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[M] 6m Devolution by Barrin

Forum Index > SC2 Maps & Custom Games
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-04-07 14:28:34
March 20 2012 16:44 GMT
#1
--- Nuked ---
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
March 20 2012 17:04 GMT
#2
Build FREE bunker in the backdoor gasless expansion. Another one in the highground -> gg.

Also the natural seems to be kinda far from the main ramp meaning spine placement will be hard as I dont think they can cover both mineral line, and entrance to main as they should be able on every map in my opinion.

Otherwise seems like a cool map.
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 20 2012 17:43 GMT
#3
Let the madness begin!

Cool map, altho some parts look awkward aesthetically as far as I can tell from the overview.
Obviously can't comment on balance lol
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-20 17:50:42
March 20 2012 17:50 GMT
#4
--- Nuked ---
dudecrush
Profile Joined August 2010
Canada418 Posts
March 20 2012 18:07 GMT
#5
I watched Danosaur vs xGKingmafia and it was good. This map is great. I love how you actually have to have bases.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2012-03-20 18:21:30
March 20 2012 18:20 GMT
#6
On March 21 2012 02:50 Barrin wrote:
That bunker strategy is just as viable in say Shattered Temple, Metalopolis (and many other maps), why never see it there?


Was there somekind of misunderstanding?
In your map this happens
[image loading]
I cant see how something like that is possible on the other maps.

Or now that i think of it the 1st bunker is not even necerssary, as it can be just 1 or 2 marines there.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-20 18:52:06
March 20 2012 18:51 GMT
#7
--- Nuked ---
OldManSenex
Profile Joined June 2011
United States130 Posts
March 20 2012 19:30 GMT
#8
That bunker positioning is clever, but I don't think it will end up being too scary because the lower level can't reinforce the upper. The reason 2 punker pushes like that are scary on maps like Shakuras Plateau is because if the zerg commits to breaking the upper bunker, succeeds, but takes a lot of damage, the Terran can easily move his units from the lowground to the top. On this map if the zerg managed to kill the top bunker the pressure's pretty much over.

Also, having your natural denied on this map is not the worst thing ever for the zerg, because the 3rd is close and easy enough to take that it's only a little more dangerous than the natural. Obviously you'd have to watch out for a second bunker or cannon rush denying that base as well, but so long as you get the cancel on your natural it's not the worst position ever to be in.
For FRB shoutcasts and analysis check out www.youtube.com/wiseoldsenex
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 20 2012 20:18 GMT
#9
To get enough marines to make that bunker attack as strong as possible, you're nearly going "all in" because of how much money you're spending on not expanding. Everything costs a lot more in 6m. It's a really bad attack anyway. The zerg player could build only drones and kill that second bunker stopping the marines from getting in. Worst case they make a spine..?

Anyway I'm glad this map thread is finally up so I can link people to it!

I've been noticing problems with PvZ. The rocks at the third are usually dead by the time you get there so it's open and scary, usually requiring precious cannons. Walling the natural and going through the rocks can be very powerful but it's susceptible to two pronged attacks or just bouncing back and forth. I think that might be the best option though. However, mutalisks are an absolute nightmare in that scenario because the natural is so exposed, and the flock numbers quickly overwhelm cannons at your wallin, your main, your corner expo, your corner walloff, etc etc. Obviously we need more testing! But it's pretty hard at the moment.

I have to send you some replays and watch all those you posted, very excited. ;D
Comprehensive strategic intention: DNE
Thaniri
Profile Blog Joined March 2011
1264 Posts
March 20 2012 20:35 GMT
#10
The second, third, and fourth bases are pretty easy to cut out with tanks. I only played 1 master v 1 master TvT, but I kind of outclassed him a lot. He then played zerg vs me, and I could not do anything to him. He got 4 bases SAFELY by the time of my all-in siege tank timing.

I wish I had more people close to my level to play against. The 7m channel seems to be full of masters already in a game or a bunch of noobs.
Natespank
Profile Joined November 2011
Canada449 Posts
March 20 2012 21:46 GMT
#11
First impressions:

1- awesome awesome awesome


critique:
2- gas steals.

Specifically, in PvP, a protoss who gas steals and follows up with a 4 gate would be terrifying, or a terran gas stealing a protoss and then 5rax marine rushing him. The only way to defend such strategies is to use gas units.

Might be fine, just saying, it's the first thing that comes to mind for me
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-03-20 22:59:12
March 20 2012 22:57 GMT
#12
On March 21 2012 06:46 Natespank wrote:
First impressions:

1- awesome awesome awesome


critique:
2- gas steals.

Specifically, in PvP, a protoss who gas steals and follows up with a 4 gate would be terrifying, or a terran gas stealing a protoss and then 5rax marine rushing him. The only way to defend such strategies is to use gas units.

Might be fine, just saying, it's the first thing that comes to mind for me


3 gate is the max amount of production you can do on 1 base. I'm not sure what the best response would be for a gas steal, but I have a feeling it might be expand with cannons. Really you shouldn't let it happen because it's so important.

Terran couldn't steal effectively because you can kill the scv as it builds, but it'd be worth testing as a cheese option. You should go try it out! So many things to check. ;D

Oh, and Barrin, the version of 6m1hyg Devolution up now has a doodad malfunction at the natural in the bottom left. There's a giant floating mar sara dead tree. It's spooky! And also distracting.
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-03-21 00:44:39
March 20 2012 22:59 GMT
#13
Is this the start of a new trend? are we all going to have to learn build orders for 6 min bases? XD

I don't think a 4 gate or a 5rax build is possible with that many mineral patches. (?)

There might be issues with this setup, but its not going to be due to strategies we have seen already. Thats why this is exciting to me; new gameplay.

EDIT: I have been playing/obsing this for the last couple of hours. this could be totally revolutionary...
~ ~ <°)))><~ ~ ~
clever_us
Profile Blog Joined January 2011
United States329 Posts
March 20 2012 23:27 GMT
#14
YES. happy to see some high level replays being posted too. I imagine if we could get Husky or Day[9] to cast a couple of these it would be a huge boost int the popularity of this idea
glhf <3
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2012-03-20 23:40:28
March 20 2012 23:40 GMT
#15
As someone who read your whole monograph earlier and was skeptical anything would come of it, in spite of its merit, I'm now 100% sold. This literally makes for a whole new game in a way thats so much better than I had ever thought. I really think you've hit on something great, I can't wait to see where this goes
emc
Profile Joined September 2010
United States3088 Posts
March 20 2012 23:41 GMT
#16
On March 21 2012 07:57 EatThePath wrote:
Show nested quote +
On March 21 2012 06:46 Natespank wrote:
First impressions:

1- awesome awesome awesome


critique:
2- gas steals.

Specifically, in PvP, a protoss who gas steals and follows up with a 4 gate would be terrifying, or a terran gas stealing a protoss and then 5rax marine rushing him. The only way to defend such strategies is to use gas units.

Might be fine, just saying, it's the first thing that comes to mind for me


3 gate is the max amount of production you can do on 1 base. I'm not sure what the best response would be for a gas steal, but I have a feeling it might be expand with cannons. Really you shouldn't let it happen because it's so important.

Terran couldn't steal effectively because you can kill the scv as it builds, but it'd be worth testing as a cheese option. You should go try it out! So many things to check. ;D

Oh, and Barrin, the version of 6m1hyg Devolution up now has a doodad malfunction at the natural in the bottom left. There's a giant floating mar sara dead tree. It's spooky! And also distracting.


