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Work In Progress Melee Maps - Page 25

Forum Index > SC2 Maps & Custom Games
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
hokeypocus
Profile Joined December 2011
United States15 Posts
December 01 2012 22:27 GMT
#481
anyone know off hand how many tumors it takes to link the first 3 bases for zerg on tal darim altar? i'm assuming it's more than 2, and if so, why isn't this considered 'unconventional' and imba? thanks.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-12-02 01:20:15
December 02 2012 01:16 GMT
#482
On December 02 2012 07:19 hokeypocus wrote:
Although I'm a fairly experienced sc2 player and noob editor user, I'd like to think I understand some of the melee map conventions (wall-off opportunities for protoss & terran for example), but not all. The convention I have trouble understanding regards melee map size. after reading through the plentiful posts regarding this topic, it seems the accepted convention for a 1v1 melee map is no larger than say 160x160, with 5-6 bases/side (the exception being tal darim altar which is actually a 4 player map @ 172X172 w/ 4 bases/side). Would anyone like to explain why a map larger than this is considered 'too big' for 1v1 play? I'd like to think that it stems from the top level players' desire for some 'regularity' in maps which syncs up with their 'build bag-o-tricks' but I'm not sure. Would a larger style map be considered too 'tricked out' for competitive play or what? Does a larger map just offer too much ground to cover and possibly be 'racially unbalanced' or is this just a style/politics type of issue? What am I missing here? Thanks in advance.


It sucks hard for Terran. Distances simply become too far for Terran to do a good job (in fact, 160x160 is already on the side of "too large" IMO), while Zerg has their highly mobile army and Protoss has their warp-in mechanic to compensate for the distance. That's not to say Terran can never win on larger maps, but the win rates are definitely not in their favour.

There's also more general issues with scouting, with so much space and distance to cover. Unless you happen to get lucky with your scouting route (e.g. find their base first try, rather than last), it can create a lot of problems. Professional Brood War maps were 128x128 for 4 player maps, with 2-player maps being 128x96 or 96x128. Antiga Shipyard is also 128x128 (the playable map bounds are 132x136, but that's due to a bit of air space around the terrain -- the terrain itself is 128x128).

On December 02 2012 07:27 hokeypocus wrote:
anyone know off hand how many tumors it takes to link the first 3 bases for zerg on tal darim altar? i'm assuming it's more than 2, and if so, why isn't this considered 'unconventional' and imba? thanks.

It takes 2 tumours to connect the natural and third with creep. 1 tumour will pretty much connect the main and natural (there's a 1 unit gap). This is pretty standard.
Twitter: @iamcaustic
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2012-12-02 03:35:29
December 02 2012 03:35 GMT
#483
On December 02 2012 07:19 hokeypocus wrote:
Although I'm a fairly experienced sc2 player and noob editor user, I'd like to think I understand some of the melee map conventions (wall-off opportunities for protoss & terran for example), but not all. The convention I have trouble understanding regards melee map size. after reading through the plentiful posts regarding this topic, it seems the accepted convention for a 1v1 melee map is no larger than say 160x160, with 5-6 bases/side (the exception being tal darim altar which is actually a 4 player map @ 172X172 w/ 4 bases/side). Would anyone like to explain why a map larger than this is considered 'too big' for 1v1 play? I'd like to think that it stems from the top level players' desire for some 'regularity' in maps which syncs up with their 'build bag-o-tricks' but I'm not sure. Would a larger style map be considered too 'tricked out' for competitive play or what? Does a larger map just offer too much ground to cover and possibly be 'racially unbalanced' or is this just a style/politics type of issue? What am I missing here? Thanks in advance.

This isn't a rule, many GSL maps are larger than this and have been. Some people consider this good practice, others don't. Some people believe it favours Zerg though to my knowledge there is no statistical evidence for this currently. It's a personal preference.

