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prefix, i do not have beta.
it seems as though blizzard has a slew of new maps ready for hots. at initial thought they seem to be a fair bit more competent that their attempts in WoL. thirds are still rock'd off in some manner, but general design is a step up.
but then as per this forum, i have to bring up community mapping involvement once again. what are your feelings towards the potential lack of community maps ... once again? blizzard managed to include all of two [non-gsl] maps through 9 'seasons' of wol. do any of you feel hots will be more favorable towards the rest of the community ... or just more of the same?
mod edit:
HQ images courtesy of Timetwister22
Howling Peaks + Show Spoiler +
Akilon Wastes + Show Spoiler +
Star Station + Show Spoiler +
Korhal City + Show Spoiler +
Fractured Glacier + Show Spoiler +
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Honestly I feel the opposite, I feel like these maps are a massive step backwards. The naturals are hard to hold, the thirds on some are almost impossible. There was one (maybe star station?) where the third was shared between long distance spawns. The maps really don't look that great.
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Looking through the minimap or through gameplay is not enough for me, can anyone with a beta invite can go to the editor and extract the maps so we can see their overview?
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the most played maps in wol are based on the current meta game in wol and maybe the hots maps could be used as a stepping stone in the hots map pool? The same way the horrid wol beta maps was pushed away from the wol map pool.
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The 2p map with the backdoor rocks to the third is the best I've seen so far. The 4p rotational map with the inbase natural and the new type of rocks at the third is terrible imo. The Protoss themed one is probably the ugliest of the bunch.
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All the Rocks are stupid. But, harder to hold Naturals and Thirds I'm okay with. To many maps these day are turtle to 3 base Attack at the 12-15 min mark. I miss all the timing attacks and all-ins people used to do. The game needs a balance between Cheese and Econ Cheese.
Cheese - Early Pressure - Timing Attacks - Safe Standard - FE - Econ Cheese.
Were at a point were maps are so big and Turtley that Econ Cheese is Standard Play. The problem is that people believe any attack before max is cheese or all in.
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I like the new tilesets! I like that they are trying an in-base hatch for a ladder map.
My hope is that the new units allow for more variation in viable, balanced map designs. However, there is bound to be massive imbalances at the outset and it should be fun to see which of the new map mechanics punish each race, and how.
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dezi
Germany1536 Posts
Need pics to judge better - from stream i'm not quite sure what to say so far.
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Aotearoa39261 Posts
Almost every map has stuff on it that I hate. Tons of proportion issues, weird ramps and other oddities. The maps are no better than the first batch of WoL maps.
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It seems like they have every intention of supporting UMS maps but no intention of helping melee maps at all. There isn't even a melee or "standard" category in the arcade, not even a real category for maps like monobattles or build order testers. Its like they are actively trying to monopolize melee mapping.
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I would like to see the pics of the maps first before jumping to conclusions. Any links will be appreciated.
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![[image loading]](http://i.imgur.com/0K3Ty.jpg) This map is a bit weird, the central bases are a bit weird as well. If the open nat works in hots, I'm not too worried, but it seems like it's not, so I'm not so sure. 3rd design is awk as well, lots of airspace too
![[image loading]](http://i.imgur.com/oVKVz.jpg) Aesthetically, it's actually very beautiful - it seems like they improved on their ulnaar idea but better. It seems like it wont go well with other textures I think, and some of the tiles are off-theme also. But... 4p mirror map T.T I dun know if all the spawn work.
![[image loading]](http://i.imgur.com/GaYJB.jpg) HOLY AIRSPACE MAN if they just rotate is 45 degrees, the map would be tight and be ok... The inbase expo is interesting. The rock at third doesnt block expo, but the opponent can break it to make it so. The textures are also very boring i think. No new cliffs T.T
![[image loading]](http://i.imgur.com/iQgWs.jpg) Mmm I like the cliffs. I like the choosable third, it's their best map so far. But, airspace.. space efficiency.. they're all gah. The choke to the third is also too small i think. dunno if it'll work.
CONCLUSION: some textures are good, cliffs are good as well. Map design: they're trying new things, but not well. HOLY AIRSPACE BATMAN also. Map pics courtesy to Ragoo
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On September 06 2012 06:27 Plexa wrote: Almost every map has stuff on it that I hate. Tons of proportion issues, weird ramps and other oddities. The maps are no better than the first batch of WoL maps. I don't think it's fair to draw a connection between maps like Howling Peak, Star Station, and Akilon Wastes, with maps like Incineration Zone, Steppes of War, and Metalopolis. Hell, even Shakuras Plateau was a fluke, since it was originally a 2v2 map(which it's terrible at being). These maps are a large improvement to be sure, whether you like them or not despite that is up to you. My only beef personally is with Korhal City. The. Most. Generic. Fucking. Name. Ever.
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The korhal one has a double wide ramp and close spawns enabled...
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On September 06 2012 18:29 Yonnua wrote: The korhal one has a double wide ramp and close spawns enabled...
How was it not going to have that? It is rotational. Blizzard doesn't design 4p maps with cross spawn. At least you can't Pylon block on it.
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I don't know much about map making, but we need to keep in mind that Hots havec a different balance, so "good maps" won't exactly follow the same idea of wol good maps.
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interesting maps atleast, they tried new stuff but thats normal for Blizzard and luckily they do. Just imagine if we never had gotten shakuras, wonder if someone would have thought about disabling close spawns, so early. Maps still need the one easy to ramp block and defend out on the map expansion. Basetrades are just happening a bit to often on the tournament used community maps + antiga.
It is obvious though that they wanted to test out the new units, thats why maps have some specifics that help those units alot. I like the protoss map fighting on a ship in transit hell yeah.
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Some better overviews of the maps can be seen towards the bottom of this article http://gosugamers.net/starcraft2/features/3017.
I wouldn't mind if blizzard came out and said "with these maps we are testing out unique terrain layouts and how they work with the new HotS units, they are not intended to be tournament ready". These maps are clearly shitty in terms of almost all criteria that you would normally judge a map on. The fact that blizz hasn't commented on them makes me worried that they may think they are competitive maps, and even more worried that some tournament admin might think they are too.
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These maps were never made for tournament play.
Blizzard likes to do extreme stuff to make it more entertaining and diverse for casual players. Personally I don´t care, we got more than enough decent community maps.
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well those maps suck 'cept for the tileset (hi star station), but at least they dont follow the 2-player map layout of 99% maps these days
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On September 06 2012 22:25 Aunvilgod wrote: These maps were never made for tournament play.
Blizzard likes to do extreme stuff to make it more entertaining and diverse for casual players. Personally I don´t care, we got more than enough decent community maps.
Would you mind going into details with what is wrong with them then? Like this is a beta, of course they are going to try some new stuff.
Star station(The protoss-themed one) seems like the best contender for making it into tournements. Not only is it very nice looking, but seems rather balanced by all the parameters i know about. The thirds are a little exposed, but it is not that bad and attacking from more than one angle will require the army to split. Despite being mirrored it seems to have roughly equal rush time from natural to natural, in both Horizontal and vertical positions(Thirds get a little closer on vertical spawns). You will always have be able to take a fourth away from your opponent, which all can be hold from 2 ramps and have a Xel'naga tower watching it.
And in the other end of the spectrum comes Korhal city... Right i give you this is an experimental map. Pretty much all the stuff that we don't see anymore is here. Rocks on thirds... but not the standard rocks, no these rocks requires aggression from your opponent to block it. Huge air space, in a world where some Air units can shoot from range 22. Finally inhourse expansion. We know from CBTS why inhouse expansions doesn't do well on larger maps, but it might work on smaller ones with a larger ramp. I doupt it. Yea this one is going to be intresting.
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United Kingdom1381 Posts
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Colours are a nice change. I like the new tile sets for adding some variety.
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well the question still remains if the consensus on the maps isn't so good
will blizzard will treat community maps any differently than what they did with wol?
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I will say that the tilesets are beautiful. Especially Star Station. Feels very Star Warsy.
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From what I've seen in streams all the maps look awesome. Not sure why so many people are so negative about hots.
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They look MUCH better than the ones in WoL beta, and they are getting better and better (and considering that some of these were probably made a long time ago, if they were to make more maps soon or whenever, then I'm sure those will be a step better too)
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On September 06 2012 18:29 Yonnua wrote: The korhal one has a double wide ramp and close spawns enabled...
Opening 12rax/13rax is gonna be pretty standard on maps with a double ramp at the main. I do it all the time on 4v4 maps with a double ramp and I can always hold off an 8 pool that way.
Also, nice assessment, Semmo.
In Fractured Glacier, couldn't you like, zealot fast expand? get a bunch of zealots out to kill the rocks off quickly? lots of experimental stuff here, hard to say what will work.
I actually like star station for East v West spawns only. It helps that the tileset is really cool.
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The third placement on howling peaks is atrocious D: I wonder what blizzard was thinking when making these maps... From watching streams, the only thing I found a bit better was the different tile set. It seems to be brighter/less dull than current WoL maps.
