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[G] Proportions - Page 2

Forum Index > SC2 Maps & Custom Games
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monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-02-09 23:11:46
February 09 2011 22:28 GMT
#21
Adagio analyzer image added (lol wrong image first).
Testbug analyzer image added.

I will add much more to Proportions when I have time.
https://liquipedia.net/starcraft2/Monitor
funcmode
Profile Joined June 2010
Australia720 Posts
February 09 2011 22:57 GMT
#22
Pawn Re? That map isn't even on the list ;D

Nice to see (2/3 of) the analyzer images though, is about what I expected.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 09 2011 23:05 GMT
#23
I think we wrote our posts at the same time and my pronouns were ambiguous, saltydog. ;D
I was speaking in the direction of OP, for general discussion, sorry for confusion.

This is potentially an enormous discussion / "guide".
Comprehensive strategic intention: DNE
monitor
Profile Blog Joined June 2010
United States2408 Posts
February 10 2011 01:00 GMT
#24
On February 10 2011 08:05 EatThePath wrote:
I think we wrote our posts at the same time and my pronouns were ambiguous, saltydog. ;D
I was speaking in the direction of OP, for general discussion, sorry for confusion.

This is potentially an enormous discussion / "guide".


Yes, it is a gigantic topic. I'll add more and more when I have time....

For now, I've updated with OP with a slightly more detailed guide for proportions. Give it a read and let me know what you think!
https://liquipedia.net/starcraft2/Monitor
Nemireck
Profile Joined October 2010
Canada1875 Posts
Last Edited: 2011-03-14 06:22:04
March 14 2011 06:20 GMT
#25
On February 10 2011 02:45 monitor wrote:
Show nested quote +
On February 09 2011 16:03 butter wrote:
How do you feel about Tal'darim Altar?


Tal'Darim Altar has a very well thought out concept-- one of the best yet. The only problem is its overall map size, which is too big. The following numbers explain this by using comparisons to Shakuras Plateau, a commonly accepted "good map" by Blizzard:

      Tal'Darim Altar: 176x176, swerving rush distance, 20 expansions (maybe 16 now?)

      Shakuras Plateau: 156x128, straight rush distance, 14 expansions (2 are useless)

Tal'Darim Alter would be one of the best maps, but its size makes Zerg too powerful in ZvT and ZvP, and possibly Protoss too powerful in PvT. The extra seconds of rush distance gives Zerg too much time to rebuild their army between attacks, and allows them to have 5+ hatcheries with stacked larvae very early and easily.

I am currently in the process of contacting the GSL mappers about map size. I have already talked to winpark, creator of Auir Gardens, and he agrees it needs to be smaller, so he is remaking it.

TL;DR: Tal'Darim Alter would be near perfect if it was smaller.


Have your overall thoughts on Z being too powerful on large maps changed after watching the GSL and GSTL? It seems to me that when any of those games made it past the early mid-game (that is to say, into the mid-game, but early on in the mid-game) that Z was at a huge disadvantage in both T and P matchups.

I completely agree with your analysis of PvT based on the evidence.
Teamwork is awesome... As long as your team is doing all the work!
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 14 2011 07:30 GMT
#26
Dont forget , theres a map size, and the mapsize you actually fight on.

For example, my new 3p map for MotM #4 is about 220 x 220, but the actual fighting size is a more of a 140x140 ish thing. Dont get confused between the two
KCCO!
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
March 14 2011 11:36 GMT
#27
You sure 80x80 is enough Overlord chill space?

Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-03-14 15:33:25
March 14 2011 15:32 GMT
#28
On March 14 2011 15:20 Nemireck wrote:
+ Show Spoiler +
On February 10 2011 02:45 monitor wrote:
Show nested quote +
On February 09 2011 16:03 butter wrote:
How do you feel about Tal'darim Altar?


Tal'Darim Altar has a very well thought out concept-- one of the best yet. The only problem is its overall map size, which is too big. The following numbers explain this by using comparisons to Shakuras Plateau, a commonly accepted "good map" by Blizzard:

      Tal'Darim Altar: 176x176, swerving rush distance, 20 expansions (maybe 16 now?)

