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[D] What can be learned from Calm Before the Storm?

Forum Index > SC2 Maps & Custom Games
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mutantmagnet
Profile Joined June 2009
United States3789 Posts
November 24 2011 19:23 GMT
#1
This is by far the best map in the GSL. Even the games that are rated as terrible in the live reports are way above other maps in entertainment value compared to games from other maps regardless of how they are rated.

Games played on this map pump me up to the same level I have when watching Broodwar games. So why does this map work so well compared to the others? What can be taken away from this map when creating new maps for the scene?

Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
November 24 2011 19:26 GMT
#2
Can you post pictures of the map and link to some games in it? I have no idea what you're talking about.
Bora Pain minha porra!
wheelchairs
Profile Joined February 2010
United States145 Posts
November 24 2011 19:28 GMT
#3
Love calm before the storm. Great map, excellent huge size, excellent name for it too.
The sheer giant size of it makes for some interesting builds, cc first/nexus first being possible and easily defendable
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
November 24 2011 19:29 GMT
#4
On November 25 2011 04:26 Sbrubbles wrote:
Can you post pictures of the map and link to some games in it? I have no idea what you're talking about.


Pretty much this, I'm not always in the loop with GSL ):
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
juicyjames *
Profile Joined August 2011
United States3815 Posts
Last Edited: 2011-11-24 19:52:22
November 24 2011 19:33 GMT
#5
http://wiki.teamliquid.net/starcraft2/Calm_Before_the_Storm
[image loading]

    Overview
  • This map was introduced for GSL November. This map is a reinterpretation of Delta Quadrant, it is a map designed for macro play with many bases to take.

    Notable Features
  • 16 bases (0 gold bases)
  • Nat to nat - 32 seconds
  • Ramp leading down to in base expansion at every starting location.
  • One Xel'Naga Tower located in the middle of the map inside a LOS blocker.
  • Very narrow ramp to the natural third.
  • Destructible Rocks blocking the fourth base location.

    Notable Games
  • [GSL] 97% / 68 People Recommended: oGsTheStC vs STCurious, TvZ
  • [GSL] 96% / 162 People Recommended: MVPDream vs SlayerSBoxeR, TvT
  • [GSL] 93% / 90 People Recommended: MVPGenius vs TSLSymbol, PvZ
  • [GSL] 89% / 25 People Recommended: IMHappy vs TSLKiller, TvP - Click Match 4
  • [GSL] 89% / 34 People Recommended: IMMinSeOk vs SlayerSYuGiOh, ZvZ
    [GSL] 77% / 77 People Recommended: EGHuK vs TSLClide, PvT

This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
Last Edited: 2011-11-24 19:37:30
November 24 2011 19:37 GMT
#6
Easy 3rd in conjunction with relatively difficult 4th/5th make for hilariousness.

Also, makes carrier mothership possible :3
Canucklehead
Profile Joined March 2011
Canada5074 Posts
November 24 2011 19:37 GMT
#7
Almost every game on calm is an epic game. One of the best maps out there.
Top 10 favourite pros: MKP, MVP, MC, Nestea, DRG, Jaedong, Flash, Life, Creator, Leenock
OnFiRe888
Profile Joined October 2010
United States629 Posts
November 24 2011 19:37 GMT
#8
to be honest, it is pretty pvt favored in the gsl.
"Life isn't measured by the breaths you take, but by skill in Starcraft"
MaV_gGSC
Profile Blog Joined November 2010
Canada1345 Posts
November 24 2011 19:39 GMT
#9
Wow I need to play this map on sc2. IT LOOKS AMAZING
Life's good :D
Archile
Profile Joined June 2011
United States403 Posts
November 24 2011 19:40 GMT
#10
GSL clearly does their fair share of map testing to have a map as good as this....... are we maybe going to see full map pools of maps even close to BW level? maybe? hopefully?
Just a bad player trying to be a little less bad
Shrewmy
Profile Joined May 2010
Australia199 Posts
Last Edited: 2011-11-24 19:41:50
November 24 2011 19:40 GMT
#11
It does seem pretty cool, have any ZvX matches been played on it? I haven't had much of a chance to watch much of GSL November.
Drake
Profile Joined October 2010
Germany6146 Posts
November 24 2011 19:40 GMT
#12
On November 25 2011 04:37 OnFiRe888 wrote:
to be honest, it is pretty pvt favored in the gsl.


to be honest, every tvp i saw on this map in gsl the terran throw away a 99% win ...
its just a map where bad decisions and good make a DIFFERENCE and thats great
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
November 24 2011 19:40 GMT
#13
how is a protoss able to take a 4th base on the map vs zerg?
The harder it becomes, the more you should focus on the basics.
Arachne
Profile Blog Joined December 2010
South Africa426 Posts
November 24 2011 19:42 GMT
#14
I think what adds to it, more so then crevasse did, is that you don't know, for 100%, DID HE TAKE THAT BASE?