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On September 07 2012 11:06 iiAreJordan wrote: The third placement on howling peaks is atrocious D: I wonder what blizzard was thinking when making these maps... From watching streams, the only thing I found a bit better was the different tile set. It seems to be brighter/less dull than current WoL maps. Howling Peak has 2 options for a third base, and the one away from your opponent can be quickly sealed off with rocks, imo the natural is a more dangerous setup, but HotS is a new game, map design could get a second wind here.
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On September 06 2012 06:27 Plexa wrote: Almost every map has stuff on it that I hate. Tons of proportion issues, weird ramps and other oddities. The maps are no better than the first batch of WoL maps.
While I agree the maps aren't that great, they still beat the first batch of WoL maps imo
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Decent maps compared to the standard Blizzard seems to have set, but the biggest issues are space allocation and wasted map space. Other than that, most of these seem solid. After the space usage details get ironed out, the only thing left is working on the concepts of maps (not just aesthetic concepts).
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I just rewatched Dustin Browder's talk about SC2 game design and it seems clear that they never intended to put community maps on ladder. I don't think we can expect them to do more than they did in WoL. I think we should focus on getting tournaments to use our maps. At the very least people will then see them and bringing them to ladder will get more support.
Thinking about Samro's recent WIP thread (which is going great, btw), I think we really should focus on making fewer, better maps as a community. I don't know how the mapper's cave is going, but I would like to see many more people working together on maps. While Blizzard's maps aren't great, the HotS maps are better than WoL, and the community maps aren't leaps and bounds better. Blizzard has always intended for tournament maps to be different from ladder maps, and I think we should push for more ways to fix this. I'm going to make a separate post about this...
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On September 07 2012 13:27 RFDaemoniac wrote: While Blizzard's maps aren't great, the HotS maps are better than WoL, and the community maps aren't leaps and bounds better.
Excuse me?
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United Kingdom12022 Posts
I kind of like that they've spread the bases out so you don't instantly have a free fourth as soon as you get your third. Promotes midgame army movement.
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On September 07 2012 17:56 Ragoo wrote:Show nested quote +On September 07 2012 13:27 RFDaemoniac wrote: While Blizzard's maps aren't great, the HotS maps are better than WoL, and the community maps aren't leaps and bounds better. Excuse me? Balance-wise, they are, yes, in most cases.
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My assessments of the maps. Baring in mind that I am by no means an expert, I have only been mapping for a couple of months. I just wanted to have a go at breaking down these new maps and describing what I believe their issues are. I welcome counter points to the issues I raise.
Howling Peaks + Show Spoiler +
First and most obvious problem is that there are 2 entries to the natural. I think Protoss can probably wall from ramp to nexus but this means they will be more exposed to baneling busts and other early zergy shenanigans. The 3rd is proportionally very strange, it's a long way from the nat and you have to go down that strange passageway and then into a really open area. I like the layout of the rocks but with them being so far away from the 3rd it makes them feel a bit awkward. The 'forward 3rd' is too open and too close to the opponent to be taken as a 3rd I think, Toss/Terran will likely take it as a 4th. The zerg 4th is your standard corner expo, it's very linear from the 3rd and is kinda boring. I'm not sure what the thinking behind the XNTs is, they cover an area of the map that will rarely see any units, and that whole area isn't a particularly efficient use of space. Then there's the middle expos, which definitely feel like winner bases i.e you will only be able to expand to them if you are already really far ahead, they are just really close to the opposition.
Akilon Wastes + Show Spoiler +
Probably the best map of the bunch. I like the main/nat/3rd layout but it does feel a bit turtley, especially as the 4th isn't very exposed. Then once you are up to 4 bases the 5th suddenly becomes really tricky, it's not obvious which base you are supposed to take but they are both quite open and getting scarily close to your opponent. I think you're supposed to take the double high ground expansion, either way, there is a lot of wasted space around the edges of the map (deliberate spots for tempests or just bad design?) and it has 4 Xel'NAga Towers, the other 2 of which aren't really needed imo.
Star Station + Show Spoiler +
I don't know about anyone else but the Protoss World Ship textures strike me as kinda gimmicky and ugly, I think it will be similar to Ulnar in that the textures are quite specific and won't work very well in combination with others. Not that this is an ugly map, I just think it will get tired quite quickly. Aesthetics aside, this map suffers the same problem that every 4p mirror map has. When spawning vertically a zerg wanting to expand away from their opponent will expand to the middle bases for their 3rd, but here you get the korhal compound problem that the 3rd is really far away and if the opposition gets in to a position between the nat and the 3rd then you're going to have a bad time. Conversely if they take the other 3rd then the 3rds are super close together. If spawning horizontally the nat to nat distance looks really close. This is the inherent problem with 4p mirror maps that for the different spawn positions you have to balance the distance to the 3rd for one direction with the nat-nat distance for the other direction. It makes it nearly impossible to balance a 4p mirror map with the mains in the corners without making the map massive imo.
Korhal City + Show Spoiler +
What is with this map? If I wanted to make a deathball map I think this would be it. In-base nat followed by an easy 3rd that means that 3 bases can be defended from 1 choke and then an easy 4th too. Then after that, the 5th is half a map away (and about the same distance from you as it is from your opponent). Then there is the double width ramp that makes a whole host of early game cheeses almost impossible to stop. Then there's the massive amount of unused space around the edges. Definitely the strangest map of the 5.
Fractured Glacier + Show Spoiler +
This map is like a more boring, more imbalanced version of Anitga Shipyard. Really exposed 3rd is horrible for protoss (something that I don't think the new units will help with). 4th is extremely hard (far away) for all races but the centre golds will be much better for terrans. This map would actually be a lot better imo if the centre was just rotated 20º clockwise making the golds much more viable for all spawn positions. More wasted space around the edges.
I'm sure there are more problems that I missed, and I'm sure other people will have counter-points to the ones I have raised. Please feel free to express them
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On September 07 2012 22:09 OxyGenesis wrote: My assessments of the maps. Baring in mind that I am by no means an expert, I have only been mapping for a couple of months. I just wanted to have a go at breaking down these new maps and describing what I believe their issues are. I welcome counter points to the issues I raise.
I'll give it my best shot 
Howling Peaks - The options for a 3rd base might not be as bad as people seem to think, the linear one has collapsible rocks at its door, and the forward one is very close to the natural. As for the natural itself, I think it's an experiment of sorts by Blizzard, to see if natural expansion design still needs to be as stringent as it is now, since the main problems with base design concern Protoss, who now have the Mothership Core. Even if it doesn't work, I think they're absolutely right to try it out.
Akilon Wastes - I don't see that much wasted space, this just seems like a complaint that people just sort of echo, without really understanding. Also, when it comes to airspace, it tends to be less significant balance-wise when it's next to a late-game base, which is the case here, so I don't see it as an issue. Also, having 4 XNT's on a 2-spawn map is really cute. :D
Star Station - I'm not sure I get why everyone's saying the textures will be hard to mix with. The cliffs, maybe, but there are some really solid textures in this set that can be used in cool combinations. My main concerns with this map are horizontal rush distances, which appear to be the shortest of the 3 setups, and the airspace on the left and right, which looks a bit much. The Xel'Naga towers are going to be important for holding 3+ bases, but I also worry slightly about the 12/6 bases. I think it's pretty solid overall though.
Korhal City - This is another map that I think they were correct in making, which is to say it is highly experimental. There are some factors which mitigate the deathball-ness of this map I think, the distance between late-game expansions being one. Also, there isn't really a choke outside your first 2 bases, but rather a large area, which will still enable runby's and other such things(until the armies get really big). The airspace might also act to encourage more air-play, which with Protoss of course means less deathball units. The main is another curiosity, another experiment that I definitely think Blizzard needed to do. I really hope, as strange as this may sound, that this map works out in the long run.
Fractured Glacier - This is perhaps my least favorite of the 5. It just looks hastily thrown together compared to the others. I do think, though, that there is some potential on the part of the attacker for abusing the rocks on the natural's ramp, which is something also worth exploring imo.
Overall, I like their new maps a lot, because they're trying to expand the gameplay, not conform to it. They all have fascinating designs that push the boundaries of convention, which is exactly what they should be doing for HotS.
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I actually really really like akilon wastes. With the tendency for trying to survive mid-game and later, and with all the new high(er) tier units, I think it can provide some really interesting games. Although the big hole in the middle is kind of disconcerting, I feel like at diamond/plat and under it could lead to a lot of armies 1a-ing past each other and straight into a base race. I'm also pretty intrigued by fractured glacier. With the new rocks on the nat ramp it feels like you should be playing for a big two base timing, while the golds offer incentive to leave your base and play more of an econ cheese type of game, with early mid-map expansions. Contrasting play suggestions by the map could lead to weird, non-standard games. I think this one has the most potential for both unit/meta growth and map growth as it is the most experimental, even if the map itself could be ditched by the end of season 1. It'll be interesting to see the things that grow out of it.