      Shakuras Plateau: 156x128, straight rush distance, 14 expansions (2 are useless)

Tal'Darim Alter would be one of the best maps, but its size makes Zerg too powerful in ZvT and ZvP, and possibly Protoss too powerful in PvT. The extra seconds of rush distance gives Zerg too much time to rebuild their army between attacks, and allows them to have 5+ hatcheries with stacked larvae very early and easily.

I am currently in the process of contacting the GSL mappers about map size. I have already talked to winpark, creator of Auir Gardens, and he agrees it needs to be smaller, so he is remaking it.

TL;DR: Tal'Darim Alter would be near perfect if it was smaller.


Have your overall thoughts on Z being too powerful on large maps changed after watching the GSL and GSTL? It seems to me that when any of those games made it past the early mid-game (that is to say, into the mid-game, but early on in the mid-game) that Z was at a huge disadvantage in both T and P matchups.



I'm curious as well. I don't really watch GSL at the moment (I'm more into the European scene) but apparently Protoss and Terran are pretty strong on these maps with their lategame armies against Zerg, right?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
monitor
Profile Blog Joined June 2010
United States2408 Posts
March 14 2011 22:31 GMT
#29
On March 15 2011 00:32 Ragoo wrote:
Show nested quote +
On March 14 2011 15:20 Nemireck wrote:
+ Show Spoiler +
On February 10 2011 02:45 monitor wrote:
Show nested quote +
On February 09 2011 16:03 butter wrote:
How do you feel about Tal'darim Altar?


Tal'Darim Altar has a very well thought out concept-- one of the best yet. The only problem is its overall map size, which is too big. The following numbers explain this by using comparisons to Shakuras Plateau, a commonly accepted "good map" by Blizzard:

      Tal'Darim Altar: 176x176, swerving rush distance, 20 expansions (maybe 16 now?)

      Shakuras Plateau: 156x128, straight rush distance, 14 expansions (2 are useless)

Tal'Darim Alter would be one of the best maps, but its size makes Zerg too powerful in ZvT and ZvP, and possibly Protoss too powerful in PvT. The extra seconds of rush distance gives Zerg too much time to rebuild their army between attacks, and allows them to have 5+ hatcheries with stacked larvae very early and easily.

I am currently in the process of contacting the GSL mappers about map size. I have already talked to winpark, creator of Auir Gardens, and he agrees it needs to be smaller, so he is remaking it.

TL;DR: Tal'Darim Alter would be near perfect if it was smaller.


Have your overall thoughts on Z being too powerful on large maps changed after watching the GSL and GSTL? It seems to me that when any of those games made it past the early mid-game (that is to say, into the mid-game, but early on in the mid-game) that Z was at a huge disadvantage in both T and P matchups.


I'm curious as well. I don't really watch GSL at the moment (I'm more into the European scene) but apparently Protoss and Terran are pretty strong on these maps with their lategame armies against Zerg, right?


Yeah after the GSL games, it seems to me that Protoss is really powerful in PvZ. I was completely wrong, I underestimated the power of the deathball and Protoss macro. It could still change in the future as metagame evolves, but I do agree Protoss is at an advantage on large maps in PvZ at the moment.

I'm not really sure ZvT, it seems like its relatively balanced to me on larger maps. From the high level games I've seen, whenever the Zerg loses, he fails to expand when he needs to, and also gets the wrong army composition. There was a game with StrifeCo(Z) vs. GoOdy(T) where StrifeCo lost, but lost because he overdid his aggression and failed to expand when he needed to (and saw his opponent expanding). This is just one example, and it very well might be that Zerg is at a disadvantage in ZvT too.

https://liquipedia.net/starcraft2/Monitor
monitor
Profile Blog Joined June 2010
United States2408 Posts
March 15 2011 01:39 GMT
#30
I updated the OP to make reading a bit easier... my writing is not very good, sorry.

I also removed Adagio from the 'good proportions', because I felt like Amazon is much better. Adagio was decent in proportions, but they layout, balance, and originality is not particularly good compared to Amazon.
https://liquipedia.net/starcraft2/Monitor
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 15 2011 02:10 GMT
#31
On February 10 2011 06:08 EatThePath wrote:
These guidelines are good for a starting point. They reflect the state of the art presently, and a bit of the iccup squad's doctrine. That is okay, since monitor shared his guidelines.

