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On September 19 2011 09:59 FlopTurnReaver wrote:+ Show Spoiler +
+ Show Spoiler +Stepway by RumbleBadger ![[image loading]](http://i.imgur.com/viVxk.jpg) First of all, if you're supposed to potatoballs judgement of a map and you look at a picture like this, it's just confusing as hell. To clarify, this is actually an asymmetrical map, so it's really supposed to look weird. If you're past this there are still a few things you can discover. As example, why are there 3 tiny ramps instead of a big one? What are those tiny paths/ramps in the middle right doing? Why does this whole map look like some kind of battle droid with some sort of horn attached to his forehead and his male genitals sticking out? Well I can tell you right here! Ok I lied, noone but the creator can give you the answers you are seeking. But I can tell you one thing. Have you ever imagined how it would look like if you took all the crazy features you can think of and stuff it into one map? Yes? Well I have too and I don't know what would come out. But back to this map. It too is really crazy and doesn't try to be balanced like all those mainstream maps. I have no idea how it would play out and probably never will but I just must say one more thing about the map's looks: The aesthetics work is amazing and you can see how much time was put into it. I'm sure we'll see a lot more of our friend RumbleBadger in the future. So congratulations to you for securing this months 'Justin Bieber Award'.
I actually can't tell you how happy this makes me. =D The whole description of my map just makes me happy even if it really makes no sense, and I thought it was funny that I was rattling off the answers to all the questions you posed in my head and then read the sentence about how I was the only one who could answer all your questions...
And thanks a TON on the aesthetic compliments. I'm really not confident with my aesthetics at all and this was the first map where I thought I did an OK job, so to hear that you liked it makes me really happy. ^_^ Thanks again!
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iirc, mereel was top 5 in MotM#2
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On September 19 2011 11:35 a176 wrote:Show nested quote +On September 19 2011 10:44 neobowman wrote:On September 19 2011 09:45 a176 wrote:ESV Bardiche + Show Spoiler +Right off the bat I will comment that Bardiche is very choke orientated. I get the image of Crossfire in my head and I very much do not like that map. Watching zergs trying to take on stacked siege tanks on Crossfire is so painful to watch. There are no comparable ramp structures on Bardiche, but there is only one real (wide) area for engagement here, infront of the 1 gas expo. Everything else is through chokes that can, and will, be exploited, through siege tanks or even building blocking. There is a very small choke at the front of the nat which I feel will never be used, except in the most special of situations, as a result of its size. Further, I question the use of that 1 gas expo in that position, and in a map of this size.
The combination of the above factors into the attack pathing which is pretty bland. The 3rd/fourth(1gas) expos also lie on this path so there is no variation in movement. There is a ramp near the 2gas third that can be exploited by siege tanks, or by harass (dt, zealot/hellion/infestor hit squads), but it serves not much else purpose.
I written quite a bit more here not because this was a MOTM finalist; I appreciate the thought that went into trying to make this map very different and original, but there are critical errors to the map design that causes the map to falter. I apologize but I fail to see any critical flaws here. Could you elaborate a bit???? The chokes in front of the naturals are not meant to be used as large pushing paths. Just for minor counter attacks or stuff like that, as well as pushes early enough to benifit going through the middle, but late enough to take the D-rocks down quickly. A few critical differences between my map and crossfire. 1: a very easy and viable third base. 2, wide open paths. Yes, there are many chokes, but the actual fighting will be based around controlling the two high ground paths since that's where the expansions are. You have a huge open area to move around in and if you can't break through, just go around. The bases on the side are actually more akin to neutral bases. Based on common expansion pattern, they should belong to the side they are further from, but because of the distances, the other player can also take them. A good example would be a Zerg taking that base early on in the game, but sacrificing it later once Terran gains control of the high ground. Thus, the high ground path into this base is not just for harassment, but can also be used for reinforcing and attacks as Terran/Toss against Zerg. Especially the latter because it's choked up and perfect to creep up from. And also, Zerg has a winning record on Crossfire in both matchups. Go figure. I appreciate your comments and thoughts on my map. Thanks. + Show Spoiler +So when I look at this map, this is what I see: ![[image loading]](http://i.imgur.com/EIL6n.jpg) If I were playing terran, the red arrows dictate how I would expo. The yellow areas are what I would term 'safe zones'. The size of these areas in combination with the paths into them, makes siege tanks hella effective. The area by the third looks wallable by maybe 2 barracks? Again there is zero data on this map as you have no map thread so I'm just guessing from experience. From a zerg pov, ![[image loading]](http://i.imgur.com/fC95E.jpg) The arrows, again, indicate direction of expo. The circle is the XNT viewable area. The red areas here indicate DANGER zones that I would try to avoid because of siege tanks, xnt , AND ramp combination. The squares at the sides are peculiar to me - is the image based on playable map bounds? Because if so, there is basically only one general direction for muta/ovie drop which can then be populated by thors, marines, turrets; ie next to impossible to harass. Furthering this, there is the red area by the entrance of the terran's nat: if I were to attack around to counter the nat, I have to deal with first repositioning my army the area infront of the nat to get a proper spread, because my units would just file into the nat due to the ramp from this direction. In the prior image, this area is very easily defendable from the terran's pov, and only has one limited direction of attack for the zerg. ![[image loading]](http://i.imgur.com/E5TnN.gif) + Show Spoiler +Okay first, I would actually expand in the opposite direction, but for the sake of argument, I'll go with yours. ![[image loading]](http://i.imgur.com/tpVVj.jpg) Circles are Terran bases. Boxes are armies. Now, if Terran secures the watch tower with his whole army, he is already in a dangerous situation as he is too far from his main to properly defend. If he even tries to move to attack, the Zerg army instantly has a ton of different paths to flank, and counter. There is no way you can both attack and defend your own base at the same time. Due to how slow the Terran army is in comparison to a Zerg's, you won't be able to keep up and you will lose. If this were Starcraft 1, then yeah, Terran would be able to secure the entire high ground with that position, and probably have a safe natural too. In SC2 though, units path a lot better even through smaller chokes, and there is no miss chance going up cliffs. Now the REASON I would expand the other way is because of the problems I listed above. By expanding to the 1 gas, you keep your army relatively close to your base and you have a viable fourth base to take.