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On September 07 2012 23:00 NewSunshine wrote:Show nested quote +On September 07 2012 22:09 OxyGenesis wrote: My assessments of the maps. Baring in mind that I am by no means an expert, I have only been mapping for a couple of months. I just wanted to have a go at breaking down these new maps and describing what I believe their issues are. I welcome counter points to the issues I raise.
I'll give it my best shot Howling Peaks - The options for a 3rd base might not be as bad as people seem to think, the linear one has collapsible rocks at its door, and the forward one is very close to the natural. As for the natural itself, I think it's an experiment of sorts by Blizzard, to see if natural expansion design still needs to be as stringent as it is now, since the main problems with base design concern Protoss, who now have the Mothership Core. Even if it doesn't work, I think they're absolutely right to try it out. Akilon Wastes - I don't see that much wasted space, this just seems like a complaint that people just sort of echo, without really understanding. Also, when it comes to airspace, it tends to be less significant balance-wise when it's next to a late-game base, which is the case here, so I don't see it as an issue. Also, having 4 XNT's on a 2-spawn map is really cute. :D Star Station - I'm not sure I get why everyone's saying the textures will be hard to mix with. The cliffs, maybe, but there are some really solid textures in this set that can be used in cool combinations. My main concerns with this map are horizontal rush distances, which appear to be the shortest of the 3 setups, and the airspace on the left and right, which looks a bit much. The Xel'Naga towers are going to be important for holding 3+ bases, but I also worry slightly about the 12/6 bases. I think it's pretty solid overall though. Korhal City - This is another map that I think they were correct in making, which is to say it is highly experimental. There are some factors which mitigate the deathball-ness of this map I think, the distance between late-game expansions being one. Also, there isn't really a choke outside your first 2 bases, but rather a large area, which will still enable runby's and other such things(until the armies get really big). The airspace might also act to encourage more air-play, which with Protoss of course means less deathball units. The main is another curiosity, another experiment that I definitely think Blizzard needed to do. I really hope, as strange as this may sound, that this map works out in the long run. Fractured Glacier - This is perhaps my least favorite of the 5. It just looks hastily thrown together compared to the others. I do think, though, that there is some potential on the part of the attacker for abusing the rocks on the natural's ramp, which is something also worth exploring imo. Overall, I like their new maps a lot, because they're trying to expand the gameplay, not conform to it. They all have fascinating designs that push the boundaries of convention, which is exactly what they should be doing for HotS.
The first 3 maps aren't terrible but I think the points that I raised still stand. There are issues that me, as a novice map maker who does it in their spare time picked up on. Blizz has a team of paid professionals. I disagree about Korhal City, if you manage to make it past 5 minutes (due to the double width ramp) you should have a fairly easy time of getting up 3 or even 4 bases by just parking your army at the bottom of your ramp. I get that it's an experimental map, that's cool, but it's definitely a deathbally map too. As long as they take the things they learn from this map and it is never seen beyond beta that's fine. That's pretty much the case for all these maps tbh, experimentation is great, but these maps really aren't very suitable for competitive play (at least by community standards, blizz have their own (low) standards)
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On September 08 2012 00:04 OxyGenesis wrote: The first 3 maps aren't terrible but I think the points that I raised still stand. There are issues that me, as a novice map maker who does it in their spare time picked up on. Blizz has a team of paid professionals. I disagree about Korhal City, if you manage to make it past 5 minutes (due to the double width ramp) you should have a fairly easy time of getting up 3 or even 4 bases by just parking your army at the bottom of your ramp. I get that it's an experimental map, that's cool, but it's definitely a deathbally map too. As long as they take the things they learn from this map and it is never seen beyond beta that's fine. That's pretty much the case for all these maps tbh, experimentation is great, but these maps really aren't very suitable for competitive play (at least by community standards, blizz have their own (low) standards) You're missing out on something extremely important here. Yes, the Blizzard team is a professional one, and that gives them a huge responsibility as the mapmakers for one of the greatest e-sports in the world. You have to realize, however, that Starcraft 2 is, above all, a game. If the key to mapmaking were simply cracking the balance formula we'd have been done making new maps a long time ago, there'd have been no point to continuing. Blizzard does something with each of their maps that few here seem to appreciate - they focus on everything. I've noticed that the outlook on mapmaking here is very analytical, almost to the point of excess, and I suppose that has something to do with it being TeamLiquid. Blizzard is responsible for making a game that allows for competitive play, but it means nothing if the maps don't add to the gameplay experience. The short of it - they need to be fun maps too. Whether these new maps are viable in a competitive environment remains to be seen - it's newly in beta, and even the unit balance is nowhere near final yet. And yet, all of these maps look more fun to play on than just about any map I've seen on TL. Look at Caldeum, a map made by one of the top Korean mapmakers. Balance is easy, capturing what makes a map fun and unique, one that adds to the gameplay and makes it worth watching, that is the hard part, and whether or not you remember it, it's the reason all of us got into mapmaking in the first place.
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Let me just say that Korhal city is VERY ugly, they're using manmade cliffs not in the right way. It looks horrid on the overview as well. Also, it seems like a 2v2 map ;_;
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I really like Fractured Glacier, for the very simple reason that there's a dude face smiling in the midle.
But overall, even tough this maps might not be very balanced, i think they'll bring a nice change. The game will be imbalanced at it's launch anyway. Just hope they change the maps accordingly to the evolution of the game..
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fractured glacier looks like its another [og] terminus. wide open forward base, right in the middle of the attack path. so dumb.
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On September 08 2012 00:51 NewSunshine wrote:Show nested quote +On September 08 2012 00:04 OxyGenesis wrote: The first 3 maps aren't terrible but I think the points that I raised still stand. There are issues that me, as a novice map maker who does it in their spare time picked up on. Blizz has a team of paid professionals. I disagree about Korhal City, if you manage to make it past 5 minutes (due to the double width ramp) you should have a fairly easy time of getting up 3 or even 4 bases by just parking your army at the bottom of your ramp. I get that it's an experimental map, that's cool, but it's definitely a deathbally map too. As long as they take the things they learn from this map and it is never seen beyond beta that's fine. That's pretty much the case for all these maps tbh, experimentation is great, but these maps really aren't very suitable for competitive play (at least by community standards, blizz have their own (low) standards) You're missing out on something extremely important here. Yes, the Blizzard team is a professional one, and that gives them a huge responsibility as the mapmakers for one of the greatest e-sports in the world. You have to realize, however, that Starcraft 2 is, above all, a game. If the key to mapmaking were simply cracking the balance formula we'd have been done making new maps a long time ago, there'd have been no point to continuing. Blizzard does something with each of their maps that few here seem to appreciate - they focus on everything. I've noticed that the outlook on mapmaking here is very analytical, almost to the point of excess, and I suppose that has something to do with it being TeamLiquid. Blizzard is responsible for making a game that allows for competitive play, but it means nothing if the maps don't add to the gameplay experience. The short of it - they need to be fun maps too. Whether these new maps are viable in a competitive environment remains to be seen - it's newly in beta, and even the unit balance is nowhere near final yet. And yet, all of these maps look more fun to play on than just about any map I've seen on TL. Look at Caldeum, a map made by one of the top Korean mapmakers. Balance is easy, capturing what makes a map fun and unique, one that adds to the gameplay and makes it worth watching, that is the hard part, and whether or not you remember it, it's the reason all of us got into mapmaking in the first place.
I agree that making a balanced map is easy. But I also think making an unbalanced fun map is pretty easy too. You seem to equate fun maps as ones that are exploitable, to which some degree I agree with. It's fun to have a bunch of unique features that 'add to the gaming experience' by making it varied. However once they have been figured out and can be exploited it becomes at worst imbalanced and at best kinda annoying. As Blizz seems content to stick with years old maps that have been completely figured out and done to death, I would rather have balanced maps than fun-at-first-but-ultimately-pretty-annoying-further-down-the-line maps. Of course the best of both worlds is possible, having a balanced but uniquely featured map, and I think that is usually what we strive for on this forum. Saying that I honestly wouldn't mind if less balanced, more interesting maps were in the map pools now and again for a while and then rotated out, that would actually be awesome, then we wouldn't need to be so finicky about balance.
I think there is a 3rd element to maps which is similar to balance but slightly different, and that is the sort of games that they create. Starcraft, as well as being a game, is a spectator sport. For a spectator sport to succeed it needs to have good games. For this to happen firstly you need 2 good, evenly matched players (with evenly matched races). Then comes the map that they play on. A best maps are ones that reward the best players in all aspects of the game; harassment, micro, macro, positioning, game sense etc etc. Cloud Kingdom is a good example of a map that on the face of it is incredibly standard but consistently produces amazing games. The amount of times I have seen someone barely hold their 4th and then push back into their opponent's 4th or maybe they lost their 4th but still manage to push back and reestablish. This kind of dynamic play where you get tugs of war and razor edge engagements is more exciting than any unique 'fun' features and is something that all maps should strive for. It's also something that most blizzard maps lack.
