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Hello ! I'm ATTx
playable : 128 x 152
Thx to Eastwindy

Forum Index > SC2 Maps & Custom Games |
ATTx
Korea (South)178 Posts
![]() ![]() ![]() Hello ! I'm ATTx playable : 128 x 152 Thx to Eastwindy ![]() | ||
lorestarcraft
United States1049 Posts
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Arceus
Vietnam8332 Posts
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lost_artz
United States366 Posts
On January 21 2013 15:26 lorestarcraft wrote: I predict this will last 1 season in GSL Two at most, it just seems like such a weird map how everything's laid out. | ||
SiskosGoatee
Albania1482 Posts
Apart from that, really cool map in terms of layout, finally something different. | ||
Ragoo
Germany2773 Posts
How long it can remain in GSL or if there is imbalances remains to be seen, but for the time being I have high hopes for unique games ![]() | ||
Fatam
1986 Posts
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Unsane
Canada170 Posts
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algue
France1436 Posts
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Dujek
United Kingdom276 Posts
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Sumadin
Denmark588 Posts
On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. | ||
Randomaccount#77123
United States5003 Posts
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SiskosGoatee
Albania1482 Posts
On January 21 2013 23:39 Sumadin wrote: I think this is the purpose of this map, it's meant to force people to do 2base pushes and potentially expand behind it. This has been the overall flow of the GSL this season by also basically putting rocks on all the thirds on older maps.Show nested quote + On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. | ||
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FlaShFTW
United States10091 Posts
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Qikz
United Kingdom12022 Posts
It's all well and good having maps that support really early 3 base play, but when every map in the pool does it it makes the game almost unbearable to watch as every game plays out the same. I love the design, the base positioning and the cool backyard nat (unseen for ages, crevasse was the last one right?). Hope to see more maps like this and more experimental ones in the future with HoTS around the corner! :D | ||
lorestarcraft
United States1049 Posts
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NewSunshine
United States5938 Posts
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docvoc
United States5491 Posts
On January 22 2013 01:52 NewSunshine wrote: Don't see the point of the 2 gold minerals, but this type of map is long overdue. I like the way the lowground runs across the entire map stylistically, but I also like the general layout of the expansions. The overview's slightly headache-inducing, but overall I approve. I like the map overall, but I feel like the reintroduction of gold bases is a bad idea, that said, I'm not a map maker. Maybe he has an intended purpose for them. | ||
SiskosGoatee
Albania1482 Posts
On January 22 2013 01:45 lorestarcraft wrote: Because there are apparently people that really like it? Look at this thread for instance?This gets map gets worse the more I look at it. So awful. It's not creative, it's just bad. Even on maps where the third is harder, it still has to be possible to take it. Ripping half of the strats out of the playbook doesn't improve play. Why doesn't someone from GOM look at the awesome and creative community maps and pick one? They are 10 times better and balanced. Seriously, I am so mad at this. Why do people always think that everyone shares their opinion. So this is a map that you don't like? Great, it's a free internet, your opinion is your prerogative. I think the map is original, I don't know yet if it will be good but it seeks to achieve a certain specific thing and it seems to do that well. That's my opinion. This is honestly a plague infesting that mapmaking commuity, so many people are like 'Oh man, this map pool of this tournament sucks because it has at least 3 maps I don't like'. Well, there will always be at least 3 you don 't like because everyone likes different maps. On January 22 2013 02:28 docvoc wrote: The purpose is clear, he wants it to yield less income than a normal gold base but more than a normal blue base?Show nested quote + On January 22 2013 01:52 NewSunshine wrote: Don't see the point of the 2 gold minerals, but this type of map is long overdue. I like the way the lowground runs across the entire map stylistically, but I also like the general layout of the expansions. The overview's slightly headache-inducing, but overall I approve. I like the map overall, but I feel like the reintroduction of gold bases is a bad idea, that said, I'm not a map maker. Maybe he has an intended purpose for them. | ||
Sumadin
Denmark588 Posts
On January 22 2013 01:52 NewSunshine wrote: Don't see the point of the 2 gold minerals, but this type of map is long overdue. I like the way the lowground runs across the entire map stylistically, but I also like the general layout of the expansions. The overview's slightly headache-inducing, but overall I approve. Probably to even it out for terran. The gas itself is a rich vespene so by adding two 2 gold patches it is ofset slightly compared to zergs who go hatch first and then take the rich gas first. Additional Comment: On January 22 2013 00:36 SiskosGoatee wrote: Show nested quote + I think this is the purpose of this map, it's meant to force people to do 2base pushes and potentially expand behind it. This has been the overall flow of the GSL this season by also basically putting rocks on all the thirds on older maps.On January 21 2013 23:39 Sumadin wrote: On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. Well he is not exactly basing his intentions on established map science then... do you know how long we have to go back to find 2 player maps with just 4.5 bases on ladder? Season ONE!! You rememper the map pool of utter garbage that everyone critized? And they were all trashed even by Blizzard of yester-yesteryear after just one season baring Xelnaga caverns. | ||
SiskosGoatee
Albania1482 Posts
On January 22 2013 02:49 Sumadin wrote: Please, 'science' is hardly the word appropriate for this and you know it.Well he is not exactly basing his intentions on established map science then... do you know how long we have to go back to find 2 player maps with just 4.5 bases on ladder? Season ONE!! The 'half' base on tihs map has like 85% of a full base. It's basically Ohana in this respect but it has a lot more interesting an expansion layout.You rememper the map pool of utter garbage that everyone critized? And they were all trashed even by Blizzard of yester-yesteryear after just one season baring Xelnaga caverns. And I still like Steppes of War, Metalopolis with close positions and Xel'Naga Caverns and Desert Oasis more than I do these über defensive maps like Ohana. | ||
NewSunshine
United States5938 Posts