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On September 19 2011 19:04 neobowman wrote:Show nested quote +On September 19 2011 11:35 a176 wrote:On September 19 2011 10:44 neobowman wrote:On September 19 2011 09:45 a176 wrote:ESV Bardiche + Show Spoiler +Right off the bat I will comment that Bardiche is very choke orientated. I get the image of Crossfire in my head and I very much do not like that map. Watching zergs trying to take on stacked siege tanks on Crossfire is so painful to watch. There are no comparable ramp structures on Bardiche, but there is only one real (wide) area for engagement here, infront of the 1 gas expo. Everything else is through chokes that can, and will, be exploited, through siege tanks or even building blocking. There is a very small choke at the front of the nat which I feel will never be used, except in the most special of situations, as a result of its size. Further, I question the use of that 1 gas expo in that position, and in a map of this size.
The combination of the above factors into the attack pathing which is pretty bland. The 3rd/fourth(1gas) expos also lie on this path so there is no variation in movement. There is a ramp near the 2gas third that can be exploited by siege tanks, or by harass (dt, zealot/hellion/infestor hit squads), but it serves not much else purpose.
I written quite a bit more here not because this was a MOTM finalist; I appreciate the thought that went into trying to make this map very different and original, but there are critical errors to the map design that causes the map to falter. I apologize but I fail to see any critical flaws here. Could you elaborate a bit???? The chokes in front of the naturals are not meant to be used as large pushing paths. Just for minor counter attacks or stuff like that, as well as pushes early enough to benifit going through the middle, but late enough to take the D-rocks down quickly. A few critical differences between my map and crossfire. 1: a very easy and viable third base. 2, wide open paths. Yes, there are many chokes, but the actual fighting will be based around controlling the two high ground paths since that's where the expansions are. You have a huge open area to move around in and if you can't break through, just go around. The bases on the side are actually more akin to neutral bases. Based on common expansion pattern, they should belong to the side they are further from, but because of the distances, the other player can also take them. A good example would be a Zerg taking that base early on in the game, but sacrificing it later once Terran gains control of the high ground. Thus, the high ground path into this base is not just for harassment, but can also be used for reinforcing and attacks as Terran/Toss against Zerg. Especially the latter because it's choked up and perfect to creep up from. And also, Zerg has a winning record on Crossfire in both matchups. Go figure. I appreciate your comments and thoughts on my map. Thanks. + Show Spoiler +So when I look at this map, this is what I see: ![[image loading]](http://i.imgur.com/EIL6n.jpg) If I were playing terran, the red arrows dictate how I would expo. The yellow areas are what I would term 'safe zones'. The size of these areas in combination with the paths into them, makes siege tanks hella effective. The area by the third looks wallable by maybe 2 barracks? Again there is zero data on this map as you have no map thread so I'm just guessing from experience. From a zerg pov, ![[image loading]](http://i.imgur.com/fC95E.jpg) The arrows, again, indicate direction of expo. The circle is the XNT viewable area. The red areas here indicate DANGER zones that I would try to avoid because of siege tanks, xnt , AND ramp combination. The squares at the sides are peculiar to me - is the image based on playable map bounds? Because if so, there is basically only one general direction for muta/ovie drop which can then be populated by thors, marines, turrets; ie next to impossible to harass. Furthering this, there is the red area by the entrance of the terran's nat: if I were to attack around to counter the nat, I have to deal with first repositioning my army the area infront of the nat to get a proper spread, because my units would just file into the nat due to the ramp from this direction. In the prior image, this area is very easily defendable from the terran's pov, and only has one limited direction of attack for the zerg. ![[image loading]](http://i.imgur.com/E5TnN.gif) + Show Spoiler +Okay first, I would actually expand in the opposite direction, but for the sake of argument, I'll go with yours. ![[image loading]](http://i.imgur.com/tpVVj.jpg) Circles are Terran bases. Boxes are armies. Now, if Terran secures the watch tower with his whole army, he is already in a dangerous situation as he is too far from his main to properly defend. If he even tries to move to attack, the Zerg army instantly has a ton of different paths to flank, and counter. There is no way you can both attack and defend your own base at the same time. Due to how slow the Terran army is in comparison to a Zerg's, you won't be able to keep up and you will lose. If this were Starcraft 1, then yeah, Terran would be able to secure the entire high ground with that position, and probably have a safe natural too. In SC2 though, units path a lot better even through smaller chokes, and there is no miss chance going up cliffs. Now the REASON I would expand the other way is because of the problems I listed above. By expanding to the 1 gas, you keep your army relatively close to your base and you have a viable fourth base to take.
+ Show Spoiler +youve seemed to completely ignore my points on these chokes. i guess a better picture will help? ![[image loading]](http://i.imgur.com/Af5lh.jpg) you can see the effect of the size of the chokes in the above. the third can be completely walled off, and the nat area can be walled as well as shown above using any combination of buildings and supply depots. the pink area is the siege tank range and you should start to get an idea of what im talking about with my second point from the previous post. this is another reason why its super safe to expand towards the 2gas rather than the 1gas. ask yourself, would you as a terran actually run back to try to kill that army? how effective are zerglings when attacking through a funnel like that defended by even 3 siege tanks? well ... any zerg ground unit for that matter. you obviously let your defence deal (delay) with it while you move into the defenceless zerg base? all terrans do this because base race situations always force the zerg to return to defend their paltry amount of and immovable buildings.