I mean, ye that sound silly, but if u over scout the wrong way, or ur probe dies and ur doing a FFE and u didnt scout both nat's... whats coming? Did he triple expand? Or is he one basing?

It makes scouting more nb AND harder at the same time, and also encourages a wider range of tactics at the same time as its no longer a given that he WILL FFE such like taldarim, where a 1 gate sentry expand is doable coz u can expand behind yourself safely, and things like that
If I were a rich man, I wouldn't be here
stokes17
Profile Joined January 2011
United States1411 Posts
November 24 2011 19:43 GMT
#15
On November 25 2011 04:40 CoR wrote:
Show nested quote +
On November 25 2011 04:37 OnFiRe888 wrote:
to be honest, it is pretty pvt favored in the gsl.


to be honest, every tvp i saw on this map in gsl the terran throw away a 99% win ...
its just a map where bad decisions and good make a DIFFERENCE and thats great

Yea basically this is demonstrated in the sang ho vs happy game

Killer just made better decisions throughout the game, and the way this map works, great decisions all game allow you to lose and army or two and still win the game

This is something that its extremely uncommon in ladder pool PvT where if you lose an army (for either side) its basically gg regardless of other factors
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
November 24 2011 19:44 GMT
#16
On November 25 2011 04:40 sabas123 wrote:
how is a protoss able to take a 4th base on the map vs zerg?


By controlling the square of high ground near his natural, then walling off his 4th with Gateways and Cannons. Assuming we're talking about standard Roach/Hydra/Infestor into Infestor/BL here. If it's Muta/ling, then don't bother with a 4th for AGES. Just turtle on your 3 easy bases.
RumbleBadger
Profile Joined July 2011
322 Posts
November 24 2011 19:46 GMT
#17
Obviously we just need more 4p rotational symmetry maps.

Honestly though, I think it's just the in base nat without rocks. It allows for very early expands for all races (especially helps toss) and then the third is very easy. Thus large armies are built up fast.

Then the competition for a fourth comes, as the fourths are harder to hold. This promotes a lot of army movement and therefore engagements as well as rewarding risky play which is always more interesting to see.

Just mah $.02
Games before dames.
KAmaKAsa
Profile Joined July 2011
Finland210 Posts
November 24 2011 19:47 GMT
#18
hmm mvp only terran in top 16 in mlg providence and now theyre gna fuck up terran in gsl aswell

User was warned for this post
Breach_hu
Profile Joined August 2009
Hungary2431 Posts
November 24 2011 19:58 GMT
#19
Pure toss map.
Give thanks and praise!
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 24 2011 20:07 GMT
#20
That if you have extremely easy 3 base players gonna macro and Protoss has a good time.

Wait, I already knew that.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 24 2011 20:08 GMT
#21
what can we learn?

that free expos are lame
starleague forever
PineapplePizza
Profile Joined June 2010
United States749 Posts
November 24 2011 20:08 GMT
#22
Why do they keep making these free-third-insane-forth maps with game-ending one-hit-kill 200/200 fights arrrrgh

And then they rock the 4ths. I don't want to play against protoss on this map, ever. I don't know if I even want to play on this map at all.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
S_SienZ
Profile Joined September 2011
1878 Posts
November 24 2011 20:15 GMT
#23
I agree. It's so hard to punish P's 3rd base on this map without going for some insane Polt / sC style timing push as T. Not sure what Z could do about it either except maybe take more bases and hope to have the econ to be able to afford to trade inefficiently.
DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
November 24 2011 20:17 GMT
#24
MMA vs FXOz at RO8 of the GSL showed that there might never be calm before the storm.
MMA took a really aggressive style and it was very intense from the beginning.