On January 22 2013 02:49 Sumadin wrote: Well he is not exactly basing his intentions on established map science then... do you know how long we have to go back to find 2 player maps with just 4.5 bases on ladder? Season ONE!! You rememper the map pool of utter garbage that everyone critized? And they were all trashed even by Blizzard of yester-yesteryear after just one season baring Xelnaga caverns. I find myself agreeing with Siskosgoatee on this one - science is not the appropriate term for this topic, because although theories can be developed they're based, more than anything else, on subjective opinion, and not objective data. There is data(such as win-rates, rush distances, etc.) that is used, but why is one specific datum-point more valuable than another? Aside from that, you're making a critical logical fallacy - that somehow the quality of a map is tied to how many bases it has. I recall a similar comment regarding Steppes of War, which by this logic would actually be a better map than this. Most importantly, it's this general attitude that's stifled community maps for so long, to a point I've found sickening and disheartening. If you don't like a map, that's fine, but let it run its course and see what happens anyway. | ||
TheFish7
United States2824 Posts
The good news is that players will need to adjust build orders to the odd amounts of resources at the natural, so there may be timings here that we do not know about. | ||
EatThePath
United States3943 Posts
I think the biggest thing is that you get a huge booster income from your expansion at first, sort of like adding +C to your income/worker curve. This creates new timings because it's like you go from 16 workers to 21.6 workers instead of 16 to 20 workers. (4 * 7/5) So everything subsequent to your expansion completing is bumped up 10-20 seconds, and it creates new build order possibilities. Also note that with 7 workers you get a huge income/worker (mining only gold and HYG), but if you add 8 more workers you get a far lower income/worker increase. So maybe it opens up the opportunity for crazy all in tech-based attacks based off 3.5 gases and 1.35 bases of minerals, for the worker price of 1.32 bases. In other words, that income/worker ratio is nuts! Even without stopping at 29 workers, it still totally revamps build orders. But then the high yield stuff also runs out sooner, so it has a catch. This is the other big thing. In a way it puts extra pressure on you to take your 3rd, more so than normal, if you want to play any kind of long game. | ||
Gfire
United States1699 Posts
On January 22 2013 00:36 SiskosGoatee wrote: Show nested quote + I think this is the purpose of this map, it's meant to force people to do 2base pushes and potentially expand behind it. This has been the overall flow of the GSL this season by also basically putting rocks on all the thirds on older maps.On January 21 2013 23:39 Sumadin wrote: On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. The rocks are going on the far choke of the thirds... They should be easier to hold now. | ||
Sumadin
Denmark588 Posts
On January 22 2013 03:18 SiskosGoatee wrote: Show nested quote + Please, 'science' is hardly the word appropriate for this and you know it.On January 22 2013 02:49 Sumadin wrote: Well he is not exactly basing his intentions on established map science then... Show nested quote + The 'half' base on tihs map has like 85% of a full base. It's basically Ohana in this respect but it has a lot more interesting an expansion layout.do you know how long we have to go back to find 2 player maps with just 4.5 bases on ladder? Season ONE!! Show nested quote + And I still like Steppes of War, Metalopolis with close positions and Xel'Naga Caverns and Desert Oasis more than I do these über defensive maps like Ohana.You rememper the map pool of utter garbage that everyone critized? And they were all trashed even by Blizzard of yester-yesteryear after just one season baring Xelnaga caverns. On January 22 2013 03:33 NewSunshine wrote: Show nested quote + On January 22 2013 02:49 Sumadin wrote: Well he is not exactly basing his intentions on established map science then... do you know how long we have to go back to find 2 player maps with just 4.5 bases on ladder? Season ONE!! You rememper the map pool of utter garbage that everyone critized? And they were all trashed even by Blizzard of yester-yesteryear after just one season baring Xelnaga caverns. I find myself agreeing with Siskosgoatee on this one - science is not the appropriate term for this topic, because although theories can be developed they're based, more than anything else, on subjective opinion, and not objective data. There is data(such as win-rates, rush distances, etc.) that is used, but why is one specific datum-point more valuable than another? Aside from that, you're making a critical logical fallacy - that somehow the quality of a map is tied to how many bases it has. I recall a similar comment regarding Steppes of War, which by this logic would actually be a better map than this. Most importantly, it's this general attitude that's stifled community maps for so long, to a point I've found sickening and disheartening. If you don't like a map, that's fine, but let it run its course and see what happens anyway. Fine guys call it map concensus if you will or whatever. Basicly it goes against everything we have been working with over the last 2 years, and kinda scales back to what we had before that, which was stuff we hated. If you want me to go deeper in my comparasion ill go deeper. My choice of comparasion will be Jungle basin. + Show Spoiler + ![]() Both of the maps sports an in-house expansion whose safety can be compromised by breaking down rocks. There is a high ground third that can be assaulted from multible chokes and have an unusual long distance from the main. Granted there are still mayor differences in the way the maps do it, but alot of the same stuff appears and Jungle basin was by Blizzards own words their worst map at the time, and is to this day one of just 2 maps pulled from ladder midseason. 2 base tank pushes was extremely potent against Zerg and i wonder how long it takes before terrans will do them again on this map. If a terran gets his siege tanks and potentially bunkers up there then that third will not go up, and he will be able to follow all the moves of the Zerg. It is not that i don't think this map can be better than JB. I just have to wonder if the differences between the maps are enough to make the difference between one of the biggest map disasters ever vs a balanced and decent map. | ||
Randomaccount#77123
United States5003 Posts
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Qwyn
United States2779 Posts
I like the concept of a .75 base instead of a half base. Pretty kick ass, as it will open up all sorts of new timings with accelerated income. There is probably room for another ".75" base somewhere on the map, especially considering how difficult it will be to control the center bases. | ||
Fatam
1986 Posts
What's cool is that the GSL is actually, finally, (OMG) using a map that takes a few chances. They haven't done that since the earliest seasons. | ||
dangthatsright
1158 Posts
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monitor
United States2404 Posts
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lorestarcraft
United States1049 Posts
