• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:09
CEST 20:09
KST 03:09
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro8 Preview Pt1: Inheritors3[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10
Community News
2026 GSL Season 1 Qualifiers19Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
MaNa leaves Team Liquid Maestros of the Game 2 announced 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSL Season 1 Qualifiers INu's Battles#14 <BO.9 2Matches> GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
[ASL21] Ro8 Preview Pt1: Inheritors Leta's ASL S21 Ro.16 review FlaSh: This Will Be My Final ASL【ASL S21 Ro.16】 BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion
Tourneys
[ASL21] Ro16 Group D [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Ro16 Group C
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Diablo IV Total Annihilation Server - TAForever Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread McBoner: A hockey love story
World Cup 2022
Tech Support
Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2075 users

[D] Maps: Why is good good, and why is bad bad? - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-06-19 23:06:50
June 19 2010 23:04 GMT
#21
Maps need to allow a large variety of playstyles and not heavily favor one race by means of terrain.

You need a combination of terrain that allows zerg to flank, without leaving terran or protoss wide open. The natural expansion should be relatively easy to secure (fast expanding is possible). There shouldn't be too much cliff harassment opportunity, but some makes things interesting. You want a rush distance that doesn't heavily favor strategies such as 8pool, 2gate or marauder/reaper rushing, but still makes them a possibility. Additionally, the map should have various locations in which the terrain holds some kind of strategic advantage. i.e. have some open areas, some choked areas, some areas where high ground is key etc.
Fyrewolf
Profile Joined January 2010
United States1533 Posts
June 19 2010 23:12 GMT
#22
Personally, I like that we have a variety of maps right now. For a single game a fairly standard Lost Temple style is preferrable with assaultable but defendable natural, a moderately open 3rd base, and some open area in the middle of the map. But that's if you only ever going to play 1 game at a time. Although a perfectly balanced map wouldn't cater to any play style, I like that your first game might be on Desert Oasis with lots of space, and Steppes of War next with a lot less.

Maps encourage you to diversify your play more than most people might think. Imagine playing a completely flat map. 1000 times. If this were Brood War, the exact same battle would play out with the same army composition every time. Multiple kinds of maps encourage multiple kinds of play, which I think is better than if we only had generically standard Lost Temples to play. Besides, you don't have to play a map you don't like, just play a different one.

Different maps help keep the matchups more dynamic. The terrain helps keep you from just making a generic blob that smushes your opponent the same way every time. The possibilities of back doors, or middle-ground chokes, or whatever helps make the game more interesting. The natural terrain shapes how the battle plays out far more than your units and your micro does.

My favorite is Kulas Ravine. just because it's technically small area but you can open up many more avenues, letting you reshape the battlefield yourself to suit your forces better.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 19 2010 23:15 GMT
#23
Really it comes down to just scrutinizing your map design. You have to really think about how each feature or section of your map affects the viability of each race and strategy.

Even very minor things, like 1-2 tile difference in ramp position can have a pretty big affect on how the map plays out. For example a ramp in one location may allow a Zerg to use buildings to choke their ramp from the bottom and defend their natural. Move the ramp 1-2 tiles away and maybe the crawlers are no longer defending the natural or the creep doesn't extend far enough.

So really just play around. You have the ability to throw down any unit(s) you want since you're already in the map editor. Spawn common armies and see where they get clogged up and where they have enough room to arc out, build 'prototype bases', place siege tanks everywhere. Just try to use & exploit the map as if you were a player.
Logo
koreasilver
Profile Blog Joined June 2008
9109 Posts
June 19 2010 23:21 GMT
#24
On June 20 2010 06:46 Challe wrote:
imo i don't care about balance. what makes a good map for me is its looks. if it looks like bad it's a bad map. if it looks good it is a good map

Are you serious?
junemermaid
Profile Joined September 2006
United States981 Posts
June 19 2010 23:31 GMT
#25
On June 20 2010 06:54 Equalizer wrote:
My definition of a good map:
A map that makes many different types of game play strategies viable for all races while having none that are at an unbalanced advantage.

My definition of a bad map:
A map that is highly favourable to a single type of strategy which may only be executed properly by one of the races.

I am basing the "goodness" of a map on how likely exciting game play is to take place on the map, and how likely that map is to become boring after many games on it.


This is a good definition.

