• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:06
CEST 09:06
KST 16:06
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL50Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The GOAT ranking of GOAT rankings The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Esports World Cup 2025 - Final Player Roster How does the number of casters affect your enjoyment of esports?
Tourneys
RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo) FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL Help: rep cant save Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ [ASL19] Finals Recap: Standing Tall
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 690 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
Next event in 2h 54m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech81
StarCraft: Brood War
Sea 3186
actioN 618
Larva 388
Sharp 66
Aegong 29
Sacsri 21
Noble 16
Bale 3
Dota 2
NeuroSwarm150
XcaliburYe38
League of Legends
JimRising 668
Counter-Strike
Stewie2K1124
shoxiejesuss77
Other Games
summit1g9559
shahzam1280
Organizations
StarCraft: Brood War
UltimateBattle 36
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH329
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2134
League of Legends
• Lourlo1399
• Rush1182
• Stunt500
Upcoming Events
RSL Revival
2h 54m
herO vs SHIN
Reynor vs Cure
OSC
5h 54m
WardiTV European League
8h 54m
Scarlett vs Percival
Jumy vs ArT
YoungYakov vs Shameless
uThermal vs Fjant
Nicoract vs goblin
Harstem vs Gerald
FEL
8h 54m
Big Brain Bouts
8h 54m
Korean StarCraft League
19h 54m
CranKy Ducklings
1d 2h
RSL Revival
1d 2h
FEL
1d 8h
RSL Revival
2 days
[ Show More ]
FEL
2 days
BSL: ProLeague
2 days
Dewalt vs Bonyth
Replay Cast
3 days
Sparkling Tuna Cup
4 days
The PondCast
5 days
Replay Cast
5 days
RSL Revival
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.