• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:58
CET 15:58
KST 23:58
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !1Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win1Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win Did they add GM to 2v2? RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship StarCraft2.fi 15th Anniversary Cup RSL Offline Finals Info - Dec 13 and 14! Tenacious Turtle Tussle
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle How Rain Became ProGamer in Just 3 Months [BSL21] RO8 Bracket & Prediction Contest BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL21] RO8 - Day 2 - Sunday 21:00 CET [ASL20] Grand Finals [BSL21] RO8 - Day 1 - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers Game Theory for Starcraft Fighting Spirit mining rates
Other Games
General Games
PC Games Sales Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Employee Retention in Behavioral Health: Building Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
How Sleep Deprivation Affect…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1522 users

[D] flat-maps

Forum Index > SC2 Maps & Custom Games
Post a Reply
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 11 2012 19:10 GMT
#1
A long standing issue we've had around here was in regards to flat main-nat maps like taldarim, and how they were bad for pvp in regards to vision up-the-ramp and blocking with ff.

But is it okay to return to this style of map?

This is in regard to the MSC, which has a pretty ridiculous 14 range sight, which pretty much negates blizzard's prior ramp-vision change. And in the current metagame, we see a lot of pvp go into expand builds and people just not 4gating anymore. So is this still a concern? Perhaps just use a smaller choke than what was on taldarim? Your thoughts.
starleague forever
Gfire
Profile Joined March 2011
United States1699 Posts
December 11 2012 19:24 GMT
#2
In HotS it's easy to get high ground vision for protoss now, but you can't warp onto high ground and the game might be balanced around that.

However, even if it's imbalanced a part of me wants to just do it, and stubbornly refuse to change it and force Blizzard to balance the game for such maps. I don't know if that would work, though.

It should definitely be attempted in hots though, imo.
all's fair in love and melodies
hokeypocus
Profile Joined December 2011
United States15 Posts
December 11 2012 19:36 GMT
#3
Seems to me that this design feature should be fine, provided the map also provides something advantageous in compensation for the lack of 'ramp protection' in the area. I've always felt that Tal Darim was a very interesting and unusual map in this regard, but it gives little compensation. The natural can be difficult to hold because of the dual attack paths into it, so protoss 'gets nothing' for lack of ramp at the main, so the earlier they expo, the more they are penalized. I uploaded a WIP melee map (on that thread), but no one has fed-back as of yet. My WIP features a flat main-nat, but I feel offers real compensations.

As for reasons 'why this feature is bad', I feel it is mainly mapmaking and gameplay conventions which dictate the majority of map design. Plus, many players, especially high level ones, may wish for a limited role for mapmaking influencing games. I really don't think anyone wants to think the map was the deciding factor in a match (especially if the match is a single game). I feel the map's influence on a match should be in the area of offering choices and compensations for tactics/strategy while being fair to each race. Quite a balancing act...
thezanursic
Profile Blog Joined July 2011
5497 Posts
December 11 2012 19:56 GMT
#4
If you have a smartly placed choke I guess..

http://i45.tinypic.com/9j2cdc.jpg Let it be so!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 11 2012 23:26 GMT
#5
The main ramp is also important for two other big reasons.

One is simply that a wall-off requires 3 buildings combined with a single-forcefield chokepoint. You need the single-forcefield chokepoint for protoss to survive certain all-ins (including 4gate in pvp). If you make a 3square choke on flat ground, you have to do extra work to make it minimum 3 buildings for the wall-off, which kind of defeats the purpose. Does protoss still require a single-forcefield choke to hold all-ins, including 3rax, roach rush, etc? I would lean towards yes but obviously this is open for discussion.

Second, the vision and chokepoint element define the limits of various 1base all-ins in the different matchups. For example, is it even possible for terran to hold a 4gate after going 1rax CC if the protoss can keep making stalkers and shooting down the terran wall? Should that be possible? Is terran then forced to play behind in econ because they can't FE but protoss can? (Or can they, because 3rax would kill them?)

