• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:52
CEST 04:52
KST 11:52
  • 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] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
StarCraft open world shooter announced at BlizzCon53Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?158Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Official StarCraft website teases new content ahead of BlizzCon? Broodwar Prediction Market Practice Partners (Official) [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
EVE Corporation Diablo IV Nintendo Switch Thread [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
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 Community Thread
Community
General
Trading/Investing Thread US Politics Mega-thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Diablo Animated Series on Netflix Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5720 users

[D] Why make a 4-spawn map instead of 2-spawn?

Forum Index > SC2 Maps & Custom Games
Post a Reply
Baseic
Profile Joined March 2011
Netherlands310 Posts
Last Edited: 2012-01-20 21:45:03
January 20 2012 20:07 GMT
#1
Hi!

I made this topic because to adress a question I've had for a while now.
The biggest part of the ladder pool consists of 4 player maps, but I really don't understand why, is there any plus of a 4p map over a 2p map?
Most maps are 4p/16base, once you have the 4 designated bases, you have to take an awkward different base. Every good 2p map I see has a nice base flow, but most 4p maps have at least one awkward point in expanding.

So, is there anything important I'm missing?

Thanks for fixing the title!
Etc.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
January 20 2012 20:10 GMT
#2
4 player maps are typically larger and less linear leading to greater strategic variety. They offer different gameplay than do 2 player maps.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
arkedos
Profile Joined July 2011
Germany1426 Posts
January 20 2012 20:12 GMT
#3
macro games are more likley on 4 player maps, 2 player maps are often about certain timing attacks which end the game rather quickly. and often on 4 player maps there is a larger variety of strategies that are viable, such as fast expansions or early 3rd base play and so on and so on.

So in my opinion its much more fun to play on a 4 player map.
love esports - hate homophobia
Pocky52
Profile Joined November 2011
United States463 Posts
January 20 2012 20:18 GMT
#4
They also add more spawns, obviously, which can have an effect on scouting and strats. Also I feel that they "justify" larger maps. On the flip side, they can also cause imbalance based on spawn positions. Regardless, they add variety, which, I think, is a good thing. I really want to see more 2 player maps on ladder, and a nice 4 player map that doesn't need cross spawns or disabled close spawns and no rotational imbalance.
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 20 2012 20:21 GMT
#5
as far as the ladder is concerned, blizzard has always had trouble designing 2p maps. their solution was to make 4p maps, which are bigger, to save them the trouble. but even then, they've not been the best.

as far your 'awkward' expansions, this is the nature of these maps. at this point in the game you should already have enough army or income to have no trouble in take other bases and defending them.

not everything in the game can be that easy.
starleague forever
Baseic
Profile Joined March 2011
Netherlands310 Posts
Last Edited: 2012-01-20 20:34:11
January 20 2012 20:32 GMT
#6
But why can't they make 2p maps that are larger and less linear?
And how are more strats possible on 4p maps?
What if you just make a 2p map with a similar expansion patterns to a 4p map but without the positional imbalance and the awkward expansion point?
Is there any reason that this is not possible?
Etc.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 20 2012 21:41 GMT
#7
--- Nuked ---
RumbleBadger
Profile Joined July 2011
322 Posts
January 20 2012 21:44 GMT
#8
Well the ladder is kind known for cheese. It's a lot easier to cheese on a 2p map because you know where your opponent spawns. Personally I think pros could use more 2p maps, but 2p maps also tend to cut down on macro builds, so maybe that's not good.
Games before dames.
Baseic
Profile Joined March 2011
Netherlands310 Posts
Last Edited: 2012-01-20 22:03:01
January 20 2012 21:44 GMT
#9
That's a 5 minute advantage compared to a 20 minute game.
Do you think it's worth it?
Are 4 player maps necessary for a good game, do you prefer 4 player maps or 2 player maps?
Sorry if I'm annoying, I just really want to get this totally clear.
4 Player maps make for worse scouting, but isn't that just the problem of Starcraft 2?
Thanks for the namechange!
Etc.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 20 2012 22:06 GMT
#10
--- Nuked ---
Baseic
Profile Joined March 2011
Netherlands310 Posts
Last Edited: 2012-01-20 22:20:33
January 20 2012 22:19 GMT
#11
On January 21 2012 07:06 Barrin wrote:
Worse initial scouting is not good or bad necessarily. It can be either, or both. Mostly, it's just different. Variety is good. But in sc2 I would prefer to see more 2p maps than 4p maps.