On January 22 2013 02:39 SiskosGoatee wrote: Show nested quote + Because there are apparently people that really like it? Look at this thread for instance?On January 22 2013 01:45 lorestarcraft wrote: This gets map gets worse the more I look at it. So awful. It's not creative, it's just bad. Even on maps where the third is harder, it still has to be possible to take it. Ripping half of the strats out of the playbook doesn't improve play. Why doesn't someone from GOM look at the awesome and creative community maps and pick one? They are 10 times better and balanced. Seriously, I am so mad at this. Why do people always think that everyone shares their opinion. So this is a map that you don't like? Great, it's a free internet, your opinion is your prerogative. I think the map is original, I don't know yet if it will be good but it seeks to achieve a certain specific thing and it seems to do that well. That's my opinion. This is honestly a plague infesting that mapmaking commuity, so many people are like 'Oh man, this map pool of this tournament sucks because it has at least 3 maps I don't like'. Well, there will always be at least 3 you don 't like because everyone likes different maps. Show nested quote + The purpose is clear, he wants it to yield less income than a normal gold base but more than a normal blue base?On January 22 2013 02:28 docvoc wrote: On January 22 2013 01:52 NewSunshine wrote: Don't see the point of the 2 gold minerals, but this type of map is long overdue. I like the way the lowground runs across the entire map stylistically, but I also like the general layout of the expansions. The overview's slightly headache-inducing, but overall I approve. I like the map overall, but I feel like the reintroduction of gold bases is a bad idea, that said, I'm not a map maker. Maybe he has an intended purpose for them. Some maps have solid concepts, some don't. I think this one doesn't, I didn't say no one else likes it, I said I don't. Plus I know many other community are more creative and better in concept. | ||
SiskosGoatee
Albania1482 Posts
On January 22 2013 11:58 lorestarcraft wrote: Okay, so you're sad and angry at the GSL because they take a map you personally don't like while you are well aware that others like it, do I get that right?Show nested quote + On January 22 2013 02:39 SiskosGoatee wrote: On January 22 2013 01:45 lorestarcraft wrote: Because there are apparently people that really like it? Look at this thread for instance?This gets map gets worse the more I look at it. So awful. It's not creative, it's just bad. Even on maps where the third is harder, it still has to be possible to take it. Ripping half of the strats out of the playbook doesn't improve play. Why doesn't someone from GOM look at the awesome and creative community maps and pick one? They are 10 times better and balanced. Seriously, I am so mad at this. Why do people always think that everyone shares their opinion. So this is a map that you don't like? Great, it's a free internet, your opinion is your prerogative. I think the map is original, I don't know yet if it will be good but it seeks to achieve a certain specific thing and it seems to do that well. That's my opinion. This is honestly a plague infesting that mapmaking commuity, so many people are like 'Oh man, this map pool of this tournament sucks because it has at least 3 maps I don't like'. Well, there will always be at least 3 you don 't like because everyone likes different maps. On January 22 2013 02:28 docvoc wrote: The purpose is clear, he wants it to yield less income than a normal gold base but more than a normal blue base?On January 22 2013 01:52 NewSunshine wrote: Don't see the point of the 2 gold minerals, but this type of map is long overdue. I like the way the lowground runs across the entire map stylistically, but I also like the general layout of the expansions. The overview's slightly headache-inducing, but overall I approve. I like the map overall, but I feel like the reintroduction of gold bases is a bad idea, that said, I'm not a map maker. Maybe he has an intended purpose for them. Some maps have solid concepts, some don't. I think this one doesn't, I didn't say no one else likes it, I said I don't. Plus I know many other community are more creative and better in concept. | ||
EatThePath
United States3943 Posts
Thanks for posting ATTx. ![]() | ||
OxyGenesis
United Kingdom281 Posts
On January 22 2013 03:33 NewSunshine wrote: Show nested quote + On January 22 2013 02:49 Sumadin wrote: Well he is not exactly basing his intentions on established map science then... do you know how long we have to go back to find 2 player maps with just 4.5 bases on ladder? Season ONE!! You rememper the map pool of utter garbage that everyone critized? And they were all trashed even by Blizzard of yester-yesteryear after just one season baring Xelnaga caverns. I find myself agreeing with Siskosgoatee on this one - science is not the appropriate term for this topic, because although theories can be developed they're based, more than anything else, on subjective opinion, and not objective data. There is data(such as win-rates, rush distances, etc.) that is used, but why is one specific datum-point more valuable than another? Aside from that, you're making a critical logical fallacy - that somehow the quality of a map is tied to how many bases it has. I recall a similar comment regarding Steppes of War, which by this logic would actually be a better map than this. Most importantly, it's this general attitude that's stifled community maps for so long, to a point I've found sickening and disheartening. If you don't like a map, that's fine, but let it run its course and see what happens anyway. I think science is a fine word to describe map making, it's just not a perfect science. I think it's comparable to psychology or social science where you're not dealing with hard facts, figures and absolutes but rather you look at trends and form hypothese which require testing to validate. The 'quality' of a map is tied to how many bases it has, too few leads to short 1 dimensional games, too many likely leads to deathbally games, however that's clearly just 1 variable in a vast web of interacting variables. I completely agree with you when you say new maps should be allowed to run their course before being dismissed, unless something is obviously broken new ideas can have unexpected results. | ||
SiskosGoatee
Albania1482 Posts
On January 22 2013 22:17 OxyGenesis wrote: No it's notShow nested quote + On January 22 2013 03:33 NewSunshine wrote: On January 22 2013 02:49 Sumadin wrote: Well he is not exactly basing his intentions on established map science then... do you know how long we have to go back to find 2 player maps with just 4.5 bases on ladder? Season ONE!! You rememper the map pool of utter garbage that everyone critized? And they were all trashed even by Blizzard of yester-yesteryear after just one season baring Xelnaga caverns. I find myself agreeing with Siskosgoatee on this one - science is not the appropriate term for this topic, because although theories can be developed they're based, more than anything else, on subjective opinion, and not objective data. There is data(such as win-rates, rush distances, etc.) that is used, but why is one specific datum-point more valuable than another? Aside from that, you're making a critical logical fallacy - that somehow the quality of a map is tied to how many bases it has. I recall a similar comment regarding Steppes of War, which by this logic would actually be a better map than this. Most importantly, it's this general attitude that's stifled community maps for so long, to a point I've found sickening and disheartening. If you don't like a map, that's fine, but let it run its course and see what happens anyway. I think science is a fine word to describe map making, it's just not a perfect science I think it's comparable to psychology or social science where you're not dealing with hard facts, figures and absolutes but rather you look at trends and form hypothese which require testing to validate. As soft as social sciences are and how much they border on pseudoscience, they still have controlled experiments and peer review and aren't just anything goes. Mapmaking is even below that. Call me back when there are controlled experiments to test things and I reconsider.The 'quality' of a map is tied to how many bases it has, too few leads to short 1 dimensional games, too many likely leads to deathbally games See, and if this was science you'd refer to a study which indicated that, but you don't, because it's not science. It's conventional wisdom. | ||