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lol
yea i was in one time....but that was long ago. proud to be in the kongline now after i read that
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On September 19 2011 20:23 a176 wrote:Show nested quote +On September 19 2011 19:04 neobowman wrote:On September 19 2011 11:35 a176 wrote:On September 19 2011 10:44 neobowman wrote:On September 19 2011 09:45 a176 wrote:ESV Bardiche + Show Spoiler +Right off the bat I will comment that Bardiche is very choke orientated. I get the image of Crossfire in my head and I very much do not like that map. Watching zergs trying to take on stacked siege tanks on Crossfire is so painful to watch. There are no comparable ramp structures on Bardiche, but there is only one real (wide) area for engagement here, infront of the 1 gas expo. Everything else is through chokes that can, and will, be exploited, through siege tanks or even building blocking. There is a very small choke at the front of the nat which I feel will never be used, except in the most special of situations, as a result of its size. Further, I question the use of that 1 gas expo in that position, and in a map of this size.
The combination of the above factors into the attack pathing which is pretty bland. The 3rd/fourth(1gas) expos also lie on this path so there is no variation in movement. There is a ramp near the 2gas third that can be exploited by siege tanks, or by harass (dt, zealot/hellion/infestor hit squads), but it serves not much else purpose.
I written quite a bit more here not because this was a MOTM finalist; I appreciate the thought that went into trying to make this map very different and original, but there are critical errors to the map design that causes the map to falter. I apologize but I fail to see any critical flaws here. Could you elaborate a bit???? The chokes in front of the naturals are not meant to be used as large pushing paths. Just for minor counter attacks or stuff like that, as well as pushes early enough to benifit going through the middle, but late enough to take the D-rocks down quickly. A few critical differences between my map and crossfire. 1: a very easy and viable third base. 2, wide open paths. Yes, there are many chokes, but the actual fighting will be based around controlling the two high ground paths since that's where the expansions are. You have a huge open area to move around in and if you can't break through, just go around. The bases on the side are actually more akin to neutral bases. Based on common expansion pattern, they should belong to the side they are further from, but because of the distances, the other player can also take them. A good example would be a Zerg taking that base early on in the game, but sacrificing it later once Terran gains control of the high ground. Thus, the high ground path into this base is not just for harassment, but can also be used for reinforcing and attacks as Terran/Toss against Zerg. Especially the latter because it's choked up and perfect to creep up from. And also, Zerg has a winning record on Crossfire in both matchups. Go figure. I appreciate your comments and thoughts on my map. Thanks. + Show Spoiler +So when I look at this map, this is what I see: ![[image loading]](http://i.imgur.com/EIL6n.jpg) If I were playing terran, the red arrows dictate how I would expo. The yellow areas are what I would term 'safe zones'. The size of these areas in combination with the paths into them, makes siege tanks hella effective. The area by the third looks wallable by maybe 2 barracks? Again there is zero data on this map as you have no map thread so I'm just guessing from experience. From a zerg pov, ![[image loading]](http://i.imgur.com/fC95E.jpg) The arrows, again, indicate direction of expo. The circle is the XNT viewable area. The red areas here indicate DANGER zones that I would try to avoid because of siege tanks, xnt , AND ramp combination. The squares at the sides are peculiar to me - is the image based on playable map bounds? Because if so, there is basically only one general direction for muta/ovie drop which can then be populated by thors, marines, turrets; ie next to impossible to harass. Furthering this, there is the red area by the entrance of the terran's nat: if I were to attack around to counter the nat, I have to deal with first repositioning my army the area infront of the nat to get a proper spread, because my units would just file into the nat due to the ramp from this direction. In the prior image, this area is very easily defendable from the terran's pov, and only has one limited direction of attack for the zerg. ![[image loading]](http://i.imgur.com/E5TnN.gif) + Show Spoiler +Okay first, I would actually expand in the opposite direction, but for the sake of argument, I'll go with yours. ![[image loading]](http://i.imgur.com/tpVVj.jpg) Circles are Terran bases. Boxes are armies. Now, if Terran secures the watch tower with his whole army, he is already in a dangerous situation as he is too far from his main to properly defend. If he even tries to move to attack, the Zerg army instantly has a ton of different paths to flank, and counter. There is no way you can both attack and defend your own base at the same time. Due to how slow the Terran army is in comparison to a Zerg's, you won't be able to keep up and you will lose. If this were Starcraft 1, then yeah, Terran would be able to secure the entire high ground with that position, and probably have a safe natural too. In SC2 though, units path a lot better even through smaller chokes, and there is no miss chance going up cliffs. Now the REASON I would expand the other way is because of the problems I listed above. By expanding to the 1 gas, you keep your army relatively close to your base and you have a viable fourth base to take. + Show Spoiler +youve seemed to completely ignore my points on these chokes. i guess a better picture will help? ![[image loading]](http://i.imgur.com/Af5lh.jpg) you can see the effect of the size of the chokes in the above. the third can be completely walled off, and the nat area can be walled as well as shown above using any combination of buildings and supply depots. the pink area is the siege tank range and you should start to get an idea of what im talking about with my second point from the previous post. this is another reason why its super safe to expand towards the 2gas rather than the 1gas. ask yourself, would you as a terran actually run back to try to kill that army? how effective are zerglings when attacking through a funnel like that defended by even 3 siege tanks? well ... any zerg ground unit for that matter. you obviously let your defence deal (delay) with it while you move into the defenceless zerg base? all terrans do this because base race situations always force the zerg to return to defend their paltry amount of and immovable buildings.
+ Show Spoiler +I'm sorry but three siege tanks is a huge force to leave behind in the mid-game. Not to mention that any decent Zerg army can break the wall, or with the wall in your picture, go through it. Having been through countless base race situations myself against Terran, I am positive that Zerg will completely destroy Terran in that situation.
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Doesn't this map have a mapthread? If not it should definitly get one because this duscussion doesn't belong in here.
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On September 19 2011 22:11 FlopTurnReaver wrote: Doesn't this map have a mapthread? If not it should definitly get one because this duscussion doesn't belong in here.
no
besides, its bumbing this thread no problem
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I really like Derelict for some reason.
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On September 19 2011 23:31 zarepath wrote: I really like Derelict for some reason.
Maybe its because you dont like zerg? The map seems reaallly chocky to me atleast.
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On September 19 2011 23:41 Sea_Food wrote:Show nested quote +On September 19 2011 23:31 zarepath wrote: I really like Derelict for some reason. Maybe its because you dont like zerg? The map seems reaallly chocky to me atleast.