It all depends on the match-up (Races + Players)

In the beginning there was nothing... and then exploded
lefix
Profile Joined February 2011
Germany1082 Posts
November 24 2011 20:43 GMT
#25
On November 25 2011 05:08 Ooshmagoosh wrote:
Why do they keep making these free-third-insane-forth maps with game-ending one-hit-kill 200/200 fights arrrrgh


i have to agree with this.
games are easily misinterpreted as epic games, but in fact that's only due to players being able to macro up rather save and not being able to be agressive until later stages of the game.
Map of the Month | The Planetary Workshop | SC2Melee.net
monitor
Profile Blog Joined June 2010
United States2404 Posts
November 24 2011 21:07 GMT
#26
On November 25 2011 05:08 a176 wrote:
what can we learn?

that free expos are lame


Uhh... its the opposite according to the OP. Calm Before the Storm has the most epic games... why come in here and bash just for the sake of bashing? At least provide some sort of reasoning or description of why you think the inbase expos are lame.

I think there are a couple factors that contribute to the broodwar-esque feel of Calm Before the Storm:
1) The inbase expansion- games usually start with either heavy macro or punishing expanding with aggression. This leads to the unusual macro openers that you don't see on many other maps. It also means lategame comes early.
2) Large map size (152x152)- you can have a lot of time to react to pushes. This means that timing attacks are less powerful than harass combined with macro play. Then as the game progesses, there are many large scale battles all over the map because of the long distances and reinforce time.
3) Lots of pathways- players can move throughout the map in many ways, around the edges and through the middle. This makes runbys easier than normal and more powerful since the side paths are hard to defend with an army. Also there are a ton of places to engage instead of having every single battle in the center of the map like XelNaga Caverns (with occasional fights in the natural or third).

So overall I think the map is pretty good at encouraging epicness, but it could be improved by making harass more powerful. Something like a lowground cliff at the natural or minerals facing the center of the map at the fourth would just make harassment a bit more powerful and give opportunites for even more epic play.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
November 24 2011 21:26 GMT
#27
I think it has to do with getting 3 really easy bases and there being almost no reason not to get 2 bases. This causes the game to speed up a shit ton with big battles coming much earlier. The long ground distances and the high number of bases promotes harassment, etc., and promotes air forces/harassment.

Very very very great map
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
undyinglight
Profile Joined December 2008
United States611 Posts
November 24 2011 21:31 GMT
#28
On November 25 2011 04:37 EtherealDeath wrote:
Easy 3rd in conjunction with relatively difficult 4th/5th make for hilariousness.

Also, makes carrier mothership possible :3


This is good, let the unexplored units have a chance to shine for once.
Rise Up!
chuky500
Profile Blog Joined March 2010
France473 Posts
November 24 2011 21:44 GMT
#29
Almost nobody plays custom melee maps even though they're in major tournaments. If you don't find originality you won't attract anyone. Rather than trying to reproduce this map you'd better find new things that it doesn't have. Reading posts here looks like we're going to have another year of 4 player rotational maps. Just because mappers like that map based of that map that was based off that map that was based off that map.
Sablar
Profile Blog Joined December 2010
Sweden880 Posts
November 24 2011 22:17 GMT
#30
Map seems somewhat unbalanced intuitively but it has made for some cool games.

Most of all I think this is due to the new options that such an easy exp is giving. So lesson would be.. make something different and new and interesting builds will emerge.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
November 24 2011 23:31 GMT
#31
This is very confusing. 2 weeks ago the general consensus was that 3 base turtle maps without innovation are bad. Now suddenly it's the shit. Also I don't understand why people are saying the map would resemble the feeling of BW maps, when there are almost no BW maps with easy 3 bases. Maybe it's just the size?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
monitor
Profile Blog Joined June 2010
United States2404 Posts
November 24 2011 23:33 GMT
#32
On November 25 2011 08:31 FlopTurnReaver wrote:
This is very confusing. 2 weeks ago the general consensus was that 3 base turtle maps without innovation are bad. Now suddenly it's the shit. Also I don't understand why people are saying the map would resemble the feeling of BW maps, when there are almost no BW maps with easy 3 bases. Maybe it's just the size?