I'm going to gas steal every game as zerg, see how fun it is
RumbleBadger
Profile Joined July 2011
322 Posts
March 20 2012 23:47 GMT
#17
When it comes to 6m/1hyg maps in general I really like the technically capabilities that are opened up. With a lot more bases, a lot more interesting pathing and more dynamic gameplay can be created. I think you were very right with your analysis of how 8m/2g is killing sc2 creativity.

Great job on that analysis and also this map looks very fun too. I'll have to play it to really get a feel for it though.
Games before dames.
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
March 20 2012 23:56 GMT
#18
There are a lot of chokes in this map, I think that'd be a huge balancing issue.
All the pros got dat Ichie.
ChristianS
Profile Blog Joined March 2011
United States3188 Posts
March 21 2012 00:04 GMT
#19
I thought you were advocating for 6m/2g? 8m may be replaceable in Starcraft II, but 2g is essential to pretty much everything in the development of SCII up to this point. And honestly, 2g generates a lot of interesting strategy that wasn't present in brood war. In your other article you were advocating for 7m/2g shifting towards 6m/2g to reduce the suddenness of transition, and I'm all in favor, but a sudden jump to 6m/1g just won't happen (and maybe shouldn't). Pro players won't do such a drastic change just to play in tournaments that won't switch to them, and tournaments won't switch and alienate all their players that practiced for 8m/2g. A tournament might consider announcing 7m/2g beforehand and then playing on it (a 12.5% reduction in minerals), maybe transitioning to 6m/2g later (a 25% reduction in minerals), but I don't see any transition to 1g (a 50% reduction in gas!) in the near future.

tl;dr:
IMHO, 7m2g and/or 6m2g are both a viable change in the future and a good change in the future. 7m1g or 6m1g are both not viable and not necessarily good for the game. All the same, good luck to you, Barrin, as I'm certain you know more about map-making than me.

"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 21 2012 00:20 GMT
#20
On March 21 2012 09:04 ChristianS wrote:
I thought you were advocating for 6m/2g? 8m may be replaceable in Starcraft II, but 2g is essential to pretty much everything in the development of SCII up to this point. And honestly, 2g generates a lot of interesting strategy that wasn't present in brood war. In your other article you were advocating for 7m/2g shifting towards 6m/2g to reduce the suddenness of transition, and I'm all in favor, but a sudden jump to 6m/1g just won't happen (and maybe shouldn't). Pro players won't do such a drastic change just to play in tournaments that won't switch to them, and tournaments won't switch and alienate all their players that practiced for 8m/2g. A tournament might consider announcing 7m/2g beforehand and then playing on it (a 12.5% reduction in minerals), maybe transitioning to 6m/2g later (a 25% reduction in minerals), but I don't see any transition to 1g (a 50% reduction in gas!) in the near future.

tl;dr:
IMHO, 7m2g and/or 6m2g are both a viable change in the future and a good change in the future. 7m1g or 6m1g are both not viable and not necessarily good for the game. All the same, good luck to you, Barrin, as I'm certain you know more about map-making than me.


I'm pretty sure on the 1g maps it's a high yield gas (6 gas per trip), creating a 25% reduction in gas which is exactly proportional to the removal of 2 mineral patches.
vibeo gane,
ChristianS
Profile Blog Joined March 2011
United States3188 Posts
March 21 2012 00:54 GMT
#21
On March 21 2012 01:44 Barrin wrote:
Mineral/Gas Counts: + Show Spoiler +
[image loading]


6m1g= 6 minerals, 1 gas.
6m1hyg= 6 minerals, 1 high yield gas.
This is very much just straight 1 gas. Also, much of the strategy of SC2 is built around the principle of how many gas geysers you get at what time, since this produces more options for managing economies, and thus, more varied and diverse gameplay options. With 1 gas per base, every race is pretty much constantly starved for gas, resulting in much less interesting gameplay. And with 1 high yield gas per base, there's pretty much a choice between gasless play and very gas-heavy play, since the middle options have been removed. More options = more interesting gameplay, which is why 2g was put in the game in the first place.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
RumbleBadger
Profile Joined July 2011
322 Posts
March 21 2012 01:10 GMT
#22
On March 21 2012 09:20 -NegativeZero- wrote:
Show nested quote +
On March 21 2012 09:04 ChristianS wrote:
I thought you were advocating for 6m/2g? 8m may be replaceable in Starcraft II, but 2g is essential to pretty much everything in the development of SCII up to this point. And honestly, 2g generates a lot of interesting strategy that wasn't present in brood war. In your other article you were advocating for 7m/2g shifting towards 6m/2g to reduce the suddenness of transition, and I'm all in favor, but a sudden jump to 6m/1g just won't happen (and maybe shouldn't). Pro players won't do such a drastic change just to play in tournaments that won't switch to them, and tournaments won't switch and alienate all their players that practiced for 8m/2g. A tournament might consider announcing 7m/2g beforehand and then playing on it (a 12.5% reduction in minerals), maybe transitioning to 6m/2g later (a 25% reduction in minerals), but I don't see any transition to 1g (a 50% reduction in gas!) in the near future.

tl;dr:
IMHO, 7m2g and/or 6m2g are both a viable change in the future and a good change in the future. 7m1g or 6m1g are both not viable and not necessarily good for the game. All the same, good luck to you, Barrin, as I'm certain you know more about map-making than me.


I'm pretty sure on the 1g maps it's a high yield gas (6 gas per trip), creating a 25% reduction in gas which is exactly proportional to the removal of 2 mineral patches.

This is true. ^

I will say though that right now there is a lot more flexibility with the 2 gas set up, like stretching out gas income by only taking one at a time or taking gases at different times to suit build orders neatly. I think though people will just have to get used to counting how many drones they put in gas (2 or 1) if they want to fine tune their gas income. Overall I'm just really interested in how this style of mapping will affect gameplay. I'll have to watch some of those handy replays there...
Games before dames.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 21 2012 03:45 GMT
#23
On March 21 2012 09:54 ChristianS wrote:
Show nested quote +
On March 21 2012 01:44 Barrin wrote:
Mineral/Gas Counts: + Show Spoiler +
[image loading]


6m1g= 6 minerals, 1 gas.
6m1hyg= 6 minerals, 1 high yield gas.
This is very much just straight 1 gas. Also, much of the strategy of SC2 is built around the principle of how many gas geysers you get at what time, since this produces more options for managing economies, and thus, more varied and diverse gameplay options. With 1 gas per base, every race is pretty much constantly starved for gas, resulting in much less interesting gameplay. And with 1 high yield gas per base, there's pretty much a choice between gasless play and very gas-heavy play, since the middle options have been removed. More options = more interesting gameplay, which is why 2g was put in the game in the first place.

lol in the very picture you quoted it specifically says gas = high yield...
vibeo gane,
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 21 2012 04:00 GMT
#24
--- Nuked ---
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2012-03-21 04:29:59
March 21 2012 04:29 GMT
#25
oh it would be really cool if balanced for 6/2 maps would come out of this. I always had fun on 6/2 modded maps (though i switched the gas return time so 2 workers are optimal, not changing up the mineral/gas income ration but keeping the 2 geyser mechanic and reducing workers needed too). Only switched up a few Blizzard maps for personal use though.

Will be fun to play on maps build for those resources, so thanks alot for this map <3 and any future one !
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2012-03-21 05:26:55
March 21 2012 04:52 GMT
#26
I just wanted to say that infestors may become partcularly formidable to the 1hyg version of this map. I will check back with a more exact build, but basically you 10 pool, 9 gas, drone back up to 10, put three on gas as soon as it pops, pop an overlord, start lair, drone up to 15 (12 on minerals), plant infestor pit, 3-5 spines (re-droning back to 12 with each one), get a queen and 3 infestors by the time the Very Hard AI pops it's attack with any race. This pretty using destiny's "fungal field" you can pretty much wipe up this initial attack force and expand at will. Again, this is just messing around with funky timings with AI so it might not matter against another player, but it seems like the really fast infestors are not very punishable.