Best case scenario, it represents a new map-specific metagame with otherwise unusual openers that still leads to the possibility of conventional longer games. Will it create more new situations than remove certain possibilities? Maybe. Definitely worth a shot for HotS, not really sad if it doesn't pan out because it probably won't add that much unless it's just a degenerate map meant to last for a month or two.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
December 12 2012 07:09 GMT
#6
I think at least a LOS blocker choke is probably good to prevent the map from being too all-inny. Whether that choke still needs to be 1 FF wide.. I hope not. I kind of like the idea of terrans not being able to get a wall-off up as early, esp. on 4p maps where you scout the wrong way and don't get in at all.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 12 2012 07:51 GMT
#7
You can't really bring a mothership core along if you're 4gating in HotS, you can't really afford it.

Also, the problems with TDA weren't only PvP even though that one gets the most attention, you couldn't block your ramp with queens meaning that hellion runbies were really strong and every ZvZ turned into a massive baneling all in fest. The weird part is that TDA only uses 2 levels, they could have just made the main one level higher if they wanted to.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 12 2012 08:17 GMT
#8
On December 12 2012 16:09 Fatam wrote:
I think at least a LOS blocker choke is probably good to prevent the map from being too all-inny. Whether that choke still needs to be 1 FF wide.. I hope not. I kind of like the idea of terrans not being able to get a wall-off up as early, esp. on 4p maps where you scout the wrong way and don't get in at all.

You can still wall very easily unless the choke is huge. A vertical or horizontal choke would need to be 8 or more squares (!) to require more than 2 depots and a rax. On TDA I've seen a depot + CC first wall so many times because why not and you can't actually do that on normal maps.
Comprehensive strategic intention: DNE
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2012-12-12 08:37:42
December 12 2012 08:34 GMT
#9
In early game pvp combat, mothership core is just an expensive slow stalker, that takes almost 2 probes of nexus build time. So if you invest in such a thing, how are you supposed to have the requiered bigger army than enemy has, for the attack? Also if enemy goes phoenix, he can kill the mothership core for basically free. So I really dont see why would people build it in early game pvp agression.

What you should be talking about is the no research hallucination for high ground vision. But hallucination is not free either. Its 100 energy.

Point is. Ramp vision advantage is not negated. Atleast for the first ~6min of the game. Also I dont see what gameplay improvements a non ramp main choke would give, so whats the point?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 12 2012 09:10 GMT
#10
On December 12 2012 17:34 Sea_Food wrote:
Also I dont see what gameplay improvements a non ramp main choke would give, so whats the point?

More interesting map terrain. Right now the nat has to be on either the 1st or 2nd terrain level. With a flat choke the nat could be on the 3rd level and you can go down from there.

Also I think the new KeSPA map Bifrost solves the problem extremely well, with a 1-FF flat choke containing unbuildable terrain indicated by small rock doodads. Not only does the unbuildable area prevent building a pylon that can warp over a FF, but it also prevents T from walling with a single building, forcing them to use the standard arrangement of 3 buildings.
vibeo gane,
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 12 2012 09:17 GMT
#11
On December 12 2012 17:34 Sea_Food wrote:
In early game pvp combat, mothership core is just an expensive slow stalker, that takes almost 2 probes of nexus build time. So if you invest in such a thing, how are you supposed to have the requiered bigger army than enemy has, for the attack? Also if enemy goes phoenix, he can kill the mothership core for basically free. So I really dont see why would people build it in early game pvp agression.
Yap, this is the funny part, I think the best way to hold a 4gate in HotS is to actually not build one and hold it the old fashioned way. A tight 4gate tends to hit before photon overcharge is ready and it costs you a sentry and a probe to make one and it packs slightly more dps than a sentry without the forcefield.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
Last Edited: 2012-12-12 09:50:04
December 12 2012 09:49 GMT
#12
I think Bitfrost shows you exactly how to do a choke which means you don't insta die to a 4 gate.

It's narrow/long enough to keep people out, but it's still on the same level.

TDA is bad for the 4 gate only because the choke is so wide and also you can plant a pylon and warp in through into the main from the choke (which was bad map design).