As you say, deviating from these dimensions can be balanced depending on the layout. Imagine if Xel'Naga Caverns was enlarged 15-20% and had one or two more expos per side. (The routes and whatnot would have to be reproportioned to accomodate this, it's just a general hypothetical.) This would be totally okay for balance. The nat to nat rush distance would resemble Shakuras. Because there are so many pathways through the center or near-center, all expos are reasonably accessible from any other location. This style lets you have bigger maps. Once you start making zigzags without intersections, big maps get unwieldy.

I don't think the current game knowledge is sufficient to say why big maps don't work. Have you seen the IM vs zenex game on Crevasse? Exactly the opposite of your ZvP imbalance rationale occurred. I'm not saying this invalidates it, but it shows that there are unexplored situations, necessarily: we haven't had extensive top level play on huge maps. One of the problems with Crevasse is the in base natural, which allowed Protoss to do that. I think Tal'Darim is a good candidate for pushing just beyond the size limit. We should watch that one closely.

Brief account of the Crevasse game:+ Show Spoiler +
Protoss and Zerg spawned cross positions, both FE'd obviously. Protoss can wall with one pylon, forge, gateway because of the rocks. He tech'd hard behind a single cannon while scouting and harassing with one void and one phoenix. Zerg got 4 or 5 bases and had tons of roach hydra and some air. Protoss pushed out with the money comp: void rays, colo, some sentries and various ground guys, taking his third. Zerg came in and was obliterated. Remaxed with more corrupters, got obliterated on the center platform. Rebuilt some guys and got obliterated as Protoss is walking into his outer territory, gg. Zerg was severely underprepared for a deathball that early, which was possible because of the laughably easy two bases.


I disagree on a few points here. I believe IdrA explained it best on State of the Game, when asked for his thoughts on balance and the MLG map pool. He said "Zerg has a big problem on the GSL maps because it relies on creep spread to control space and connect expansions in the midgame" (he then elaborated to talk about the role of mutas and whatnot, but you get the idea.)

ICCup operates under constraints to map sizes and distances that are very similar to what has been described in the OP because that is what we have found over the course of custom map's existence in SC2 in testing to be the most effective. Large maps like Enigma and God's Garden were removed because exactly these issues.

You can have a big macro map, but it doesn't have to be 178x178 if you use space efficientely and plan your design correctly. To be honest, I personally find giant maps to be sloppy execution of a potentially great concept.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Nemireck
Profile Joined October 2010
Canada1875 Posts
March 15 2011 04:17 GMT
#32
On March 15 2011 07:31 monitor wrote:
Show nested quote +
On March 15 2011 00:32 Ragoo wrote:
On March 14 2011 15:20 Nemireck wrote:
+ Show Spoiler +
On February 10 2011 02:45 monitor wrote:
Show nested quote +
On February 09 2011 16:03 butter wrote:
How do you feel about Tal'darim Altar?


Tal'Darim Altar has a very well thought out concept-- one of the best yet. The only problem is its overall map size, which is too big. The following numbers explain this by using comparisons to Shakuras Plateau, a commonly accepted "good map" by Blizzard:

      Tal'Darim Altar: 176x176, swerving rush distance, 20 expansions (maybe 16 now?)

      Shakuras Plateau: 156x128, straight rush distance, 14 expansions (2 are useless)

Tal'Darim Alter would be one of the best maps, but its size makes Zerg too powerful in ZvT and ZvP, and possibly Protoss too powerful in PvT. The extra seconds of rush distance gives Zerg too much time to rebuild their army between attacks, and allows them to have 5+ hatcheries with stacked larvae very early and easily.

I am currently in the process of contacting the GSL mappers about map size. I have already talked to winpark, creator of Auir Gardens, and he agrees it needs to be smaller, so he is remaking it.

TL;DR: Tal'Darim Alter would be near perfect if it was smaller.