It resembles BW games because of the mutli-prong harassment throughout the game and many large-scale battles (the easy expansions promote that in SC2).
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Diamond
Profile Blog Joined May 2009
United States10796 Posts
November 24 2011 23:49 GMT
#33
I would not get too up in arms yet about CBTS. It's a pretty new map, and you remember that Daybreak at first lead to 100% epic games but as more people got used to it it became a normal-ish map with some potential HUGE imbalances.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
November 24 2011 23:53 GMT
#34
On November 25 2011 04:47 KAmaKAsa wrote:
hmm mvp only terran in top 16 in mlg providence and now theyre gna fuck up terran in gsl aswell


thats more of an indication of how far behind foreign terrans are...
I AM THE UNIVERSAL CONSTANT
The Final Boss
Profile Joined February 2011
United States1839 Posts
November 25 2011 00:25 GMT
#35
One of my favorite parts of this map as compared to other huge maps such as Tal'Darim Altar is that not only is it possible to take an early CC/Nexus/Hatch with a good chance of it going unscouted for a while, it also is a lot more easy to defend.

On Tal'Darim Altar, you have a big ramp to your natural and you don't even have a ramp from your nat into your main. Then, you have the blatant positional imbalances (so much so that if you spawn directly clockwise of your opponent, your opponent--if they abuse the map properly and attack your natural gas--gets a huge lead. Especially vT, if they siege up on the low ground near your natural, chances are it will die. Also, the rocks make it ridiculously difficult to get a third, whereas on CbtS the third can be taken as soon as they you feel comfortable taking it.

It's like Tal'Darim Altar with less obvious map imbalances. Plus, the ability to take hidden expansions is at the same level as Tal'Darim Altar, which I think adds to the game, as it forces players to scout or else they run the risk of losing sense of timing and falling drastically behind. Features like hidden expos make for interesting games, and having gigantic maps such as TDA or CbtS promote hidden expos.

That being said, I have a feeling that this map will favor Protoss, just due to the easiness of securing three bases. More than any other race, I feel that if Protoss can secure three bases, macro up, and then push, Protoss is the strongest. Not to mention, just looking at the map it appears as if there are a myriad of tight gaps which Protoss can abuse Forcefields and their AoE damage to decimate armies. I think that the map hasn't been played enough to really make a decisive statement as far as "This is balanced, this is imbalanced." Only time and--hopefully--more epic games will tell.

But yeah, so far this map is pretty awesome. Hopefully we'll see more maps like this in the future.
The Final Boss
Profile Joined February 2011
United States1839 Posts
November 25 2011 00:40 GMT
#36
On November 25 2011 08:53 zeehar wrote:
Show nested quote +
On November 25 2011 04:47 KAmaKAsa wrote:
hmm mvp only terran in top 16 in mlg providence and now theyre gna fuck up terran in gsl aswell


thats more of an indication of how far behind foreign terrans are...

Couldn't the same argument be used for why Korean Protoss players don't do as well as their Terran counterparts?

Personally I think that the game is fairly balanced (mainly depending on the level of play), but players like SeleCT, ThorZaIN, winDy (what a stupid name), Strelok, Kas, DeMusliM, SjoW, BRAT_OK or even Jinro (well in TvT at least) all are really good players. I think that all the talk of Terran being OP is absolute nonsense, as everybody points to Korea which had a system that made it impossible to drop out of GSL. I doubt we'll see a massive drop in Terrans in GSL, but I also think that continuing to make maps that seem to favor Protoss is not the correct answer.

Also, that guy isn't correct, (T)MMA placed 9th, (T)PuMa placed 10th, and (T)MarineKing placed 13th, but Mvp was the only Terran in the top 8.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
November 25 2011 01:23 GMT
#37
It's pretty imbalanced and needs rework. Maps can be big, but Protoss should not be allowed to have 3 bases for free. Maybe in future metagames/patches where Protoss late game is less ridiculous these kind of maps will be more balanced and worth using. It seems more fair for TvT, ZvZ, and TvZ, though, so maybe people should just veto this map when playing against Protoss and it can remain?
Creator of sc2unmasked.com
Eraserhead
Profile Joined October 2011
159 Posts
November 25 2011 02:18 GMT
#38
I think the map is too easy to deny drops, drop area at natural should have been made bigger, dropping the main is nearly impossible.
Zariel
Profile Blog Joined December 2010
Australia1285 Posts
November 25 2011 02:49 GMT
#39
Uhhhh, a smart protoss will still FFE at his natural (that leads to the rest of the map), then take a really quick third (because zerg's will probably take a third too).