I think two geysers will help to fix this, but I like the idea of making them low yield as FoxyMayhem mentioned in the BoGiSC2 thread. Also, 1875 per geyser, but that's just nitpicking.

Edit: Also, archons.

[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
a176
Profile Blog Joined August 2009
Canada6688 Posts
March 21 2012 05:09 GMT
#27
i think its too early to decide between 1hyg and 2g. i personally feel reverting to 2g is counter intuitive; i thought the original point of this all was to force more strategic gameplay into the game? i dont believe ending up with only a reduction of 160-180mineral/min/base is that much of a change from vanilla.
starleague forever
Zandar
Profile Blog Joined July 2010
Netherlands1541 Posts
March 21 2012 05:41 GMT
#28
I still would like to see a 6m map with bases with 2 gas but 25% further away.
Yes that means you can put 4 drones in them and still get the same amount of gas.
But drones are costly, with fewer mineral patches, so that's an extra strategic choice, allowing more flexibility
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-03-21 16:10:00
March 21 2012 05:54 GMT
#29
EDIT: I felt bad for being off topic, so I moved my post to the appropriate thread here.

As for the map itself however, there isn't too much I can say about it. You can't really argue the map is too chokey, too big, etc because the game is entirely different. Thus you really just don't know what needs to be done to the map itself to suit the new gameplay until we understand it well enough. Again, great idea Barrin. Cheers!
Former ESV Mapmaker | @Timetwister22
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-03-21 06:22:28
March 21 2012 06:18 GMT
#30
On March 21 2012 08:41 emc wrote:
Show nested quote +
On March 21 2012 07:57 EatThePath wrote:
On March 21 2012 06:46 Natespank wrote:
First impressions:

1- awesome awesome awesome


critique:
2- gas steals.

Specifically, in PvP, a protoss who gas steals and follows up with a 4 gate would be terrifying, or a terran gas stealing a protoss and then 5rax marine rushing him. The only way to defend such strategies is to use gas units.

Might be fine, just saying, it's the first thing that comes to mind for me


3 gate is the max amount of production you can do on 1 base. I'm not sure what the best response would be for a gas steal, but I have a feeling it might be expand with cannons. Really you shouldn't let it happen because it's so important.

Terran couldn't steal effectively because you can kill the scv as it builds, but it'd be worth testing as a cheese option. You should go try it out! So many things to check. ;D

Oh, and Barrin, the version of 6m1hyg Devolution up now has a doodad malfunction at the natural in the bottom left. There's a giant floating mar sara dead tree. It's spooky! And also distracting.


I'm going to gas steal every game as zerg, see how fun it is


Sounds good, I'll be FFEing.

About 1hyg vs 2g, I don't think it's possible to choose yet. If you maintain 6m, 2g skews the game a lot farther towards tech based. Part of the appeal for me thus far in 6m1hyg is that I feel like I'm still in the development stages of the game with a saturated natural base. I need a 3rd before I can start any freewheeling multi-teching. (As protoss I should say.) This does put protoss in a pinch sometimes, but maybe there are ways to adjust how you play the matchups?

I'll definitely be willing to test 6m2g as well to compare, but I don't like it on paper. If you were going that direction, I'd prefer something like 7m2g with geysers that require 3.5 harvesters to saturate, and some distance mineral patches (5 squares) that require 3 harvesters to saturate.

I can imagine an SC2 landscape with maps that vary these things somewhat freely in order to play up certain map features later in the game further out on the map, or just to adjust how the early game is played. I think it's completely reasonable to expect competitive players to know how to open off 6m1hyg, 6m2g, and 7m2g, with a natural that could be any of those as well. This style of mapping creates a higher burden of game knowledge to create balanced maps without getting lucky, but the variation it would provide would be great for spectators! And the dimension of innovation would be much more highly rewarded in a pro player, something I've always missed, coming from the competitive MTG scene.

Oh, I also wanted to mention that extra geysers covered with rocks might be a useful way to modulate potential vespene income. Of course this would be much harder to use and unelegant for the main base. The starting vespene situation is probably the most important for basic balance.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 21 2012 07:05 GMT
#31
On March 21 2012 14:09 a176 wrote:
i think its too early to decide between 1hyg and 2g. i personally feel reverting to 2g is counter intuitive; i thought the original point of this all was to force more strategic gameplay into the game? i dont believe ending up with only a reduction of 160-180mineral/min/base is that much of a change from vanilla.

I agree with this. Plus, wouldn't changing the ratio of minerals to gas by using 6m/2g upset the balance even more, favoring tech and gas heavy units? It seems the game is balanced heavily around the current ratio, hence the reason there aren't min only bases and other unusual arrangements. Although, this problem could be solved if the nat has 1 gas or if either the 3rd or 4th is min only.
vibeo gane,
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
March 21 2012 11:55 GMT
#32
so what are the changes between 1.0, 2.0, 3.0 just for interest
ZvP imbalanced blizzards solution nerf terran
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
March 21 2012 12:57 GMT
#33
On March 21 2012 13:52 HypertonicHydroponic wrote:
I just wanted to say that infestors may become partcularly formidable to the 1hyg version of this map. I will check back with a more exact build, but basically you 10 pool, 9 gas, drone back up to 10, put three on gas as soon as it pops, pop an overlord, start lair, drone up to 15 (12 on minerals), plant infestor pit, 3-5 spines (re-droning back to 12 with each one), get a queen and 3 infestors by the time the Very Hard AI pops it's attack with any race. This pretty using destiny's "fungal field" you can pretty much wipe up this initial attack force and expand at will. Again, this is just messing around with funky timings with AI so it might not matter against another player, but it seems like the really fast infestors are not very punishable.

I think two geysers will help to fix this, but I like the idea of making them low yield as FoxyMayhem mentioned in the BoGiSC2 thread. Also, 1875 per geyser, but that's just nitpicking.

Edit: Also, archons.



Personally until it is explored more i don't think we should worry about balance too much, because we have to remember that we will be playing the game WRONG. In small scale battles the way that units can be split up is completely different, units like the stalker, that are fast, heal and long ranged become SO powerful. I fear for a terran against HerO on this map, with his stalker micro...

I'd like to note that it should be mandatory for posts to finish like this:

Also, archons.
The world is ending what should we do about it?
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 21 2012 13:19 GMT
#34
This is a very chokey map compared to your normal style Nice tho, needs some crisp paint
KCCO!
opisska
Profile Blog Joined February 2011
Poland8852 Posts
March 21 2012 14:39 GMT
#35
This is finally a big reason to support FRPB - it leads to wonderful maps! SO many bases, everywhere, so much space to conquer... I know that SC2 is supposed to be and RTS, but I still like the exploration feeling from this kind of maps.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 21 2012 15:00 GMT
#36
On March 21 2012 13:52 HypertonicHydroponic wrote:
I just wanted to say that infestors may become partcularly formidable to the 1hyg version of this map. I will check back with a more exact build, but basically you 10 pool, 9 gas, drone back up to 10, put three on gas as soon as it pops, pop an overlord, start lair, drone up to 15 (12 on minerals), plant infestor pit, 3-5 spines (re-droning back to 12 with each one), get a queen and 3 infestors by the time the Very Hard AI pops it's attack with any race. This pretty using destiny's "fungal field" you can pretty much wipe up this initial attack force and expand at will. Again, this is just messing around with funky timings with AI so it might not matter against another player, but it seems like the really fast infestors are not very punishable.