Personally, I think extremely long 4 player maps have the issue that even if you scout at 9, you will often not get into their base if they wall off, therefore many people do not elect to scout at all. It also means that double rax proxy in the centre for instance comes down to little more than luck. If you scout them on your first attempt it is trivial to hold, if you scout them on your last you scout them so late you're in for quite a lot of pain

On that subject. My own WIP attempted solution to that problem:

[image loading]

It's a pretty huge map but nat2nat distance is actually not that large. 18 bases, 4 of which are 2/3 bases. Any comments appreciated.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-12-02 05:13:28
December 02 2012 05:12 GMT
#484
On December 02 2012 12:35 SiskosGoatee wrote:
+ Show Spoiler +
On December 02 2012 07:19 hokeypocus wrote:
Although I'm a fairly experienced sc2 player and noob editor user, I'd like to think I understand some of the melee map conventions (wall-off opportunities for protoss & terran for example), but not all. The convention I have trouble understanding regards melee map size. after reading through the plentiful posts regarding this topic, it seems the accepted convention for a 1v1 melee map is no larger than say 160x160, with 5-6 bases/side (the exception being tal darim altar which is actually a 4 player map @ 172X172 w/ 4 bases/side). Would anyone like to explain why a map larger than this is considered 'too big' for 1v1 play? I'd like to think that it stems from the top level players' desire for some 'regularity' in maps which syncs up with their 'build bag-o-tricks' but I'm not sure. Would a larger style map be considered too 'tricked out' for competitive play or what? Does a larger map just offer too much ground to cover and possibly be 'racially unbalanced' or is this just a style/politics type of issue? What am I missing here? Thanks in advance.

This isn't a rule, many GSL maps are larger than this and have been. Some people consider this good practice, others don't. Some people believe it favours Zerg though to my knowledge there is no statistical evidence for this currently. It's a personal preference.

Personally, I think extremely long 4 player maps have the issue that even if you scout at 9, you will often not get into their base if they wall off, therefore many people do not elect to scout at all. It also means that double rax proxy in the centre for instance comes down to little more than luck. If you scout them on your first attempt it is trivial to hold, if you scout them on your last you scout them so late you're in for quite a lot of pain

On that subject. My own WIP attempted solution to that problem:

[image loading]

It's a pretty huge map but nat2nat distance is actually not that large. 18 bases, 4 of which are 2/3 bases. Any comments appreciated.

You're actually completely incorrect about GSL map sizes. Aside from the introduction of Tal'Darim Altar (which hokeypocus mentions), no GSL map has ever exceeded 160x160 playable dimensions. You might also want to consider taking some time and do some research on the effects of longer rush distances.

Can't argue about the scouting issue though; I said the same.
Twitter: @iamcaustic
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 02 2012 05:24 GMT
#485
On December 02 2012 14:12 iamcaustic wrote:
Show nested quote +
On December 02 2012 12:35 SiskosGoatee wrote:
+ Show Spoiler +
On December 02 2012 07:19 hokeypocus wrote:
Although I'm a fairly experienced sc2 player and noob editor user, I'd like to think I understand some of the melee map conventions (wall-off opportunities for protoss & terran for example), but not all. The convention I have trouble understanding regards melee map size. after reading through the plentiful posts regarding this topic, it seems the accepted convention for a 1v1 melee map is no larger than say 160x160, with 5-6 bases/side (the exception being tal darim altar which is actually a 4 player map @ 172X172 w/ 4 bases/side). Would anyone like to explain why a map larger than this is considered 'too big' for 1v1 play? I'd like to think that it stems from the top level players' desire for some 'regularity' in maps which syncs up with their 'build bag-o-tricks' but I'm not sure. Would a larger style map be considered too 'tricked out' for competitive play or what? Does a larger map just offer too much ground to cover and possibly be 'racially unbalanced' or is this just a style/politics type of issue? What am I missing here? Thanks in advance.

This isn't a rule, many GSL maps are larger than this and have been. Some people consider this good practice, others don't. Some people believe it favours Zerg though to my knowledge there is no statistical evidence for this currently. It's a personal preference.

Personally, I think extremely long 4 player maps have the issue that even if you scout at 9, you will often not get into their base if they wall off, therefore many people do not elect to scout at all. It also means that double rax proxy in the centre for instance comes down to little more than luck. If you scout them on your first attempt it is trivial to hold, if you scout them on your last you scout them so late you're in for quite a lot of pain

On that subject. My own WIP attempted solution to that problem:

[image loading]

It's a pretty huge map but nat2nat distance is actually not that large. 18 bases, 4 of which are 2/3 bases. Any comments appreciated.