EatThePath
United States3943 Posts
Call me back when there are controlled experiments to test things and I reconsider. You mean, like, games...? | ||
SiskosGoatee
Albania1482 Posts
On January 22 2013 22:43 EatThePath wrote: controlled experiments.Show nested quote + Call me back when there are controlled experiments to test things and I reconsider. You mean, like, games...? Do you know the scientific basis and significance of a controlled experiment? | ||
opisska
Poland8852 Posts
It's realy a new level of interesting, when the timings differ. The amount of different games that lie under the surface of SC2 is almost endless - the only thing you need to do is stop being so stubborn with "it has to be like that". I just can't comprehend why no tournament has ever gone this way any sooner. | ||
ScorpSCII
Denmark499 Posts
On January 22 2013 22:46 SiskosGoatee wrote: Show nested quote + controlled experiments.On January 22 2013 22:43 EatThePath wrote: Call me back when there are controlled experiments to test things and I reconsider. You mean, like, games...? Do you know the scientific basis and significance of a controlled experiment? You obviously do, so why not share your knowledge instead of bashing others? I doubt everyone in here are scientists. | ||
SiskosGoatee
Albania1482 Posts
On January 22 2013 23:20 ScorpSCII wrote: Seems a bit weird to explain it before they answer 'No, I don't.', it's not about that I require people to know it, it's that I require people to not talk about stuff they know nothing about. If you don't know what a controlled experiment is, please don't say that games fall under it because if you know what it is you know that test games do not fall under it.Show nested quote + On January 22 2013 22:46 SiskosGoatee wrote: On January 22 2013 22:43 EatThePath wrote: controlled experiments.Call me back when there are controlled experiments to test things and I reconsider. You mean, like, games...? Do you know the scientific basis and significance of a controlled experiment? You obviously do, so why not share your knowledge instead of bashing others? I doubt everyone in here are scientists. Yes, games are an experiment, but they aren't controlled, controlled experiments are what makes science science because it separates correlation from causation. I'm sure a lot of people have heard of the phrase 'correlation does not make causation', and it doesn't: Say you have an uncontrolled experiment. You observe something that happens freely in nature. Say you want to find a link between depression and sleeping, you interview people and come to the conclusion that many people suffering from depression in fact have had a lack of sleep in their youth. This is an uncontrolled experiment. And you may never as a scientist conclude from this that lack of sleeping causes depression. It may seem intuitive, but what about the other possible explanations: That perhaps studying hard for exams at school causes depression, and studying hard for exams also causes a lack of sleep hmm? Or another explanation that people who are genetically dis-positioned to get depression simply have sleeping problems? How about that stress causes depression, and stress also causes a lack of sleep? All these four explanations at this point are equally plausible. Because the experiment was not controlled. Empirical science is about establishing causation, which you cannot do without controlled experiments, which would work like this: You have a variable you directly control. You take a group of people, split them in two, tell half of them 'You will do what you normally do' and tell half of them 'You guys are going to set the alarm clock 2 hours earlier than normal and sleep 2 hours less per night, and else you'll do what you normally do'. You have no controlled the variable of sleep while keeping all other variables identical. Therefore, if it turns out now that the people who sleep less end up being depressed later in their life. You have demonstrated a causative relationship here. And here's the problem with controlled experiments related to human health by the way, they are forbidden because they are unethical, because you're effectively tampering with people's health. But otherwise you can get a lot of controlled experiments with people if you're not tampering with their health. So, in order to have a controlled experiment on maps. You need to have variations of the same map. One with less bases, one with more and then force a number of games on them. And herein lies the problem. Because you cannot control only this one variable, as soon as you add bases to a map you also change the map. If you have a version of Ohana with 4 extra bases and Terran starts to do amazing on that you can't say 'Great, we've proven that more bases is good for Terran', because guess what, by adding those bases you create a lot of chokes and less open space of course as well, so you can just as well say it's because of the chokes and open spaces. Therefore controlled experiments on maps are pretty much impossible and mapmaking is not, and cannot be a science. Not everything can be a science, people who think science has the answer to everything don't know science. Science only has an answer to a specific set of problems. As said before, science is painfully low on human health because you can't have controlled experiments on human health. That's why things like 'Is violence on TV or games really causing violent behaviour?' will forever remain unanswered. Because you can't have controlled experiments and tell people 'Watch a lot of violence on TV and play more violent games.' and then watch them and see if more of them grow up to shoot their school apart. It's unethical. | ||
Meltage
Germany613 Posts
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Qikz
United Kingdom12022 Posts
On January 22 2013 23:15 opisska wrote: I have just seen this map for the first time in GSL and I just love the concept of economically strange bases. It's realy a new level of interesting, when the timings differ. The amount of different games that lie under the surface of SC2 is almost endless - the only thing you need to do is stop being so stubborn with "it has to be like that". I just can't comprehend why no tournament has ever gone this way any sooner. I mentioned this in a thread about map stagnation a while ago, but it mainly comes down to tournaments worrying the players won't want to bother trying to adapt in which case the players won't bother signing up for their tournaments anymore. The other issue is with the non Korean tournaments they usually have a map pool for their entire season which lasts the entire year. This leads to even bigger problems as they're stuck with the same maps all year. Proleague in my opinion was the first thing that came along and proved to people that you can experiement with maps in tournaments and cycle them out if they don't work etc. etc. | ||
FeyFey
Germany10114 Posts
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SiskosGoatee
Albania1482 Posts
On January 23 2013 00:42 Qikz wrote: Proleague is different though, since every player with a KeSPA licence is pretty much forced to sign up and practice those maps. They could use shrinkage there and players would swallow it, KeSPA runs a tight (dictator)ship yo.Proleague in my opinion was the first thing that came along and proved to people that you can experiement with maps in tournaments and cycle them out if they don't work etc. etc. | ||
