 GMT
#177
Recent stats seem pretty good (Not Terran Imba) for many maps.
Hell, its awesome to LOSE to nukes!
Silidons
Profile Blog Joined September 2010
United States2813 Posts
November 15 2011 03:18 GMT
#178
fighting spirit wouldn't be the same with the units we have in the game now.
"God fights on the side with the best artillery." - Napoleon Bonaparte
theBizness
Profile Joined July 2011
United States696 Posts
November 15 2011 03:28 GMT
#179
Colossi scoff at your nostalgic thoughts of terrain
Less money for casters, more money for players.
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
November 15 2011 03:33 GMT
#180
On November 15 2011 11:49 disciple wrote:
and FS is bs for midgame pvz, it was not until bisu showed how do play fast speed lots 2006 style on it. the concept of good PvZ map is the progression towards a late game 4th base. 3rd on FS is easy to get for toss, after that it gets nasty. Once zerg secures his 3rd its really hard for toss to win but thats not relevant for the post in any way, amazing write up.

And yes, Bisu's understanding for the maps and the game in general its in a class of its own. I cant wait for the Revolutionist to step up into the sc2 scene

Wait, what? Once Z gets his third... he gets his third like 3 minutes into the game, man. Did you mean P?
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
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