Sadly, because of TDA people now have misconceptions that single level mains don't work at all and now nobody will try them.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
archonOOid
Profile Blog Joined March 2011
1983 Posts
December 12 2012 10:16 GMT
#13
maybe a inbase or natural xel'naga tower could help the awareness of the defending protoss player?
I'm Quotable (IQ)
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
December 12 2012 14:02 GMT
#14
On December 12 2012 04:24 Gfire wrote:
However, even if it's imbalanced a part of me wants to just do it, and stubbornly refuse to change it and force Blizzard to balance the game for such maps. I don't know if that would work, though.


Agree with that. I miss maps which are more flat or maps whose main is on a lower level than the rest. It just hurts the map diversity.

On that matter, I do not know why blizzard dismissed or never considered the idea of a malus for warping in units far away from a friendly nexus, but I don't think that's the right place to discuss here.

On a positive sidenote: Blizzard seemed to have overhauled the snow tileset compared to bw so that, if you practice multiple hours on it, it is not as painful on the eye anymore. So, yay for more snowmaps! (Also would like to see them somewhat overhaul the beach tileset).
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 12 2012 14:53 GMT
#15
You guys do know that the primary reason it's done in BW is because the top level of most tilesets is unbuildable right? I feel they would've just put it on the high ground if you could plant mineral patches and a nexus on it.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
FeyFey
Profile Joined September 2010
Germany10114 Posts
December 12 2012 16:21 GMT
#16
For Wings, LoS blockers solve the problem of 4 gate without the need of a ramp. The rest is just adapting your playstyle, which would create unique playstyles maybe.
For Swarm, the giant Nexus cannon gives you enough time to hold it easily.

Would be good to break out of the standard map design in tournaments. But HotS is near and then the game will look new every month for a while and maps changing things up won't be that important (or deadly even if blizzard patches fast again)
Please log in or register to reply.
Live Events Refresh
WardiTV 2025
12:00
Playoffs
Spirit vs RogueLIVE!
Scarlett vs Reynor
TBD vs Clem
uThermal vs Shameless
WardiTV1283
ComeBackTV 589
TaKeTV 347
IndyStarCraft 199
Rex134
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko421
IndyStarCraft 199
Rex 134
BRAT_OK 94
ProTech67
StarCraft: Brood War
Sea 3297
Rain 3151
Bisu 2501
Jaedong 1254
Larva 787
GuemChi 686
Soma 677
EffOrt 436
Light 356
BeSt 356
[ Show more ]
actioN 329
Stork 296
Mini 288
Snow 234
hero 181
firebathero 148
Hyun 87
Rush 78
sorry 60
Sea.KH 55
Killer 49
JYJ 47
Terrorterran 30
Mind 30
Aegong 30
yabsab 20
GoRush 14
Shine 14
Oya187 13
Movie 13
Mong 12
Bale 11
Dota 2
Gorgc5352
qojqva2994
syndereN286
420jenkins266
BananaSlamJamma264
XcaliburYe161
Counter-Strike
olofmeister2680
x6flipin458
allub434
byalli329
markeloff109
Other Games
B2W.Neo1889
FrodaN899
hiko410
Hui .343
Pyrionflax304
Fuzer 277
DeMusliM192
RotterdaM149
ArmadaUGS72
QueenE68
Trikslyr33
Chillindude29
Organizations
StarCraft: Brood War
lovetv 4
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 14
• blackmanpl 8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV757
• Noizen90
League of Legends
• Jankos2981
• TFBlade877
Upcoming Events
PiGosaur Cup
10h 2m
WardiTV 2025
21h 2m
MaNa vs Gerald
TBD vs MaxPax
ByuN vs TBD
TBD vs ShoWTimE
OSC
1d
YoungYakov vs Mixu
ForJumy vs TBD
Percival vs TBD
Shameless vs TBD
The PondCast
1d 19h
WardiTV 2025
1d 22h
Cure vs Creator
TBD vs Solar
WardiTV 2025
2 days
OSC
2 days
CranKy Ducklings
3 days
SC Evo League
3 days
Ladder Legends
4 days
[ Show More ]
BSL 21
4 days
Sparkling Tuna Cup
4 days
Ladder Legends
5 days
BSL 21
5 days
Replay Cast
5 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.