• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:45
CEST 19:45
KST 02:45
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL62Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event21Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
Program: SC2 / XSplit / OBS Scene Switcher The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays FEL Cracov 2025 (July 27) - $8000 live event Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL SC uni coach streams logging into betting site Flash Announces Hiatus From ASL Practice Partners (Official) ASL20 Preliminary Maps
Tourneys
The Casual Games of the Week Thread CSL Xiamen International Invitational [BSL20] Grand Finals - Sunday 20:00 CET [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 618 users

[D] Regarding PvP, 4gate, Ramps - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
Anomek
Profile Joined November 2010
Poland152 Posts
October 19 2011 23:43 GMT
#21
On October 20 2011 03:26 StatX wrote:
I think BelShir Beach also shares this problem but its not in the map pool at this time.

Hopefully, they will remove the crappy small maps everyone vetoes and changes the map pool around to more balanced maps that dont make PvP sad!


Actually some former version of Bel'Shir Beach had ramp above 1-forcefield-wide choke and it was impossible to 4-gate there. So there are means to prevent 4-gate without standard ramp. But they removed ramp recently, I guess it affected other match ups too much.
Ruscour
Profile Blog Joined April 2011
5233 Posts
October 20 2011 00:24 GMT
#22
It's a MU problem that mapmakers need to acknowledge. Making a terrible map for PvP blaming it on Blizzard defeats the purpose of balancing any map, no? Any map without a main ramp is bad for PvP, end of story.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-10-20 04:08:22
October 20 2011 03:33 GMT
#23
Any map without a main ramp is bad for PvP, end of story.


This has been repeated a whole lot in this thread. It's basically the public consensus. It also bears repeating at progamer powwows, apparently.

Who exactly has the credentials to be saying this authoritatively? Not the people in this thread so far. Not the public. Potentially the pros. But it's not like they have some formula that proves their view. That's just their perception so far. I don't think anyone can seriously say we've explored the possibilities from the latest patch already.

I think a176 as a non-protoss mapper got his OP question answered, so that's good. It'll be useful for basic considerations for mapping. All the subsequent blustering is misplaced. If you guys don't play PvP at a high level, it's useless for you to make statements about it.

If you don't know why you don't have a main ramp, put one in. If you have a good reason, I think it's a valid choice for maps right now. "Forced" 4gate is a special case of a single mirror build (which isn't even necessarily true) being required. Guess what: every matchup on every map has required builds--there's just usually more than 1. There isn't some sacred tenet that says an RTS must have multiple opening strategies. That's just a commonality of design, and most people consider it desirable. If a certain subset of maps promotes a certain subset of strategy in a certain subset of matchups, how is that categorically wrong?

Moreover, what's wrong with 4gate wars? There's a lot that goes into every 4gate war, and I personally have enjoyed watching high level PvP at all stages of SC2. It might not be interesting to every spectator. But neither is ZvZ in BW.

At this point in the game, the play is hardly refined enough to say that any given map feature is forever and always imbalanced or creates zero-choice gameplay.

I could go on about this but I think I've made my point. If anyone wants to discuss PvP and the 6square-no-ramp main choke, feel free to goad me on.

[edit] typos
Comprehensive strategic intention: DNE
talontromper
Profile Blog Joined March 2011
United States258 Posts
Last Edited: 2011-10-20 04:01:27
October 20 2011 03:53 GMT
#24
IMHO i think that they should add a metric that makes it so that pylons have to be in "X" distance of a friendly nexus to be able to be warped in on, this REMOVES all use of the 4gate until you have a WP with your army. This could be as far as the natural of a map or as far as the third, just NO WHERE near close enough for offensive 4 gate.


In addition to this peice of code add a timer with a count down of like 10 ((for offensive pylons) (just throwing that number out it wouldn't have to be 10 at all. just for example sake)) minutes so you can make offensive pylons around the map for harass, counter attack etc.

Its not that warp gate is a bad technology the way they decided to fix the problem was only a band-aid not a complete healing of the bludgeoning that is 4g on TDA. This is also not hard to implement, a little bit of coding and then its taken care of.

PS: This would only be for PvP the other races the timer would not apply, only the match up that is 4g wars
"It was a glorious day for fools when modesty became a virtue. There is a difference between cockiness and confidence. Confidence allows for greatness in others."
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
Last Edited: 2011-10-21 14:53:56
October 21 2011 14:46 GMT
#25
This topic disturbs me greatly as Tal'Darim is my favorite map, but it seems that the lack of main>nat ramp makes it unsuitable for sc2. It seems like any map without one would be viewed as inherently flawed. This all comes down I think to a fundamental problem with the Warp Gate mechanic, which was brought up in another thread >The Warp Mechanic and How It Broke Protoss<
Also if you put yourself in the shoes of a developer at Blizzard or a map creator, it is a tremendously complex problem. I really hope that they find a way to tweak and rearrange something about the Protoss race without fundamentally braking the game or destroying the metagame, which poses different issues.
P.S.
Of course this particular map wouldn't play out so differently if the main was 1 level above the natural, but that is not my point. The problem I see is that despite that PvP4gate is a big problem, the solution presented creates an even bigger constriction on possible map content.
There are three types of people in the universe: those who can count, and those who cant.
Callynn
Profile Joined December 2010
Netherlands917 Posts
Last Edited: 2011-10-21 15:56:39
October 21 2011 15:55 GMT
#26
On October 20 2011 07:33 monitor wrote:
Show nested quote +
On October 20 2011 07:22 Callynn wrote:
On October 20 2011 07:09 monitor wrote:
Having no ramp means you can't force-field to block all aggression. A lot of early game PvP strategies rely on force fielding the ramp to delay an attack. Additionally, without a ramp, there is literally zero defenders advantage which completely ruins the match-up.