You're actually completely incorrect about GSL map sizes. Aside from the introduction of Tal'Darim Altar (which hokeypocus mentions),
Oh woops, you're right, for some reason I thought TDA was 160x160, it's actually huge it seems.

no GSL map has ever exceeded 160x160 playable dimensions.
This is incorrect, although we're talking things like 164x164, not too big of a deal.

You might also want to consider taking some time and do some research on the effects of longer rush distances.
What's there to research, you can never demonstrate causation in this case of anything. You can't take rush distance as a controlled variable because in order to change the rush distance you have to change the map.

Can't argue about the scouting issue though; I said the same.
Yeah, a lot of people say 4 player maps make proxies less powerful, I think on average they are just as powerful, it just makes the more random.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 02 2012 05:37 GMT
#486
Siskos I'm really liking this new map. You say nat2nat isn't that large, could you provide a worker travel time?

Please tell me those high ground pods are dropable
Many people don't like unreachable high ground, but that was only because zergs had issues killing units up there. with range 4 roaches, range 5 queens, and infested terrans they really shouldn't be too much of a problem anymore.

I also like that almost all of the entrances are split into two or more smaller paths instead of one large path. Really rewards smart engagements and punishes a-moving.

Third bases are all farther away than I'm comfortable with, but I think this is a good thing considering how easy it is to max off of 3 bases (final game of most recent gsl finals saw 3 maxes on 3 bases!).

I'm a little worried about travel distance by ground between the half base third and the low ground behind it, but can't think of an explicit reason why. It's definitely a buff to marine-tank pushes but I think they could use it. I also like that it's a buff to cliffwalking. Should be fun to see how this pans out.

The fog looks a little heavy, how is visibility?
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 02 2012 05:52 GMT
#487
On December 02 2012 14:37 RFDaemoniac wrote:
Siskos I'm really liking this new map. You say nat2nat isn't that large, could you provide a worker travel time?
It takes an SCV 32 seconds to travel from closest to closest mineral patch at the natural.

Please tell me those high ground pods are dropable
I intend to make all of them droppable until I find there is some major balance problem with it, I personally do not think it is likely that there is a balance problem with the idea at all.

Many people don't like unreachable high ground, but that was only because zergs had issues killing units up there. with range 4 roaches, range 5 queens, and infested terrans they really shouldn't be too much of a problem anymore.
I don't think it was ever a problem, it's a problem if it can hit your natural from a place where 5 tanks and a bunch of marines can be dropped like on Lost Temple yeah. A little high ground where 1-2 tanks fit at max overlooking a fourth, not a real problem there. They are also overlord spots anyway.

I also like that almost all of the entrances are split into two or more smaller paths instead of one large path. Really rewards smart engagements and punishes a-moving.
Yeah, I like the idea of having a lot of entrances but making them all very choky opposed to having only one entrance but making it fairly wide. I feel it encourages more positional aggression than just blindly attacking.

Third bases are all farther away than I'm comfortable with, but I think this is a good thing considering how easy it is to max off of 3 bases (final game of most recent gsl finals saw 3 maxes on 3 bases!).
ZvZ maxes are pretty weak though, you max of only 60 drones and roaches eat supply. I feel I struck an okay compromise on this map because one of the closer more forward thirds is a 2/3 base. The catch of the other two possible thirds is that even though they are far away, your opponent has to take a huge detour to attack them as well. It's not exactly quick re-enforcing.

I'm a little worried about travel distance by ground between the half base third and the low ground behind it, but can't think of an explicit reason why. It's definitely a buff to marine-tank pushes but I think they could use it. I also like that it's a buff to cliffwalking. Should be fun to see how this pans out.
Well, the nat is actually siegable from the low ground behind it. The catch is in both cases however that T has to walk severely out of position and on a detour to actually take a sieging position on any base. It's not like on TDA where he can just walk to your natural entrance, take a 2 second detour and siege it from the low ground.

The fog looks a little heavy, how is visibility?
Very bad at the moment, still needs a lot of tweaking. I wanted the reddish fog to shine through a bit to set the fjordish character of the map but I feel I've gotten overboard at this point.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 02 2012 06:10 GMT
#488
The nat being siegable doesn't bother me as much because, like you said, it's out of the way for your opponent, but it's also a much shorter travel distance by ground from your nat to where their army would be. Whereas at the forward 2/3 3rd base, you have to go all the way back and around.