I wonder if zergs can do some 3 hatch before pool build here
sup
Ruscour
Profile Blog Joined April 2011
5233 Posts
November 25 2011 03:21 GMT
#40
On November 25 2011 08:49 Diamond wrote:
I would not get too up in arms yet about CBTS. It's a pretty new map, and you remember that Daybreak at first lead to 100% epic games but as more people got used to it it became a normal-ish map with some potential HUGE imbalances.

Out of curiosity, what's imbalanced about Daybreak? It seems to be one of the best balanced maps I've seen.
Apples8u
Profile Joined May 2011
Canada46 Posts
November 25 2011 03:31 GMT
#41
Is this map available on the NA server? I seem to be unable to find it, unless I am blind.
We are but shadows and dust.
Apples8u
Profile Joined May 2011
Canada46 Posts
Last Edited: 2011-11-25 03:40:05
November 25 2011 03:38 GMT
#42
Tried EU, I really must be blind...
We are but shadows and dust.
GGPope
Profile Joined February 2011
Australia367 Posts
November 25 2011 04:06 GMT
#43
Crevasse made me hate those "free fast expand" maps, but this one's made me like them again as I realize the provision of a free natural wasn't what made Crevasse a boring map.

I think this map is pretty good, it definitely makes for entertaining games. I don't think the Protoss favour in PvT on this map is something that will last forever as terrans decipher the map architecture a bit better.
deathzz
Profile Joined September 2011
669 Posts
November 25 2011 05:02 GMT
#44
And i tot daybreak was the map with the most epic maps
Korean overlords
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-11-25 13:16:28
November 25 2011 13:14 GMT
#45
As a map-maker, the first thing that comes to mind is not that jackyprime somehow designed this ahead of time knowing he would make it epic, but it's the fact that it's an ordinary map that turned out to play really well.

A couple of my maps have 'different' concepts, and I doubted their playability, but when they were constantly tested they produced some interesting games.

I don't think the question is "what can we learn from it as map-makers?" because even today map-makers still can't satisfy the general audience, otherwise we would do it on a weekly basis and map-making would get 10x more coverage. Sometimes it can be by chance or a run of luck, or other times it's just purely the originality of the layout (wider paths get narrower toward the center).

We just have to look at the facts. JackyPrime designed this map without knowing how it would really play, but that he made it and thought it was unique and had a good concept - and it turned out to play very very well. Originality is probably what struck it the most.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SolidZeal
Profile Joined October 2010
United States393 Posts
November 25 2011 14:01 GMT
#46
I was thinking that this map maybe should be removed or changed because it was so favored for PvT, but then I saw Jjakji kick protoss ass on this map, I think it has interesting potential.
In the clearing stands a boxer and a figher by his trade
mutantmagnet
Profile Joined June 2009
United States3789 Posts
Last Edited: 2011-11-25 16:35:01
November 25 2011 16:26 GMT
#47
On November 25 2011 08:31 FlopTurnReaver wrote:
This is very confusing. 2 weeks ago the general consensus was that 3 base turtle maps without innovation are bad. Now suddenly it's the shit. Also I don't understand why people are saying the map would resemble the feeling of BW maps, when there are almost no BW maps with easy 3 bases. Maybe it's just the size?



Actually they are shit. All of those other maps haven't created the results we've seen in Calm Before the Storm.

I think Monitor offers some really good explanations on what makes this easy 3 base work so much better than the others.

On November 25 2011 06:07 monitor wrote:


I think there are a couple factors that contribute to the broodwar-esque feel of Calm Before the Storm:
1) The inbase expansion- games usually start with either heavy macro or punishing expanding with aggression. This leads to the unusual macro openers that you don't see on many other maps. It also means lategame comes early.
2) Large map size (152x152)- you can have a lot of time to react to pushes. This means that timing attacks are less powerful than harass combined with macro play. Then as the game progesses, there are many large scale battles all over the map because of the long distances and reinforce time.
3) Lots of pathways- players can move throughout the map in many ways, around the edges and through the middle. This makes runbys easier than normal and more powerful since the side paths are hard to defend with an army. Also there are a ton of places to engage instead of having every single battle in the center of the map like XelNaga Caverns (with occasional fights in the natural or third).

So overall I think the map is pretty good at encouraging epicness, but it could be improved by making harass more powerful. Something like a lowground cliff at the natural or minerals facing the center of the map at the fourth would just make harassment a bit more powerful and give opportunites for even more epic play.