A normal choke can do the same, the defender's advantage being that he starts closer to his own choke than the enemy does,


Actually because of the warp-in mechanic, the reinforce distances are pretty much the same. Unfortunate, but true.

Show nested quote +
allowing him to wall it off or force-field it just as he would a ramp.


The flat choke actually takes 2 forcefields, and that makes all the difference early game.

Show nested quote +
Sure, there is no high-ground advantage, but for FF that does not really matter and neither does it for walls. If it's blocked, it's blocked.


The flat choke is not bloked because blink stalkers can blink over flatground forcefields (not to mention over the gap between the third and main), while they can't on a map like Shakuras.


Because warp-in and blink stalker are rush tactics? I'm not following your poor sense of time. These are by no means arguments that undermine what I said. Rush distance doesn't mean the enemy has speedlings, warp-ins, blinks and medivac drops, that's called midgame. And by that time, there are observers, scans and overseers to give sight up the ramp, which makes it the same as high ground.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Glexarn
Profile Joined December 2010
United States40 Posts
October 21 2011 16:21 GMT
#27
On October 22 2011 00:55 Callynn wrote:
Because warp-in and blink stalker are rush tactics? I'm not following your poor sense of time.

Yes. There's a reason it's called the 4 warpgate rush, not the 4 warpgate expand or 4 warpgate happy time.

His sense of time isn't poor at all. Maybe you've never seen a 4 gate that warps in before 6 minutes?

These are by no means arguments that undermine what I said. Rush distance doesn't mean the enemy has speedlings, warp-ins, blinks and medivac drops, that's called midgame. And by that time, there are observers, scans and overseers to give sight up the ramp, which makes it the same as high ground.

It's as if you ignored everything he said.

Speedlings are irrelevant. This is about PvP.
Medivac drops are irrelevant. This is about PvP.
Scans are irrelevant. This is about PvP.
Overseers are irrelevant. This is about PvP.

Observers rely on having gone robo tech at some point. This slows down any Warpgate rushes by a time great enough that the enemy Protoss can defend it.
On October 20 2011 07:09 monitor wrote:

Actually because of the warp-in mechanic, the reinforce distances are pretty much the same. Unfortunate, but true.

This is what monitor actually said about rush distances, and it's indisputably true. A proxy Pylon either just behind or on his army means that his warp-in reinforcement distance is identical to yours, and therefore there is no defender's advantage if there is no ramp.
"I am greatful for the sharpest criticism, as long as it is factual." -Otto von Bismarck
SChlafmann
Profile Joined September 2011
France725 Posts
October 21 2011 16:35 GMT
#28
I don't get the problem there.
In PvP you have to 4g on this map...well, that's fine. It is just one map, and 4g vs 4g is not such a big deal.
It is good to still have some. And btw no one was complaining about ZvZ in BW where on every map only one tactic was available : lings into mutas.
"More GG, more skill" - Nope! Chuck Testa - #BISU2013
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 21 2011 16:41 GMT
#29
@ Glexarn: Pity he was talking about his natural, not his main. You are missing the point. If the natural had a ramp which can be blocked by 1 sentry, why on earth would anyone not fast expand in PvP? So the fact remains that a choked same level expansion should be and is decent, even in PvP.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 16m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 723
IndyStarCraft 450
Hui .142
BRAT_OK 100
MindelVK 38
StarCraft: Brood War
Calm 3394
Shuttle 1396
EffOrt 702
Bisu 644
Stork 320
Hyuk 239
Mini 232
TY 162
Soma 154
hero 80
[ Show more ]
ToSsGirL 72
sas.Sziky 71
Barracks 58
PianO 39
Hyun 35
Terrorterran 28
Free 26
HiyA 11
Noble 11
ivOry 4
Stormgate
BeoMulf153
Dota 2
qojqva3596
League of Legends
singsing2573
Dendi1295
Grubby668
Counter-Strike
fl0m816
edward111
kRYSTAL_66
Super Smash Bros
Mew2King109
Chillindude53
Westballz29
Heroes of the Storm
Khaldor828
Liquid`Hasu446
Other Games
Gorgc3247
FrodaN2416
B2W.Neo504
mouzStarbuck150
ToD108
KnowMe102
ArmadaUGS82
elazer48
Organizations
Other Games
gamesdonequick38878
EGCTV1972
StarCraft 2
CranKy Ducklings591
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Adnapsc2 24
• maralekos16
• OhrlRock 1
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 4178
• Ler150
League of Legends
• masondota2399
Other Games
• imaqtpie1351
• Shiphtur516
• WagamamaTV388
Upcoming Events
BSL: ProLeague
16m
Dewalt vs Bonyth
Wardi Open
17h 16m
Monday Night Weeklies
22h 16m
Replay Cast
1d 6h
Sparkling Tuna Cup
1d 16h
WardiTV European League
1d 22h
PiGosaur Monday
2 days
The PondCast
2 days
WardiTV European League
2 days
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
ByuN vs SHIN
Clem vs Reynor
Replay Cast
4 days
RSL Revival
4 days
Classic vs Cure
FEL
4 days
RSL Revival
5 days
FEL
5 days
FEL
5 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
FEL
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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 © 2025 TLnet. All Rights Reserved.