It's also a pretty straight push for your opponent, though they do have to walk through several chokes and one set of destructible rocks. You could argue that this makes it even stronger for a Terran because the windows to catch them off guard are much smaller.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-02 06:26:59
December 02 2012 06:26 GMT
#489
It doesn't happen that often but I agree w/ Siskos here. Map sizes and the "rules" of mapmaking in general are taken a little too strictly/seriously by people, and people are hypocritical about them at times too.

For instance, Daybreak is hailed as one of the most balanced maps so far in SC2 by pretty much everyone, but its third is actually pretty far, and has a relatively wide opening to it. It's not an easy third at all against Zerg. Antiga's third is also pretty far. If a mapmaker on these forums posts a map w/ thirds that far away - you can take it to the bank - they will get told they need to make it closer.

As far as map sizes go, I really don't see a problem with huge 2p maps so long as the rush distance is still within reason (9/10 scout gets in). If you go a little bigger on a 2p map you can do a lot of really interesting/tactical land formations that you simply can't do on a 136x136 or less template.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 02 2012 06:47 GMT
#490
On December 02 2012 15:26 Fatam wrote:
For instance, Daybreak is hailed as one of the most balanced maps so far in SC2 by pretty much everyone, but its third is actually pretty far, and has a relatively wide opening to it. It's not an easy third at all against Zerg. Antiga's third is also pretty far. If a mapmaker on these forums posts a map w/ thirds that far away - you can take it to the bank - they will get told they need to make it closer.
Yap, I've said it before and I'm saying it again but there's really no statistical evidence for all these rules. It honestly gets pretty frustrating to hear Tastosis in the GSL comment on the supposed advantages some races have on some maps in the GSL because of whatever and it's clear they haven't looked the stats up. Often if you look it up it turns out not to be the case at all. Most iconically how Artosis kept claiming to the bitter end that Crossfire was heavily PvZ favoured due to the chokes when it had like a 30% PvZ winratio while Wolf was basically frothing over the imbalance in the other direction.

As far as map sizes go, I really don't see a problem with huge 2p maps so long as the rush distance is still within reason (9/10 scout gets in). If you go a little bigger on a 2p map you can do a lot of really interesting/tactical land formations that you simply can't do on a 136x136 or less template.
Pretty much, the layout I've chosen for here is pretty untested though in a lot of ways, like how much shorter the straight push distance is than to some of the expansions, I have no idea if this would lead to a ridiculous amount of ninja expansions. I've made another map which has this idea. Whenever I play on it with friends we always patrol workers to check for ninja expos like mad because they can be anywhere on these maps.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 02 2012 07:27 GMT
#491
I've never, ever even bothered to think about how small or big the map size should be. I always start with a 256 blank map and just shrink it after i'm done the layout. Everything revolves around the rush distance metric.
starleague forever
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 02 2012 07:38 GMT
#492
On December 02 2012 16:27 a176 wrote:
I've never, ever even bothered to think about how small or big the map size should be. I always start with a 256 blank map and just shrink it after i'm done the layout. Everything revolves around the rush distance metric.
I concur, same here, I always start with the centre and then work into one direction, then mirror, cut off unused space, voilla.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-12-02 13:02:27
December 02 2012 12:59 GMT
#493
On December 02 2012 14:24 SiskosGoatee wrote:
Show nested quote +
no GSL map has ever exceeded 160x160 playable dimensions.
This is incorrect, although we're talking things like 164x164, not too big of a deal.

No, you're mistaken. Terminus RE/SE is 160x160 (Liquipedia incorrectly marks them as 162x160, which are actually the dimensions of the original Terminus by Blizzard), Calm before the Storm is 160x160, Whirlwind is 160x160, and everything else is smaller. I mean, I guess you could point to Delta Quadrant at 172x148 (even though the total area is still slightly less than 160x160), but the truth is that map had a tonne of empty air space around it, making the overall playable dimensions rather deceiving when discussing the map size -- kind of like how Antiga Shipyard is 132x136 with air space, even though the map's terrain is actually 128x128.

By all means, though, please present this supposed 164x164 GSL map.

On December 02 2012 14:24 SiskosGoatee wrote:
Show nested quote +
You might also want to consider taking some time and do some research on the effects of longer rush distances.
What's there to research, you can never demonstrate causation in this case of anything. You can't take rush distance as a controlled variable because in order to change the rush distance you have to change the map.