I kinda agree with you there, but ESV Derelict is not as chokey as it seems. Although the half-moon highgrounds could be a bit wider imho, but the largest problem I see is the question of a viable third for Zerg. The only options I see is to either take the gold or one of the corner expos. And if you're terran I don't think there will be a question about what third to take.
On September 19 2011 21:13 neobowman wrote:Show nested quote +On September 19 2011 20:23 a176 wrote:On September 19 2011 19:04 neobowman wrote:On September 19 2011 11:35 a176 wrote:On September 19 2011 10:44 neobowman wrote:On September 19 2011 09:45 a176 wrote:ESV Bardiche + Show Spoiler +Right off the bat I will comment that Bardiche is very choke orientated. I get the image of Crossfire in my head and I very much do not like that map. Watching zergs trying to take on stacked siege tanks on Crossfire is so painful to watch. There are no comparable ramp structures on Bardiche, but there is only one real (wide) area for engagement here, infront of the 1 gas expo. Everything else is through chokes that can, and will, be exploited, through siege tanks or even building blocking. There is a very small choke at the front of the nat which I feel will never be used, except in the most special of situations, as a result of its size. Further, I question the use of that 1 gas expo in that position, and in a map of this size.
The combination of the above factors into the attack pathing which is pretty bland. The 3rd/fourth(1gas) expos also lie on this path so there is no variation in movement. There is a ramp near the 2gas third that can be exploited by siege tanks, or by harass (dt, zealot/hellion/infestor hit squads), but it serves not much else purpose.
I written quite a bit more here not because this was a MOTM finalist; I appreciate the thought that went into trying to make this map very different and original, but there are critical errors to the map design that causes the map to falter. I apologize but I fail to see any critical flaws here. Could you elaborate a bit???? The chokes in front of the naturals are not meant to be used as large pushing paths. Just for minor counter attacks or stuff like that, as well as pushes early enough to benifit going through the middle, but late enough to take the D-rocks down quickly. A few critical differences between my map and crossfire. 1: a very easy and viable third base. 2, wide open paths. Yes, there are many chokes, but the actual fighting will be based around controlling the two high ground paths since that's where the expansions are. You have a huge open area to move around in and if you can't break through, just go around. The bases on the side are actually more akin to neutral bases. Based on common expansion pattern, they should belong to the side they are further from, but because of the distances, the other player can also take them. A good example would be a Zerg taking that base early on in the game, but sacrificing it later once Terran gains control of the high ground. Thus, the high ground path into this base is not just for harassment, but can also be used for reinforcing and attacks as Terran/Toss against Zerg. Especially the latter because it's choked up and perfect to creep up from. And also, Zerg has a winning record on Crossfire in both matchups. Go figure. I appreciate your comments and thoughts on my map. Thanks. + Show Spoiler +So when I look at this map, this is what I see: ![[image loading]](http://i.imgur.com/EIL6n.jpg) If I were playing terran, the red arrows dictate how I would expo. The yellow areas are what I would term 'safe zones'. The size of these areas in combination with the paths into them, makes siege tanks hella effective. The area by the third looks wallable by maybe 2 barracks? Again there is zero data on this map as you have no map thread so I'm just guessing from experience. From a zerg pov, ![[image loading]](http://i.imgur.com/fC95E.jpg) The arrows, again, indicate direction of expo. The circle is the XNT viewable area. The red areas here indicate DANGER zones that I would try to avoid because of siege tanks, xnt , AND ramp combination. The squares at the sides are peculiar to me - is the image based on playable map bounds? Because if so, there is basically only one general direction for muta/ovie drop which can then be populated by thors, marines, turrets; ie next to impossible to harass. Furthering this, there is the red area by the entrance of the terran's nat: if I were to attack around to counter the nat, I have to deal with first repositioning my army the area infront of the nat to get a proper spread, because my units would just file into the nat due to the ramp from this direction. In the prior image, this area is very easily defendable from the terran's pov, and only has one limited direction of attack for the zerg. ![[image loading]](http://i.imgur.com/E5TnN.gif) + Show Spoiler +Okay first, I would actually expand in the opposite direction, but for the sake of argument, I'll go with yours. ![[image loading]](http://i.imgur.com/tpVVj.jpg) Circles are Terran bases. Boxes are armies. Now, if Terran secures the watch tower with his whole army, he is already in a dangerous situation as he is too far from his main to properly defend. If he even tries to move to attack, the Zerg army instantly has a ton of different paths to flank, and counter. There is no way you can both attack and defend your own base at the same time. Due to how slow the Terran army is in comparison to a Zerg's, you won't be able to keep up and you will lose. If this were Starcraft 1, then yeah, Terran would be able to secure the entire high ground with that position, and probably have a safe natural too. In SC2 though, units path a lot better even through smaller chokes, and there is no miss chance going up cliffs. Now the REASON I would expand the other way is because of the problems I listed above. By expanding to the 1 gas, you keep your army relatively close to your base and you have a viable fourth base to take. + Show Spoiler +youve seemed to completely ignore my points on these chokes. i guess a better picture will help? ![[image loading]](http://i.imgur.com/Af5lh.jpg) you can see the effect of the size of the chokes in the above. the third can be completely walled off, and the nat area can be walled as well as shown above using any combination of buildings and supply depots. the pink area is the siege tank range and you should start to get an idea of what im talking about with my second point from the previous post. this is another reason why its super safe to expand towards the 2gas rather than the 1gas. ask yourself, would you as a terran actually run back to try to kill that army? how effective are zerglings when attacking through a funnel like that defended by even 3 siege tanks? well ... any zerg ground unit for that matter. you obviously let your defence deal (delay) with it while you move into the defenceless zerg base? all terrans do this because base race situations always force the zerg to return to defend their paltry amount of and immovable buildings. + Show Spoiler +I'm sorry but three siege tanks is a huge force to leave behind in the mid-game. Not to mention that any decent Zerg army can break the wall, or with the wall in your picture, go through it. Having been through countless base race situations myself against Terran, I am positive that Zerg will completely destroy Terran in that situation.
