• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:57
CEST 21:57
KST 04:57
  • 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
[ASL22] Ro24 Preview: Siren's Call7[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!11Weekly Cups (August 17-23): Zerg dominate the week0Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week Geoff 'iNcontroL' Robinson has passed away GSTL Returns in 2026!
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament WORTEX 2026 - Hungarian SC2 Finals Budapest SC2 AI Tournament 2026 Fall 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
New 3v3 BGH Ladder (and more) on ShieldBattery! [ASL22] Ro24 Preview: Siren's Call BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Pros React To: First 'Fastest' Map in ASL History
Tourneys
[ASL22] Wildcard Qualifier [ASL22] Ro24 Group D [Megathread] Daily Proleagues Toronto invitational lan 22 august
Strategy
Replay Review Process - What do you do? Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend?
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck? Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3600 users

Map Balance and Gameplay Balance Discussion

Forum Index > SC2 Maps & Custom Games
Post a Reply
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-11-28 05:05:49
November 28 2011 05:00 GMT
#1
Hey guys!

For a while I sometimes will think to myself "How is it that I can make a balanced map but I can't balance anything in the races?" The question might have popped up for some of you at least once or twice, and at first it feels like a contradiction. I mean, if you know how to balance the game of starcraft, then surely you would know how to make a balanced map, right? But it's the complete opposite. I can present a well-tested, properly-balanced map, but I can't tell you how to fix the marine, and yet somehow I'll know how a marine can be used, or how the marine will benefit more or less to every piece of terrain I create in the map editor.

Why is this? For us map-makers, do we just overlook gameplay balance, look at the everyday use of each race, and say "okay, protoss will usually clump their army up and use force fields, so how do I make this piece of terrain work for them but also for zerg and terran?" Sometimes it boggles me and confuses me a little.

We might take other obvious facts into account, like golds are terran-favored, so don't add golds to your map. Or, don't make the map too open, because that favors zerg, or don't make the map too chokey because it favors protoss. When thinking generally about the overall gameplay on everyday basis, it feels like there are so many restrictions, and therefore makes all oncoming maps extremely standard, generic, and often repetitive (that's a mapping discussion which I will not go into).

Moving on....

So what is the difference between the two perspectives regarding map balance and gameplay balance? Do they have any relationship with each other? Do they inter-connect or correlate in any way? Does one benefit over the other? Does being in diamond, masters, or grand masters really make a significant difference in how you create a map? Does playing really matter at all? I mean, there are a handful of exceptionally balanced maps that were created by bronze and silver players.

So I thought i'd bring this topic to the table of mappers and see what the minds of map-makers have to say about it. When you create a map, how is it that you somehow know that what you're making is balanced? Do you think about how the game is played to further your map-making decisions? Do you play regularly and use replays or your own playing abilities to guide you in your map-making? Or, is it just common to believe what high level players say because somewhere in the back of our minds, they must be correct and therefore that's how we should make maps?

This is an open discussion, and i'd be glad to see what both experienced and novice map-makers have to say.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 28 2011 05:57 GMT
#2
I'm not entirely sure I follow what you're saying.

When I make a map, I follow the general outlines in my head of what is good and what is bad, completely seperating that from balance. Coming from both a BW mapping background and playing at a relatively high skill level, I consider myself pretty good at just knowing what will work and what won't. Of course, I don't know everything but I can generally figure out when a map is good or bad.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-11-28 08:02:25
November 28 2011 08:01 GMT
#3
I think of it this way.
1. Know how each race reacts to each map feature.
2. Know how balanced the game is with the maps currently used.
3. If race X is doing bad, do maps that favor race X more than the current maps.

Map balance follows game balance. Map makers job is (among some other things) to follow game balance with as little desync as possible.

When the game was released zerg was under powered at the maps played at that time. That meaned that map makers had to do maps that favor zergs more that the maps at the time. Had Blizzard made zerg a stronger race, kulas ravine and steppes of war could have very well been balanced.
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 28 2011 14:50 GMT
#4
When it comes for maps i like the try and error system, to add and test new features. Right now i feel most people just try to do a balanced map with the things they know are balanced (its getting better though, but most innovations come from blizzard maps, oddly enough and the esv map making team yay).
Because if you want balance to much you end up with a 4 player, cross spawn only, 4 base per player map, which might be balanced to play on, but is totally boring. But i like map features you have to look out for, like a sneak path onto a cliff that goes to your natural, but is blocked by 10 0 mineral patches, so a worker needs to poke at that point for quiet some time till its open.