It's a simple matter of numbers. Base unit production time is a fixed value (marines are 25, zerglings are 24, and zealots are 38 before things like warp gate and chrono-boost). Rush distance directly affects the ability for a race to aggressively reinforce their army. An adequate rush distance of, say, ~30 seconds means the following:

In a TvT for example, a first round of reinforcements will be produced. By the time the aggressor's reinforcements arrive to continue an attack, a second round of reinforcements will have already been in the game for ~5 seconds (which, naturally, the defender's reinforcements will reach the battle faster). This is known as the defender's advantage.

Zerg's extreme mobility allows reinforcements to arrive much quicker, mitigating the defender's advantage to a degree. Also, Protoss' warp-in mechanic allows them to circumvent the defender's advantage entirely, warping in reinforcements directly to the front line. Terran, however, has no such method of reducing or overcoming the defender's advantage.

As a result, if you increase the rush distance to something much more unreasonable, such as 50 seconds for example, suddenly a Terran will have their first round of reinforcements arrive as the defender's third round of reinforcements comes into play. This is a numbers game, pure and simple. Terran is not able to put on adequate aggression under these circumstances, as the defender's army will always greatly overpower whatever the Terran will be attacking with.

It concerns me that you don't understand these basic concepts of the game, and even more-so that you'd outright reject this kind of knowledge exists even when a fellow mapmaker nudges you in its direction. Like, not even an attempt to figure it out. :\
Twitter: @iamcaustic
hokeypocus
Profile Joined December 2011
United States15 Posts
December 02 2012 16:36 GMT
#494
Amazing positive feedback y'all. Quite a contrast to battle.net forums. So what I'm reading here with this 'map convention' for 1v1 maps is terran has an issue w/ rushing/reinforcement the larger the map (I play protoss), regardless of the ease of taking one's natural. I agree w/ Fatam,
As far as map sizes go, I really don't see a problem with huge 2p maps so long as the rush distance is still within reason (9/10 scout gets in). If you go a little bigger on a 2p map you can do a lot of really interesting/tactical land formations that you simply can't do on a 136x136 or less template.
which is why I posed the question.

I'm also reading that zerg would like to connect his first 3 with no more than 3 tumors, which is something I could intuit, but didn't have an exact number. I think that's possible on Daybreak, but placement must be accurate. A good map feature to emphasize.

The reason I reference Tal Darim is I feel it's the most interesting map in the (my) current map pool, because the map influences initial decision making so broadly (scouting issues aside). In my WIP, I'm trying to replicate some of the early decision making extant in Tal Darim, but it's so rough right now compared to some of the other stuff here, it'll need some more work before presentation. Thanks everyone.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 02 2012 17:49 GMT
#495
On December 02 2012 21:59 iamcaustic wrote:
It's a simple matter of numbers. Base unit production time is a fixed value (marines are 25, zerglings are 24, and zealots are 38 before things like warp gate and chrono-boost). Rush distance directly affects the ability for a race to aggressively reinforce their army. An adequate rush distance of, say, ~30 seconds means the following:

In a TvT for example, a first round of reinforcements will be produced. By the time the aggressor's reinforcements arrive to continue an attack, a second round of reinforcements will have already been in the game for ~5 seconds (which, naturally, the defender's reinforcements will reach the battle faster). This is known as the defender's advantage.

Zerg's extreme mobility allows reinforcements to arrive much quicker, mitigating the defender's advantage to a degree. Also, Protoss' warp-in mechanic allows them to circumvent the defender's advantage entirely, warping in reinforcements directly to the front line. Terran, however, has no such method of reducing or overcoming the defender's advantage.
This is pure theorycraft with no empirical data to back it up. The actual picture is so much more complicated and depends on so many variables. Such as the fact that Protoss cannot be aggressive without either sentry or robo units or both, which have to walk there because freshly warped in sentries without high energy aren't worth a dime. Terran in general also has the biggest capacity to punish a player who is in the middle of the map with drops for instance.

As a result, if you increase the rush distance to something much more unreasonable, such as 50 seconds for example, suddenly a Terran will have their first round of reinforcements arrive as the defender's third round of reinforcements comes into play. This is a numbers game, pure and simple. Terran is not able to put on adequate aggression under these circumstances, as the defender's army will always greatly overpower whatever the Terran will be attacking with.