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On September 08 2012 02:09 OxyGenesis wrote:+ Show Spoiler +On September 08 2012 00:51 NewSunshine wrote:Show nested quote +On September 08 2012 00:04 OxyGenesis wrote: The first 3 maps aren't terrible but I think the points that I raised still stand. There are issues that me, as a novice map maker who does it in their spare time picked up on. Blizz has a team of paid professionals. I disagree about Korhal City, if you manage to make it past 5 minutes (due to the double width ramp) you should have a fairly easy time of getting up 3 or even 4 bases by just parking your army at the bottom of your ramp. I get that it's an experimental map, that's cool, but it's definitely a deathbally map too. As long as they take the things they learn from this map and it is never seen beyond beta that's fine. That's pretty much the case for all these maps tbh, experimentation is great, but these maps really aren't very suitable for competitive play (at least by community standards, blizz have their own (low) standards) You're missing out on something extremely important here. Yes, the Blizzard team is a professional one, and that gives them a huge responsibility as the mapmakers for one of the greatest e-sports in the world. You have to realize, however, that Starcraft 2 is, above all, a game. If the key to mapmaking were simply cracking the balance formula we'd have been done making new maps a long time ago, there'd have been no point to continuing. Blizzard does something with each of their maps that few here seem to appreciate - they focus on everything. I've noticed that the outlook on mapmaking here is very analytical, almost to the point of excess, and I suppose that has something to do with it being TeamLiquid. Blizzard is responsible for making a game that allows for competitive play, but it means nothing if the maps don't add to the gameplay experience. The short of it - they need to be fun maps too. Whether these new maps are viable in a competitive environment remains to be seen - it's newly in beta, and even the unit balance is nowhere near final yet. And yet, all of these maps look more fun to play on than just about any map I've seen on TL. Look at Caldeum, a map made by one of the top Korean mapmakers. Balance is easy, capturing what makes a map fun and unique, one that adds to the gameplay and makes it worth watching, that is the hard part, and whether or not you remember it, it's the reason all of us got into mapmaking in the first place. I agree that making a balanced map is easy. But I also think making an unbalanced fun map is pretty easy too. You seem to equate fun maps as ones that are exploitable, to which some degree I agree with. It's fun to have a bunch of unique features that 'add to the gaming experience' by making it varied. However once they have been figured out and can be exploited it becomes at worst imbalanced and at best kinda annoying. As Blizz seems content to stick with years old maps that have been completely figured out and done to death, I would rather have balanced maps than fun-at-first-but-ultimately-pretty-annoying-further-down-the-line maps. Of course the best of both worlds is possible, having a balanced but uniquely featured map, and I think that is usually what we strive for on this forum. Saying that I honestly wouldn't mind if less balanced, more interesting maps were in the map pools now and again for a while and then rotated out, that would actually be awesome, then we wouldn't need to be so finicky about balance. I think there is a 3rd element to maps which is similar to balance but slightly different, and that is the sort of games that they create. Starcraft, as well as being a game, is a spectator sport. For a spectator sport to succeed it needs to have good games. For this to happen firstly you need 2 good, evenly matched players (with evenly matched races). Then comes the map that they play on. A best maps are ones that reward the best players in all aspects of the game; harassment, micro, macro, positioning, game sense etc etc. Cloud Kingdom is a good example of a map that on the face of it is incredibly standard but consistently produces amazing games. The amount of times I have seen someone barely hold their 4th and then push back into their opponent's 4th or maybe they lost their 4th but still manage to push back and reestablish. This kind of dynamic play where you get tugs of war and razor edge engagements is more exciting than any unique 'fun' features and is something that all maps should strive for. It's also something that most blizzard maps lack. I don't like to think I make any such equations about features vs. concepts. I don't want to get into a vague discussion which feels detached from reality, so I have no interest in equivocating aspects of a map vs. balance. I'm not saying that if a map is fun, it is therefore a gimmicky one and is imbalanced, I very much have been striving for this middle ground, though you wouldn't see it for how painfully standard Cerberus was. I am not saying Blizzard maps are all balanced and good in a world of statistics, they aren't, because balance is not the extent to which they think about a map, and that's fine. We actually need to have a group of mapmakers which does this, in my humble opinion. They focus a lot on the gameplay, just as Superouman did with Cloud Kingdom(just as an example). Blizzard, however, has a different philosophy from Superouman, one that attempts to cater for players of all skills, going from the top down, whereas Cloud Kingdom was designed more or less for top level play, and the positional games that the top players engage in. Mostly though, they think about more than just balance, which is why their maps don't always cater to standard games. For the debut of Heart of the Swarm, their approach is honestly best.
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On September 08 2012 02:22 NewSunshine wrote:Show nested quote +On September 08 2012 02:09 OxyGenesis wrote:+ Show Spoiler +On September 08 2012 00:51 NewSunshine wrote:Show nested quote +On September 08 2012 00:04 OxyGenesis wrote: The first 3 maps aren't terrible but I think the points that I raised still stand. There are issues that me, as a novice map maker who does it in their spare time picked up on. Blizz has a team of paid professionals. I disagree about Korhal City, if you manage to make it past 5 minutes (due to the double width ramp) you should have a fairly easy time of getting up 3 or even 4 bases by just parking your army at the bottom of your ramp. I get that it's an experimental map, that's cool, but it's definitely a deathbally map too. As long as they take the things they learn from this map and it is never seen beyond beta that's fine. That's pretty much the case for all these maps tbh, experimentation is great, but these maps really aren't very suitable for competitive play (at least by community standards, blizz have their own (low) standards) You're missing out on something extremely important here. Yes, the Blizzard team is a professional one, and that gives them a huge responsibility as the mapmakers for one of the greatest e-sports in the world. You have to realize, however, that Starcraft 2 is, above all, a game. If the key to mapmaking were simply cracking the balance formula we'd have been done making new maps a long time ago, there'd have been no point to continuing. Blizzard does something with each of their maps that few here seem to appreciate - they focus on everything. I've noticed that the outlook on mapmaking here is very analytical, almost to the point of excess, and I suppose that has something to do with it being TeamLiquid. Blizzard is responsible for making a game that allows for competitive play, but it means nothing if the maps don't add to the gameplay experience. The short of it - they need to be fun maps too. Whether these new maps are viable in a competitive environment remains to be seen - it's newly in beta, and even the unit balance is nowhere near final yet. And yet, all of these maps look more fun to play on than just about any map I've seen on TL. Look at Caldeum, a map made by one of the top Korean mapmakers. Balance is easy, capturing what makes a map fun and unique, one that adds to the gameplay and makes it worth watching, that is the hard part, and whether or not you remember it, it's the reason all of us got into mapmaking in the first place. I agree that making a balanced map is easy. But I also think making an unbalanced fun map is pretty easy too. You seem to equate fun maps as ones that are exploitable, to which some degree I agree with. It's fun to have a bunch of unique features that 'add to the gaming experience' by making it varied. However once they have been figured out and can be exploited it becomes at worst imbalanced and at best kinda annoying. As Blizz seems content to stick with years old maps that have been completely figured out and done to death, I would rather have balanced maps than fun-at-first-but-ultimately-pretty-annoying-further-down-the-line maps. Of course the best of both worlds is possible, having a balanced but uniquely featured map, and I think that is usually what we strive for on this forum. Saying that I honestly wouldn't mind if less balanced, more interesting maps were in the map pools now and again for a while and then rotated out, that would actually be awesome, then we wouldn't need to be so finicky about balance. I think there is a 3rd element to maps which is similar to balance but slightly different, and that is the sort of games that they create. Starcraft, as well as being a game, is a spectator sport. For a spectator sport to succeed it needs to have good games. For this to happen firstly you need 2 good, evenly matched players (with evenly matched races). Then comes the map that they play on. A best maps are ones that reward the best players in all aspects of the game; harassment, micro, macro, positioning, game sense etc etc. Cloud Kingdom is a good example of a map that on the face of it is incredibly standard but consistently produces amazing games. The amount of times I have seen someone barely hold their 4th and then push back into their opponent's 4th or maybe they lost their 4th but still manage to push back and reestablish. This kind of dynamic play where you get tugs of war and razor edge engagements is more exciting than any unique 'fun' features and is something that all maps should strive for. It's also something that most blizzard maps lack. I don't like to think I make any such equations about features vs. concepts. I don't want to get into a vague discussion which feels detached from reality, so I have no interest in equivocating aspects of a map vs. balance. I'm not saying that if a map is fun, it is therefore a gimmicky one and is imbalanced, I very much have been striving for this middle ground, though you wouldn't see it for how painfully standard Cerberus was. I am not saying Blizzard maps are all balanced and good in a world of statistics, they aren't, because balance is not the extent to which they think about a map, and that's fine. We actually need to have a group of mapmakers which does this, in my humble opinion. They focus a lot on the gameplay, just as Superouman did with Cloud Kingdom(just as an example). Blizzard, however, has a different philosophy from Superouman, one that attempts to cater for players of all skills, going from the top down, whereas Cloud Kingdom was designed more or less for top level play, and the positional games that the top players engage in. Mostly though, they think about more than just balance, which is why their maps don't always cater to standard games. For the debut of Heart of the Swarm, their approach is honestly best.
