• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:08
CEST 21:08
KST 04:08
  • 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
Serral wins Maestros of the Game 224ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon315.0.16 Hotfix (June 30) - Balance + Bug Fixes38Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)99
StarCraft 2
General
Serral wins Maestros of the Game 2 ZOWIE DIVINA preview Server Blocker StarCraft Mass Recall: SC1 campaigns on SC2 thread 5.0.16 Hotfix (June 30) - Balance + Bug Fixes
Tourneys
HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10 Douyu Cup 2026: $20,000 Legends Event (June 26-28) Crank Gathers Season 4: BW vs SC2 Team League RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
Snow On New ASL S22 Map, Zerg Nerf BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL 22 Proposed Map Pool Farewell Beloved Starcraft (Youtube Videos)
Tourneys
CSLAN 4 is Coming! Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread Summer Games Done Quick 2026! Nintendo Switch Thread Dawn of War IV ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Five o'clock TL Mafia NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4549 users

Map Design: Understanding Circle Syndrome - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
monitor
Profile Blog Joined June 2010
United States2409 Posts
January 20 2012 01:33 GMT
#21
On January 20 2012 10:30 Barrin wrote:
btw Bel'Shir Beach Winter is well within the bounds of acceptable circle syndrome


No way. To me it is one of the worst maps with circle syndrome! Tbh I'm writing a thread about this stuff right now...
https://liquipedia.net/starcraft2/Monitor
sCnDiamond
Profile Joined January 2011
Germany340 Posts
January 20 2012 01:37 GMT
#22
On January 20 2012 10:33 monitor wrote:
Tbh I'm writing a thread about this stuff right now...
Looking forward to it!
formerly spinnaker.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 20 2012 01:38 GMT
#23
If you are writing a more broad thread about circle syndrome, please link it in this thread and i'll highlight them in the OP.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 20 2012 02:15 GMT
#24
--- Nuked ---
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-01-20 05:36:21
January 20 2012 04:46 GMT
#25
Well, I think Bel Shir Beach is interesting use of circle syndrome. The gap in the center sort of changes things. It emphasized the Circle Syndrome, almost to a point that it is a good thing. The circular aspect to the map is something players have to take into account, but they don't have a majorly wide central area to control. Rather, there are two smaller, but far apart areas to control.

The problem of final expansions being too close together is still in existence, but it's not that big of a deal. The last bases might not be taken, but that's not entirely a bad thing, considering these last bases might be different ones depending on how the players expand. This makes it dynamic, and makes all the expos useful in some situations but not others. This doesn't exactly feel right, to have unusable bases, but it's not inherently bad, so long as there are enough without them and it's not the same bases not being used in every single game.

I think the map isn't entirely optimal, but the games on it don't seem to be affected negatively, by any means. It does cause interesting base-trade situations, where players have expanded in multiple directions and it is difficult to kill off all the bases. Of course base trades happen more often on the map than others due to the massive hole in the middle (which I think is cool to have on one map in the pool.)

What is your definition of 'Circle Syndrome'?

This is a hard question. Defining it, or even knowing it is there, is a difficult thing to do. I think the most obvious example of Circle Syndrome is when most the bases, or a good number of bases - not usually including main (except maybe on a map like Deception) and sometimes including the natural - form a circular shape on the map, where usually the bases are approximately spaced evenly throughout it. This can appear to a lesser extend, where the spacing could change.

The circle itself doesn't have to be a circle, but only a closed loop, a rectangle or oval of some kind. The dividing line on this circle, where one player's bases end and the other player's bases begin, can be ambiguous, arguably a good thing for the sake of diversity. Typically the further apart these "last" bases for each player are, the less extreme the Circle Syndrome. Usually this correlates to the shape of the circuit. The shorter the sides where these bases are, the less space they will have between them.

Usually you cannot keep an ambiguous dividing line while maintaining a large amount of distance between the bases. An exception would be Daybreak, where there are contested expansions but they are far enough from a base to either side that they are safe to take for either player.

This circular shape is what would give Circle Syndrome it's name, so I think that's the best thing to define it by. Anything else would probably be considered a side-affect of Circle Syndrome. Thus I wouldn't say Circle Syndrome is inherently bad, by that definition, but it has the potential, and perhaps likelihood, to cause harmful side-affects.

Why is circle syndrome a bad thing to have in a map?

Well, as I just said, it has the potential to have side-affects which could negatively impact gameplay. It's not really tied to Racial balance, as far as I can see, so fortunately a little Circle Syndrome can't cause too much harm that way, but it can make for poor gameplay, usually meaning players will stick to a low number of bases, because the later ones are too close the opponent's later ones.

