• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:25
CET 13:25
KST 21:25
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Blizzard Classic Cup - Tastosis announced as captains10Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series18BSL Season 224Vitality ends partnership with ONSYDE20
StarCraft 2
General
IPL Cricket ID Creation – Simple Process for New Blizzard Classic Cup - Tastosis announced as captains GSL CK - New online series Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
[GSL CK] Team Maru vs. Team herO WardiTV Team League Season 10 Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea BW General Discussion Are you ready for ASL 21? Hype VIDEO ASL21 General Discussion
Tourneys
[Megathread] Daily Proleagues IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8 BWCL Season 64 Announcement
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread PC Games Sales Thread Path of Exile No Man's Sky (PS4 and PC) Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
NASA and the Private Sector Russo-Ukrainian War Thread US Politics Mega-thread Mexico's Drug War Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1856 users

[D] Asymmetric Melee Maps

Forum Index > SC2 Maps & Custom Games
Post a Reply
lefix
Profile Joined February 2011
Germany1082 Posts
March 26 2011 16:07 GMT
#1
Asymmetric Melee Maps

I have been working on an asymmetric map layout for the last 2 weeks are so and have been giving it alot of thought during that time.
Obviously, the big issue with asymmetric maps is balance. i agree that it is almost impossible to reach the same level of balance you can achieve with mirror maps, but i think you can get close to it. it just requires alot of work/planning/testing.

Now if you look at sc2: there is 3 races, each has it's unique units/techtree/playstyle - because of this fact alone the game isn't 100% balanced, will probably never be and there will always be people whining and complaning about it. but i believe this is also what makes the game more interesting and successful than most other rts titles out there.
the different mechanics for each race, however, make even mirrored maps also unbalanced in tvz, zvp and pvt. for example, i think most will agree that a close position tvz on meta is far from being a balanced matchup. because of different race mechanics, all maps at least require players to adjust their game plan/playstyle to whatever spawnpositions you get. the only matchups where this isn't the case: tvt, zvz, pvp mirror matchups.
i was thinking about why it is widely accepted to have map/spawn position dependend imbalances in mixed matchups - it is even considered to make certain matchups more interesting to some degree. however in mirror matchups this has been pretty much nonexistent. a tabu? why not have a tvt matchup on an asymmetric map where spawn positions favor different builds for each player. like, have one terran with a more vulnerable natural but a closer third than his opponent. one might go for a more mobile army while the other might make more siege tanks, etc. those are just examples..
in my opinion, i think an asymmetric map can be balanced to an acceptable level. in fact, maybe more balanced than some of the mirror maps are (like the close pos meta tvz i mentioned above, or tvz on scrap station anyone? but the almost perfect balance of mirror matchups would be lost.

there are already alot of maps with rotational symmetry, which are also technically unbalanced unless you spawn cross position. recently, 3player rotational maps have gained alot of popularity - which are even a little more unbalanced than regular rotantional maps as you cannot have idendical terrain for each side - the game is designed for 45degree angles, 60degree angles just don't work that well :D especially ramps and chokes will cause alot of trouble. but testbug has proven that it can work and 3player maps have gained the acceptance of the community. granted, there is a huge step from 3player maps to completely asymmetric maps. but i believe once someone does it successfully there will be alot more coming. i would love to see more mappers and players give it a try. personally, i think that asymmetric maps can make matches even more interesting as they allow for more possible scenarios, more ways on how a map can be played.

i was wondering how others feel about about this topic. what is your opinion on asymmetric maps? do you think it could be played even on a competitive level? maybe only for lower skill levels?


Map of the Month | The Planetary Workshop | SC2Melee.net
WniO
Profile Blog Joined April 2010
United States2706 Posts
Last Edited: 2011-03-26 16:21:24
March 26 2011 16:21 GMT
#2
they are my favorites and ive made quite a few of them.
most people tend to disregard asymmetric maps simply because they dont look balanced, oh well. of course they could be played on a competitive level, they just need to be made right so you dont have situations where 1 player can abuse the others position, which makes things very hard on the mapper trying to find those areas. heres a small one i made, yes its asymmetrical
http://www.teamliquid.net/forum/viewmessage.php?topic_id=180548
Archivian
Profile Joined November 2010
United Kingdom362 Posts
March 26 2011 18:14 GMT
#3
I've been working on an asymmetric map for a loooong time. Just trying to work out the layout .And there has been so many times I have basically wiped it clean and started again.

This has always been because of balance issues of course. Alot of the maps I upload here are often pushing an idea I am exploring for my asym map (the last one was different starting times on Protosopolis Gardens) , partly to see the reaction/advice/general rules of thumb from other great map makers and find out how bad an idea it was to apply it and mostly for my own learning curve in map making.


your example "like, have one terran with a more vulnerable natural but a closer third than his opponent" I think is a a good one. Because it raises the question of how player skill is percieved.

At the moment it seems that a match follows the idea of - All things should be equal, so the only thing left unequal are the players- . If its not all equal (or even percieved as not being equal) then it could throw up too much contention with regards to a fair fight.

Also players already adapt to the terrain, and in different instances (during micro battles, or routes etc) So i was left wondering what it was i was aiming for by making an asym map. What would be the point of it to counter or justify the contention.

What I am focusing on right now is 2 things

1) a map based around taking and holding positions to be able to safely advance. Basically taking territory eg. by taking this expo I can better control this area of the map and it leads to this other expo.

Its nothing new really, only in that it would be the key focus of the map. Which means starting distances and timing related to that kind of thing are treated as less relevent.