I completely agree I just wanted to explain why I thought the maps were uncompetitive and should not be used as standard in tournament play.
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On September 06 2012 06:27 Plexa wrote: Almost every map has stuff on it that I hate. Tons of proportion issues, weird ramps and other oddities. The maps are no better than the first batch of WoL maps.
This.
Despite technical issues with the maps, I'm still glad to see the textures and tileset on the protoss-style map.
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I think the most depressing thing here is that this probably means that they won't be using many/any community-made maps for ladder when HOTS comes out (which there are plenty of good ones that are better than theirs).
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I'm laughing at people making "extensive breakdown analysis" on these maps. If they don't have abusive shit, they're OK for a while.
HotS is for try out new things. We don't have a stabilished metagame to even start to make assumptions about these news maps. 2 entrances to a wide open Natural is bad for Toss and Terran against in WoL, right? But you cannot forget that both Toss and Terran can make units that could considerably increase their defenders advantage in the early game (BH, Warhounds, MSC).
I'm happy to see so much experimental things. The WoL map scene is so stagnated. All popular maps look the same and all maps that are trying something new are being rejected.
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On September 08 2012 11:00 Herect wrote: I'm laughing at people making "extensive breakdown analysis" on these maps. If they don't have abusive shit, they're OK for a while.
HotS is for try out new things. We don't have a stabilished metagame to even start to make assumptions about these news maps. 2 entrances to a wide open Natural is bad for Toss and Terran against in WoL, right? But you cannot forget that both Toss and Terran can make units that could considerably increase their defenders advantage in the early game (BH, Warhounds, MSC).
I'm happy to see so much experimental things. The WoL map scene is so stagnated. All popular maps look the same and all maps that are trying something new are being rejected.
WoL map scene has stagnated due to lack of support from blizzard and tournaments, not due to lack of good maps. The fact is that some of the best map makers stopped making maps because they knew it was futile when there was no opportunity to get their maps used.
As for breaking down the beta maps, I'm a mapper, I like to analyse maps, sue me. I know they are trying new things out, but some of blizzard's decisions still don't make sense even in that context. This is a forum for discussing maps, I'm not sure what you expected.
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A lot of these maps make some steps backwards (close positions enabled with imbalanced spawning positions) but with things like the mothership core I don't feel like it's a bad idea to experiment with some things like larger ramps or flat entrances to the natural (like Tal'Darim) again to see if the mothership core will change PvP enough to make maps like that viable enough to where a map pool could have say one map on it without a ramp to the natural and still not be an auto-veto for PvP.
Also OxyGenesis is right about the map scene stagnating because the process to get new maps in tournaments is so arbitrary and difficult. The highlight of the WOL community map scene was probably TLMC and the season 6 ladder pool, and nothing has really happened since then. Blizzard needs to be doing something like the TLMC every season, or seriously support a community effort to test new maps and get them added to ladder/tournament pools. The map pool is what will keep SC2 going after its production cycle is finished. With the added strategic depth HOTS provides, every new map that is proven 'good' can offer a larger range of interesting play that keeps viewers engaged. It's important for Blizzard to realize that now so the map scene can thrive once all the expansions are out and balance patches are done.
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On September 09 2012 09:12 OxyGenesis wrote:Show nested quote +On September 08 2012 11:00 Herect wrote: I'm laughing at people making "extensive breakdown analysis" on these maps. If they don't have abusive shit, they're OK for a while.
HotS is for try out new things. We don't have a stabilished metagame to even start to make assumptions about these news maps. 2 entrances to a wide open Natural is bad for Toss and Terran against in WoL, right? But you cannot forget that both Toss and Terran can make units that could considerably increase their defenders advantage in the early game (BH, Warhounds, MSC).
I'm happy to see so much experimental things. The WoL map scene is so stagnated. All popular maps look the same and all maps that are trying something new are being rejected. WoL map scene has stagnated due to lack of support from blizzard and tournaments, not due to lack of good maps. The fact is that some of the best map makers stopped making maps because they knew it was futile when there was no opportunity to get their maps used. As for breaking down the beta maps, I'm a mapper, I like to analyse maps, sue me. I know they are trying new things out, but some of blizzard's decisions still don't make sense even in that context. This is a forum for discussing maps, I'm not sure what you expected.
Well if what we have currently is a state of stagnation, then what we had before was massive oversaturation. The fact the story of the Starcraft 2 map scene, is that way too many maps are being created for the tournement scene to ever be able to use them all. You can argue that they aren't changing maps fast enough and i would tend to agree.
I can't blame Blizzard for using only their own maps for this test. Fact of the matter is that maps are not only part of the balance, but also part of the tuning process. They need maps that are experimental, to try out their new toys and see how stuff have changed. But they also need maps that are milestones and define what should be balanced.
If i were to take a guess i would say Star station is a map designed to be a milestone. Distance from naturals to naturals are relatively even, the conditions for the fourths are all the same and you can always take it away from your opponent. The only difference is the distances from the third, and it isn't that big. If this map isn't balanced they will make it so, through unit adjustment. Thats my theory anyway.
Korhal city is clearly an experimential map through. It got everything, larger ramps, inhouse bases, rocks of all kinds on the thirds/fourths, massive air space(in a game with 22 range air units). if they expected this to have perfect 50/50 balance they would be nuts.
Also OxyGenesis is right about the map scene stagnating because the process to get new maps in tournaments is so arbitrary and difficult. The highlight of the WOL community map scene was probably TLMC and the season 6 ladder pool, and nothing has really happened since then. Blizzard needs to be doing something like the TLMC every season, or seriously support a community effort to test new maps and get them added to ladder/tournament pools. The map pool is what will keep SC2 going after its production cycle is finished. With the added strategic depth HOTS provides, every new map that is proven 'good' can offer a larger range of interesting play that keeps viewers engaged. It's important for Blizzard to realize that now so the map scene can thrive once all the expansions are out and balance patches are done.
Blizzard can't do a TLMC every format it would be impossible. Rememper it took a large voting process, and afterwards took 2 formats to implement the maps. I think the best we could ever hope for is that it could be an annual event. Well on the years where Blizzard aren't busy with an expansion.
As for season 6 it both shows the highlights and the pitfalls of mappools decided by community vote. There are 2 problems.
For one community mappers aren't really content to follow the "ladder rules" when they havn't got strict orders to do so(Like in the TLMC). I don't really wanna argue about if the "ladder rules" should be there, just wanna state that Blizzard seems to enforce them strict when it comes to their ladder maps. Point is both season 6 picks was adjusted slightly for their ladder version, which caused some degree of uproar.
Second and probably more important is metropolis. I have said this a ton of times, but metropolis is the disaster that couldn't be allowed to happen to community mapping. It did. It was a brand new GSL map when the voting on which GSL maps should be taken in started. Not much play had occured but pros were already a bit concerned with how turtlely games it seems to make. But noone could imagen how broken the map was. First of all the balance. Metropolis is so favored for ZvT that it becomes absurd. Blizzard might as well make the maps themself if this is the balance they aim for. But the true problem was the lag, and it have caused problems everywhere. Metropolis is the second map ever to be thrown out of the ladder pool mid-season for this, and now it is also out of the GSL.
Point is the map should never have been voted in, and if there was a reason for Blizzard not doing votes in S7 and S8 this could be it.
Phew another novel done. I need to learn to restrict myself.
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Blizzard did try to adapt their map to current play which is nice to see.
I would still rather see them take a step off on map-making and let the pro map makers (lsprime & others) make the competitive maps.
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On September 10 2012 05:57 Sumadin wrote:Show nested quote +On September 09 2012 09:12 OxyGenesis wrote:On September 08 2012 11:00 Herect wrote: I'm laughing at people making "extensive breakdown analysis" on these maps. If they don't have abusive shit, they're OK for a while.
HotS is for try out new things. We don't have a stabilished metagame to even start to make assumptions about these news maps. 2 entrances to a wide open Natural is bad for Toss and Terran against in WoL, right? But you cannot forget that both Toss and Terran can make units that could considerably increase their defenders advantage in the early game (BH, Warhounds, MSC).