I think two geysers will help to fix this, but I like the idea of making them low yield as FoxyMayhem mentioned in the BoGiSC2 thread. Also, 1875 per geyser, but that's just nitpicking.

Edit: Also, archons.



It seems logical that infestor builds will be OP with 1hyg, but I just watched a diamond zerg who was rushing to infestors get absolutely murdered by early marine aggression from a platinum terran. The AI does not know how to build off 6 minerals, and furthermore the AI has the worst micro ever, which is more important on this kind of map so testing things vs the AI is not a good benchmark.

In general, as Barrin stated in is original post, teching is generally slowed down because you need to expand more often, and teching opens you up to getting overwhelmed by T1 units. I really dont think rushing to gas units is going to be an issue on 6m 1hyg maps, but I DO think it could be an issue on 6m2g maps because you will have an abundance of gas units some of which are countered by mineral units/buildings. of course, this is my completely untested opinion.
~ ~ <°)))><~ ~ ~
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 21 2012 16:13 GMT
#37
--- Nuked ---
Vul
Profile Blog Joined April 2011
United States685 Posts
March 21 2012 16:19 GMT
#38
On March 21 2012 15:18 EatThePath wrote:
Show nested quote +
On March 21 2012 08:41 emc wrote:
On March 21 2012 07:57 EatThePath wrote:
On March 21 2012 06:46 Natespank wrote:
First impressions:

1- awesome awesome awesome


critique:
2- gas steals.

Specifically, in PvP, a protoss who gas steals and follows up with a 4 gate would be terrifying, or a terran gas stealing a protoss and then 5rax marine rushing him. The only way to defend such strategies is to use gas units.

Might be fine, just saying, it's the first thing that comes to mind for me


3 gate is the max amount of production you can do on 1 base. I'm not sure what the best response would be for a gas steal, but I have a feeling it might be expand with cannons. Really you shouldn't let it happen because it's so important.

Terran couldn't steal effectively because you can kill the scv as it builds, but it'd be worth testing as a cheese option. You should go try it out! So many things to check. ;D

Oh, and Barrin, the version of 6m1hyg Devolution up now has a doodad malfunction at the natural in the bottom left. There's a giant floating mar sara dead tree. It's spooky! And also distracting.


I'm going to gas steal every game as zerg, see how fun it is


Sounds good, I'll be FFEing.

About 1hyg vs 2g, I don't think it's possible to choose yet. If you maintain 6m, 2g skews the game a lot farther towards tech based. Part of the appeal for me thus far in 6m1hyg is that I feel like I'm still in the development stages of the game with a saturated natural base. I need a 3rd before I can start any freewheeling multi-teching. (As protoss I should say.) This does put protoss in a pinch sometimes, but maybe there are ways to adjust how you play the matchups?

I'll definitely be willing to test 6m2g as well to compare, but I don't like it on paper. If you were going that direction, I'd prefer something like 7m2g with geysers that require 3.5 harvesters to saturate, and some distance mineral patches (5 squares) that require 3 harvesters to saturate.

I can imagine an SC2 landscape with maps that vary these things somewhat freely in order to play up certain map features later in the game further out on the map, or just to adjust how the early game is played. I think it's completely reasonable to expect competitive players to know how to open off 6m1hyg, 6m2g, and 7m2g, with a natural that could be any of those as well. This style of mapping creates a higher burden of game knowledge to create balanced maps without getting lucky, but the variation it would provide would be great for spectators! And the dimension of innovation would be much more highly rewarded in a pro player, something I've always missed, coming from the competitive MTG scene.

Oh, I also wanted to mention that extra geysers covered with rocks might be a useful way to modulate potential vespene income. Of course this would be much harder to use and unelegant for the main base. The starting vespene situation is probably the most important for basic balance.


Even if you FFE gas steal will be pretty powerful if you only have one gas geyser. It would take a hell of a lot longer for you to get your cyber core out with no increase in cost to me (still only 25 minerals and Zerg is going to FE too, btw).

That said, my concern is that these changes also make inject larva much less powerful throughout the early and mid game because you wouldn't be able to use all of that larva anyway. Inject larva might not stack up very well to chronoboost and MULE.
tjosan
Profile Joined January 2010
Sweden120 Posts
March 21 2012 17:05 GMT
#39
On March 22 2012 01:19 Vul wrote:
Show nested quote +
On March 21 2012 15:18 EatThePath wrote:
On March 21 2012 08:41 emc wrote:
On March 21 2012 07:57 EatThePath wrote:
On March 21 2012 06:46 Natespank wrote:
First impressions:

1- awesome awesome awesome


critique:
2- gas steals.

Specifically, in PvP, a protoss who gas steals and follows up with a 4 gate would be terrifying, or a terran gas stealing a protoss and then 5rax marine rushing him. The only way to defend such strategies is to use gas units.

Might be fine, just saying, it's the first thing that comes to mind for me


3 gate is the max amount of production you can do on 1 base. I'm not sure what the best response would be for a gas steal, but I have a feeling it might be expand with cannons. Really you shouldn't let it happen because it's so important.

Terran couldn't steal effectively because you can kill the scv as it builds, but it'd be worth testing as a cheese option. You should go try it out! So many things to check. ;D

Oh, and Barrin, the version of 6m1hyg Devolution up now has a doodad malfunction at the natural in the bottom left. There's a giant floating mar sara dead tree. It's spooky! And also distracting.


I'm going to gas steal every game as zerg, see how fun it is


Sounds good, I'll be FFEing.

About 1hyg vs 2g, I don't think it's possible to choose yet. If you maintain 6m, 2g skews the game a lot farther towards tech based. Part of the appeal for me thus far in 6m1hyg is that I feel like I'm still in the development stages of the game with a saturated natural base. I need a 3rd before I can start any freewheeling multi-teching. (As protoss I should say.) This does put protoss in a pinch sometimes, but maybe there are ways to adjust how you play the matchups?

I'll definitely be willing to test 6m2g as well to compare, but I don't like it on paper. If you were going that direction, I'd prefer something like 7m2g with geysers that require 3.5 harvesters to saturate, and some distance mineral patches (5 squares) that require 3 harvesters to saturate.

I can imagine an SC2 landscape with maps that vary these things somewhat freely in order to play up certain map features later in the game further out on the map, or just to adjust how the early game is played. I think it's completely reasonable to expect competitive players to know how to open off 6m1hyg, 6m2g, and 7m2g, with a natural that could be any of those as well. This style of mapping creates a higher burden of game knowledge to create balanced maps without getting lucky, but the variation it would provide would be great for spectators! And the dimension of innovation would be much more highly rewarded in a pro player, something I've always missed, coming from the competitive MTG scene.

Oh, I also wanted to mention that extra geysers covered with rocks might be a useful way to modulate potential vespene income. Of course this would be much harder to use and unelegant for the main base. The starting vespene situation is probably the most important for basic balance.


Even if you FFE gas steal will be pretty powerful if you only have one gas geyser. It would take a hell of a lot longer for you to get your cyber core out with no increase in cost to me (still only 25 minerals and Zerg is going to FE too, btw).

That said, my concern is that these changes also make inject larva much less powerful throughout the early and mid game because you wouldn't be able to use all of that larva anyway. Inject larva might not stack up very well to chronoboost and MULE.