It concerns me that you don't understand these basic concepts of the game, and even more-so that you'd outright reject this kind of knowledge exists even when a fellow mapmaker nudges you in its direction. Like, not even an attempt to figure it out. :\
Again, theorycraft, the same theorycraft can be used to point out why supposedly Crossfire would favour Protoss with the high amount of chokes, it didn't happen. When Terminus/Crevasse/TDA came to the picture, everyone thought they would favour Zerg, it turned out that Terminus and Crevasse were Terran maps. These 'basic concepts' are an oversimplification of the complexity of the game and cold hard statistics show it's far more complicated than that.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-12-02 21:40:44
December 02 2012 21:37 GMT
#496
On December 03 2012 02:49 SiskosGoatee wrote:
Show nested quote +
On December 02 2012 21:59 iamcaustic wrote:
It's a simple matter of numbers. Base unit production time is a fixed value (marines are 25, zerglings are 24, and zealots are 38 before things like warp gate and chrono-boost). Rush distance directly affects the ability for a race to aggressively reinforce their army. An adequate rush distance of, say, ~30 seconds means the following:

In a TvT for example, a first round of reinforcements will be produced. By the time the aggressor's reinforcements arrive to continue an attack, a second round of reinforcements will have already been in the game for ~5 seconds (which, naturally, the defender's reinforcements will reach the battle faster). This is known as the defender's advantage.

Zerg's extreme mobility allows reinforcements to arrive much quicker, mitigating the defender's advantage to a degree. Also, Protoss' warp-in mechanic allows them to circumvent the defender's advantage entirely, warping in reinforcements directly to the front line. Terran, however, has no such method of reducing or overcoming the defender's advantage.
This is pure theorycraft with no empirical data to back it up. The actual picture is so much more complicated and depends on so many variables. Such as the fact that Protoss cannot be aggressive without either sentry or robo units or both, which have to walk there because freshly warped in sentries without high energy aren't worth a dime. Terran in general also has the biggest capacity to punish a player who is in the middle of the map with drops for instance.

Show nested quote +
As a result, if you increase the rush distance to something much more unreasonable, such as 50 seconds for example, suddenly a Terran will have their first round of reinforcements arrive as the defender's third round of reinforcements comes into play. This is a numbers game, pure and simple. Terran is not able to put on adequate aggression under these circumstances, as the defender's army will always greatly overpower whatever the Terran will be attacking with.

It concerns me that you don't understand these basic concepts of the game, and even more-so that you'd outright reject this kind of knowledge exists even when a fellow mapmaker nudges you in its direction. Like, not even an attempt to figure it out. :\
Again, theorycraft, the same theorycraft can be used to point out why supposedly Crossfire would favour Protoss with the high amount of chokes, it didn't happen. When Terminus/Crevasse/TDA came to the picture, everyone thought they would favour Zerg, it turned out that Terminus and Crevasse were Terran maps. These 'basic concepts' are an oversimplification of the complexity of the game and cold hard statistics show it's far more complicated than that.

*Sigh*

First off, Terminus wasn't a "Terran map". It actually was a rather balanced map for its time, in both its forms. Terminus had combined Korean and International win rates of:

TvZ - 52.6% (82-74) on Terminus RE; 49.6% (237-241) on Terminus SE
TvP - 46.6% (69-79) on Terminus RE; 50.1% (219-218) on Terminus SE

So, you have your facts wrong again. It's also important to note that the map featured a more acceptably shorter drop rush distance than it did a ground rush distance. Since Terran is the race of dropping and harassment, it benefits them the most, and Terrans made good use of this fact on Terminus. I'm willing to acknowledge that this kind of map design could be considered Terran's way of circumventing the defender's advantage (it's also why close position Antiga is heavily imbalanced for Terran), but not all large maps are designed the same, and it certainly doesn't relegate the basic principle of defender's advantage into the realm of "unproven theorycraft". You can't label a simple matter of numbers -- basic math -- as such.