I'm happy to see so much experimental things. The WoL map scene is so stagnated. All popular maps look the same and all maps that are trying something new are being rejected. WoL map scene has stagnated due to lack of support from blizzard and tournaments, not due to lack of good maps. The fact is that some of the best map makers stopped making maps because they knew it was futile when there was no opportunity to get their maps used. As for breaking down the beta maps, I'm a mapper, I like to analyse maps, sue me. I know they are trying new things out, but some of blizzard's decisions still don't make sense even in that context. This is a forum for discussing maps, I'm not sure what you expected. Well if what we have currently is a state of stagnation, then what we had before was massive oversaturation. The fact the story of the Starcraft 2 map scene, is that way too many maps are being created for the tournement scene to ever be able to use them all. You can argue that they aren't changing maps fast enough and i would tend to agree. I can't blame Blizzard for using only their own maps for this test. Fact of the matter is that maps are not only part of the balance, but also part of the tuning process. They need maps that are experimental, to try out their new toys and see how stuff have changed. But they also need maps that are milestones and define what should be balanced. If i were to take a guess i would say Star station is a map designed to be a milestone. Distance from naturals to naturals are relatively even, the conditions for the fourths are all the same and you can always take it away from your opponent. The only difference is the distances from the third, and it isn't that big. If this map isn't balanced they will make it so, through unit adjustment. Thats my theory anyway. Korhal city is clearly an experimential map through. It got everything, larger ramps, inhouse bases, rocks of all kinds on the thirds/fourths, massive air space(in a game with 22 range air units). if they expected this to have perfect 50/50 balance they would be nuts. Show nested quote +Also OxyGenesis is right about the map scene stagnating because the process to get new maps in tournaments is so arbitrary and difficult. The highlight of the WOL community map scene was probably TLMC and the season 6 ladder pool, and nothing has really happened since then. Blizzard needs to be doing something like the TLMC every season, or seriously support a community effort to test new maps and get them added to ladder/tournament pools. The map pool is what will keep SC2 going after its production cycle is finished. With the added strategic depth HOTS provides, every new map that is proven 'good' can offer a larger range of interesting play that keeps viewers engaged. It's important for Blizzard to realize that now so the map scene can thrive once all the expansions are out and balance patches are done. Blizzard can't do a TLMC every format it would be impossible. Rememper it took a large voting process, and afterwards took 2 formats to implement the maps. I think the best we could ever hope for is that it could be an annual event. Well on the years where Blizzard aren't busy with an expansion. As for season 6 it both shows the highlights and the pitfalls of mappools decided by community vote. There are 2 problems. For one community mappers aren't really content to follow the "ladder rules" when they havn't got strict orders to do so(Like in the TLMC). I don't really wanna argue about if the "ladder rules" should be there, just wanna state that Blizzard seems to enforce them strict when it comes to their ladder maps. Point is both season 6 picks was adjusted slightly for their ladder version, which caused some degree of uproar. Second and probably more important is metropolis. I have said this a ton of times, but metropolis is the disaster that couldn't be allowed to happen to community mapping. It did. It was a brand new GSL map when the voting on which GSL maps should be taken in started. Not much play had occured but pros were already a bit concerned with how turtlely games it seems to make. But noone could imagen how broken the map was. First of all the balance. Metropolis is so favored for ZvT that it becomes absurd. Blizzard might as well make the maps themself if this is the balance they aim for. But the true problem was the lag, and it have caused problems everywhere. Metropolis is the second map ever to be thrown out of the ladder pool mid-season for this, and now it is also out of the GSL. Point is the map should never have been voted in, and if there was a reason for Blizzard not doing votes in S7 and S8 this could be it. Phew another novel done. I need to learn to restrict myself.
1. You're actually right - the TLMC process wasn't exactly efficient and even the "winners" were not chosen purely on how good the map was. The map "Haven's Lagoon" comes to mind as a map that won because of its idea (all expands decreased in altitude from the main), but to this day I feel that was a poor choice because in all of SC2 the TLMC was the one chance community maps had a chance of finding a way into the Blizzard map pool and Haven's Lagoon wasted the chance a good map could've had into making it into the current pool and taking out extremely dated maps such as Shakuras/Tal'Darim/etc.
That being said, I am convinced that if significant effort was put into it a more streamlined method could be created to determined good/better tournament maps at a faster rate (though I'll be 100% honest and say I'm not sure what that method could be). If mappers knew their maps would have a fair chance in getting exposure and eventually get into the Blizzard map pool and tournaments, there would be more maps being made.
2. You're also right about community mappers not following 'ladder guidelines' - this is something that needs to be changed in the future if Blizzard wants to keep an active healthy ladder after SC2's production cycle is over. Things such as having different mineral/geyser amounts per expansion add as much to the depth of strategy in a map as any other facet of the map. IIRC David Kim has said once Heart Of The Swarm comes out they can make the ranked 1v1 map pool more geared towards high end play as they can use a dumbed down map pool for unranked play, I hope this is the case - either way now more than ever the idea that all expands have to use 8m/2g is silly because you can now see the max amount of harvesters an expansion can have on the command center and gas geysers. The idea that low level players would be confused by the amount of minerals is no longer true - they no longer have to make the logical jump to realize that less mineral patches = less workers for optimal saturation, the information is explicitly shown to the player.
In fact, whereas before I was slightly on the fence about Blizzard showing how many workers were mining on minerals, I would be 100% okay with it if it meant Blizzard would be open to having maps that had non 8m/2g expansions in the map pool. The benefits of added depth of strategy would far outweigh any con (that I can see).
3. I don't think community votes are the absolute best way either so I won't argue with your point about Metropolis - I do think that it would be in everyone's best interests if Blizzard regularly worked or conferred with map making teams.
And no need to restrict yourself, I think these conversations are important to have because maps are a huge part of Starcraft II and often don't get as much as attention as balance/theory crafting.
As an aside because the first part of your comment wasn't directed to me but I've actually been thinking about that as well: you were right that for a short while there was surely an oversaturation of maps. IPL4 (IIRC) and NASL S3 pre-season had a ridiculous amount of new maps, and not all were tested. This hurt all of those maps in the long run because there was no way players could practice on the new maps, or give the tournaments enough time to determine map balance. Maps either ended up being taken out en-masse (NASL S3) or most/all maps were vetoed (IPL4). ESVDiamond did a pretty great post (that I imagine you read) that goes into detail how a 5 map pool is optimal, and having one of those 5 maps be considered new or different is enough to have a fresh map pool. If every tournament did that, the map pool would be fresh, yet not over saturated. However it seems most tournaments are either adding way too many, or none at all.
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On September 10 2012 06:19 DrowSwordsman wrote:Show nested quote +On September 10 2012 05:57 Sumadin wrote:On September 09 2012 09:12 OxyGenesis wrote:On September 08 2012 11:00 Herect wrote: I'm laughing at people making "extensive breakdown analysis" on these maps. If they don't have abusive shit, they're OK for a while.
HotS is for try out new things. We don't have a stabilished metagame to even start to make assumptions about these news maps. 2 entrances to a wide open Natural is bad for Toss and Terran against in WoL, right? But you cannot forget that both Toss and Terran can make units that could considerably increase their defenders advantage in the early game (BH, Warhounds, MSC).