Perhaps this could be countered by simply making a large map with a lot of bases, where all the bases would never be taken but you could still expand in either direction around the circle and, in any given game, any base might be used. I might even but a map like Tal Darim Altar into this category, at least in Cross Positions. On that map, you can expand in either direction, although the bases are a bit far apart because the map is so large, but you will almost never run into the opponent's expansions, just because that point is so far away and you will have so many bases, the likelyhood of reaching that point in a game is pretty low. It's not the best example, being a 4p map, but I think the concept has potential.

How do you know if your map has circle syndrome?

Well, I think you should look for these dividing lines, between the player's last expansions they take on the edges, once all bases have been taken. There may be multiple different possibilities for where these are, depending on how the game goes. If this results in any two bases of opposing sides being particularly close to each other, there is probably Circle Syndrome.

There may be exceptions in some odd case where the circle is broken at some point other than the dividing line, but those bases are still the most viable option. This seems unlikely to me, and if it is possible, I think it would still cause the same issues as Circle Syndrome and might still be considered Circle Syndrome.

If your map has circle syndrome, what are ways you can fix it?

Adding bases not on the circle helps, because you give the players more bases to take. Islands or more central expansions are good. Typically the circle makes a ring around the edges of the map, excluding one corner for the main base. Alternate bases would be either outside or inside this circle. For the sake of diversity, it might be good to have some of both.

Also making the points furthest from either player's main nice and long and spacing the bases apart there helps a lot. Really breaking the circle, by extending walk distance between two adjacent bases, right at the dividing line is good. It's also good to have multiple ways to split the map, and that is more complicated. Having a single base far from either adjacent base, like the contested bases on Daybreak, is a good way to do that.

Daybreak also shows that the key "split points" on the map are right along the line which hits these expansions, and it's designed in a way that you could split with those bases going to either side. Usually you can use different vulnerabilities to encourage one player or the other to take them depending on the situation.

What are the major problems that can occur if your map has circle syndrome?

I guess I already sort of covered the problems I was thinking of above. I think there are more potential problems, though, and others can probably explain those better, as my understanding is limited.

I think everyone sort of has their own ideas about what it is, so the communication about the subject are vague. It's also not very figured out, so we are all still just speculating at some of it, or not even trying to speculate at a lot of it. It's a fairly controversial subject.

I will say that I don't think anyone should blindly believe Circle Syndrome is a bad thing, especially since the definition is so vague along with the fact that we really haven't seen it used to it's full potential yet. I think it could potentially just be a style of map, where, if done right, it is actually fine and the problems are minimal if they exist at all. I don't think the issues it has are practically as bad as they seem to be theoretically, or at least as much as some people make them out to be. We need more time to see for sure.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 20 2012 06:40 GMT
#26
One thing that most people are overlooking is that there's no reason why every base on a map has to be usable. As long as there is an appropriate number of viable bases (imo at least 5 or 6 because zerg should be given ample late game room to play) there can be any number of additional neutral shitty circle syndromey bases. It irks all us designers because it seems like waste but it might be a very cool option to use in certain situations.

To draw a parallel to help explain what I mean, think of a Settlers of Catan board. There are some great spots, some okay spots, and lots of bad spots for settlements. Because you can't have settlements in adjacent locations, the way players develop will close out possible locations based on how the game plays out. (This actually begins to occur during the placement phase.) The abundance of choices causes headaches for sure, but it's just part of the game. There are way more viable spots than can actually be used during the game.

I haven't thought about it extensively, but I ask: is there a reason why SC2 can't have maps like this?

(Yes, I realize there are all sorts of issues that arise but I mean, theoretically, used well, it is a legitimate design to have a map with bases that, depending on how the game plays out, will never be viable.)
Comprehensive strategic intention: DNE
monitor
Profile Blog Joined June 2010
United States2409 Posts
January 20 2012 18:36 GMT
#27
On January 20 2012 15:40 EatThePath wrote:
One thing that most people are overlooking is that there's no reason why every base on a map has to be usable. As long as there is an appropriate number of viable bases (imo at least 5 or 6 because zerg should be given ample late game room to play) there can be any number of additional neutral shitty circle syndromey bases. It irks all us designers because it seems like waste but it might be a very cool option to use in certain situations.

To draw a parallel to help explain what I mean, think of a Settlers of Catan board. There are some great spots, some okay spots, and lots of bad spots for settlements. Because you can't have settlements in adjacent locations, the way players develop will close out possible locations based on how the game plays out. (This actually begins to occur during the placement phase.) The abundance of choices causes headaches for sure, but it's just part of the game. There are way more viable spots than can actually be used during the game.

I haven't thought about it extensively, but I ask: is there a reason why SC2 can't have maps like this?

(Yes, I realize there are all sorts of issues that arise but I mean, theoretically, used well, it is a legitimate design to have a map with bases that, depending on how the game plays out, will never be viable.)