But creep tumours do!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 21 2012 19:46 GMT
#40
--- Nuked ---
RumbleBadger
Profile Joined July 2011
322 Posts
March 21 2012 20:15 GMT
#41
On March 22 2012 04:46 Barrin wrote:
btw, whatthefat did a really nice battle report on this map a few days ago

http://www.teamliquid.net/forum/viewmessage.php?topic_id=321242&currentpage=34#661

Show nested quote +
On March 18 2012 11:57 whatthefat wrote:
Having watched and played several games on these maps yesterday and today, I'd like to summarize my thoughts at this stage.

At my level (high diamond), I feel like the character of the game is not immensely different. I mean, the timings are wonky and it takes much longer to reach max, but it's still essentially still one large army slamming into another at some point.

However, I did get to watch some master level games yesterday, and I've included a battle report below for a particularly entertaining game between BlingLing (T) and babysimba (Z) that I think showcases the potential for this change. (Thanks to both players for such a fun game!)

babysimba opened with a 15 hatch, while BlingLing went 14 CC.

[image loading]

On spotting the CC, babysimba made the excellent decision to take a third before pool.

[image loading]

With both players beginning to macro up, BlingLing pushed into the Zerg natural with a handful of marines off two barracks. With some good marine control, he managed to inflict some minor damage, killing a morphing spine, killing 4 lings, and getting home with his damaged marines. However, he did not spot the Zerg third.

[image loading]

BlingLing teched to siege tanks and threw down two more barracks. He also added a couple of missile turrets, possibly fearing 8 minute mutas (which are quite frightening if Zerg takes both high yield gases quickly). However, babysimba had delayed Lair in favor of droning and amassing lings. With map control established, babysimba teched to infestors, while Blingling took the gasless third.

With a medivac out, BlingLing pushed across the map.

[image loading]

Baneling nest was complete, but not baneling speed. babysimba did a reasonable job of cleaning up the pressure, but some cute drop micro and excellent tank spread ensured the Terran forces did some damage.

[image loading]

While this engagement was playing out, both players had taken their fourth bases, and Zerg had started a Hive, and amassed a good group of infestors. At the 15 minute mark, both players were around 130 supply. You might note this is a little low given the appearance of the minimap, with both players comfortably on 4 bases, Zerg on Hive tech, and Terran taking a fifth. This is of course a direct effect of the reduced mineral patches.

[image loading]

At this point, things started to get very interesting. Both players began to split their main army into small hit squads, each trying to take advantage of the other's distributed bases. Simultaneous engagements occurred in the chokepoint to Terran's natural, and along the bottom path of the map.

[image loading]

In the meantime, BlingLing snuck 4 marines into the Zerg third to pick off creep tumors, while babysimba pushed back into the Terran chokepoint with a group of lings.

[image loading]

With the dust barely settled on that skirmish, another began below, with babysimba using some clever burrow tactics to ambush and fungal a group of marines.

[image loading]

At the 18 minute mark, Zerg decided it was time to spend his huge bank, and dumped it into 7 ultralisks, bringing both players to about 150 supply.

Terran next attempted a drop on the Zerg fifth. It was quickly spotted, but the distraction allowed BlingLing to move into a strong highground position, cutting off Zerg's sixth. Considering the position too tenuous, he unsieged and maneuvered this force to rejoin his main army.

[image loading]

Terran's macro was now starting to pull slightly ahead, with a supply lead of about 30. That might sound really bad for a Zerg in a ZvT. But in this reduced resource version of the game, falling behind in supply does not seem to be quite as grim. From my limited experience, there seem to be more opportunities to pull oneself back into the game now that the macro moves at along at a more reasonable pace.

With both armies jockeying for position in the middle, Terran dropped the Zerg seventh and sent another two hit squads to simultaneously attack Zerg's third and sixth bases. As these distractions pulled the Zerg forces away from the center, Terran pushed ever closer to the Zerg natural.

[image loading]

As Zerg cleared up the multiple harassments, Terran attempted to reposition his army to higher ground. But the Zerg forces were able to intercept before the tanks were sieged.

[image loading]

While Zerg was able to take out several siege tanks, the ultralisks had insufficient support and melted under the marine fire.

Terran immediately sent a small group to deny any further attempts to expand to the top of the map, while pulling back his main force to consolidate his lead.

[image loading]

In response, Zerg counter-attacked Terran's south-most base.

[image loading]

Without infestor support, Terran's marines were able to clean up the attack, with Zerg trading reasonably.

[image loading]

Zerg's economy was now crippled, with Terran taking an annoying position behind the mineral line at Zerg's fifth base. However, Terran was down to 34 SCVs, and Zerg had cleverly blocked Terran's main mining base with a burrowed zergling.

[image loading]
[image loading]

Seeing a chance to equalize, Zerg pushed through the center with ultralisks supported by infestors, reducing both players to 140 supply.

[image loading]

Both players were fighting valiantly, seemingly able to just continue fighting indefinitely all over the map. The amount of action had naturally disrupted Zerg's macro, however, and he did not have enough larvae to spend his bank of 1300 minerals and 1300 gas before the next engagement.

With the game now in a delicate state of balance, BlingLing was able to clear up the remaining ultralisks, and catch the vital infestors out of position before they could escape.

[image loading]

With BlingLing in a commanding position, babysimba was forced to gg.

[image loading]

Those of us observing were extremely impressed, and grateful to the players for putting on such a good show.


This is delightful. Sentences like, "With both armies jockeying for position in the middle, Terran dropped the Zerg seventh and sent another two hit squads to simultaneously attack Zerg's third and sixth bases," really show the positive effects of 6m1hyg.

For those worrying about gas steals, I think people will just take gases earlier, so a scouting drone won't get there in time to gas steal. If your minerals are saturated on 12 drones, people will probably get gas around 9 or 10 supply. Even a 7 scout probably won't be there to gas steal at that point.

Also, I really like the more choky feel the map has, because the smaller armies then can maneuver really nicely around and do all the harassing like in the replay described above. ^^ I really hope this catches on.
Games before dames.
Mamoru
Profile Joined October 2011
Spain24 Posts
March 21 2012 20:29 GMT
#42
I think, that thing is a great idea.

When i buy sc2 i want this was like bw, but nowadays income per base is higher in sc2 then i think balance this is best idea for look like bw.

In my opinion, gas steal problem is because only cost 75 minerla, in bw i think is 100, that is correct? I think if this changes go further then blizz must readjust the assimilator, refinery.. cost to 100.

sorry for my bad english
:D
Funguuuuu
Profile Joined July 2011
United States198 Posts
March 22 2012 00:14 GMT
#43
The map seems to play out very well, but how could a map type like this (which seems so different in terms of what the standard builds would be) get tested enough to one day be implemented into tournament play?
The night is dark and full of Terrans
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
March 22 2012 01:41 GMT
#44
These:

On March 21 2012 21:57 Surili wrote:
Personally until it is explored more i don't think we should worry about balance too much, because we have to remember that we will be playing the game WRONG. In small scale battles the way that units can be split up is completely different, units like the stalker, that are fast, heal and long ranged become SO powerful. I fear for a terran against HerO on this map, with his stalker micro...

I'd like to note that it should be mandatory for posts to finish like this:

Also, archons.

On March 22 2012 00:00 TheFish7 wrote:
It seems logical that infestor builds will be OP with 1hyg, but I just watched a diamond zerg who was rushing to infestors get absolutely murdered by early marine aggression from a platinum terran. The AI does not know how to build off 6 minerals, and furthermore the AI has the worst micro ever, which is more important on this kind of map so testing things vs the AI is not a good benchmark.