I'm happy to see so much experimental things. The WoL map scene is so stagnated. All popular maps look the same and all maps that are trying something new are being rejected. WoL map scene has stagnated due to lack of support from blizzard and tournaments, not due to lack of good maps. The fact is that some of the best map makers stopped making maps because they knew it was futile when there was no opportunity to get their maps used. As for breaking down the beta maps, I'm a mapper, I like to analyse maps, sue me. I know they are trying new things out, but some of blizzard's decisions still don't make sense even in that context. This is a forum for discussing maps, I'm not sure what you expected. Well if what we have currently is a state of stagnation, then what we had before was massive oversaturation. The fact the story of the Starcraft 2 map scene, is that way too many maps are being created for the tournement scene to ever be able to use them all. You can argue that they aren't changing maps fast enough and i would tend to agree. I can't blame Blizzard for using only their own maps for this test. Fact of the matter is that maps are not only part of the balance, but also part of the tuning process. They need maps that are experimental, to try out their new toys and see how stuff have changed. But they also need maps that are milestones and define what should be balanced. If i were to take a guess i would say Star station is a map designed to be a milestone. Distance from naturals to naturals are relatively even, the conditions for the fourths are all the same and you can always take it away from your opponent. The only difference is the distances from the third, and it isn't that big. If this map isn't balanced they will make it so, through unit adjustment. Thats my theory anyway. Korhal city is clearly an experimential map through. It got everything, larger ramps, inhouse bases, rocks of all kinds on the thirds/fourths, massive air space(in a game with 22 range air units). if they expected this to have perfect 50/50 balance they would be nuts. Also OxyGenesis is right about the map scene stagnating because the process to get new maps in tournaments is so arbitrary and difficult. The highlight of the WOL community map scene was probably TLMC and the season 6 ladder pool, and nothing has really happened since then. Blizzard needs to be doing something like the TLMC every season, or seriously support a community effort to test new maps and get them added to ladder/tournament pools. The map pool is what will keep SC2 going after its production cycle is finished. With the added strategic depth HOTS provides, every new map that is proven 'good' can offer a larger range of interesting play that keeps viewers engaged. It's important for Blizzard to realize that now so the map scene can thrive once all the expansions are out and balance patches are done. Blizzard can't do a TLMC every format it would be impossible. Rememper it took a large voting process, and afterwards took 2 formats to implement the maps. I think the best we could ever hope for is that it could be an annual event. Well on the years where Blizzard aren't busy with an expansion. As for season 6 it both shows the highlights and the pitfalls of mappools decided by community vote. There are 2 problems. For one community mappers aren't really content to follow the "ladder rules" when they havn't got strict orders to do so(Like in the TLMC). I don't really wanna argue about if the "ladder rules" should be there, just wanna state that Blizzard seems to enforce them strict when it comes to their ladder maps. Point is both season 6 picks was adjusted slightly for their ladder version, which caused some degree of uproar. Second and probably more important is metropolis. I have said this a ton of times, but metropolis is the disaster that couldn't be allowed to happen to community mapping. It did. It was a brand new GSL map when the voting on which GSL maps should be taken in started. Not much play had occured but pros were already a bit concerned with how turtlely games it seems to make. But noone could imagen how broken the map was. First of all the balance. Metropolis is so favored for ZvT that it becomes absurd. Blizzard might as well make the maps themself if this is the balance they aim for. But the true problem was the lag, and it have caused problems everywhere. Metropolis is the second map ever to be thrown out of the ladder pool mid-season for this, and now it is also out of the GSL. Point is the map should never have been voted in, and if there was a reason for Blizzard not doing votes in S7 and S8 this could be it. Phew another novel done. I need to learn to restrict myself. 1. You're actually right - the TLMC process wasn't exactly efficient and even the "winners" were not chosen purely on how good the map was. The map "Haven's Lagoon" comes to mind as a map that won because of its idea (all expands decreased in altitude from the main), but to this day I feel that was a poor choice because in all of SC2 the TLMC was the one chance community maps had a chance of finding a way into the Blizzard map pool and Haven's Lagoon wasted the chance a good map could've had into making it into the current pool and taking out extremely dated maps such as Shakuras/Tal'Darim/etc. That being said, I am convinced that if significant effort was put into it a more streamlined method could be created to determined good/better tournament maps at a faster rate (though I'll be 100% honest and say I'm not sure what that method could be). If mappers knew their maps would have a fair chance in getting exposure and eventually get into the Blizzard map pool and tournaments, there would be more maps being made. 2. You're also right about community mappers not following 'ladder guidelines' - this is something that needs to be changed in the future if Blizzard wants to keep an active healthy ladder after SC2's production cycle is over. Things such as having different mineral/geyser amounts per expansion add as much to the depth of strategy in a map as any other facet of the map. IIRC David Kim has said once Heart Of The Swarm comes out they can make the ranked 1v1 map pool more geared towards high end play as they can use a dumbed down map pool for unranked play, I hope this is the case - either way now more than ever the idea that all expands have to use 8m/2g is silly because you can now see the max amount of harvesters an expansion can have on the command center and gas geysers. The idea that low level players would be confused by the amount of minerals is no longer true - they no longer have to make the logical jump to realize that less mineral patches = less workers for optimal saturation, the information is explicitly shown to the player. In fact, whereas before I was slightly on the fence about Blizzard showing how many workers were mining on minerals, I would be 100% okay with it if it meant Blizzard would be open to having maps that had non 8m/2g expansions in the map pool. The benefits of added depth of strategy would far outweigh any con (that I can see). 3. I don't think community votes are the absolute best way either so I won't argue with your point about Metropolis - I do think that it would be in everyone's best interests if Blizzard regularly worked or conferred with map making teams. And no need to restrict yourself, I think these conversations are important to have because maps are a huge part of Starcraft II and often don't get as much as attention as balance/theory crafting. As an aside because the first part of your comment wasn't directed to me but I've actually been thinking about that as well: you were right that for a short while there was surely an oversaturation of maps. IPL4 (IIRC) and NASL S3 pre-season had a ridiculous amount of new maps, and not all were tested. This hurt all of those maps in the long run because there was no way players could practice on the new maps, or give the tournaments enough time to determine map balance. Maps either ended up being taken out en-masse (NASL S3) or most/all maps were vetoed (IPL4). ESVDiamond did a pretty great post (that I imagine you read) that goes into detail how a 5 map pool is optimal, and having one of those 5 maps be considered new or different is enough to have a fresh map pool. If every tournament did that, the map pool would be fresh, yet not over saturated. However it seems most tournaments are either adding way too many, or none at all.
I have read that thread(Here is a link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=338532 ), infact if i recall i am the last one that commented on that thread. That was a while ago. Not to worry it usually gets bumped around the time MLG announces their next season and the changes to their map pool(Or lack of thereof).
As for getting tournement maps in faster, it is a tough task. Blizzard doesn't really wanna take in untested community maps, and now that their own map pool have gotten so good tournements don't wanna take map in that isn't used by Blizzard. The TLMC was a huge event that took a massive voting and brought us... 2 maps. Blizzard actually took in one more but tournements rejected it, and it was soon after disposed aswell. If they are to hold another TLMC it must be with higher efficiantcy in mind. Personally i think preassure must be put on some of the major tournements("Cough" MLG) to take in some more community maps.
I don't entirely agree with 5 being the optimal number for a map pool through. It decreases map variety and I don't like map reruns. But that is mostly because even those tournement rarely that run less than 7 maps don't have sufficiant creativity in their map pool. IMO 7 maps is the absolute minimum if all the maps you got are tried and tested( This of course doesn't apply to tournements that are purely BO5 or below). In the thread i refer to the "ladder six" which is basicly the 6 maps from ladder that tournements use today. It is kinda annoying, but we seems to be moving on a bit now, with metropolis getting trashed both by Blizzard and the GSL.
I don't think it is entirely bad to have the ladder guidelines there. Mappers will do alot to try and balance flawed concepts. My best example would be Xel'Naga fortress a GSL map no less(Well former GSL map). Its design made it extreme terran favored initial, their solution? Have the center watchtower have a timer that would destroy the tower after 7 min, so that the center wasn't so siege tank friendly late game. Nevermind that terrans got Sensor towers and scans that could replace it once gone.
Because of this i think it is fine that Blizzard define what is okay, and what you aren't getting through to ladder with. I never really bought the " We reject half-bases for lowbies" I think they reject half bases because they don't wanna try and determen balance around the altered income.
Blizzard did try to adapt their map to current play which is nice to see.
I would still rather see them take a step off on map-making and let the pro map makers (lsprime & others) make the competitive maps.
You gotta rememper that whoever is doing Blizzards mapmaking is on their payroll. Blizzard can't really have them sit around.
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On September 08 2012 10:09 Fatam wrote: I think the most depressing thing here is that this probably means that they won't be using many/any community-made maps for ladder when HOTS comes out (which there are plenty of good ones that are better than theirs).
I'm actually happy about it. A whole new map pool revitalizes the game.
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terrible maps, blizz still don't know how to do them.
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On September 11 2012 11:03 OrganicDoom wrote:Show nested quote +On September 08 2012 10:09 Fatam wrote: I think the most depressing thing here is that this probably means that they won't be using many/any community-made maps for ladder when HOTS comes out (which there are plenty of good ones that are better than theirs). I'm actually happy about it. A whole new map pool revitalizes the game.
Not when its composed of horrible maps. Were you around when Blizzard still used the original stock maps on the ladder?
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On September 11 2012 17:15 Zombo Joe wrote:Show nested quote +On September 11 2012 11:03 OrganicDoom wrote:On September 08 2012 10:09 Fatam wrote: I think the most depressing thing here is that this probably means that they won't be using many/any community-made maps for ladder when HOTS comes out (which there are plenty of good ones that are better than theirs). I'm actually happy about it. A whole new map pool revitalizes the game. Not when its composed of horrible maps. Were you around when Blizzard still used the original stock maps on the ladder?
I was around and it was really bad. These maps are leaps and bounds better. Their very aggressive and its much harder to defend expansions. A great change of pace from the WoL three base, turtle and death ball we currently have.
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Destiny on the new maps:
The statements below are almost indisputably factual, and I am confident that 95% of professional players would agree with them.
Bunker time needs to be increased to at least 40 seconds. Siege tanks should be able to “overkill” units, rather than smart-targeting other units and not wasting shots. Siege tank range should be nerfed by at least 3. Marine build time needs to be increased at least 5 seconds. Colossus need to lose the range upgrade. Forcefield should cost 125 energy per sentry. Protoss should not be able to warp in away from their base.
These statements seem pretty radical, but how else can Zerg possibly win the game? Marine rushes are unstoppable. 4gate is impossible to stop. The game is flawed and unbalanced on so many levels that it makes playing Zerg a joke.
———
Do these argument seem relatively unreasonable? Not as unreasonable as you may think. In fact, these statements are perfectly reasonable, provided that our map pool is Steppes of War, Kulas Ravine, Delta Quadrant and Lost Temple.
