• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:37
CET 02:37
KST 10:37
  • 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
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation13Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t RSL Season 3 - RO16 Groups C & D Preview
Tourneys
2025 RSL Offline Finals Dates + Ticket Sales! $5,000+ WardiTV 2025 Championship RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle What happened to TvZ on Retro? BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET
Strategy
Current Meta How to stay on top of macro? PvZ map balance Simple Questions, Simple Answers
Other Games
General Games
Beyond All Reason Stormgate/Frost Giant Megathread Clair Obscur - Expedition 33 Should offensive tower rushing be viable in RTS games? Path of Exile
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2122 users

[D] Circle Syndrome

Forum Index > SC2 Maps & Custom Games
Post a Reply
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 20 2012 02:14 GMT
#1
--- Nuked ---
monitor
Profile Blog Joined June 2010
United States2408 Posts
January 20 2012 02:33 GMT
#2
Yes, first on this epic thread. Honestly a lot of what you said was extremely confusing even though I understand what you're saying. It would help if you expanded on some of your ideas. Just write all of your thoughts and don't worry about it being too long or having incomplete sentences, then go back and fix it up.
https://liquipedia.net/starcraft2/Monitor
RumbleBadger
Profile Joined July 2011
322 Posts
Last Edited: 2012-01-20 03:48:46
January 20 2012 03:09 GMT
#3
*Reads Barrin's post*
*Looks at current map project*
"Crap, my map width is bigger than my map length. FFFFFUUUUUU..."

But honestly, great post. Definitely can look at my maps more critically with these concepts.

Edit: Also for Dr. Who fans: http://i.imgur.com/y002R.png
Games before dames.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 20 2012 03:16 GMT
#4
While the post was a little confusing because thoughts seemed to start and trail off into nothing, I understand (more or less) of what you are saying. It sounds a bit 'foreign-y' in style (I mean that it seems to be a little stilted, as if someone who is ESL (such as myself) wrote it), but apologies if it is not.

Apart from that, I LOVE the fact that this is presented in this way. I feel that there needs to be much more discussion over the nature of maps because it will prevent a stagnation in design, repetition, or falling into patterns. So all in all, huge props for writing this!
whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 20 2012 03:40 GMT
#5
I cannot actually describe what it is

Hmm, this seems to be an ongoing theme with 'Circle Syndrome'. Can somebody please just provide a concise and coherent definition of Circle Syndrome? My current understanding is that Circle Syndrome is something like this: Maps in which most expansions (excluding main and natural) are ambiguous, i.e., approximately equidistant from both players' naturals. Is that correct?
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
RumbleBadger
Profile Joined July 2011
322 Posts
January 20 2012 03:42 GMT
#6
On January 20 2012 12:40 whatthefat wrote:
Show nested quote +
I cannot actually describe what it is

Hmm, this seems to be an ongoing theme with 'Circle Syndrome'. Can somebody please just provide a concise and coherent definition of Circle Syndrome? My current understanding is that Circle Syndrome is something like this: Maps in which most expansions (excluding main and natural) are ambiguous, i.e., approximately equidistant from both players' naturals. Is that correct?

That's the most prominent case of circle syndome, as in if that occurse there is likely circle syndrome (and vice versa). But like Barrin said, CS is too complicated to really boil down to one factor, although in my opinion what you listed is the major factor on most maps with circle syndrome.
Games before dames.
whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 20 2012 03:45 GMT
#7
On January 20 2012 12:42 RumbleBadger wrote:
Show nested quote +
On January 20 2012 12:40 whatthefat wrote:
I cannot actually describe what it is

Hmm, this seems to be an ongoing theme with 'Circle Syndrome'. Can somebody please just provide a concise and coherent definition of Circle Syndrome? My current understanding is that Circle Syndrome is something like this: Maps in which most expansions (excluding main and natural) are ambiguous, i.e., approximately equidistant from both players' naturals. Is that correct?

That's the most prominent case of circle syndome, as in if that occurse there is likely circle syndrome (and vice versa). But like Barrin said, CS is too complicated to really boil down to one factor, although in my opinion what you listed is the major factor on most maps with circle syndrome.