In general, as Barrin stated in is original post, teching is generally slowed down because you need to expand more often, and teching opens you up to getting overwhelmed by T1 units. I really dont think rushing to gas units is going to be an issue on 6m 1hyg maps, but I DO think it could be an issue on 6m2g maps because you will have an abundance of gas units some of which are countered by mineral units/buildings. of course, this is my completely untested opinion.

in response to this:

On March 21 2012 13:52 HypertonicHydroponic wrote:
I just wanted to say that infestors may become partcularly formidable to the 1hyg version of this map. I will check back with a more exact build, but basically you 10 pool, 9 gas, drone back up to 10, put three on gas as soon as it pops, pop an overlord, start lair, drone up to 15 (12 on minerals), plant infestor pit, 3-5 spines (re-droning back to 12 with each one), get a queen and 3 infestors by the time the Very Hard AI pops it's attack with any race. This pretty using destiny's "fungal field" you can pretty much wipe up this initial attack force and expand at will. Again, this is just messing around with funky timings with AI so it might not matter against another player, but it seems like the really fast infestors are not very punishable.

I think two geysers will help to fix this, but I like the idea of making them low yield as FoxyMayhem mentioned in the BoGiSC2 thread. Also, 1875 per geyser, but that's just nitpicking.

Edit: Also, archons.


My response:

My concern is not for balance per se, my concern is for abuse. There is a significant difference between 1hyg and 2g no matter how much gas is in them because of the *rate* and *required investment* differences in the very early game. You may be able to pop out a few game changing tech units with the 1hyg variant that would cost you *much* less in terms of minerals, supply, and time. To do what I'm talking about with zerg with 2g instead of 1hyg you would need to spend at least the money and time on 2-3 more drones, build another extractor, and possibly build another overlord sooner in the build to account for all of the supply that is being used. Without this, the time to get the first infestor out is significantly reduced. In the test game I just played to get some times, my first infestor started at 4:43 (and I already had a few lings out and two spine crawlers building around the 4 minute mark). Maybe this is still to slow, but it still seems pretty safe, and from there it seems pretty easy to keep up ling infestor and double expand. I'm not a pro, so I don't know whether this is broken or not, but it seems like it could be abused more than I am capable of. My concern is simply that the new variant progress without any hidden gotchas that are going to reduce its credibility. I am less concerned with the potential over gassing in the late game since it seems this could be a much easier thing to change up like having mineral onlys at later expansions. But the early game is where you really need to get it right. You may still be able to get early infestors (also, archons) with the 2 gas version, but it seems like there is a more significant risk involved.
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Areon
Profile Joined November 2010
United States273 Posts
Last Edited: 2012-03-22 03:18:59
March 22 2012 03:17 GMT
#45
One gas? One gas?!? I mentioned this in a related thread, but I feel if you want to neuter gas acquisition without completely demolishing the metagame, keep two geysers and have workers only return 3 gas per trip. Just out of curiosity, how much gas do these geysers return? Edit: what is it like 6 I'm guessing? Would appreciate if you put in OP. Aside from that, looks like a good map. Pretty sure this'll never catch like wildfire and spread mainstream but I like what you're trying to do Barrin.
LemonyTang
Profile Joined March 2011
United Kingdom428 Posts
Last Edited: 2012-03-22 13:39:27
March 22 2012 13:39 GMT
#46
On March 22 2012 12:17 Areon wrote:
One gas? One gas?!? I mentioned this in a related thread, but I feel if you want to neuter gas acquisition without completely demolishing the metagame, keep two geysers and have workers only return 3 gas per trip. Just out of curiosity, how much gas do these geysers return? Edit: what is it like 6 I'm guessing? Would appreciate if you put in OP. Aside from that, looks like a good map. Pretty sure this'll never catch like wildfire and spread mainstream but I like what you're trying to do Barrin.


hyg returns 6 per trip ye
Mvp #1
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
March 22 2012 15:21 GMT
#47
are there any plans of adding in hots units in the 6m maps? I would love to see how that plays out aswell
Demonhunter04
Profile Joined July 2011
1530 Posts
Last Edited: 2012-03-22 15:55:05
March 22 2012 15:52 GMT
#48
On March 22 2012 05:15 RumbleBadger wrote:
Show nested quote +
On March 22 2012 04:46 Barrin wrote:
btw, whatthefat did a really nice battle report on this map a few days ago

http://www.teamliquid.net/forum/viewmessage.php?topic_id=321242&currentpage=34#661

On March 18 2012 11:57 whatthefat wrote:
Having watched and played several games on these maps yesterday and today, I'd like to summarize my thoughts at this stage.

At my level (high diamond), I feel like the character of the game is not immensely different. I mean, the timings are wonky and it takes much longer to reach max, but it's still essentially still one large army slamming into another at some point.

However, I did get to watch some master level games yesterday, and I've included a battle report below for a particularly entertaining game between BlingLing (T) and babysimba (Z) that I think showcases the potential for this change. (Thanks to both players for such a fun game!)

babysimba opened with a 15 hatch, while BlingLing went 14 CC.

[image loading]

On spotting the CC, babysimba made the excellent decision to take a third before pool.

[image loading]

With both players beginning to macro up, BlingLing pushed into the Zerg natural with a handful of marines off two barracks. With some good marine control, he managed to inflict some minor damage, killing a morphing spine, killing 4 lings, and getting home with his damaged marines. However, he did not spot the Zerg third.

[image loading]

BlingLing teched to siege tanks and threw down two more barracks. He also added a couple of missile turrets, possibly fearing 8 minute mutas (which are quite frightening if Zerg takes both high yield gases quickly). However, babysimba had delayed Lair in favor of droning and amassing lings. With map control established, babysimba teched to infestors, while Blingling took the gasless third.

With a medivac out, BlingLing pushed across the map.

[image loading]

Baneling nest was complete, but not baneling speed. babysimba did a reasonable job of cleaning up the pressure, but some cute drop micro and excellent tank spread ensured the Terran forces did some damage.

[image loading]

While this engagement was playing out, both players had taken their fourth bases, and Zerg had started a Hive, and amassed a good group of infestors. At the 15 minute mark, both players were around 130 supply. You might note this is a little low given the appearance of the minimap, with both players comfortably on 4 bases, Zerg on Hive tech, and Terran taking a fifth. This is of course a direct effect of the reduced mineral patches.

[image loading]

At this point, things started to get very interesting. Both players began to split their main army into small hit squads, each trying to take advantage of the other's distributed bases. Simultaneous engagements occurred in the chokepoint to Terran's natural, and along the bottom path of the map.

[image loading]

In the meantime, BlingLing snuck 4 marines into the Zerg third to pick off creep tumors, while babysimba pushed back into the Terran chokepoint with a group of lings.

[image loading]

With the dust barely settled on that skirmish, another began below, with babysimba using some clever burrow tactics to ambush and fungal a group of marines.

[image loading]

At the 18 minute mark, Zerg decided it was time to spend his huge bank, and dumped it into 7 ultralisks, bringing both players to about 150 supply.

Terran next attempted a drop on the Zerg fifth. It was quickly spotted, but the distraction allowed BlingLing to move into a strong highground position, cutting off Zerg's sixth. Considering the position too tenuous, he unsieged and maneuvered this force to rejoin his main army.

[image loading]

Terran's macro was now starting to pull slightly ahead, with a supply lead of about 30. That might sound really bad for a Zerg in a ZvT. But in this reduced resource version of the game, falling behind in supply does not seem to be quite as grim. From my limited experience, there seem to be more opportunities to pull oneself back into the game now that the macro moves at along at a more reasonable pace.

With both armies jockeying for position in the middle, Terran dropped the Zerg seventh and sent another two hit squads to simultaneously attack Zerg's third and sixth bases. As these distractions pulled the Zerg forces away from the center, Terran pushed ever closer to the Zerg natural.