ESV Bardiche to me seems like an experimental map, and I won't go into all the problems I think it has in the late game as a176 already has described them quite adequately. I will focus on the early-mid game, which probably will be broken with 111 all-ins from T, and observer + blink rush will probably bring down most players as it seems possible to blink directly into the main when using an obs.
For the 111, the rocks will make it really hard for a zerg as the rush distance will be drastically reduced (although I don't know how large the map is, but it seems small to me) and Terran's 111 definitely have the firepower to bring them down in a few seconds, and the highgrounds just outside the main is a perfect place to put up a soft contain with siege tanks. Finally, the highgrounds at the edge of the map are just awkward, small and tight without any real usage when flanking.
It is an interesting idea, which I've thought about too sometimes, but I think this map needs some more refinement before it will work. Hoping for some good games on it in MotM nonetheless.
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Isn't being able to blink into the main with an obs standard on most maps? Don't see how it's worse on Bardiche...
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I'll start off by saying that I don't favor any of the maps here in particular and I'm not bent out of shape that any particular map did or didn't make it. I also haven't ready a lot of this discussion, but for some reason I was inclined to post this:
I honestly think people are going very overboard with the balance discussion and it sounds and looks like the MotM judging team is falling into the same trap as everyone else. I don't think it will be possible to claim that most maps are balanced or not simply by picking it apart piece by piece, staring at a picture. Maps require hundreds of games to truly get a sense of the balance as the pro players figure out all of the ways to utilize all of the different features.
If PRECISE map balance is ignored for this tournament in favor of just general map balance, it will allow the judges to focus on maps that are PRETTY, UNIQUE, and FUN. If balance issues arise, typically they can be squashed or mitigated by simple readjustments to terrain or resource placement.
In my opinion, when maps for this tournament are analyzed for balance, it should be a relatively simple process, something like this:
1. Is the main 'standard'? IE is it around 27-35 CCs big with a 1 unit ramp or 5 unit choke as the only entrance? 1. Is the rush distance natural to natural over 100? 2. Is the natural securable by all races using some method of fast expand? 3. Does the risk to reward ratio scale up smoothly as you expand to a 3rd/4th? 4. Are there chokes available on the way across the map? 5. Are there open areas available on the way across the map? 6. If there is a gimmick, does the gimmick avoid forcing players into a single strategy or giving one race a particular advantage?
And that is essentially it. Avoid delving further and let the games be PLAYED before deciding that a map is or is not balanced. Adjust features as necessary.
Tal'Darim became popular because it was unique at the time. Bel'Shir Beach became popular because it was beautiful.
But you know what? Both of those maps have gone through revisions and changes over the course of their tournament life. MotM should be finding and honoring maps that are like these; maps with huge potential that might not be ready for prime time. Maps that when people see them, they say 'Wow that looks cool! I want to play on it!'
Nobody ever says 'Wow, that map looks balanced! I want to play on it!'
In that regard, it could be argued that there are too many maps that look fun/unique/cool, but I DON'T think that perceived balance should be the tie-breaker between which is the MOST fun, the MOST unique, the MOST cool.
Think of it this way: Who are we designing maps for? The correct answer is NOT the pros, the answer is THE SPECTATORS. Spectators are the driving force behind this game, and ultimately what is best for the game is not always what is best for the pros, but what is going to keep the spectators interested. I know I was personally excited when the NASL announced that they'd be targeting more interesting maps such as Crossfire. When Bel'Shir Beach was first released I was sure to tune in to some GSL games. Pros hated BOTH of these maps when they came onto the scene due to balance issues, but they helped increase viewership, so they were good for esports.
By worrying about BALANCE too much we are thereby worrying too much about the PROS, when we should be worrying about the spectators.
Leagues will figure out how to strike a balance between satisfying the pros with balanced/well-known maps, and exciting the fans with new and unique maps (such as how NASL and GSL have been doing it).
I have a million more ideas and words to type, but I'll leave this post here and hope that it gets some discussion spinning.
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On September 20 2011 02:39 wrl wrote:+ Show Spoiler +I'll start off by saying that I don't favor any of the maps here in particular and I'm not bent out of shape that any particular map did or didn't make it. I also haven't ready a lot of this discussion, but for some reason I was inclined to post this:
I honestly think people are going very overboard with the balance discussion and it sounds and looks like the MotM judging team is falling into the same trap as everyone else. I don't think it will be possible to claim that most maps are balanced or not simply by picking it apart piece by piece, staring at a picture. Maps require hundreds of games to truly get a sense of the balance as the pro players figure out all of the ways to utilize all of the different features.
If PRECISE map balance is ignored for this tournament in favor of just general map balance, it will allow the judges to focus on maps that are PRETTY, UNIQUE, and FUN. If balance issues arise, typically they can be squashed or mitigated by simple readjustments to terrain or resource placement.
In my opinion, when maps for this tournament are analyzed for balance, it should be a relatively simple process, something like this:
1. Is the main 'standard'? IE is it around 27-35 CCs big with a 1 unit ramp or 5 unit choke as the only entrance? 1. Is the rush distance natural to natural over 100? 2. Is the natural securable by all races using some method of fast expand? 3. Does the risk to reward ratio scale up smoothly as you expand to a 3rd/4th? 4. Are there chokes available on the way across the map? 5. Are there open areas available on the way across the map? 6. If there is a gimmick, does the gimmick avoid forcing players into a single strategy or giving one race a particular advantage?
And that is essentially it. Avoid delving further and let the games be PLAYED before deciding that a map is or is not balanced. Adjust features as necessary.
Tal'Darim became popular because it was unique at the time. Bel'Shir Beach became popular because it was beautiful.
But you know what? Both of those maps have gone through revisions and changes over the course of their tournament life. MotM should be finding and honoring maps that are like these; maps with huge potential that might not be ready for prime time. Maps that when people see them, they say 'Wow that looks cool! I want to play on it!'
Nobody ever says 'Wow, that map looks balanced! I want to play on it!'