Have your overall thoughts on Z being too powerful on large maps changed after watching the GSL and GSTL? It seems to me that when any of those games made it past the early mid-game (that is to say, into the mid-game, but early on in the mid-game) that Z was at a huge disadvantage in both T and P matchups.


I'm curious as well. I don't really watch GSL at the moment (I'm more into the European scene) but apparently Protoss and Terran are pretty strong on these maps with their lategame armies against Zerg, right?


Yeah after the GSL games, it seems to me that Protoss is really powerful in PvZ. I was completely wrong, I underestimated the power of the deathball and Protoss macro. It could still change in the future as metagame evolves, but I do agree Protoss is at an advantage on large maps in PvZ at the moment.

I'm not really sure ZvT, it seems like its relatively balanced to me on larger maps. From the high level games I've seen, whenever the Zerg loses, he fails to expand when he needs to, and also gets the wrong army composition. There was a game with StrifeCo(Z) vs. GoOdy(T) where StrifeCo lost, but lost because he overdid his aggression and failed to expand when he needed to (and saw his opponent expanding). This is just one example, and it very well might be that Zerg is at a disadvantage in ZvT too.




I think it's also fair to take into consideration that not only are the maps large, but players are essentially gifted 3 bases to start the game as any race, which could leave Z, which is believed to require at least a 1-base advantage to compete in a macro game, at a disadvantage due to the ease at which T and P can keep up in the base-count to the point that an extra base or two isn't as beneficial. (wow, that's a run-on sentence if I ever typed one)
Teamwork is awesome... As long as your team is doing all the work!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 15 2011 07:09 GMT
#33
On March 15 2011 13:17 Nemireck wrote:
Show nested quote +
On March 15 2011 07:31 monitor wrote:
On March 15 2011 00:32 Ragoo wrote:
On March 14 2011 15:20 Nemireck wrote:
+ Show Spoiler +
On February 10 2011 02:45 monitor wrote:
Show nested quote +
On February 09 2011 16:03 butter wrote:
How do you feel about Tal'darim Altar?


Tal'Darim Altar has a very well thought out concept-- one of the best yet. The only problem is its overall map size, which is too big. The following numbers explain this by using comparisons to Shakuras Plateau, a commonly accepted "good map" by Blizzard:

      Tal'Darim Altar: 176x176, swerving rush distance, 20 expansions (maybe 16 now?)

      Shakuras Plateau: 156x128, straight rush distance, 14 expansions (2 are useless)

Tal'Darim Alter would be one of the best maps, but its size makes Zerg too powerful in ZvT and ZvP, and possibly Protoss too powerful in PvT. The extra seconds of rush distance gives Zerg too much time to rebuild their army between attacks, and allows them to have 5+ hatcheries with stacked larvae very early and easily.

I am currently in the process of contacting the GSL mappers about map size. I have already talked to winpark, creator of Auir Gardens, and he agrees it needs to be smaller, so he is remaking it.

TL;DR: Tal'Darim Alter would be near perfect if it was smaller.


Have your overall thoughts on Z being too powerful on large maps changed after watching the GSL and GSTL? It seems to me that when any of those games made it past the early mid-game (that is to say, into the mid-game, but early on in the mid-game) that Z was at a huge disadvantage in both T and P matchups.


I'm curious as well. I don't really watch GSL at the moment (I'm more into the European scene) but apparently Protoss and Terran are pretty strong on these maps with their lategame armies against Zerg, right?


Yeah after the GSL games, it seems to me that Protoss is really powerful in PvZ. I was completely wrong, I underestimated the power of the deathball and Protoss macro. It could still change in the future as metagame evolves, but I do agree Protoss is at an advantage on large maps in PvZ at the moment.

I'm not really sure ZvT, it seems like its relatively balanced to me on larger maps. From the high level games I've seen, whenever the Zerg loses, he fails to expand when he needs to, and also gets the wrong army composition. There was a game with StrifeCo(Z) vs. GoOdy(T) where StrifeCo lost, but lost because he overdid his aggression and failed to expand when he needed to (and saw his opponent expanding). This is just one example, and it very well might be that Zerg is at a disadvantage in ZvT too.