Okay, thank you. But if it's not possible to define it, I would argue that it isn't a useful term.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
monitor
Profile Blog Joined June 2010
United States2408 Posts
January 20 2012 03:47 GMT
#8
On January 20 2012 12:45 whatthefat wrote:
Show nested quote +
On January 20 2012 12:42 RumbleBadger wrote:
On January 20 2012 12:40 whatthefat wrote:
I cannot actually describe what it is

Hmm, this seems to be an ongoing theme with 'Circle Syndrome'. Can somebody please just provide a concise and coherent definition of Circle Syndrome? My current understanding is that Circle Syndrome is something like this: Maps in which most expansions (excluding main and natural) are ambiguous, i.e., approximately equidistant from both players' naturals. Is that correct?

That's the most prominent case of circle syndome, as in if that occurse there is likely circle syndrome (and vice versa). But like Barrin said, CS is too complicated to really boil down to one factor, although in my opinion what you listed is the major factor on most maps with circle syndrome.

Okay, thank you. But if it's not possible to define it, I would argue that it isn't a useful term.


Actually I wrote a long thread about it, with a definition. Check it out.

Noun: Circle Syndrome [sərkəl ˈsinˌdrōm] - a two player map expansion layout where each player can expand clockwise or counterclockwise around the map which results in the last base being in close proximity to the opponent
https://liquipedia.net/starcraft2/Monitor
whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 20 2012 03:53 GMT
#9
On January 20 2012 12:47 monitor wrote:
Show nested quote +
On January 20 2012 12:45 whatthefat wrote:
On January 20 2012 12:42 RumbleBadger wrote:
On January 20 2012 12:40 whatthefat wrote:
I cannot actually describe what it is

Hmm, this seems to be an ongoing theme with 'Circle Syndrome'. Can somebody please just provide a concise and coherent definition of Circle Syndrome? My current understanding is that Circle Syndrome is something like this: Maps in which most expansions (excluding main and natural) are ambiguous, i.e., approximately equidistant from both players' naturals. Is that correct?

That's the most prominent case of circle syndome, as in if that occurse there is likely circle syndrome (and vice versa). But like Barrin said, CS is too complicated to really boil down to one factor, although in my opinion what you listed is the major factor on most maps with circle syndrome.

Okay, thank you. But if it's not possible to define it, I would argue that it isn't a useful term.


Actually I wrote a long thread about it, with a definition. Check it out.

Noun: Circle Syndrome [sərkəl ˈsinˌdrōm] - a two player map expansion layout where each player can expand clockwise or counterclockwise around the map which results in the last base being in close proximity to the opponent

As I understood it from Barrin's examples when he first discussed the idea, it's not just a matter of the last base being close to the opponent, it's all the potential expansions. I'm open to being corrected on that though.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 20 2012 03:57 GMT
#10
You are actually correct, whatthefat.
I love.
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 20 2012 05:59 GMT
#11
circle syndrome is a problem but not entirely because of bad design or bad designers. the problem manifests itself as a result of the way the game itself is played. that is, deathball syndrome, warpgate abuse, overly strong units.

when i design my maps, my mind is ablaze with visions of BW. armies moving back and fourth, here and there, just generally all out mobile trying to have true map control (as defined as what your army actually covers, rather than how far your expos reach). as a result my maps have many 'paths' or 'corridors' to mimic this.

BW maps are also full of expos all across the map, in the far reaches and corners, which can allow for any number of map designs; this is because 1) there are no warpgates - the reinforcement distance and time is larger compared to sc2 and 2) units are not as powerful or abusive, so these two things allow expos to stay alive longer and allow you to get reinforcements to try save that expo.

in sc2, mappers must have a coherent understanding of distances and timings otherwise any number of sc2-specific aspects can cause severe upsets in the base layout and balance. thusly the easiest solution to this circle syndrome, having a progressive series of bases to take to allow for quick reinforcements for defense. take for example: in bw, cross map expos are a prevalent tactic for zerg to 1) hide expos 2) force long attack path for enemy, but do you see this much in sc2? why not? there are so many ways to abuse a lone zerg expo due to the design of the game, its just not worth it in the eyes of many players.

the question is, can a paradigm shift in the way the game is played solve the above issues? or is the game's design too locked down to allow for these wild and varying maps?
starleague forever
Gfire
Profile Joined March 2011
United States1699 Posts
January 20 2012 06:15 GMT
#12
Interesting thoughts, that this is a gameplay issue not a mapping issue. I guess I agree. I do stay quite positive in believing that the players can improve all these things, these little flaws in SC2, with whatever help from Blizzard we get. And HotS looks promising.

