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[G] Judging a Melee Map - Page 2

Forum Index > SC2 Maps & Custom Games
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Brainiac_Br
Profile Joined December 2011
Brazil14 Posts
September 25 2012 16:34 GMT
#21
Before judge a map i gonna open this thread while i play it :3
=D
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 27 2012 22:53 GMT
#22
On September 25 2012 01:28 Barrin wrote:
Six Separate Matchups
- Mirror: ZvZ, PvP, TvT
- Core: ZvP, ZvT, PvT


This is the one thing that I think many people overlook.. since most people play one race, they really only have a feel for half of the matchups, and therefore, can't really imagine all the possibilities in their head.


Voted for sticky, but if I were to add to this, it would be a section on specific map features, and what effect they have on the game.

For example, a common mistake among new mappers is to use a cardinal ramp at the main, not realizing this makes it much harder to get up a proper wall off in time. Another example of a feature might be an in-base natural, or a discussion on half-bases and gold bases. However, it might not be practical to list all the possibilities, and it might be too easy to say "this never works", when there might be some yet untried thing that could make that feature work.
~ ~ <°)))><~ ~ ~
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 22 2013 19:09 GMT
#23
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-01-22 19:25:36
January 22 2013 19:22 GMT
#24
Hmmm... XD


[edit] Oh, whenever I read this I acquire a growing satisfaction with the comprehensive (if not exhaustive) coverage of important items, and then I read the request to reply with more but I can never think of any because you already listed the headlines. One of these days, perhaps.
Comprehensive strategic intention: DNE
Wingman
Profile Joined March 2012
France3 Posts
Last Edited: 2013-01-28 07:49:55
January 28 2013 07:17 GMT
#25
One little detail that could be added when examining path and distances is the difference between rush, push and reinforcement paths.

- The early-game rush distance may remain relevant as a mid/late-game rush distance if the map-control allows for it (Xel presence & location? Easily-defended base/area within the path?), but its main purpose is to be used by fast unit in small groups for quick harass, run-by and later on, flanks & the like.
- The push distance is sometimes the exact same as the rush distance, but it may well partially/totally not be (so many edge cases coming ahead!). It all depends on the openness of the pathable area along this very path. That is, a rush path may work for a bunch of small units, but be totally unadapted when moving a large force around, because of, say, narrow ramps, corners & turns creating lines of units, wide and exposed areas you should not stay within, etc. It is all about "is it ok for me to move my 200/200 around here?".
- Reinforcement paths are those paths which may allow to back a big push up using exposed shortcuts on the map; that is, paths you would not normally use as push paths because it is too risky or just don't cross enough distance, but can afford to use while you are pushing (and therefore have enough map-control to begin with).

It mostly concerns terrestrial path but, who know, with HOTS we may see more aerian gameplay so any kind of path should be considered really.

There are a *lot* of dynamics that can occur when providing up to these three kinds of paths on a map. It works on "static" maps but also on "dynamic" maps as well, such as the one featuring destroyable rocks with evolving path patterns. Other design factors may come in conflict with those path patterns, so it may not be as "open" in term of strategies as it could be by just examining this very aspect, but that's a given when it comes to map-analysis.

For instance, a map with just distinct rush and push paths, maybe because of separate endpoints, may allow for a smart defender to come back while under heavy pressure by moving out and going for harass/trade base/flank/cutting reinforcement/whatever. A reinforcement path that can be transformed into a longer but viable push path, for instance by destroying rocks while the opponent is lacking on the map-control side of the game, can allow for unexpected attack/location timings. Etc etc. This also relates to the expansion pattern. Sometimes, a riskier expansion pattern may be rewarded by increased map-control, which itself results in the straight denial of an alternate, powerful push path, which means you will also be controlling one more than the opponent. Clever paths can break early-game symmetry. Well, there so much in this

TLDR: think about rush path (as in small count of fast units) VS push path (as in large army moving around safely) VS reinforcement path (as in risky yet viable shortcuts you can afford to take while pushing).
Fatam
Profile Joined June 2012
1986 Posts
January 28 2013 07:32 GMT
#26
dat necro
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
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