As for Crevasse, its dimensions were 140x140 and the rocks could be destroyed to shorten the rush distance to a very reasonable level, so it doesn't even come into play when talking about this kind of thing. Of course Terrans could perform perfectly well on that map -- its proportions were good for Terran. It seems like you mistakenly believed the map to be larger than it really was. You should really do some basic research.

Final note: these 'basic concepts' are most certainly not an oversimplification of the game. Just because the defender's advantage is one of many variables doesn't mean you're free to ignore it on whim on the basis of "there are other variables too". It must be taken into consideration when making a good map, along with all other aspects of the game.

Anyway, I think that's all I have to say. If you wish to reply again with silly nonsense, you'll be speaking to yourself. However, I'd recommend you spend your time more wisely and brush up on some of this information by studying maps more closely -- you seem to be extremely mistaken in your perception of maps, in terms of GSL map sizes, Terminus win rates, recollection of Crevasse, and very likely beyond.
Twitter: @iamcaustic
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 02 2012 22:48 GMT
#497
On December 03 2012 06:37 iamcaustic wrote:
Show nested quote +
On December 03 2012 02:49 SiskosGoatee wrote:
On December 02 2012 21:59 iamcaustic wrote:
It's a simple matter of numbers. Base unit production time is a fixed value (marines are 25, zerglings are 24, and zealots are 38 before things like warp gate and chrono-boost). Rush distance directly affects the ability for a race to aggressively reinforce their army. An adequate rush distance of, say, ~30 seconds means the following:

In a TvT for example, a first round of reinforcements will be produced. By the time the aggressor's reinforcements arrive to continue an attack, a second round of reinforcements will have already been in the game for ~5 seconds (which, naturally, the defender's reinforcements will reach the battle faster). This is known as the defender's advantage.

Zerg's extreme mobility allows reinforcements to arrive much quicker, mitigating the defender's advantage to a degree. Also, Protoss' warp-in mechanic allows them to circumvent the defender's advantage entirely, warping in reinforcements directly to the front line. Terran, however, has no such method of reducing or overcoming the defender's advantage.
This is pure theorycraft with no empirical data to back it up. The actual picture is so much more complicated and depends on so many variables. Such as the fact that Protoss cannot be aggressive without either sentry or robo units or both, which have to walk there because freshly warped in sentries without high energy aren't worth a dime. Terran in general also has the biggest capacity to punish a player who is in the middle of the map with drops for instance.

As a result, if you increase the rush distance to something much more unreasonable, such as 50 seconds for example, suddenly a Terran will have their first round of reinforcements arrive as the defender's third round of reinforcements comes into play. This is a numbers game, pure and simple. Terran is not able to put on adequate aggression under these circumstances, as the defender's army will always greatly overpower whatever the Terran will be attacking with.

It concerns me that you don't understand these basic concepts of the game, and even more-so that you'd outright reject this kind of knowledge exists even when a fellow mapmaker nudges you in its direction. Like, not even an attempt to figure it out. :\
Again, theorycraft, the same theorycraft can be used to point out why supposedly Crossfire would favour Protoss with the high amount of chokes, it didn't happen. When Terminus/Crevasse/TDA came to the picture, everyone thought they would favour Zerg, it turned out that Terminus and Crevasse were Terran maps. These 'basic concepts' are an oversimplification of the complexity of the game and cold hard statistics show it's far more complicated than that.

*Sigh*

First off, Terminus wasn't a "Terran map". It actually was a rather balanced map for its time, in both its forms. Terminus had combined Korean and International win rates of:

TvZ - 52.6% (82-74) on Terminus RE; 49.6% (237-241) on Terminus SE
TvP - 46.6% (69-79) on Terminus RE; 50.1% (219-218) on Terminus SE
This is Terminus SE, not RE. SE was specifically changed because it was found that T could get a third too easily. RE has 53% TvZ.

Apart from that, it doesn't matter for the argument, because by your logic this map would be hard for Terran because it's large, which no incarnation of Terminus was.

It's also important to note that the map featured a more acceptably shorter drop rush distance than it did a ground rush distance. Since Terran is the race of dropping and harassment, it benefits them the most, and Terrans made good use of this fact on Terminus.
Indeed, which brings us back to the original argument that you were oversimplifying a vastly complicated came, there are too many factors to theorycraft the balance of a map, the only way to know it is to amass a suitable amount of games on it and see how it pans out. As Fatam said, if Daybreak was post here today, people would say it would heavily favour Zerg, didn't turn out to be true. If Crossfire was posted people would say it heavily favours Protoss, didn't turn out to be true. They would probably call metropolis a bad Zerg map tool due to the extremely close three bases, didn't turn out to be true.