In that regard, it could be argued that there are too many maps that look fun/unique/cool, but I DON'T think that perceived balance should be the tie-breaker between which is the MOST fun, the MOST unique, the MOST cool.
Think of it this way: Who are we designing maps for? The correct answer is NOT the pros, the answer is THE SPECTATORS. Spectators are the driving force behind this game, and ultimately what is best for the game is not always what is best for the pros, but what is going to keep the spectators interested. I know I was personally excited when the NASL announced that they'd be targeting more interesting maps such as Crossfire. When Bel'Shir Beach was first released I was sure to tune in to some GSL games. Pros hated BOTH of these maps when they came onto the scene due to balance issues, but they helped increase viewership, so they were good for esports.
By worrying about BALANCE too much we are thereby worrying too much about the PROS, when we should be worrying about the spectators.
Leagues will figure out how to strike a balance between satisfying the pros with balanced/well-known maps, and exciting the fans with new and unique maps (such as how NASL and GSL have been doing it).
I have a million more ideas and words to type, but I'll leave this post here and hope that it gets some discussion spinning.
Good post, spectators should come first in a way, but we still need to think about the players. Your list of guidelines is really good, and it covers most of what I consider a balanced map. The rest is more about the feeling of flow of the layout itself (so called intangibles, I think) and particulars along the lines of: don't have a highground for reapers or drops just behind the main/nat or let siege tanks shell the natural from another platform (some particulars are easier to fix than others).
On the aesthetics, a recommendation to new mappers: Try to avoid the lure to use long straight cliffs and use a varied style instead of the common rectangular paths and platforms. This will improve the aesthetics a lot. (There are maps which can pull it off, like TPW Odyssey (partly straight and angular), but most maps just look simple and basic with many straight cliffs)
PS. I did not imply that Bardiche cannot be fixed, only that it might require several changes to make it work as intended. It is an interesting layout for sure.
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On September 20 2011 02:39 wrl wrote: I'll start off by saying that I don't favor any of the maps here in particular and I'm not bent out of shape that any particular map did or didn't make it. I also haven't ready a lot of this discussion, but for some reason I was inclined to post this:
I honestly think people are going very overboard with the balance discussion and it sounds and looks like the MotM judging team is falling into the same trap as everyone else. I don't think it will be possible to claim that most maps are balanced or not simply by picking it apart piece by piece, staring at a picture. Maps require hundreds of games to truly get a sense of the balance as the pro players figure out all of the ways to utilize all of the different features.
If PRECISE map balance is ignored for this tournament in favor of just general map balance, it will allow the judges to focus on maps that are PRETTY, UNIQUE, and FUN. If balance issues arise, typically they can be squashed or mitigated by simple readjustments to terrain or resource placement.
In my opinion, when maps for this tournament are analyzed for balance, it should be a relatively simple process, something like this:
1. Is the main 'standard'? IE is it around 27-35 CCs big with a 1 unit ramp or 5 unit choke as the only entrance? 1. Is the rush distance natural to natural over 100? 2. Is the natural securable by all races using some method of fast expand? 3. Does the risk to reward ratio scale up smoothly as you expand to a 3rd/4th? 4. Are there chokes available on the way across the map? 5. Are there open areas available on the way across the map? 6. If there is a gimmick, does the gimmick avoid forcing players into a single strategy or giving one race a particular advantage?
And that is essentially it. Avoid delving further and let the games be PLAYED before deciding that a map is or is not balanced. Adjust features as necessary.
Tal'Darim became popular because it was unique at the time. Bel'Shir Beach became popular because it was beautiful.
But you know what? Both of those maps have gone through revisions and changes over the course of their tournament life. MotM should be finding and honoring maps that are like these; maps with huge potential that might not be ready for prime time. Maps that when people see them, they say 'Wow that looks cool! I want to play on it!'
Nobody ever says 'Wow, that map looks balanced! I want to play on it!'
In that regard, it could be argued that there are too many maps that look fun/unique/cool, but I DON'T think that perceived balance should be the tie-breaker between which is the MOST fun, the MOST unique, the MOST cool.
Think of it this way: Who are we designing maps for? The correct answer is NOT the pros, the answer is THE SPECTATORS. Spectators are the driving force behind this game, and ultimately what is best for the game is not always what is best for the pros, but what is going to keep the spectators interested. I know I was personally excited when the NASL announced that they'd be targeting more interesting maps such as Crossfire. When Bel'Shir Beach was first released I was sure to tune in to some GSL games. Pros hated BOTH of these maps when they came onto the scene due to balance issues, but they helped increase viewership, so they were good for esports.
By worrying about BALANCE too much we are thereby worrying too much about the PROS, when we should be worrying about the spectators.
Leagues will figure out how to strike a balance between satisfying the pros with balanced/well-known maps, and exciting the fans with new and unique maps (such as how NASL and GSL have been doing it).
I have a million more ideas and words to type, but I'll leave this post here and hope that it gets some discussion spinning.
Actually I am pretty sure that hundreds of games are not required to be playedd to know if a certain map is balanced. Its enough that the judge has watched hundreds of games of starcraft 2. Atleast hundreds of games on maps that have the features of the map that is being judged. Then the judge must know that A+ B = C. Also none really liked the changes blizz made to tal darim. If I remember correctly LSPrime said that the changes ruined the map. Bel shir beaches changes have also got general disapproval if I have followed closely enough. Point is that good maps dont need to be tweaked incase of unbalance since good maps arent unbalanced.
Also new different maps might bring alot of viewers because of the intrest, even if they are not well balanced, They would make the viewers unsatisfied/angry if they are unbalanced and produce resaults viewers didnt want to see.
TL;DR I disagree with everything you said.
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No - unless it has been redone to the point where its a completely different map Well my submission isn't too serious so it should work.