But it is really hard in sc2 to introduce maps, because most players don't adapt. Having a map is totally shut up for air play, mass mutas are still used, even though it should be obvious for anyone that its bad to use those units. Another reason is that any race can go deathball mode or mass units or even mass air units in every matchup. Well pvt is a bit of an exception since the tank nerf. (which makes map terrible hard to balance that way)

Oh and i liked the gold setup on kulas, its pretty nice idea to deny greedy 3rds if you have drop, but its pretty easy to defend if you have air vision, since range 4 units are enough to snipe everything from it. But since lost temple, every high ground seems to be banned near expansions. and if there are high grounds they are blocked with plants.
Well it was bad on lt. But its still something that favors drop play and makes games more exciting (and in the current state make toss stronger against greedy zerg play, since they could prism canon rush the zergs fast 3rd ) Well its something i liked in bw alot, all the high grounds they had behind the naturals, such awesome ideas.

But its slowly getting better ^.^ and maps really start to look good . Though a good example of removing something rather then editing it till it works, are the golds. Terran can lift early game to the golds, zergs can take it against an expanding toss and free win, rocks would solve that sort of problem hehe. But its sadly not the only problem with golds, lategame if someone fell behind the opponent can take a gold and get more ahead by doing nothing really. (as terran i actually move one base to a gold if i feel like i managed to get a contain)
Soooo ... sad to see golds go, but they are comeback killers.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-11-28 16:09:11
November 28 2011 16:08 GMT
#5
maps intrinsically balanced

nearly every mapper follows the guidelines set forth by blizzard maps

there are certain things people shouldn't add to their maps but these are small details in the grand scheme of things

the real problem are the players (read: babies), and tournament organizers to an extent as well
starleague forever
Please log in or register to reply.
Live Events Refresh
The Patches Monday
16:15
#4
RotterdaM1145
TaKeTV 486
TKL 351
IndyStarCraft 246
SteadfastSC169
ZombieGrub148
BRAT_OK 136
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1145
ByuN 486
TKL 351
IndyStarCraft 246
SteadfastSC 169
ZombieGrub148
BRAT_OK 136
EnDerr 10
StarCraft: Brood War
Britney 17901
Jaedong 741
Shuttle 626
Dewaltoss 179
Rush 140
Sexy 25
Bale 7
Dota 2
LuMiX1
Heroes of the Storm
Liquid`Hasu528
Other Games
Liquid`RaSZi2814
FrodaN1279
Beastyqt772
XBOCT427
mouzStarbuck338
hungrybox246
shahzam202
Livibee185
C9.Mang0164
ArmadaUGS138
Chillindude12
[ Show 17 non-featured ]
StarCraft 2
• kabyraGe 183
• StrangeGG 54
• Kozan
• Migwel
• AfreecaTV YouTube
• IndyKCrew
• intothetv
StarCraft: Brood War
• blackmanpl 7
• ZZZeroYoutube
• STPLYoutube
• BSLYoutube
Dota 2
• masondota2986
• WagamamaTV461
League of Legends
• Nemesis2631
• TFBlade1368
Other Games
• imaqtpie1618
• Shiphtur364
Upcoming Events
Afreeca Starleague
14h 4m
Soulkey vs PianO
JyJ vs sSak
GSL
15h 4m
PiGosaur Cup
1d 4h
Afreeca Starleague
1d 14h
Mini vs Calm
Queen vs EffOrt
Replay Cast
2 days
The PondCast
2 days
Replay Cast
3 days
Escore
3 days
IntoTheTV X SOOP
3 days
Korean StarCraft League
4 days
[ Show More ]
GSL
4 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
WardiTV Weekly
5 days
Liquipedia Results

Completed

Proleague 2026-08-23
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
CSL Season 22: Qualifier 2
RSL Revival: Season 6
Light Tournament 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.