I remember when I watched the old GSL open 1 finals, Fruit Dealer vs Rainbow, and on the first map seeing Fruit Dealer expanding in opposite sides of the map, with good success. It's a shame this sort of play hasn't stuck around, and I wonder why. Have players gotten locked into a certain mindset or is this the best way to play the game?

I guess as much as I think the players can make a change, they sometimes need a push. I don't think players think that much about making the game better like this, but they just do what it takes to win. Because of this, sometimes we have to use maps to force them to think in new ways. Crossfire is my go-to example, a map that is pretty non-standard, but the players learned how to play it and now it's pretty decent. Maybe what we need to do, as mappers, is not say "the games on this map turned out poorly, we need to scrap the idea," but rather be more stubborn and force the players to figure the map out so we can get the game to a better place. I think this might be one of the problems with the map making community (at least foreigners,) in general. That we are too soft and won't try to get the play to change to be better.

Actually, the play seems to be slowly gravitating to be more a more like BW, and the maps as well. And I've actually noticed the similarities between the SC2 maps and the very old BW maps. This gives me confidence about the future.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-01-20 06:30:53
January 20 2012 06:27 GMT
#13
On January 20 2012 14:59 a176 wrote:
circle syndrome is a problem but not entirely because of bad design or bad designers. the problem manifests itself as a result of the way the game itself is played. that is, deathball syndrome, warpgate abuse, overly strong units.

when i design my maps, my mind is ablaze with visions of BW. armies moving back and fourth, here and there, just generally all out mobile trying to have true map control (as defined as what your army actually covers, rather than how far your expos reach). as a result my maps have many 'paths' or 'corridors' to mimic this.

BW maps are also full of expos all across the map, in the far reaches and corners, which can allow for any number of map designs; this is because 1) there are no warpgates - the reinforcement distance and time is larger compared to sc2 and 2) units are not as powerful or abusive, so these two things allow expos to stay alive longer and allow you to get reinforcements to try save that expo.

in sc2, mappers must have a coherent understanding of distances and timings otherwise any number of sc2-specific aspects can cause severe upsets in the base layout and balance. thusly the easiest solution to this circle syndrome, having a progressive series of bases to take to allow for quick reinforcements for defense. take for example: in bw, cross map expos are a prevalent tactic for zerg to 1) hide expos 2) force long attack path for enemy, but do you see this much in sc2? why not? there are so many ways to abuse a lone zerg expo due to the design of the game, its just not worth it in the eyes of many players.

the question is, can a paradigm shift in the way the game is played solve the above issues? or is the game's design too locked down to allow for these wild and varying maps?


It will change, and in the meantime we should hold everyone's hands by making maps that are conducive to map control -- Daybreak is a decent example of a current map in popular competitive use that does this -- that gently nudge play in the direction of the paradigm shift you envision.

SC2 is in a phase where there are lots of dangerous timings. As standard play is honed, all the windows will get smaller and smaller and players will be able to handle themselves with a high degree of security (actual and virtual map control -- safety) without overscouting, which is what you need to do now. Right now you have to have nearly perfect information of the enemy build or the enemy army position(s) to be safe. A partial mix is usually pretty unsafe.

This will change for two reasons. First, players will learn what they must do to hold off which attacks. Second, attackers will begin to respect that the chance of committing serious damage is low, and there will be less flailing attacks.

When you watch BW games, you see a lot of situations where the aggressor immediately pulls back after probing the enemy resistance, even if the defender looks weak. This is because the aggressor isn't attacking, he is just pressuring to obtain information and create space for himself. This sort of play is only exhibited in a very basic way in current SC2, but it's improving every day.

The paradigm shift you envision will open up possibilities for maps, but not for a while, like years--also there are expansions coming out that throw all the standard knowledge out the window.



edit: Also, there is a limit to the amount of acceptable circle syndrome, regardless, to use the en vogue terminology.

<3 barrin
Comprehensive strategic intention: DNE
mangoloid
Profile Joined September 2010
100 Posts
January 20 2012 08:46 GMT
#14
A lot of the explanations are unclear to me, but I (like Barrin, like others) have an intuitive grasp of the problems Barrin is pointing out. The map-width stuff greatly confused me, but I have my own ways of thinking about maps which seem to roughly line up with Barrin's conclusions. When considering expansion paths, I often think in terms of "front lines" and "harrassment paths"; in the case of maps with "circle syndrome," each expansion greatly increases both front lines and harrassment paths, making expoing on these more difficult with every expo taken.