opisska
Poland8852 Posts
On January 23 2013 00:42 Qikz wrote: Show nested quote + On January 22 2013 23:15 opisska wrote: I have just seen this map for the first time in GSL and I just love the concept of economically strange bases. It's realy a new level of interesting, when the timings differ. The amount of different games that lie under the surface of SC2 is almost endless - the only thing you need to do is stop being so stubborn with "it has to be like that". I just can't comprehend why no tournament has ever gone this way any sooner. I mentioned this in a thread about map stagnation a while ago, but it mainly comes down to tournaments worrying the players won't want to bother trying to adapt in which case the players won't bother signing up for their tournaments anymore. The other issue is with the non Korean tournaments they usually have a map pool for their entire season which lasts the entire year. This leads to even bigger problems as they're stuck with the same maps all year. Proleague in my opinion was the first thing that came along and proved to people that you can experiement with maps in tournaments and cycle them out if they don't work etc. etc. I see your point, but what about the GSL? They have such an insane prize pool and prestige that anyone wiull sign up if they were running the whole thing on blood bath. I agree that what they do now seems inspired by the Proleague, but still find it hard to comprehened why they did not experiment with maps earlier - considering how amazingly progressive and forward GOMTV is about other things. | ||
Randomaccount#77123
United States5003 Posts
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SiskosGoatee
Albania1482 Posts
On January 23 2013 02:23 Barrin wrote: This is honestly a very good analogy. Like with architecture, if you go terrible wrong the building collapses. There are certain limits but apart from that, what makes a beautiful and/or functional building is quite subjective.Mapmaking is more like architecture or city planning than science. Yes the scientific method helps us develop better maps but that's truly not all there is to it. I really just can't see T or P catching up to a Z without another gas at that backdoor nat. Surely that would favour Z in ZvT? In TvZ I'm rarely at 3 gasses before I take my third, in ZvT I'm at 4 gasses quite often before I do so. | ||
Sumadin
Denmark588 Posts
Siege tanks could actually end up being scary again. | ||
Elite_
United States4259 Posts
On January 21 2013 15:26 lorestarcraft wrote: I predict this will last 1 season in GSL Seeing how it's the very last season of WoL... Solid prediction. | ||
EatThePath
United States3943 Posts
On January 23 2013 02:11 opisska wrote: Show nested quote + On January 23 2013 00:42 Qikz wrote: On January 22 2013 23:15 opisska wrote: I have just seen this map for the first time in GSL and I just love the concept of economically strange bases. It's realy a new level of interesting, when the timings differ. The amount of different games that lie under the surface of SC2 is almost endless - the only thing you need to do is stop being so stubborn with "it has to be like that". I just can't comprehend why no tournament has ever gone this way any sooner. I mentioned this in a thread about map stagnation a while ago, but it mainly comes down to tournaments worrying the players won't want to bother trying to adapt in which case the players won't bother signing up for their tournaments anymore. The other issue is with the non Korean tournaments they usually have a map pool for their entire season which lasts the entire year. This leads to even bigger problems as they're stuck with the same maps all year. Proleague in my opinion was the first thing that came along and proved to people that you can experiement with maps in tournaments and cycle them out if they don't work etc. etc. I see your point, but what about the GSL? They have such an insane prize pool and prestige that anyone wiull sign up if they were running the whole thing on blood bath. I agree that what they do now seems inspired by the Proleague, but still find it hard to comprehened why they did not experiment with maps earlier - considering how amazingly progressive and forward GOMTV is about other things. Actually one of their first maps was such a venture. Tal'Darim Altar had a 3rd base with 750-value mineral patches. Blizzard instead made a standard base with rocks on it when they put it on ladder. This basically forced GOM's hand for subsequent seasons to use the ladder version that people were practicing on. And that set a precedent for standard is the standard, which is a damn shame. Two years lost. | ||
EatThePath
United States3943 Posts
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neptunusfisk
2286 Posts
On January 22 2013 03:18 SiskosGoatee wrote: Show nested quote + do you know how long we have to go back to find 2 player maps with just 4.5 bases on ladder? Season ONE!! The 'half' base on tihs map has like 85% of a full base. It's basically Ohana in this respect but it has a lot more interesting an expansion layout. So only 4.9 bases then?! Oh no!! | ||
Sumadin
Denmark588 Posts
On January 23 2013 03:38 EatThePath wrote: Show nested quote + On January 23 2013 02:11 opisska wrote: On January 23 2013 00:42 Qikz wrote: On January 22 2013 23:15 opisska wrote: I have just seen this map for the first time in GSL and I just love the concept of economically strange bases. It's realy a new level of interesting, when the timings differ. The amount of different games that lie under the surface of SC2 is almost endless - the only thing you need to do is stop being so stubborn with "it has to be like that". I just can't comprehend why no tournament has ever gone this way any sooner. I mentioned this in a thread about map stagnation a while ago, but it mainly comes down to tournaments worrying the players won't want to bother trying to adapt in which case the players won't bother signing up for their tournaments anymore. The other issue is with the non Korean tournaments they usually have a map pool for their entire season which lasts the entire year. This leads to even bigger problems as they're stuck with the same maps all year. Proleague in my opinion was the first thing that came along and proved to people that you can experiement with maps in tournaments and cycle them out if they don't work etc. etc. I see your point, but what about the GSL? They have such an insane prize pool and prestige that anyone wiull sign up if they were running the whole thing on blood bath. I agree that what they do now seems inspired by the Proleague, but still find it hard to comprehened why they did not experiment with maps earlier - considering how amazingly progressive and forward GOMTV is about other things. Actually one of there first maps was such a venture. Tal'Darim Altar had a 3rd base with 750-value mineral patches. Blizzard instead made a standard base with rocks on it when they put it on ladder. This basically forced GOM's hand for subsequent seasons to use the ladder version that people were practicing on. And that set a precedent for standard is the standard, which is a damn shame. Two years lost. Well Blizzard still enforces this rule for their ladder maps. Generally speaking you probably shouldn't try to alter expansion values, if you want your map on ladder. Still regarding Kespa vs Gom in who is the most daring in map selection. Kespa has a huge advantage really, their format. They could bring in trash like Metropolis or Calm before the storm in their pool and it wouldn't pose much of a problem. It would be pure ZvZ or PvP respectively but in terms of deciding a winning team not really. Their format doesn't rely on map balance it relies on each teams decisionmaking when choosing players for certain maps. Gom however with a more traditional format can't really get away with keeping maps so imbalanced in for more than a season of a time. And yea i fear this map may be one of those that leave after just one season. Even if they were to do a huge mappool overhaul at HOTS release. | ||