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On September 20 2011 00:18 NullCurrent wrote:Show nested quote +On September 19 2011 21:13 neobowman wrote:On September 19 2011 20:23 a176 wrote:On September 19 2011 19:04 neobowman wrote:On September 19 2011 11:35 a176 wrote:On September 19 2011 10:44 neobowman wrote:On September 19 2011 09:45 a176 wrote:ESV Bardiche + Show Spoiler +Right off the bat I will comment that Bardiche is very choke orientated. I get the image of Crossfire in my head and I very much do not like that map. Watching zergs trying to take on stacked siege tanks on Crossfire is so painful to watch. There are no comparable ramp structures on Bardiche, but there is only one real (wide) area for engagement here, infront of the 1 gas expo. Everything else is through chokes that can, and will, be exploited, through siege tanks or even building blocking. There is a very small choke at the front of the nat which I feel will never be used, except in the most special of situations, as a result of its size. Further, I question the use of that 1 gas expo in that position, and in a map of this size.
The combination of the above factors into the attack pathing which is pretty bland. The 3rd/fourth(1gas) expos also lie on this path so there is no variation in movement. There is a ramp near the 2gas third that can be exploited by siege tanks, or by harass (dt, zealot/hellion/infestor hit squads), but it serves not much else purpose.
I written quite a bit more here not because this was a MOTM finalist; I appreciate the thought that went into trying to make this map very different and original, but there are critical errors to the map design that causes the map to falter. I apologize but I fail to see any critical flaws here. Could you elaborate a bit???? The chokes in front of the naturals are not meant to be used as large pushing paths. Just for minor counter attacks or stuff like that, as well as pushes early enough to benifit going through the middle, but late enough to take the D-rocks down quickly. A few critical differences between my map and crossfire. 1: a very easy and viable third base. 2, wide open paths. Yes, there are many chokes, but the actual fighting will be based around controlling the two high ground paths since that's where the expansions are. You have a huge open area to move around in and if you can't break through, just go around. The bases on the side are actually more akin to neutral bases. Based on common expansion pattern, they should belong to the side they are further from, but because of the distances, the other player can also take them. A good example would be a Zerg taking that base early on in the game, but sacrificing it later once Terran gains control of the high ground. Thus, the high ground path into this base is not just for harassment, but can also be used for reinforcing and attacks as Terran/Toss against Zerg. Especially the latter because it's choked up and perfect to creep up from. And also, Zerg has a winning record on Crossfire in both matchups. Go figure. I appreciate your comments and thoughts on my map. Thanks. + Show Spoiler +So when I look at this map, this is what I see: ![[image loading]](http://i.imgur.com/EIL6n.jpg) If I were playing terran, the red arrows dictate how I would expo. The yellow areas are what I would term 'safe zones'. The size of these areas in combination with the paths into them, makes siege tanks hella effective. The area by the third looks wallable by maybe 2 barracks? Again there is zero data on this map as you have no map thread so I'm just guessing from experience. From a zerg pov, ![[image loading]](http://i.imgur.com/fC95E.jpg) The arrows, again, indicate direction of expo. The circle is the XNT viewable area. The red areas here indicate DANGER zones that I would try to avoid because of siege tanks, xnt , AND ramp combination. The squares at the sides are peculiar to me - is the image based on playable map bounds? Because if so, there is basically only one general direction for muta/ovie drop which can then be populated by thors, marines, turrets; ie next to impossible to harass. Furthering this, there is the red area by the entrance of the terran's nat: if I were to attack around to counter the nat, I have to deal with first repositioning my army the area infront of the nat to get a proper spread, because my units would just file into the nat due to the ramp from this direction. In the prior image, this area is very easily defendable from the terran's pov, and only has one limited direction of attack for the zerg. ![[image loading]](http://i.imgur.com/E5TnN.gif) + Show Spoiler +Okay first, I would actually expand in the opposite direction, but for the sake of argument, I'll go with yours. ![[image loading]](http://i.imgur.com/tpVVj.jpg) Circles are Terran bases. Boxes are armies. Now, if Terran secures the watch tower with his whole army, he is already in a dangerous situation as he is too far from his main to properly defend. If he even tries to move to attack, the Zerg army instantly has a ton of different paths to flank, and counter. There is no way you can both attack and defend your own base at the same time. Due to how slow the Terran army is in comparison to a Zerg's, you won't be able to keep up and you will lose. If this were Starcraft 1, then yeah, Terran would be able to secure the entire high ground with that position, and probably have a safe natural too. In SC2 though, units path a lot better even through smaller chokes, and there is no miss chance going up cliffs. Now the REASON I would expand the other way is because of the problems I listed above. By expanding to the 1 gas, you keep your army relatively close to your base and you have a viable fourth base to take. + Show Spoiler +youve seemed to completely ignore my points on these chokes. i guess a better picture will help? ![[image loading]](http://i.imgur.com/Af5lh.jpg) you can see the effect of the size of the chokes in the above. the third can be completely walled off, and the nat area can be walled as well as shown above using any combination of buildings and supply depots. the pink area is the siege tank range and you should start to get an idea of what im talking about with my second point from the previous post. this is another reason why its super safe to expand towards the 2gas rather than the 1gas. ask yourself, would you as a terran actually run back to try to kill that army? how effective are zerglings when attacking through a funnel like that defended by even 3 siege tanks? well ... any zerg ground unit for that matter. you obviously let your defence deal (delay) with it while you move into the defenceless zerg base? all terrans do this because base race situations always force the zerg to return to defend their paltry amount of and immovable buildings. + Show Spoiler +I'm sorry but three siege tanks is a huge force to leave behind in the mid-game. Not to mention that any decent Zerg army can break the wall, or with the wall in your picture, go through it. Having been through countless base race situations myself against Terran, I am positive that Zerg will completely destroy Terran in that situation. ESV Bardiche to me seems like an experimental map, and I won't go into all the problems I think it has in the late game as a176 already has described them quite adequately. I will focus on the early-mid game, which probably will be broken with 111 all-ins from T, and observer + blink rush will probably bring down most players as it seems possible to blink directly into the main when using an obs. For the 111, the rocks will make it really hard for a zerg as the rush distance will be drastically reduced (although I don't know how large the map is, but it seems small to me) and Terran's 111 definitely have the firepower to bring them down in a few seconds, and the highgrounds just outside the main is a perfect place to put up a soft contain with siege tanks. Finally, the highgrounds at the edge of the map are just awkward, small and tight without any real usage when flanking. It is an interesting idea, which I've thought about too sometimes, but I think this map needs some more refinement before it will work. Hoping for some good games on it in MotM nonetheless.