For a bad map example, see The Gauntlet for SC:BW. It encouraged zerg mutalisk rushes and there isn't much Protoss can do to stop the zerg from rushing to mutalisks due to the horrendously long travel distance.
the UMP says YER OUT
Challe
Profile Joined June 2010
Afghanistan58 Posts
June 19 2010 23:46 GMT
#26
i think to make a good balanced map you need to make it as simple as possible. I think a good idea is to make a map with only minerals. no gas = less units = more balance and competitive play
SiNiquity
Profile Joined April 2010
United States734 Posts
June 20 2010 00:14 GMT
#27
On June 20 2010 08:46 Challe wrote:
i think to make a good balanced map you need to make it as simple as possible. I think a good idea is to make a map with only minerals. no gas = less units = more balance and competitive play


Such insight...

As to the original topic, I'm a fan of trying new things, and must admit I'm a bit disappointed in how close-minded some are. Ex: someone's map was posted a few days ago, really neat looking, but several players were like "yeah islands suck, get rid of those." And he did. Is it better now? Maybe. I don't know. But I'd rather have some maps with islands and some without than a bunch of the same maps with different tilesets.
'i' before 'e' except after 'c' ~ it's scientifically proven.
NaturalHacks
Profile Joined June 2010
New Zealand77 Posts
June 20 2010 13:00 GMT
#28
IMO good is balanced, with a vast array of stratergies applicable to the map, (more than 1 clear dominator)

distance between bases is critical

looking a little further into this, if we take a metalopolis for example PvT, why does player A spawning in position X have an advantage? the zerg has the advantage in "far positions" and the protoss has the advantage in "close postions" because in far positions zerg can get a fast expansion relatively easily which they love to do, also because of zergling/mutalisk mobility the protoss player will find it difficult to expand, and just the opposite in terms of close positions, zerg finds it harder to fast expand because protoss can run early zealot pressure to zerg very early and break zergs economy early on or deny fast expansions,

wide natural chokes delay expansions when versing zerg,
tight chokes favor protoss mainly and somewhat terran
wide chokes favor zerg
high ground above bases generally favors terran
back doors generally favor zerg
long base distances generally work against terran
close base distances generally work against protoss
un-rocked close high yields can favor terran

I tried to make my map (equilibrium) as balanced as possible in starcraft 2 stratergies not by regurgitating the old legends of starcraft 1


Naturally
heishe
Profile Blog Joined June 2009
Germany2284 Posts
Last Edited: 2010-06-20 13:09:43
June 20 2010 13:09 GMT
#29
On June 20 2010 08:46 Challe wrote:
i think to make a good balanced map you need to make it as simple as possible. I think a good idea is to make a map with only minerals. no gas = less units = more balance and competitive play


banhammer please. such an obvious troll, not only in this post. I bet if one of you admins on this site look up his IP adress, he's nowhere near afghanistan.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
15:55
FSL s10 playoff replays
Freeedom20
Liquipedia
Ladder Legends
15:00
Valedictorian Cup #1
ByuN vs MaxPax
Solar vs BunnyLIVE!
TKL 388
SteadfastSC354
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 388
SteadfastSC 354
BRAT_OK 130
Railgan 99
EmSc Tv 19
StarCraft: Brood War
Calm 3666
Horang2 462
Mini 365
firebathero 291
ggaemo 155
Dewaltoss 99
Rock 24
GoRush 6
Dota 2
qojqva3427
Counter-Strike
byalli1036
Super Smash Bros
C9.Mang0571
Mew2King130
Heroes of the Storm
Khaldor1198
Liquid`Hasu641
MindelVK6
Other Games
Grubby2595
FrodaN1364
B2W.Neo1225
Beastyqt943
XBOCT315
mouzStarbuck310
crisheroes268
QueenE111
KnowMe60
Organizations
Other Games
gamesdonequick882
BasetradeTV326
StarCraft 2
angryscii 31
EmSc Tv 19
EmSc2Tv 19
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• Shameless 34
• OhrlRock 4
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• 80smullet 17
• FirePhoenix1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos1810
Other Games
• imaqtpie1119
• WagamamaTV475
• Shiphtur178
Upcoming Events
BSL
51m
CranKy Ducklings
5h 51m
Replay Cast
14h 51m
Wardi Open
15h 51m
Afreeca Starleague
15h 51m
Soma vs hero
Monday Night Weeklies
21h 51m
Replay Cast
1d 5h
Replay Cast
1d 14h
Afreeca Starleague
1d 15h
Leta vs YSC
Replay Cast
3 days
[ Show More ]
The PondCast
3 days
KCM Race Survival
3 days
Replay Cast
4 days
Replay Cast
4 days
Escore
4 days
Replay Cast
5 days
Replay Cast
5 days
IPSL
5 days
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
6 days
Replay Cast
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Escore Tournament S2: W4
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
KK 2v2 League Season 1
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.