[image loading]

As Zerg cleared up the multiple harassments, Terran attempted to reposition his army to higher ground. But the Zerg forces were able to intercept before the tanks were sieged.

[image loading]

While Zerg was able to take out several siege tanks, the ultralisks had insufficient support and melted under the marine fire.

Terran immediately sent a small group to deny any further attempts to expand to the top of the map, while pulling back his main force to consolidate his lead.

[image loading]

In response, Zerg counter-attacked Terran's south-most base.

[image loading]

Without infestor support, Terran's marines were able to clean up the attack, with Zerg trading reasonably.

[image loading]

Zerg's economy was now crippled, with Terran taking an annoying position behind the mineral line at Zerg's fifth base. However, Terran was down to 34 SCVs, and Zerg had cleverly blocked Terran's main mining base with a burrowed zergling.

[image loading]
[image loading]

Seeing a chance to equalize, Zerg pushed through the center with ultralisks supported by infestors, reducing both players to 140 supply.

[image loading]

Both players were fighting valiantly, seemingly able to just continue fighting indefinitely all over the map. The amount of action had naturally disrupted Zerg's macro, however, and he did not have enough larvae to spend his bank of 1300 minerals and 1300 gas before the next engagement.

With the game now in a delicate state of balance, BlingLing was able to clear up the remaining ultralisks, and catch the vital infestors out of position before they could escape.

[image loading]

With BlingLing in a commanding position, babysimba was forced to gg.

[image loading]

Those of us observing were extremely impressed, and grateful to the players for putting on such a good show.


This is delightful. Sentences like, "With both armies jockeying for position in the middle, Terran dropped the Zerg seventh and sent another two hit squads to simultaneously attack Zerg's third and sixth bases," really show the positive effects of 6m1hyg.

For those worrying about gas steals, I think people will just take gases earlier, so a scouting drone won't get there in time to gas steal. If your minerals are saturated on 12 drones, people will probably get gas around 9 or 10 supply. Even a 7 scout probably won't be there to gas steal at that point.

Also, I really like the more choky feel the map has, because the smaller armies then can maneuver really nicely around and do all the harassing like in the replay described above. ^^ I really hope this catches on.


Yeah that was awesome to see. I have to contest the statement that it takes MUCH longer to max out - I was able to do it in 17 minutes as Terran with a bio/tank army, the first time I played this mode (It was 6m1hyg devolution on GSL Daybreak). It takes 15-16 minutes on 8m2g provided there are minimal losses before that point.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2012-03-23 00:43:46
March 23 2012 00:42 GMT
#49
Edit: wrong thread -- moved to http://www.teamliquid.net/forum/viewpost.php?post_id=14027831
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ChristianS
Profile Blog Joined March 2011
United States3188 Posts
March 24 2012 21:09 GMT
#50
On March 21 2012 12:45 -NegativeZero- wrote:
Show nested quote +
On March 21 2012 09:54 ChristianS wrote:
On March 21 2012 01:44 Barrin wrote:
Mineral/Gas Counts: + Show Spoiler +
[image loading]


6m1g= 6 minerals, 1 gas.
6m1hyg= 6 minerals, 1 high yield gas.
This is very much just straight 1 gas. Also, much of the strategy of SC2 is built around the principle of how many gas geysers you get at what time, since this produces more options for managing economies, and thus, more varied and diverse gameplay options. With 1 gas per base, every race is pretty much constantly starved for gas, resulting in much less interesting gameplay. And with 1 high yield gas per base, there's pretty much a choice between gasless play and very gas-heavy play, since the middle options have been removed. More options = more interesting gameplay, which is why 2g was put in the game in the first place.

lol in the very picture you quoted it specifically says gas = high yield...

Ah, I misunderstood. I was under the impression that was a gas-only expansion in the middle that had high yield gas. All the same, Barrin is apparently favoring a 6m2g format, which sounds like a very good idea.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
moskonia
Profile Joined January 2011
Israel1448 Posts
March 24 2012 22:09 GMT
#51
While this is nice, I think having the main base have normal mineral / gas numbers would be better, since only 6 mineral patches means u need your expansion to finish before u have 18 workers, and the only way for that is nexus / hatch / CC 1st, which makes every other tactic bad which is VERY bad.

You can make every expo a 6M1HYG expo, but the main have to remain normal.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 25 2012 00:07 GMT
#52
On March 25 2012 07:09 moskonia wrote:
While this is nice, I think having the main base have normal mineral / gas numbers would be better, since only 6 mineral patches means u need your expansion to finish before u have 18 workers, and the only way for that is nexus / hatch / CC 1st, which makes every other tactic bad which is VERY bad.

You can make every expo a 6M1HYG expo, but the main have to remain normal.

In barrin's article, he says that 8M2G main in this case would encourage one base allins much more than normal maps.
Moderatorshe/her
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
March 25 2012 13:47 GMT
#53
ok just played a game of ZvT on this map, and it seems really cool, what i found interesting is that while i had the same amount of workers as the terran player, since i had 4 base and he only 3 my income wasn't behind his, but even ahead.

we both had 59 workers, normally that doesn't reach even the optimal saturation for 3 bases (lets say everyone takes all gasses), since it is 66 (16+6 on gas X3), but with the 6m1hyg, it reached optimal saturation long time ago (45 = 12 + 3 on gas X3) and is scratching the max saturation of 63 (18+3 on gas X3).

now for a 4base player, 59 workers is nothing in normal games, there is no need for a 4th base with such little amount of workers, but with the 6m1hyg it just reached the optimal saturation of 60 (12+3 X4), now that makes MUCH more interesting games ^^

the only complain is the 4th in this map is a bit hard to take, but anyways it is worth it.
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 25 2012 16:38 GMT
#54
Just going to bring this up, something I posted in 6m Outcome's thread:

---

The problem I have with 6m Devolution and 6m Outcome is that there is really only one place to move a large army. And that is a straight path through the middle. Imo terrible, terrible map design

[image loading]

The red line is the only place to move a large army (especially prominent for Zerg). The blue lines show how many chokes there are around the map, and how it prevents any large army from moving through.

I think what you *intended* to do was prevent large-scale army balling, but instead it just means that almost every engagement is going to happen right in the middle of the map. This just leads to boring gameplay and not a lot of action around the outside of the map other than some small harassment.

[image loading]

Same story as Devolution... only the middle pathway can be used for large-scale engagements.

I think these maps would benefit a lot with some more open spaces. Compare it to Cloud Kingdom- there are so many more options for large engagements- and the gameplay on the map proves it. Tbh, I like CK gameplay a lot more than any 6m2g so far.

[image loading]

Moral of the story imo: Map design can change a lot more than mineral count. That being said, I like 6m2g, you just can't discard all mapmaking theory when making maps for it.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
GPThunder
Profile Joined March 2011
Canada53 Posts
March 25 2012 16:57 GMT
#55
Ironman just uploaded his map. We're waiting for yours....... lol.
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2012-03-25 17:37:17
March 25 2012 17:37 GMT
#56
On March 26 2012 01:38 monitor wrote:
Just going to bring this up, something I posted in 6m Outcome's thread:

---

The problem I have with 6m Devolution and 6m Outcome is that there is really only one place to move a large army. And that is a straight path through the middle. Imo terrible, terrible map design

+ Show Spoiler +
[image loading]


The red line is the only place to move a large army (especially prominent for Zerg). The blue lines show how many chokes there are around the map, and how it prevents any large army from moving through.