EatThePath
United States3943 Posts
On January 23 2013 03:57 Sumadin wrote: Show nested quote + On January 23 2013 03:38 EatThePath wrote: On January 23 2013 02:11 opisska wrote: On January 23 2013 00:42 Qikz wrote: On January 22 2013 23:15 opisska wrote: I have just seen this map for the first time in GSL and I just love the concept of economically strange bases. It's realy a new level of interesting, when the timings differ. The amount of different games that lie under the surface of SC2 is almost endless - the only thing you need to do is stop being so stubborn with "it has to be like that". I just can't comprehend why no tournament has ever gone this way any sooner. I mentioned this in a thread about map stagnation a while ago, but it mainly comes down to tournaments worrying the players won't want to bother trying to adapt in which case the players won't bother signing up for their tournaments anymore. The other issue is with the non Korean tournaments they usually have a map pool for their entire season which lasts the entire year. This leads to even bigger problems as they're stuck with the same maps all year. Proleague in my opinion was the first thing that came along and proved to people that you can experiement with maps in tournaments and cycle them out if they don't work etc. etc. I see your point, but what about the GSL? They have such an insane prize pool and prestige that anyone wiull sign up if they were running the whole thing on blood bath. I agree that what they do now seems inspired by the Proleague, but still find it hard to comprehened why they did not experiment with maps earlier - considering how amazingly progressive and forward GOMTV is about other things. Actually one of there first maps was such a venture. Tal'Darim Altar had a 3rd base with 750-value mineral patches. Blizzard instead made a standard base with rocks on it when they put it on ladder. This basically forced GOM's hand for subsequent seasons to use the ladder version that people were practicing on. And that set a precedent for standard is the standard, which is a damn shame. Two years lost. Well Blizzard still enforces this rule for their ladder maps. Generally speaking you probably shouldn't try to alter expansion values, if you want your map on ladder. Still regarding Kespa vs Gom in who is the most daring in map selection. Kespa has a huge advantage really, their format. They could bring in trash like Metropolis or Calm before the storm in their pool and it wouldn't pose much of a problem. It would be pure ZvZ or PvP respectively but in terms of deciding a winning team not really. Their format doesn't rely on map balance it relies on each teams decisionmaking when choosing players for certain maps. Gom however with a more traditional format can't really get away with keeping maps so imbalanced in for more than a season of a time. And yea i fear this map may be one of those that leave after just one season. Even if they were to do a huge mappool overhaul at HOTS release. Oh absolutely to all that. I was implicating Blizzard, not GOM. GOM has done their best given the format and the temperature of the community on map rotation. Luckily Kespa takes maps seriously and fulfills their responsibility to push the boundaries. Apparently, no one else can. Well, except now GOM is sticking a toe in the pond, which is very welcome, no matter whether the map flops or flies. We should all keep that in mind. | ||
SiskosGoatee
Albania1482 Posts
On January 23 2013 03:49 EatThePath wrote: You do, that's the very idea of science. Objectivity, reproductible results. As soon as there can be debate and subjective human interpretation then science loses its very significance. The entire point of science is to weed out the fallacies of subjective human interpretation and thereby its errors. As soon as you say science doesn't need that then basically everything becomes a science.As you allude to, sisko, you don't need controlled experiments to do science. People say that intelligent design is not a form of science, and they are right, why do they say that? Because intelligent design is not falsifiable, it's not a theory that is overreaching and predicts things that have not yet been observed, it has not been verified by controlled experiments, ergo, it is not science. In this very vein, whatever conjecturing we may have about mapmaking is not falsifiable, it is not a theory that is overreaching and it does not predict things that have not yet been observed. If you say that the conventional wisdom of mapmaking is a science, then you say that intelligent design is science as well. Note that intelligent design is a very plausible idea, it may be true, it may not be true, but no scientific experiment has confirmed either way and therefore it is not science to even concern oneself with it. Obviously mapmaking isn't an "exact science" in practice, but I think we should view it as a subset of game design, which is as analytical as you want it to be. Game design is also not a science. Did you ever see someone have a Ph.D. in game design publishing new breaking theories in peer reviewed journals of game design? Game design is conventional wisdom."Anything goes" is a self-deception. "Anything untested may or may not go" is a fundamental starting point. Anything goes as an academic term basically means that there are no hard codified rules about steps of deduction. In science there are clearly defined rules what constitutes correct scientific methodology a scientist keeps to. So not anything goes. In philosophy there is no such thing, where anything goes.I'm sure we don't disagree. I just want to point out that you don't have to have an abundance of certainty as a requirement to be scientific about a topic. Certainly one does, that is the whole idea of science, certainty, objectivity, correctness in one's ascertaintion of truth. I would prefer everybody look at mapmaking as a primarily scientific project, not an artistic one. But mapmaking is art. Do you really feel that 'scientists' fits the description of a mapper more than 'artist'?Balance is not a matter of taste. Everything beyond balance is, though. (Incidentally, this is why games should be difficult to master, or else the space of interesting variations is rapidly mined out. Or worse, a game is mathematically solved and can be played by strict algorithm.) Winrates are objective, how much winrates equate to 'balance' is a very difficult epistemological problem. To say that winrate = balance is a grave scientific error however. | ||
EatThePath
United States3943 Posts