Really appreaciate all the comments on Bardiche . Thanks for putting thought into it guys .
Nonetheless, I do disagree with a lot of the points. You don't really see any sort of 1/1/1 rush against Zerg. THat's mostly a vs Protoss build. What you do see is marine\tank\medivac pushes. Again, the rush distances ARE short but the fact that there's so many counterattack routes should counterbalance it.
And yeah, blink stalkers is something you deal with on every map.
The highground at the edge of the map isn't really for flanking use. THey're entryways into the two expansions. The real fighting will be going on below that.
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On September 20 2011 03:31 Sea_Food wrote:Show nested quote +On September 20 2011 02:39 wrl wrote: I'll start off by saying that I don't favor any of the maps here in particular and I'm not bent out of shape that any particular map did or didn't make it. I also haven't ready a lot of this discussion, but for some reason I was inclined to post this:
I honestly think people are going very overboard with the balance discussion and it sounds and looks like the MotM judging team is falling into the same trap as everyone else. I don't think it will be possible to claim that most maps are balanced or not simply by picking it apart piece by piece, staring at a picture. Maps require hundreds of games to truly get a sense of the balance as the pro players figure out all of the ways to utilize all of the different features.
If PRECISE map balance is ignored for this tournament in favor of just general map balance, it will allow the judges to focus on maps that are PRETTY, UNIQUE, and FUN. If balance issues arise, typically they can be squashed or mitigated by simple readjustments to terrain or resource placement.
In my opinion, when maps for this tournament are analyzed for balance, it should be a relatively simple process, something like this:
1. Is the main 'standard'? IE is it around 27-35 CCs big with a 1 unit ramp or 5 unit choke as the only entrance? 1. Is the rush distance natural to natural over 100? 2. Is the natural securable by all races using some method of fast expand? 3. Does the risk to reward ratio scale up smoothly as you expand to a 3rd/4th? 4. Are there chokes available on the way across the map? 5. Are there open areas available on the way across the map? 6. If there is a gimmick, does the gimmick avoid forcing players into a single strategy or giving one race a particular advantage?
And that is essentially it. Avoid delving further and let the games be PLAYED before deciding that a map is or is not balanced. Adjust features as necessary.
Tal'Darim became popular because it was unique at the time. Bel'Shir Beach became popular because it was beautiful.
But you know what? Both of those maps have gone through revisions and changes over the course of their tournament life. MotM should be finding and honoring maps that are like these; maps with huge potential that might not be ready for prime time. Maps that when people see them, they say 'Wow that looks cool! I want to play on it!'
Nobody ever says 'Wow, that map looks balanced! I want to play on it!'
In that regard, it could be argued that there are too many maps that look fun/unique/cool, but I DON'T think that perceived balance should be the tie-breaker between which is the MOST fun, the MOST unique, the MOST cool.
Think of it this way: Who are we designing maps for? The correct answer is NOT the pros, the answer is THE SPECTATORS. Spectators are the driving force behind this game, and ultimately what is best for the game is not always what is best for the pros, but what is going to keep the spectators interested. I know I was personally excited when the NASL announced that they'd be targeting more interesting maps such as Crossfire. When Bel'Shir Beach was first released I was sure to tune in to some GSL games. Pros hated BOTH of these maps when they came onto the scene due to balance issues, but they helped increase viewership, so they were good for esports.
By worrying about BALANCE too much we are thereby worrying too much about the PROS, when we should be worrying about the spectators.
Leagues will figure out how to strike a balance between satisfying the pros with balanced/well-known maps, and exciting the fans with new and unique maps (such as how NASL and GSL have been doing it).
I have a million more ideas and words to type, but I'll leave this post here and hope that it gets some discussion spinning. Actually I am pretty sure that hundreds of games are not required to be playedd to know if a certain map is balanced. Its enough that the judge has watched hundreds of games of starcraft 2. Atleast hundreds of games on maps that have the features of the map that is being judged. Then the judge must know that A+ B = C. Also none really liked the changes blizz made to tal darim. If I remember correctly LSPrime said that the changes ruined the map. Bel shir beaches changes have also got general disapproval if I have followed closely enough. Point is that good maps dont need to be tweaked incase of unbalance since good maps arent unbalanced. Also new different maps might bring alot of viewers because of the intrest, even if they are not well balanced, They would make the viewers unsatisfied/angry if they are unbalanced and produce resaults viewers didnt want to see. TL;DR I disagree with everything you said.
Balance of a map is not a simple equation like A+ B = C, different combinations of features result in different results as far as how balance turns out, and the judges aren't the only people have have seen hundreds and hundreds of games. My point was that it is extremely easy to see if a map will be balanced to a level of plus or minus 10% for each matchup, but because of the huge amount of intangibles you can't completely conclude that a map is definitely imbalanced or not. If it has potential, it needs to be given a chance and then maybe tweaked afterwards.
None of these maps we are talking about are balanced so poorly as to give one race an advantage that would be tangible for a typical viewer. Look at how long Crossfire was in/has been in various map pools and how the balance argument about that map ebbed and flowed. (Originally people thought it was hugely overpowered vs Z, but then they realized how ridiculous Mutas were and how much Zergs were abusing that.)
Look also at a map like Metalopolis. That map at first glance, without knowing everything we know about it today, would seem to be horribly balanced with a massively open natural, unrocked golds, super close air positions, etc. Ultimately all of the intangibles and gimmicks add up to a map that people love, feels balanced enough for competitive play, and is fun to watch despite the fact that there are still people claiming it is unbalanced and some stats that would suggest the same.
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Map making is like the rest of the game, there's room for standard and fancy playstyles. What would you think of a tournament called "Player of the Month" with only solid players like Idra and no innovative players ? A MotM tournament is jthe same idea but applied to maps.
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