Okay, and what is your opinion on the 2 other problems I mentioned?
1. Almost every 4p map has at least some sort of positional imbalance.
2. Most of the 4p rotational maps have an awkward 'expansion bump' once you run out of standard bases.
That adds another question, do you prefer rotational or any other symmetry?
(I feel rotational maps are more affected by positional imbalance than they should)
Etc.
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
January 20 2012 22:54 GMT
#12
I think positional imbalance has the potential to be a good thing. From what I understand, there were many good asymmetrical maps in BW -- not "positionally imbalanced" reflect or rotational maps, maps with completely different terrain. I remember how Tyler talked about how on this one map, you could not let the terran get siege at position X, or it was game over. It was balanced, both players had equal chance of winning, but the struggle tended to center around preventing the terran from getting that, without over-committing resources to it and falling behind elsewhere.

That said, I think most maps without positional imbalance will do better until we've developed the SCII metagame quite far, and pros can spend time developing the map metagame. Which, of course, is like 3 years after LotV. So when I'm thirty.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 20 2012 22:56 GMT
#13
On January 21 2012 06:41 Barrin wrote:
IMO the greatest potential benefit - overshadowing any others - is not knowing where your opponent spawns immediately.

This sometimes extra time before being scouted can let players get away with early aggression builds or even greedy cc/nexus (and of course hatch) first builds.

The greatest con is having the second half of your bases look exactly like the first half.


This is all there is to it.
Comprehensive strategic intention: DNE
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 20 2012 22:56 GMT
#14
What nightmarjoo said. He's always right.
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 20 2012 23:33 GMT
#15
Because you get away with bigger maps and more expansions, making for the most epic of epic lategame matches.

Other than that there is not good reason, 2p has way more potential layouts, 4p is very limited cos you always have to look out for positional balance.

Also in 4p you can't proxy or shit like this without scouting, but on the other hand there is some huge scouting luck depending on when you scout your opponent.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
00Visor
Profile Blog Joined February 2011
4337 Posts
January 21 2012 00:01 GMT
#16
Proxies.
They are way easier when you know where your opponent is.

You could make big maps for 2 players as well.
I like the variety of 2/3/4 player maps and I that you can't easily proxy on all of them. Especially on ladder.
Please log in or register to reply.
Live Events Refresh
OSC
20:30
Masters Cup #151
davetesta29
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 479
RuFF_SC2 235
ViBE107
StarCraft: Brood War
Artosis 588
Aegong 40
Dota 2
monkeys_forever484
NeuroSwarm134
LuMiX1
Counter-Strike
fl0m5541
Coldzera 1341
minikerr36
Super Smash Bros
amsayoshi106
Heroes of the Storm
Liquid`Hasu320
Other Games
summit1g12275
B2W.Neo1127
JimRising 594
PiGStarcraft221
XaKoH 210
Sick152
Organizations
Heroes of the Storm
Heroes of the Storm1248
StarCraft 2
StarCraft1065
StarCraft: Brood War
Afreeca ASL 963
Other Games
BasetradeTV188
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21955
League of Legends
• Lourlo819
Upcoming Events
Sparkling Tuna Cup
7h 8m
WardiTV Invitational
8h 8m
ByuN vs Percival
Cure vs Classic
Shopify Rebellion Sundays
12h 8m
Spirit vs Mixu
Clem vs TBD
RSL Revival
13h 8m
Serral vs Rogue
BlizzCon
15h 38m
IdrA vs MC
Replay Cast
21h 8m
Afreeca Starleague
1d 7h
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d 8h
Monday Night Weeklies
1d 13h
Afreeca Starleague
2 days
Snow vs Shinee
Shine vs EffOrt
[ Show More ]
GSL
2 days
PiGosaur Cup
2 days
The PondCast
3 days
Kung Fu Cup
3 days
Replay Cast
3 days
KCM Race Survival
4 days
IntoTheTV X SOOP
4 days
Replay Cast
4 days
IntoTheTV X SOOP
5 days
Replay Cast
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Blizzard Classic Cup 2026
Blizzard Classic Cup 2026
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
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
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.