I think what you *intended* to do was prevent large-scale army balling, but instead it just means that almost every engagement is going to happen right in the middle of the map. This just leads to boring gameplay and not a lot of action around the outside of the map other than some small harassment.


Quoted for truth! The exact same criticism I had/have for this map.
The middle is very much like Shakuras which leads to horrible mid/lategame.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-25 18:25:40
March 25 2012 18:16 GMT
#57
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 25 2012 18:29 GMT
#58
On March 26 2012 02:37 Ragoo wrote:
Show nested quote +
On March 26 2012 01:38 monitor wrote:
Just going to bring this up, something I posted in 6m Outcome's thread:

---

The problem I have with 6m Devolution and 6m Outcome is that there is really only one place to move a large army. And that is a straight path through the middle. Imo terrible, terrible map design

+ Show Spoiler +
[image loading]


The red line is the only place to move a large army (especially prominent for Zerg). The blue lines show how many chokes there are around the map, and how it prevents any large army from moving through.

I think what you *intended* to do was prevent large-scale army balling, but instead it just means that almost every engagement is going to happen right in the middle of the map. This just leads to boring gameplay and not a lot of action around the outside of the map other than some small harassment.


Quoted for truth! The exact same criticism I had/have for this map.
The middle is very much like Shakuras which leads to horrible mid/lategame.


How much have you guys played/watched...? None of my games have been like this -- I have engagements of all scales all over the map. I disagree completely with the conclusion above for lack of evidence. The argument is worth discussing and Devolution has its issues but this seems like a very strange bone to pick.
Comprehensive strategic intention: DNE
GPThunder
Profile Joined March 2011
Canada53 Posts
March 25 2012 18:38 GMT
#59
@ Eat the path, agreed. I've played probably 20 games on 6m, and as a protoss I have yet to hit maxed and A move down the middle.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 25 2012 23:19 GMT
#60
--- Nuked ---
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2012-03-26 00:22:09
March 26 2012 00:20 GMT
#61
On March 26 2012 08:19 Barrin wrote:+ Show Spoiler +

So the graphics in Devolution really needed an update (they were initially just thrown together in my record time), and I'm pretty busy doing other things (like working on the next map). So I gave the task up to someone else, partially to give them a chance to show off their aesthetic skills: Johanaz!

I gave Johanaz the option of either polishing the current theme or starting from scratch with his own theme. He opted for the latter, and he breathed life into Devolution to say the least.

I personally like it, but what's more important is what you guys think:

BEFORE: + Show Spoiler +
[image loading]

AFTER: + Show Spoiler +
[image loading]


screenshots taken without foliage, oops (medium-ingame settings)

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
(hmm oops no good screenshots of the main.. cliffs look really cool (play in-game to see ^^))

Poll: New aesthetics is good?

Yes! I approve! Looks better! (37)
 
93%

No! Looks bad / Don't like change (3)
 
8%

40 total votes

Your vote: New aesthetics is good?

(Vote): Yes! I approve! Looks better!
(Vote): No! Looks bad / Don't like change



Thanks Johanaz :D

(updated OP)

you're welcome

I hope people won't dismiss it as "yet another greenery map". It's actually Haven tileset, not Bel´Shir. I can't remember seeing a Haven map in over a year.
TPW Map Maker - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 26 2012 01:05 GMT
#62
On March 26 2012 09:20 Johanaz wrote:
Show nested quote +
On March 26 2012 08:19 Barrin wrote:+ Show Spoiler +

So the graphics in Devolution really needed an update (they were initially just thrown together in my record time), and I'm pretty busy doing other things (like working on the next map). So I gave the task up to someone else, partially to give them a chance to show off their aesthetic skills: Johanaz!

I gave Johanaz the option of either polishing the current theme or starting from scratch with his own theme. He opted for the latter, and he breathed life into Devolution to say the least.

I personally like it, but what's more important is what you guys think:

BEFORE: + Show Spoiler +
[image loading]

AFTER: + Show Spoiler +
[image loading]


screenshots taken without foliage, oops (medium-ingame settings)

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
(hmm oops no good screenshots of the main.. cliffs look really cool (play in-game to see ^^))

Poll: New aesthetics is good?

Yes! I approve! Looks better! (37)
 
93%

No! Looks bad / Don't like change (3)
 
8%

40 total votes

Your vote: New aesthetics is good?

(Vote): Yes! I approve! Looks better!
(Vote): No! Looks bad / Don't like change



Thanks Johanaz :D

(updated OP)

you're welcome

I hope people won't dismiss it as "yet another greenery map". It's actually Haven tileset, not Bel´Shir. I can't remember seeing a Haven map in over a year.


Ferisi used to do a lot of haven and agria, I love working in those and seeing nice ones. This looks nice! I did like the desert version plain as it was. But I can never say no to cracks and dirt detail work. Needs more grass blending to be honest but that's so time consuming and icing-on-the-cake. Having distinct visuals for the map areas will be nice too, I think it actually makes an important difference.
Comprehensive strategic intention: DNE
texmix
Profile Joined May 2010
United States106 Posts
April 07 2012 04:37 GMT
#63
Played with Barrin (the map creator) on this map earlier today. I think I have a solid pvz strategy that keeps zerg contained while also fully saturating a base and getting an expo around 6 minutes. The build is

10 pylon
10 Gateway
10 Gateway
12 Zealot

The pylon and gateway placement is important. Here is where I placed it: [image loading]

The thing that is great about 2 gates is you get fully saturated and will have enough money to expand at a relatively early time anyway.

Replay: http://www.filedropper.com/peepmodefrbdevolutionobskoth1v1frb
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 07 2012 05:00 GMT
#64
The new look is hideous D:

I mean, come on. It's just another greenery map...
+ Show Spoiler +
jk :p
looks great johanaz!


Not much to say otherwise, really. The beginning of a new era, pretty much.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
DashedHopes
Profile Blog Joined November 2010
Canada414 Posts
April 07 2012 05:49 GMT
#65
Wooooow, this is such a cool map. The third in that position is incredibly interesting and cool.
IcculusLizard
Profile Joined May 2011
265 Posts
April 07 2012 06:21 GMT
#66
Devolution has been added to the PeepMode map pool (http://www.teamliquid.net/forum/viewmessage.php?topic_id=226035), although not included in Map of the Day quite yet. Search for "PeepMode" or "Devolution" on NA, EU, or SEA.
Chargelot
Profile Blog Joined December 2010
2275 Posts
April 07 2012 07:40 GMT
#67
To be honest, I preferred the old look better.
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-04-07 14:13:39
April 07 2012 14:10 GMT
#68
--- Nuked ---
Chargelot
Profile Blog Joined December 2010
2275 Posts
April 07 2012 16:06 GMT
#69
Something I noticed about AI, as silly as this sounds, is that in a mirror match up, say TvT both AIs, the AI who is put into the bottom left base (or any one base on any map) will typically do the exact same strategy/opener if they're both set to the hardest difficulty. This means that if you run the same map 10 times with the same AI set up in a 1v1 game, you will get the same structures building and the same units training at the same second up until ~3:30-5:00 mark.

This very standardized, very punctual method is proving very useful to me as I try to study the difference between 8m and 6m. You get to see how the time when structures/units are built shifts between the two, and thus how the overall early game changes. It's a very scientific study, even though the players, being AI's, lack the ability to provide intelligent feedback, and they also lack any real game sense, they are extremely punctual, and usually never miss a beat in the first few minutes.

What all this boils down to is:
Can I (if it's not on EU yet) host this map on EU, as well as a version that has standard 8m2g in the mains and naturals for this purpose?

It would be sometime tomorrow night/monday, as writing this post has consumed all of my free time for the day.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
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