One thing that people seem to forget sometimes when speaking about Starcraft 2 balance is that a lot of the progress we’ve made in arriving at this relatively balanced point in the game has come from a better map pool. Close positions have been stricken from all but blizzard maps. The absurdly small maps no longer find themselves deciding tournaments. Rocky thirds that only hurt Zerg are gone. Open naturals that make it impossible for Protoss to safely expand are unwelcome.
Starcraft 2 can be an entirely different game based upon what the current map pool is. It can be incredibly unforgiving to certain races (Zerg and Protoss are the two that are most affected by the map pool), or it can provide countless entertaining and closely-matched games. Even though people might not talk about it anymore, a lot of people would agree with these points, especially members of the mapmaking community (I’m looking at you, ESV.Diamond).
So why do I bother bringing it up?
Heart of the Swarm is currently being balanced on maps that would be laughed out of the Wings of Liberty community. Let’s go over just a few of the basic problems with these maps.
Akilon Wastes This is the only moderately balanced map in the map pool.
Howling Peak The natural has two entrances. This makes walling off or defending Zerg all-ins as Protoss disproportionately harder than any other map in the pool.
Fractured Glacier Rocks in front of the natural favors two base play. Chance for close position spawns absolutely ruins some matchups. Gold base favors T in TvZ, and Z in ZvP.
Star Nation Third base is incredibly exposed, making it very hard for Protoss to defend Z all-ins. Close spawns (horizontally) destroys some matchups.
Korhal City Internal natural expansion make defending as Protoss and Terran incredibly easy, makes for much greedier play than ordinary. Large ramp makes for boring ZvZs as ling/baneling becomes incredibly powerful (remember ZvZ on Tal’Darim altar?)
Obviously we don’t expect Blizzard to make perfect maps, and we know that once HotS is released the community will be releasing maps that are much more suitable for tournament play, but the main problem is that Blizzard is trying to achieve balance through patching on fundamentally bad maps.
No one wants to play a SC2 where Zerg is strong enough to hold off all-ins in close position, because that would make them absurdly powerful in far positions. If Protoss are able to cover open naturals and open thirds in close positions, imagine the impossibility of destroying them in far positions. The only way to balance races on such broken maps is to essentially make them “too powerful” for more conventional maps.
I really, truly hope that Blizzard doesn’t make any more significant patches to HotS without importing some maps from WoL, or at least inviting members of the mapmaking community to create some new maps for HotS. It’s impossible to know how good Swarm Hosts, Reapers, or the Mothership Core actually are without seeing them on maps that don’t grossly favor certain races in certain positions.
source - http://www.destinysc2.com/achieving-balance-on-an-uneven-scale/ reddit discussion - http://www.reddit.com/r/starcraft/comments/zy1ng/bunkers_siege_tanks_colossus_forcefields_all_too/
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So what? Destiny is pro player, not a map maker, he does not understand that Blizzard tries to check out weird map features to make the gameplay varied, and not the same in every map. Another thing is that the metagame will be very different in HotS, therefore some map features that are a must in WoL are not a requirement in HotS, of course the maps would be imbalanced if they were played in WoL, but they are not.
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Well honestly by Blizzard standard, these maps are okay. Of course i'd take community map over them any day of the week though. I can't wait to see what Kespa map makers will do in the future, if they finally decide to do so. They made some kick ass map on BW.
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On September 16 2012 22:56 moskonia wrote: Another thing is that the metagame will be very different in HotS, therefore some map features that are a must in WoL are not a requirement in HotS
such as?
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On September 17 2012 00:44 a176 wrote:Show nested quote +On September 16 2012 22:56 moskonia wrote: Another thing is that the metagame will be very different in HotS, therefore some map features that are a must in WoL are not a requirement in HotS such as?
Could be the FFE if Blizzard can manage to tune the Mothership core right. Thus multi-entry naturals might not be as big a problem.
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![[image loading]](http://i.imgur.com/J7y0z.jpg)
right, can someone tell me how the fuck do you ffe on this map
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On September 21 2012 13:42 a176 wrote: right, can someone tell me how the fuck do you ffe on this map The ramp is 3 FF wide, just like on Entombed - it's very awkward to wall and takes a lot of buildings, but it's definitely possible.
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I actually like 3x ramp actually, but only if there's one entrance. Since there are more than one, I think it should be 2x. And you can definitely FFE on this map, pretty easily actually..
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The HotS maps are way better than the original WoL maps. They are close to the map pool we currently have but less turtley. I think that is good though because when every game is a turtle fest there is a stagnation in spectator interest.
Unless of course you enjoy 30 min deathball wars, then by all means, fight for your right to have turtle maps.
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On September 21 2012 13:42 a176 wrote:+ Show Spoiler +right, can someone tell me how the fuck do you ffe on this map I smell a new mapping meme.
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United Kingdom12022 Posts
I actually like the thirds on some of these maps. They promote army movement to go take them rather than them being a second natural...
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Who goes FFE in hots? It's now gateway expand era with mothership core.
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On September 21 2012 23:26 Adonminus wrote: Who goes FFE in hots? It's now gateway expand era with mothership core. Really? Sounds bleak!
I love the new maps, but would be persuaded to change my mind at the price of just one beta invite ... I think the Star Station looks so freakin' cool I'm going to have a home team advantage on it!
Excitement aside, I do see the same problems with the maps, especially related to my FFEs and how easy it might be to take a third sometimes. The in-base natural map is bad for PvP, since the ramp can't be managed by the usual number of sentries, but again, no HotS key so I don't know how mothershipcore affects PvP.
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It's safe to say that each of these maps have some kind of problem. But I do have to say that they are at least decent. They are not great, and probably not even good, but I can safely say that they are decent. The thing I like though is how Blizzard is trying out some new things with these maps. In-base natural, rock-able ramp... It's interesting just for the reason that we are able to see how these will play out in high-level ladder.
Also, I'm interested to see how people will be using collase-able rocks. I definitely think that they have a lot of potential and that mapmakers could think of really unorthodox ways to utilize them.
I would have to say that our of the first batch, the map that I like the most would have to be Howling Peaks. Yes, there are some problems with it. The FFE is hard. If you think back though, people used to FFE on Metalopolis too. They would just build their buildings between the Nexus and the ramp. Even if the natural is a problem, I've seen some truly great games on streams on this map. I really like the middle, where armies could circumvent each other. And the base flow is pretty cool I think. I dunno, but all the best games of HotS that I have seen so far have been on this map.
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On September 21 2012 15:01 -NegativeZero- wrote:Show nested quote +On September 21 2012 13:42 a176 wrote: right, can someone tell me how the fuck do you ffe on this map The ramp is 3 FF wide, just like on Entombed - it's very awkward to wall and takes a lot of buildings, but it's definitely possible.
its possible but doing kinda hurts you since you have to put so much into it to get the wall to work correctly and then you much more open to getting buildings picked off for free
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To be honest. The only good thing about new Blizzard "maps": More textures for map designer. The amout of real blizzard maps in tournament games is very low. And theres a reason for it.
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On September 23 2012 10:02 Iatrik wrote: To be honest. The only good thing about new Blizzard "maps": More textures for map designer. The amout of real blizzard maps in tournament games is very low. And theres a reason for it.
Do most even use blizzard maps? or just modified ones...Now that I think about it...cant think of any
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On September 23 2012 10:23 SuperYo1000 wrote:Show nested quote +On September 23 2012 10:02 Iatrik wrote: To be honest. The only good thing about new Blizzard "maps": More textures for map designer. The amout of real blizzard maps in tournament games is very low. And theres a reason for it. Do most even use blizzard maps? or just modified ones...Now that I think about it...cant think of any
Entombed Valley comes to mind
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On September 23 2012 10:25 Iatrik wrote:Show nested quote +On September 23 2012 10:23 SuperYo1000 wrote:On September 23 2012 10:02 Iatrik wrote: To be honest. The only good thing about new Blizzard "maps": More textures for map designer. The amout of real blizzard maps in tournament games is very low. And theres a reason for it. Do most even use blizzard maps? or just modified ones...Now that I think about it...cant think of any Entombed Valley comes to mind As do Antiga Shipyard and Shakuras Plateau.
The number of Blizzard maps isn't that indicative of the problem though. What matters more is a fresh map pool, that's current with the metagame(as well as being potentially innovative), that can make for new, interesting games.
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Is Fractured Glacier removed?
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Howling Peaks: Don't mind this one too much, pretty simple transitions between main, nat, and third. Akilon Wastes feels like it'd be too powerful for Terran with tanks in the middle, and the tucked away third is too easy for Protoss to wall off early. Star Station looks great, but has awful flow imo. Korhal City has a really weird main/nat thing going on, feels kinda like Tal'Darim but with less space, and the thirds suck ass (at least for Zerg lol). Fractured Glacier is weird; collapsible rocks at natural ramp, does that mean you can isolate yourself with them? And the third is tucked into the main, PF + siege tanks seems like it'd be super OP. Plus there's no good fourth.
Overall, aesthetically impressed, but their design is still lacking. Truly hope they go to the community for a lot of their maps eventually.
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