On November 25 2011 08:49 Diamond wrote:
I would not get too up in arms yet about CBTS. It's a pretty new map, and you remember that Daybreak at first lead to 100% epic games but as more people got used to it it became a normal-ish map with some potential HUGE imbalances.


I guess that happened with other people but I was never fond of Daybreak.

The only maps I consistently enjoyed watching others play on was Metalopolis (but those games never reached BW level of hype), the last version of Desert Oasis (mostly because it was so short lived :p) and Shakuras Plateau (this actually was more of a rollercoaster where some of the best games ever played on this map outweighed the mediocre filler games)

CBTS is heads and shoulders above these other maps.
Jessen
Profile Joined July 2011
Denmark21 Posts
December 12 2011 16:52 GMT
#48
Would like to see some statistics on this map. (Yes I'm a Terran player, but please don't see this as a QQ post)

This is because it seems like being a tad toss favored in the PvT match-up. The map description is even: A protoss friendly map.
Been looking at the game results from Code A and S from Nov and it seems to be tipping to Protoss´ favor, both in the TvP and ZvP matchup. Nevertheless there may be many factors such a BO, players mistakes etc. that dictates the games more than the map itself.
Hence the wish to see more general statistics, though that may take some time since the map is still fairly new.
As for the map, I don't really think it is "epic" in itself nor is the games played on it more epic than others. They are long macro games, with more encounters yes. But not epic be default, it just often forces games into a long term because of the large distance between bases. Which means that you can still go back to macro after an all-in, but you will always be behind. So in that matter it often drags a game out that should have been ended and never really got interesting after the all-in.

Terrans can even be a real pain when in a long long long term game with half the map in control, T can drag the game for ages with lifting and staying alive. Once again making the game 20min longer than needed and making it boring to watch.

Seen some good games on this map, but don't really see the standard of games on this map as better as most of the other maps...
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
December 12 2011 18:08 GMT
#49
From what I've seen at GSL this is toss map and will be removed soon.
Toss player here.
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
December 12 2011 18:22 GMT
#50
I didnt even see too many games on here which tells me that it got a lot of vetos. I doubt it will be sticking around much longer
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 12 2011 18:43 GMT
#51
You can use TLPD to find map stats.

http://www.teamliquid.net/tlpd/sc2-korean/maps/497_Calm_Before_the_Storm


TvZ: 5-5 (50%)
ZvP: 2-7 (22.2%)
PvT: 10-5 (66.7%)

P favored ... maybe ...........
starleague forever
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 12 2011 18:45 GMT
#52
Wow yeah that map looks pretty slick. Is the nat only available via that ramp or is there a little path leading into it.
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
December 12 2011 19:45 GMT
#53
TBH, you kind of need protoss favored maps, because if you get stuff like open natural, short nat-nat distance + lots of air space, you end up with games determined in the first 8 minutes by a single push/BO win.
I will never ever play Mech against Protoss. - MVP
FeyFey
Profile Joined September 2010
Germany10114 Posts
December 12 2011 20:24 GMT
#54
well the position of the first 2 expansions make your main pretty save > tech is save. Air units are easy to intercept. So muta and drop play are less effective on this map, guess if you like that its a nice map for you.
The middle was made to favor toss with forcefields, while still making tons of ways around so zerg can still flank, just not as easy as on taldarim for example.

While the map has alot of things that favor toss, they also have things that favor the other races. Also you can't float drops behind the bases of the opponents.

Also its fairly easy to take a 4th and get a 5th for free, just have to defend a ramp for it. if the opponent attacks it you are able to attack thair main.

Anyway the reason toss does so damn well on this map is that it favors their playstyle, while the other races current playstyles are really weak on this map and need adjustment. (goody would probably love this map for mech and be unbeatable). Played mech on that map myself against zerg, since mutas suck mech is soooo strong. (needed like half of the turrets i need normally to be save)

So terrans and zerg could easily get accustomed to this map and don't get stomped by toss anymore.

Anyway that map was made for toss, so it will probably go as soon as there are enough tosses in the codes again. But the map design was done really well. Unlike the maps just favoring zerg because people felt zerg is weak and removed anything that favors another race. This map has different favorable positions for each race.

Oh i love this map mostly because i can mech against protoss that normally beat me up badly when i play mech xD.
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