About maps, I'll answer this way. A mapmaker is not a dancer. Is not a musician. Is somewhat of a painter and a sculptor. Is not a playwright. Is a carpenter. Is an engineer. Is a governor. Is a pilot. Is a city planner and architect, sure. The job of a mapmaker, in my mind, is foremost to make an interesting and fair game component, not a pretty gewgaw. You have to admit that the one precedes the other in relevance in competitive gaming. About game design, popular game design is about as scientific as marketing, and amounts to as much. There is an entirely different academic class of game design that has nothing to do with fun, per se, and is comparable to economics or computer science. I admit that competitive gaming requires fun, but it requires analysis more than a catchy idea. (Assuming we have a popular game to begin with.) | ||
Timetwister22
United States538 Posts
Also, not really a fan of the aesthetics. I find this map very ugly, which is not something you'd expect from a GSL map. | ||
EatThePath
United States3943 Posts
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Fatam
1986 Posts
The job of a mapmaker, in my mind, is foremost to make an interesting and fair game component, not a pretty gewgaw. Ha! I love it. If only everyone agreed with this sentence, we might be getting somewhere (as far as map pools go). | ||
SiskosGoatee
Albania1482 Posts
On January 23 2013 04:17 EatThePath wrote: Even if this were true, mapping doesn't have it. Unless you can give me an experiment that disproves the hypothesis that Antiga Shipyard is a terribad map.Science only needs falsifiability. Nothing we can do proves anything, it's all correlations. Isolating variables just lets you combine Occam's razor and statistics to amplify the dependability of your theories. No, this is where science differs from social science. Its ability to actually establish a causative relationship. If I drip hydrochloric acid into the eyes of 200 mice and do nothing with the 200 other mice and all the mice I dripped that into turn blind. That's not just a correlation, that's a causation. Provided the mice are randomly selected I've proven that hydrochloric acid causes mice to become blind. This is a controlled experiment.Is there a relevant thread to which we can move this discussion? I'm game to continue this if you want to, but I don't want to sidetrack this map thread too much. ^^ Please, littlepuss.The job of a mapmaker, in my mind, is foremost to make an interesting and fair game component, not a pretty gewgaw. You have to admit that the one precedes the other in relevance in competitive gaming. But there is more to art than aesthetics. Take a graphics designer, there are various things like readability involved when you design a poster, it needs to capture one's eye. It doesn't just need to be pretty. Yet, it is still all wet fingerwork and conventinal wisdom, not science.About game design, popular game design is about as scientific as marketing, and amounts to as much. There is an entirely different academic class of game design that has nothing to do with fun, per se, and is comparable to economics or computer science. I admit that competitive gaming requires fun, but it requires analysis more than a catchy idea. (Assuming we have a popular game to begin with.) Yes, but marketing is completely unscientific and people who think market research involves scientific methodology are wrong. It's mostly conventional wisdom. Something science basically tries to avoid because it can be wrong. In fact, many scientific discoveries defy conventional wisdom. For instance, it defies conventinal wisdom that people become attracted to people who abuse them physically. The science behind it is that the physical abuse triggers the release of addictive endorphines to cope with the physical pain which results into an attraction towards the cause of the physical pain. | ||
RFDaemoniac
United States544 Posts
Much of what I do in my mapping process is related to trying multiple ideas and seeing which is best received. While we only have real exposure within this forum, it's still something worth going off of. Here's what I can say about a map that is well received here: People who care about maps enough to spend time here, and people who have spent time trying to make maps prefer this concept to others that have been presented. That is non-trivial. | ||
SiskosGoatee
Albania1482 Posts
On January 23 2013 10:21 RFDaemoniac wrote: It's quite simple. Like I said before, it can't be science because it doesn't have controlled experiments, it can't have controlled experiments because it's unethical or impossible to have those with human beings.It's completely unfair to say that market research is just conventional wisdom. How can you claim to know the practice of marketers? AB testing is a definition of an experiment with as many variables as possible held constant... Much of what I do in my mapping process is related to trying multiple ideas and seeing which is best received. While we only have real exposure within this forum, it's still something worth going off of. What you just described is conventional wisdom and not scientific methodology.Here's what I can say about a map that is well received here: People who care about maps enough to spend time here, and people who have spent time trying to make maps prefer this concept to others that have been presented. That is non-trivial. This is a form of conventional wisdom as well.I'm not saying that conventional wisdom can't be right. The thing about science is basically that a theoretially ideal piece of science done with the theoretically ideal scientific method cannot ever be wrong. Which is sort of what you want. Of course, the purest form of the scientific method is only found in exact science like mathematics and theoretical physics. And there hasn't been a mathematical result turned out to be false later on in the last 2000 years, so far it seems to work. | ||
EatThePath
United States3943 Posts
Even if this were true, mapping doesn't have it. Unless you can give me an experiment that disproves the hypothesis that Antiga Shipyard is a terribad map. Someone would have to be a fool to make a scientific claim using that language. I don't just mean terribad, I take your point. But clearly "bad" is a wishywashy notion in the first place. If you could pin that down, then the claim "Antiga Shipyard is bad" (which would be a special case of a larger theory of what is good and bad in a map) is readily decidable. Of course it may be unfeasible to attain conclusive evidence one way or the other. Therefore it'd be much more useful and approachable to make a claim about things within the bounds of our current understanding. For example, "there is no way to have a stable 4base vs 4base game on Antiga Shipyard in any matchup." You might protest that this could never be demonstrated to satisfaction. I'd probably agree. But that's the point of science: it doesn't provide answers, just best guesses so far, with the door always open for a redrawing of the case. We also differ on the purview of science when it comes to complex phenomena. To me, it's a problem of computation and theoretical insight whether a complex system can be predicted, not just whether it ever could be. Realistically, there's no way to pin down SC2 balance on a given map any more than the weather. And it's just a game after all. So I'm perfectly willing to concede that it will ever only proceed as a thoughtful endeavor which certainly has its art. I only want to show that the spirit of the thing should be scientific when it comes to approaching questions of balance, or claims of sufficiently manageable scope. Most people bag on "theorycrafting" because they are afraid of combining discipline and imagination, when in fact it's a perfectly good way to make progress. | ||
SiskosGoatee
Albania1482 Posts