Anyway, though some of this is puzzling, I am very happy to see an anlysis like this. If the mapping community can progress to more concrete terms for describing the way a map functions and potential problems, maps will definitely improve. I look forward to seeing Barrin expand and clarify his thoughts on resource "gravity," map control, and his template.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-01-20 22:24:36
January 20 2012 22:24 GMT
#15
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 21 2012 22:14 GMT
#16
--- Nuked ---
G_Wen
Profile Joined September 2009
Canada525 Posts
Last Edited: 2012-01-22 13:14:17
January 22 2012 12:49 GMT
#17
First of all thank you so much for writing this incredibly informative article.

After reading it I did an analysis of my own map:
[image loading]
as you can see the length is a bit longer than the width by what feel like just the right amount in game. But when I played and got feedback from GM players I had one player mention that once a terran moves out (in zvt) it just feels like their army disappears. This was probably due to the lack of XWTs on the map. I think the length / width can be expanded to include the inclusion of XWTs since they effectively lengthen the map by proving an earlier warning for attacks.

The more interesting analysis comes from the gravity of the map's expansions. From taking the standard third the corner base feels like a natural progression if you don't factor in the natural:
[image loading]

But once you do the centre base feels like a viable option for the races that are better at holding ground and are less mobile:
[image loading]
The red and blue lines represent how far an army must move to deal with attacks on the extremities of the bases. Comparing these distances to the distances that the opponent has to travel to attack the extremities might be a more accurate measurement than just length and width when discussing how difficult it is to hold expansions although it takes significantly more time.
[image loading]
In this picture the pink is the defender's path to be able to deal with attack on both sides while red represents the attacker's path.

[image loading]
Notice how taking the central base changes these proportions completely. The defender has to move much less to deal with the attacker's threats except the central base has to take the brunt of an attack for a little longer since the attacker has a relatively faster way to attack that expansion than the other ones. This would explain why terrans and protoss favor the central expansions: lack of mobility and stronger static defenses. While Zergs tend to favor the corner expansion: more mobility and weaker static defenses.

Overall I don't feel it suffers from Circle Syndrome due to the somewhat easy to hold third but I'm having a hard time deciding on this one since there are so many variables that are up in the air due to what races are playing what races.

Of course the analysis can be taken much further when you add factors such as destructible rocks and XWTs. Both lengthen the length (make it easier for defenders) in most cases but in must be taken on a case by case basis. I think the mapping community is coming close to being able to move beyond simple analysis of size and distance thanks to this post.

Also Barrin please bold the "Back to Circle Syndrome" part to hell and make it bright pink before the map making community becomes incredibly dismissive like this:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=305363#2

Sure it's easy to say circle syndrome but now a days that's all I see when I run into a new map. People say circle syndrome and dismiss it without even comparing the merits of the map.
ESV Mapmaking Team
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-25 17:37:12
March 25 2012 17:35 GMT
#18
--- Nuked ---
Please log in or register to reply.
Live Events Refresh
ChoboTeamLeague
01:00
S33 Finals FxB vs Chumpions
PiGStarcraft414
Discussion
Replay Cast
23:00
WardiTV Mondays #60
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft414
Nina 69
Nathanias 44
trigger 15
StarCraft: Brood War
NaDa 66
Sexy 40
yabsab 5
Dota 2
monkeys_forever314
NeuroSwarm58
League of Legends
JimRising 464
Cuddl3bear5
Super Smash Bros
hungrybox442
AZ_Axe169
PPMD39
Other Games
summit1g8783
C9.Mang0272
Maynarde150
Trikslyr43
ToD24
febbydoto7
Organizations
Other Games
gamesdonequick975
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 74
• davetesta13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki27
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift2742
• Scarra1247
Upcoming Events
WardiTV Korean Royale
10h 24m
BSL: GosuLeague
19h 24m
PiGosaur Cup
23h 24m
The PondCast
1d 8h
Replay Cast
1d 21h
RSL Revival
2 days
herO vs Zoun
Classic vs Reynor
Maru vs SHIN
MaxPax vs TriGGeR
BSL: GosuLeague
2 days
RSL Revival
3 days
WardiTV Korean Royale
3 days
RSL Revival
4 days
[ Show More ]
WardiTV Korean Royale
4 days
IPSL
4 days
Julia vs Artosis
JDConan vs DragOn
RSL Revival
5 days
Wardi Open
5 days
IPSL
5 days
StRyKeR vs OldBoy
Sziky vs Tarson
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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.