I think it's also fair to take into consideration that not only are the maps large, but players are essentially gifted 3 bases to start the game as any race, which could leave Z, which is believed to require at least a 1-base advantage to compete in a macro game, at a disadvantage due to the ease at which T and P can keep up in the base-count to the point that an extra base or two isn't as beneficial. (wow, that's a run-on sentence if I ever typed one)


In my opinion, this is the most problematic feature of the GSL maps presently. It seems to me, a "macro map" is supposed to provide expansions that can be defended against rushes or very early timings, given proper scouting and good defense. It's not supposed to give you 2.5 bases essentially for free, subject only to harass. On top of this, taking a 4th is vastly more difficult, encouraging 3 base turtle.

Anyway, if I were tasked with creating a set of maps for GSL or what-have-you, I would err on the side of conservativism and stick to sizes +/-10% of what has been the size limit so far, I would say 144x144 ish. You can make a map feel larger or smaller depending on the terrain and expansions quite easily. The GSL maps are just one style of large map. You simply can't say it's definitely imbalanced, or why, even though we all agree there are probably particular problems. You could only say so after some serious warfare with a significant population of top players over months to allow for metagame innovations. On the flip side, you certainly can't argue it is balanced.

In any case, I mostly support the current ethos, which is to improve the design of maps on a similar scale, not experiment with the scale. Tweak one knob at a time.
Comprehensive strategic intention: DNE
adso
Profile Joined March 2011
718 Posts
March 15 2011 13:02 GMT
#34
On March 14 2011 20:36 FlopTurnReaver wrote:
You sure 80x80 is enough Overlord chill space?



Let the Ovs chill man, behemoth need their space...
()
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 01 2011 01:04 GMT
#35
Major OP update.

I tried to make my writing better, sorry it sucks. Also added a few more paragraph sections to further illustrate my thoughts.
https://liquipedia.net/starcraft2/Monitor
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 11 2011 00:12 GMT
#36
Big OP update.

Things have changed a lot, and I felt it was time to rework the thread. Hopefully my thoughts are more accurate now!
https://liquipedia.net/starcraft2/Monitor
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 11 2011 02:19 GMT
#37
Regarding the camera bounds, mappers need to make a decision regarding the ability of 'fly bys' for air units.

If you take a missile turret and count 7 placement-grid squares away, that is the range it will hit units, so making a decision of how far or how close you want this is important to any matchup, as it determines how easily a muta flock or dropships can sneak in.

I like to use a sensor tower as the 'marker' for the range. you can then adjust the camera bounds to this on the screen (its easily visible).
starleague forever
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-08-11 02:23:18
August 11 2011 02:22 GMT
#38
On August 11 2011 11:19 a176 wrote:
Regarding the camera bounds, mappers need to make a decision regarding the ability of 'fly bys' for air units.

If you take a missile turret and count 7 placement-grid squares away, that is the range it will hit units, so making a decision of how far or how close you want this is important to any matchup, as it determines how easily a muta flock or dropships can sneak in.

I like to use a sensor tower as the 'marker' for the range. you can then adjust the camera bounds to this on the screen (its easily visible).


Typically I find that wasted space is really unnecessary. I don't think you should be able to sit air anywhere for free, I'd rather require micro if the opponent is perusing you. You'll find that almost no BW map had wasted space around the edges (and almost none in general)- instead, they encouraged drops to require more micro, and defending to be more effective if you are a good player (because you could chase the opponent with good micro).

[edit] No wasted space also encourages the better player to win, because micro pays off.
https://liquipedia.net/starcraft2/Monitor
Archvil3
Profile Joined September 2010
Denmark989 Posts
October 12 2011 09:15 GMT
#39
A lot happened since this thread was first created and we have a lot better understanding of the proportions. A lot has been standardized by now so I am thinking that it is time for an update, maybe an even more detailed guide? Not to be harsh on the new guys(we have all been there) but with the large influx of new maps since the announcement of the TL map making contest I am sure we can help them and raise the standard a bit.

If you dont have time or dont feel like making it you could ask Barrin to do so. I am sure he is up to it
Let thy speech be better than silence, or be silent.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 12 2011 13:36 GMT
#40
--- Nuked ---
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