There is a very clear reason why bases have to be usable actually. If you've got bases that aren't useful, I'd almost say that the map is broken. Every space on the map should be useful in some way (map control, harassment, expanding, engaging, counterattacking, surrounding, or spotting drops), and if you can just put down 'neutral shitty bases' then that area needs to be redesigned so it is actually useful. Sometimes this can mean just adjusting the area and space around it, but other times it can mean scrapping the map. Otherwise you have a map that isn't fully functional because parts of it aren't useful.
https://liquipedia.net/starcraft2/Monitor
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 20 2012 22:50 GMT
#28
On January 21 2012 03:36 monitor wrote:
Show nested quote +
On January 20 2012 15:40 EatThePath wrote:
One thing that most people are overlooking is that there's no reason why every base on a map has to be usable. As long as there is an appropriate number of viable bases (imo at least 5 or 6 because zerg should be given ample late game room to play) there can be any number of additional neutral shitty circle syndromey bases. It irks all us designers because it seems like waste but it might be a very cool option to use in certain situations.

To draw a parallel to help explain what I mean, think of a Settlers of Catan board. There are some great spots, some okay spots, and lots of bad spots for settlements. Because you can't have settlements in adjacent locations, the way players develop will close out possible locations based on how the game plays out. (This actually begins to occur during the placement phase.) The abundance of choices causes headaches for sure, but it's just part of the game. There are way more viable spots than can actually be used during the game.

I haven't thought about it extensively, but I ask: is there a reason why SC2 can't have maps like this?

(Yes, I realize there are all sorts of issues that arise but I mean, theoretically, used well, it is a legitimate design to have a map with bases that, depending on how the game plays out, will never be viable.)


There is a very clear reason why bases have to be usable actually. If you've got bases that aren't useful, I'd almost say that the map is broken. Every space on the map should be useful in some way (map control, harassment, expanding, engaging, counterattacking, surrounding, or spotting drops), and if you can just put down 'neutral shitty bases' then that area needs to be redesigned so it is actually useful. Sometimes this can mean just adjusting the area and space around it, but other times it can mean scrapping the map. Otherwise you have a map that isn't fully functional because parts of it aren't useful.


But why?
Comprehensive strategic intention: DNE
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
January 21 2012 05:02 GMT
#29
I think I would have to side with EatThePath on this one... Chupung Ryung.

I think you know what I mean.

+ Show Spoiler [What I mean] +
In case you don't, how many pro games have you seen that actually used the center half bases? I think I've seen 1.5 like that. While you might argue that the middle of the map is still being used for army movement, I would have to say "but there's a base there"... and most of the time it is not being used as a base. And yet in those 1.5 times it was used, it seemed to make a difference. There are plenty of instances like this in very popular maps. Some features are just not as used or useable as others. Should we strive to make every last feature useable? Maybe, in an idealist sense -- but every feature is still not going to be used every game even if every feature is quite user friendly. In that way, I could see purposefully adding a quirky unpopular feature that only WhiteRa or TLO will use on a TL attack without harming the integrity of the map. One day it will make it into pimpest plays when all of the useable features won't.


@ EatThePath -- Nice Catan reference, btw.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
SidianTheBard
Profile Joined October 2010
United States2475 Posts
January 26 2012 09:05 GMT
#30
I think Ironman ran out of new topics...
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
HomeStory Cup
11:30
XXIX - Playoffs Final Day
Reynor vs Serral
Clem vs TBD
TaKeTV6784
ComeBackTV 1932
TaKeSeN 637
IndyStarCraft 420
3DClanTV 145
Rex103
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 420
Rex 103
BRAT_OK 74
MindelVK 43
StarCraft: Brood War
Britney 15918
Calm 2807
Rush 441
Mini 366
EffOrt 279
910 248
ZZZero.O 151
actioN 88
Hyun 36
Dota 2
qojqva3983
LuMiX0
Counter-Strike
pashabiceps1499
byalli522
Heroes of the Storm
Liquid`Hasu395
Other Games
Grubby4347
fl0m1474
B2W.Neo987
KnowMe400
FrodaN158
ArmadaUGS150
UpATreeSC45
JuggernautJason13
Tefel8
Organizations
Other Games
gamesdonequick48137
Dota 2
PGL Dota 2 - Main Stream149
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• 80smullet 23
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie998
• Shiphtur356
Upcoming Events
WardiTV Weekly
1d 15h
PiGosaur Cup
2 days
The PondCast
2 days
Replay Cast
3 days
CrankTV Team League
3 days
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
5 days
RSL Revival
5 days
CranKy Ducklings
5 days
[ Show More ]
Afreeca Starleague
5 days
Snow vs Jaedong
YSC vs hero
RSL Revival
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Escore Tournament S3: W1
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSL Season 21: Qualifier 2
SCTL 2026 Spring
HSC XXIX
Eternal Conflict S2 E1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

CSL 2026 Summer (S21)
Escore Tournament S3: W2
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.