I'm willing to acknowledge that this kind of map design could be considered Terran's way of circumventing the defender's advantage


Except it isn't 'design' most likely, it's just something that happened to pan out that way.

(it's also why close position Antiga is heavily imbalanced for Terran)
Do you have any statistics for this? Especially the 'heavily'?

but not all large maps are designed the same, and it certainly doesn't relegate the basic principle of defender's advantage into the realm of "unproven theorycraft". You can't label a simple matter of numbers -- basic math -- as such
It is theorycraft because there is no controlled experiment.ever conducted that demonstrates that a short rush distance, causes an advantage for Terran. And such a controlled experiment cannot ever take place because you can never take it as a controlled variable because in order to change the rush distance you have to change the whole map.

It is not unthinkable that a long ground distance coupled by a short air distance is in fact very good for Terran for instance due to the potency of Terran drops, they can drop with impunity without a fear of counter attacks. This is not fact, this is based on numbers but it's not fact, it's theorycraft, it could be true, it isn't proven to be true.

As for Crevasse, its dimensions were 140x140 and the rocks could be destroyed to shorten the rush distance to a very reasonable level, so it doesn't even come into play when talking about this kind of thing. Of course Terrans could perform perfectly well on that map -- its proportions were good for Terran. It seems like you mistakenly believed the map to be larger than it really was. You should really do some basic research.
The map was still larger than most things at the time and this forum was filled with people calling it a good Zerg map with the same theorycraft, it didn't happen.

Final note: these 'basic concepts' are most certainly not an oversimplification of the game. Just because the defender's advantage is one of many variables doesn't mean you're free to ignore it on whim on the basis of "there are other variables too". It must be taken into consideration when making a good map, along with all other aspects of the game.
It's not an oversimplification if you take it what it is, one of the many things. If you think you can say 'This map will favour Terran because of the short rush distance' then you are wrong. You can never with accurate result theorycraft what the balance of a map is going to be before you test it.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-12-02 23:10:36
December 02 2012 23:09 GMT
#498
Just one quick thing, since as I promised, I won't be responding to the rest of your response due to an endless amount of silly statements:

On December 03 2012 07:48 SiskosGoatee wrote:
Show nested quote +
On December 03 2012 06:37 iamcaustic wrote:
*Sigh*

First off, Terminus wasn't a "Terran map". It actually was a rather balanced map for its time, in both its forms. Terminus had combined Korean and International win rates of:

TvZ - 52.6% (82-74) on Terminus RE; 49.6% (237-241) on Terminus SE
TvP - 46.6% (69-79) on Terminus RE; 50.1% (219-218) on Terminus SE
This is Terminus SE, not RE. SE was specifically changed because it was found that T could get a third too easily. RE has 53% TvZ.

Apart from that, it doesn't matter for the argument, because by your logic this map would be hard for Terran because it's large, which no incarnation of Terminus was.

I'm not sure if you have a reading impediment, but I listed data for both Terminus RE and SE. Also, please don't misrepresent the things I'm saying. My post made it very clear that drop rush distances in close positions were well within acceptable levels (in fact, I'd say too short) on both Terminus RE and SE. So no, my logic wouldn't consider this map to be hard for Terran -- in fact I said the opposite in my post. The concept of defender's advantage is very straightforward, and my statements about large maps generally (key word there) sucking for Terran are based on the idea that rush distances would be extended to excess. It was a general statement based upon a core principle of RTS.

But hey, sure it's possible to make a huge map with a droppable distance equivalent to close ground position Shattered Temple, and unsurprisingly Terran would be able to perform reasonably well in such conditions. It's not rocket science, and is the expected result based on the principle of defender's advantage.
Twitter: @iamcaustic
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 03 2012 01:39 GMT
#499
Aesthetics in progress:

[image loading]
[image loading]

I'm really pleased with how the layout and looks of this map are turning out if I do say so myself.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Coppermantis
Profile Joined June 2012
United States845 Posts
December 03 2012 02:50 GMT
#500
Those aesthetics are gorgeous.
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