• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:48
CET 12:48
KST 20:48
  • 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
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
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 Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
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 Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1552 users

[D]What exactly makes a map imbalanced

Forum Index > SC2 Maps & Custom Games
Post a Reply
neozxa
Profile Joined August 2011
Indonesia545 Posts
August 18 2012 15:29 GMT
#1
I have been wanting to create a couple of maps that is heavily favored for one race and pretty much balanced for the other 2 races for fun. But, due to my somewhat mediocore game knowledge (I'm Platinum on SEA and NA, I offrace on NA though and I barely ladder there due to lag), I couldn't really figure out what exactly makes a map imbalanced for one race and unfavorable for the others without playing on it first.

So now what I want to ask from the community is this: what exactly makes a map Terran/Protoss/Zerg favored and how exactly does it makes the map imbalanced?

I'll take a ladder map for example: Antiga Shipyard. People are saying that this map is Terran favored because of the high ground in the middle with a watchtower on top of it, also that your supposedly "fourth" is located just right below that high ground in the middle. If Terran at the very least occupies that spot, the Terran will have vision of the center, and it becomes very hard to secure the middle expansions since Terran can snipe it from above. This matters in TvZ because you really really need a fourth expansion when the Terran already has a third because as Zerg, you want to always be 1 base ahead from your opponent, and since the Terran can easily occupy the center and siege up on the high ground, it makes taking the center expansion very hard for the Zerg, which means the Zerg will have to expand somewhere else. And in this case, on the supposedly "fifth" expansion.

Also, since the map also has the shortest rush distance on the map pool right now (as far as I recall), this makes aggresive play from the Terran really favorable and effective.

I might be missing some points here regarding balance on the map, but since this is just an example I'm not going to bother adding all of the points that I know that makes this map "favored".

So, can you name the characteristics of a map (chokes, expansion locations, flanking routes and high ground positioning, etc.) that could break the game due to imbalance? And what race would benefit from that?
Keep moving forward
CTSChao
Profile Joined May 2012
United States46 Posts
August 18 2012 16:07 GMT
#2
Terran and Protoss versus zerg favor a natural ramp where you can wall off with 3 buildings (ie shakuras)
T/P also like having a close third ( ie entombed) as it is easier to defend vs ling runbys

Metropolis is extremely terran favored as demonstrated by MVP vs Nestea in IEM. MVP locked down his side of the map with 4 planetary fortresses blocking the only 2 attack routes to his 5 bases. Nestea had no way to cause damage and wascrushed by a maxed terran army.

If you want to look at a good new map look at GSL Whirlwind
MMA!!! Scarlett <3
Gfire
Profile Joined March 2011
United States1699 Posts
August 18 2012 16:18 GMT
#3
I think you can boil it down to how well each race can expand, and how well they can engage. There needs to be spots where different army compositions (at least 1, preferably more for each race) can engage against other compositions favorably or at the very least evenly (unless it's something like a composition which isn't supposed to be favored in a direct fight, but use mobility or something). You need to make the third and fourth bases possible to take in every matchup, which is especially constricting in PvZ.

I think there's more to it than that, but those are the big things. Making a fair battlefield isn't too hard, you can just make sure that there's enough open space that any composition can do alright.

Ability to expand and continue expanding if the game goes longer I think is the most important thing you can balance before doing any testing. You need to make it possible for any race to get up to 4-5 bases on a map, and make sure Zerg can stay up a base when they need to be. This means you can't have something like an easy three bases and a really hard fourth, or easy two and a really hard third. Rush distance effects this.

all's fair in love and melodies
MrF
Profile Joined October 2011
United States320 Posts
Last Edited: 2012-08-18 17:12:29
August 18 2012 17:10 GMT
#4
well if you want a map that sucks for zerg make tons of narrow choke points and no open space, make destructable rocks at the 3rd and 4th bases and put high ground behined the mineral line at the natural, altho i dont see the point in making an imbalanced map but to each his own.. also every mineral should be able to be hit by tanks and collosus.
HunterXHunter is awesome
xPabt
Profile Joined February 2012
226 Posts
August 18 2012 17:19 GMT
#5
On August 19 2012 01:07 CTSChao wrote:
Metropolis is extremely terran favored as demonstrated by MVP vs Nestea in IEM. MVP locked down his side of the map with 4 planetary fortresses blocking the only 2 attack routes to his 5 bases. Nestea had no way to cause damage and wascrushed by a maxed terran army.


This is the logic that got ghosts nerfed.

http://www.teamliquid.net/tlpd/sc2-korean/maps/528_Crux_Metropolis

TvZ: 29-56 (34.1%)
kranten
Profile Joined January 2012
Netherlands236 Posts
August 18 2012 21:29 GMT
#6
On August 19 2012 02:19 xPabt wrote:
Show nested quote +
On August 19 2012 01:07 CTSChao wrote:
Metropolis is extremely terran favored as demonstrated by MVP vs Nestea in IEM. MVP locked down his side of the map with 4 planetary fortresses blocking the only 2 attack routes to his 5 bases. Nestea had no way to cause damage and wascrushed by a maxed terran army.


This is the logic that got ghosts nerfed.

http://www.teamliquid.net/tlpd/sc2-korean/maps/528_Crux_Metropolis

TvZ: 29-56 (34.1%)


Oh wow, it's actually more imbalanced for zerg than Steppes of War was for terran. Why is this map still in tournaments?
Verror
Profile Joined March 2011
261 Posts
August 18 2012 23:32 GMT
#7
@Op i know you said you didnt want to touch on all the points that make Antiga terran favored, but I think you missed the main ones...