2) The other is trying to make it balanced but not balanced. eg. the distance to the third is the same, with the path being the same width, but player A has to travel in a straight line whilst player B has to turn a corner.

Its harder to work out though and even then I'm not sure if it will work.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Gfire
Profile Joined March 2011
United States1699 Posts
March 26 2011 18:34 GMT
#4
I've actually been considering the opposite the last day or two. I actually cannot find a reason to have more than two spawn positions on a map at all, so I've been sticking to 2p maps. If someone could convince me otherwise that would welcome, but I'm just not sure.

I'm something of a perfectionist when it comes to mirror, over time I've eliminated various types of maps because of imbalance. Starting with 3p maps, because they cannot be mirrored properly, followed my the rotational-spawn 4p maps, which also have extreme asymmetric in close positions (new rotational GSL maps have done a good job of making all rush distances the same, but it's still not exactly fair,) and now I've removed all 4p maps.

It's a little weird, because non-rotational 4p maps are actually mirrored, in different ways like LT/Meta vs Shakuras/Kulas. However, I don't see any pros to a 4p map at all, only cons. There will be four quadrants of the map that are the same, meaning less original, creative terrain work and more mirroring. This makes it easy on the mapmaker, but limits their ability to design the map. It makes games more boring, I'd much rather watch a XNC game than a Meta, or even a Crevasse or Terminus (although TDA seems to make for the best games). The spawn positions are more predictable in a 2p but the expansions can be less predictable, and the paths units take, and a lot more stuff that is more complex than that.

So in a way I actually agree. 2p maps are no less symmetrical than 4p maps, but 4p maps have more of the same terrain coppied more times, so even though you can spawn in different locations (which has it's own set of problems,) once you're into the game it can get less interesting, as you say that the symmetrical maps are less interesting.

But there's no way to get around the fact that having 4 spawn positions adds luck to the game. Even if all the positions seem balanced for every matchup (which is a tough task), there's still decisions that must be made before you know where they are, as well as things like one player getting lucky and scouting the right way, while the other has to go all the way around. It's not too major, but at this point I don't see any pros for 4p maps to counteract it.

I think the 2p maps are a good middleground, they are perfectly mirrored but have way more terrain to be designed by the mapper. So if the mapper is good, the very custom terrain but lend itself to better and more balanced gameplay than a 4p map, while being less boring as well. It's all more in the control of the mapper, and I think allows the games more high-level, because there are more things to think about, not just the same terrain features over and over as much. It allows higher-level mapping to by glorified as well, as more skill I think would be required, or at least more effort could be put into a single 2p map the same size and with the same or close-to the same number of bases as a 4p map.

Getting more to the subject at hand, I think mirror matchups in particular need a very symmetrical map, some players might have a better time with certain portions of a asymmetrical map, even if it's considered balanced, which it probably could never be close to.

But while reading this, I did think about non-mirrors. And actually, I'm not sure if it's a great idea, but it's not based on chance so it should be better than 4p maps. Basically, what if the map was altered based on the race? That is, a base where the Zerg spawns would be altered to look different than a base where a Toss spawns. Could be done via triggers. You could actually balance the matchup somewhat in these ways. You cannot alter the cliff levels with triggers but you could add/remove destructible rocks and neutral buildings, and things like that. IDK, it might work to do something like that. Maybe on a map like Crevasse, you could remove the rocks blocking the ramp for all Zerg players, maybe. Or random stuff like unpowered cannons for Protoss. Might be better just to keep it simple, though.

all's fair in love and melodies
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
12:00
Group B
WardiTV379
TKL 85
Rex84
IndyStarCraft 76
Liquipedia
The PondCast
10:00
Episode 85
CranKy Ducklings47
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech110
TKL 85
Rex 84
IndyStarCraft 76
StarCraft: Brood War
Britney 49007
Jaedong 2022
BeSt 536
Larva 451
Mini 422
Soma 385
actioN 345
Stork 323
EffOrt 268
Snow 221
[ Show more ]
Last 205
ZerO 195
Rush 124
Pusan 102
ggaemo 96
JYJ 95
IntoTheRainbow 73
Backho 62
ToSsGirL 44
sSak 43
[sc1f]eonzerg 41
sorry 31
Bale 17
ajuk12(nOOB) 15
soO 15
zelot 12
GoRush 9
Icarus 8
Terrorterran 5
Dota 2
XcaliburYe140
canceldota11
Counter-Strike
olofmeister1938
zeus182
x6flipin79
edward41
Other Games
singsing1931
B2W.Neo1060
Liquid`RaSZi824
shoxiejesuss475
crisheroes263
hiko133
ZerO(Twitch)22
Organizations
Dota 2
PGL Dota 2 - Main Stream17362
Other Games
gamesdonequick738
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 64
• 3DClanTV 23
• CranKy Ducklings SOOP5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1778
• TFBlade652
• Stunt439
Upcoming Events
Replay Cast
11h 36m
Replay Cast
1d 11h
CranKy Ducklings
1d 21h
RSL Revival
1d 21h
WardiTV Team League
1d 23h
uThermal 2v2 Circuit
2 days
Patches Events
2 days
BSL
2 days
Sparkling Tuna Cup
2 days
RSL Revival
2 days
[ Show More ]
WardiTV Team League
2 days
BSL
3 days
Replay Cast
3 days
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
4 days
WardiTV Team League
4 days
GSL
5 days
The PondCast
6 days
WardiTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-03-11
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.