I think for the basic structure of a balanced map, Antiga hits the nail right on the head, possibly even more so than Daybreak (Daybreak however s a better map for other reasons). On Antiga, every race has an easy time holding its natural and its 3rd, and cheese is still somewhat viable due to the medium length nature of the map (assuming cross positions only)

Antiga's balance assumes that each race can fairly easily hold 3 bases, and whoever outplayed the opponent with those 3 bases will be able to take the middle ground, thus have access to an easy 4th base while controlling the high ground and watchtower... This is generally the case, but in a 3 base vs 3 base situation Terran or Toss have a natural advantage vs Zerg, due to zerg wanting the extra income for less cost effective early/midgame units, this is not always the case with current balance and we now sometimes see Zerg managing to take the middle of Antiga with broodlords off of 3 base, which of course then gives them the ability to take the middle 4th, like we've seen a few times in this weeks IEM.

All that was basically to say I think that as a EXTREME of the standard model, Antiga is probably as close as we have.

Back on topic I think some previous posters outlined most of it, the ability for every race to expand constantly is probably the most important, for example Terminus had huge problems for Terran and Protoss getting past 4 base, even though the layout of the map was decent.

Layout of the natural and defense of the 3rd comes into play mostly for protoss, but affects the other races a fair amount too, to give another example map, Dual sight had great counter attack paths, was a nice small size (which was unusual when it was introduced, most new maps were like Tal'darim or Terminus sized), but was horrible for toss because it was hard to defend your natural and 3rd, due to the huge arc on the natural and large distance away on the 3rd.

Lastly in importance of the 3rd major one is (as others have mentioned) having a mix of defensible choke points and open attack areas, if a map is lacking in either it can be too easy for Zerg or bio Terran to get a massive concave/surround, or if its too chokey, siege and splash units become too powerful.

Overall I think it's a combination of those things in general (plus alot of other smaller ones) that makes Daybreak our current map standard, Its easy to hold your expo and 3rd, but they can both be punished by builds if you lack scouting, a player who play's methodical can eventually take 5 bases regardless of race or midgame slip that puts them in an unrecoverable situation. Daybreak also has alot of up and down ramps coming into the 4th and 5th bases, but a nice open area in the middle where alot of the endgame engagements end up happening.
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
August 18 2012 23:49 GMT
#8
I have been wanting to create a couple of maps that is heavily favored for one race and pretty much balanced for the other 2 races for fun.


If you want to cut out terran, make the map huge, but with mains lacking a lot of dead space or dark corners where terrans can drop. Zerg is fast/has creep and toss can warp in but terrans like to slow push and have to walk everywhere unless they are doing drops.

If you want to cut out toss I'd say make wide open nat/3rd that is suceptible to drops, multiprong, runbys

For zerg id say make it lots of chokes, very thin, put some rocks on the 3rd while you're at it
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
August 19 2012 00:00 GMT
#9
ZVP
- Protoss wants a small map with lots of choke points and close easily defended expos. They want the map to be narrow to prevent run-bys and base races. They also want to be able to wall of their natural with as few building as possible. Island expansions usually favors protoss, especially when reachable by blink.
- Zerg wants large maps, with expos far apart and open attack paths to be able to flank and run-by. They want the third to be not too far of but not to close and easily defended either. They want room around the edges of the map to sneak past mutas in and mineral lines vulnerable to muta harass.

In the lategame when zerg has a slow brood lord/corrupter/infestor composition the tables turn somewhat, and zerg wants narrower maps with cliffs and unreachable terrain to protect their broodlords in.

ZVT
- Terran wants narrow maps with short push distances where siege tanks can cover much of the map from a safe position. They generally want the expansions progression to be close together and towards the enemy, or tucked in neatly and easily defendable with a PF. They like tactical locations (like the middle of antiga shipyard) where they can control the map. Gold expansions, island expansions and rocks also favor terran.
- Zerg wants large open maps with many expos, few chokes and multiple paths of attack and flank. They like to take fringe expansions on opposite sides of the map.
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
10:00
Sea Duckling Open #140
CranKy Ducklings93
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 176
ProTech129
StarCraft: Brood War
Sea 7520
Horang2 3621
GuemChi 3257
Jaedong 732
actioN 400
Larva 387
Soma 312
Stork 243
Mini 239
BeSt 211
[ Show more ]
EffOrt 144
Killer 135
Backho 111
ToSsGirL 91
Hyun 87
Rush 69
Mind 48
PianO 35
NaDa 30
Sharp 29
Icarus 19
HiyA 15
sorry 12
soO 12
Bale 11
Sacsri 8
Terrorterran 4
Dota 2
Gorgc4237
singsing1652
XcaliburYe267
Counter-Strike
fl0m2549
zeus556
edward31
Heroes of the Storm
Khaldor143
Other Games
B2W.Neo687
Sick318
XaKoH 117
Fuzer 88
nookyyy 32
MindelVK18
Organizations
Counter-Strike
PGL130
StarCraft 2
WardiTV11
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH158
• StrangeGG 68
• LUISG 31
• Dystopia_ 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2743
• Stunt940
Upcoming Events
IPSL
6h 12m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
6h 12m
Lambo vs Clem
Scarlett vs TriGGeR
ByuN vs TBD
Zoun vs TBD
BSL 21
8h 12m
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
Replay Cast
11h 12m
Sparkling Tuna Cup
22h 12m
WardiTV Korean Royale
1d
LAN Event
1d 3h
IPSL
1d 6h
JDConan vs WIZARD
WolFix vs Cross
BSL 21
1d 8h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d 21h
[ Show More ]
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
3 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
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
Stellar Fest: Constellation Cup
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
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.