On January 23 2013 10:28 EatThePath wrote: Okay, so I define bad as any map which has neutral depots at ramps. Well, seems like ladder antiga isn't terribad but GSL antiga is.Are you trying to convince me? Or yourself? We differ on epistemology, not the scientific method and how to use it, although it seems like you put it in an artificial box. Show nested quote + Even if this were true, mapping doesn't have it. Unless you can give me an experiment that disproves the hypothesis that Antiga Shipyard is a terribad map. Someone would have to be a fool to make a scientific claim using that language. I don't just mean terribad, I take your point. But clearly "bad" is a wishywashy notion in the first place. If you could pin that down, then the claim "Antiga Shipyard is bad" (which would be a special case of a larger theory of what is good and bad in a map) is readily decidable. Of course it may be unfeasible to attain conclusive evidence one way or the other. Oh wait, that's the issue, the fact that any definition of 'bad' again comes down to personal preference. That's kind of my point. Therefore it'd be much more useful and approachable to make a claim about things within the bounds of our current understanding. For example, "there is no way to have a stable 4base vs 4base game on Antiga Shipyard in any matchup." You might protest that this could never be demonstrated to satisfaction. I'd probably agree. But that's the point of science: it doesn't provide answers, just best guesses so far, with the door always open for a redrawing of the case.[/quote[Even if you could frmulate a definition of 'stable 4base game' and come with some wild algorithm that takes in a map file and produces the probability of this happening which would be worth a Fields medal of itself for the sheer monumental achievement. Let's say it's theoretically possible. We also differ on the purview of science when it comes to complex phenomena. To me, it's a problem of computation and theoretical insight whether a complex system can be predicted, not just whether it ever could be. Realistically, there's no way to pin down SC2 balance on a given map any more than the weather. And it's just a game after all. So I'm perfectly willing to concede that it will ever only proceed as a thoughtful endeavor which certainly has its art. I only want to show that the spirit of the thing should be scientific when it comes to approaching questions of balance, or claims of sufficiently manageable scope. Most people bag on "theorycrafting" because they are afraid of combining discipline and imagination, when in fact it's a perfectly good way to make progress.[/QUOTE]There are certain theoretical limits to computation.You actually cannot compute everything. It might very well be that even though the problem has a solution, it is not computable or analytically findable even.It's still not actually used currently in the making of maps, so making maps is currently not a science No scientific methodology, even if it's theoretically possible, is currently employed, it's wet fingerwork. Basically, for any problem, you're going to go through this tree: - Does the problem have a solution, this is not a given. - is a false solution provably incorrect. Some problems that have a solution, if you get the wrong one, you can't prove it's wrong. - Is the true solution provably correct. As in, if you have the solution, is it provable that it is correct. Some problems have a solution but it is theoretically impossible to prove that it actually is the solution. - Is the solution computable, say it exists, that does not mean there is a way to arbitrarily approach its numerical value with some algorithm. THere are problems which have a solution, if you have the solution you can prove that it is correct, but there is no algorithm that can actually find them for you. - Is the problem analytically solveable. The holy grail and what you ideally want, that you can just find the exact value of the solution ezpz. Science is less ideal than some people think, this goes even so far to mathematics and most certainly exists in emprical sciences, some problems just don't have a solution, some that do, their solution is impossible to find via deduction, you have to hit on it randomly via trial and error and in some of those cases if you hit on it randmly you can actually prove that you are right, in some you can't. | ||
Alryk
United States2718 Posts
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SiskosGoatee
Albania1482 Posts
On January 23 2013 10:49 Alryk wrote: I agree, honestly, I think Whirlwind is fine, I also think this map is fine. But every tournament is basically filled with very similar maps. It wasn't always like this in the GSL though. Dual Site has a pretty interesting natural and last a long while. As did Crevasse.I think we can use a mix of agressive and macro maps. It mixes things up, as long as there aren't huge flaws. | ||
EatThePath
United States3943 Posts
I know there are undecidables; that's why I brought up that specific language. If you also know that... what are we talking about? You contend that there are too many undecidable things in SC2, so no use trying to find certainties? You can show whether something is or not, and that's a burden of proof that needs to be fulfilled. I disagree, and that's why I took it to computation. I guess we both doubt any miracle analytical solutions in SC2, and that was why I brought up "hard to master" earlier. In lieu of some kind of systematic methodology for computation, we have games, which you could view metaphorically as Monte Carlo computation. Is it so bad to at least lend a little credence to data and some soft relational statements, and perhaps one or two levels of implication thereupon? The reason it's a question of science vs art at all and not just math: is this solvable or not? is because humans are playing the game. But there's a rather tight envelope for our theoryspace provided by the game tree. However it has a fuzzy boundary, like "what is the maximum EAPM of a human?" or "what is the most perfect minimap awareness a human can have?" And then there's more fuzziness because clearly the game tree is untenable, so we make drastic sweeping reductions in state description that lose tons of information. "An army in the middle" instead of a list of units and their r, dr/dt, and d^2r/dt^2. Nevertheless, I think there's enough precision and validity to the sense we can make of the game not to abandon a methodical approach. It's certainly not postmodern literary criticism, which is what it seems like you make it out to be, if you'll forgive me. [edit for clarity] | ||
neptunusfisk
2286 Posts
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iamcaustic
Canada1509 Posts
On January 21 2013 23:39 Sumadin wrote: Show nested quote + On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. Eh? The number of bases on Ohana isn't a problem at all. What on earth would give you this idea? | ||
SiskosGoatee
Albania1482 Posts
On January 23 2013 18:35 iamcaustic wrote: It's personal, it is a problem to me. I don't like it, I often get mined out on Ohana. It's one of my least liked maps for a number of reasons, one being the amount of bases. Together with the extremely linear expansion progression.I simply have no idea how this map is going to turn out. There are parts in the layout I love and parts I really don't like. Show nested quote + On January 21 2013 23:39 Sumadin wrote: On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. Eh? The number of bases on Ohana isn't a problem at all. What on earth would give you this idea? THis is what I liked more about Korhal Compound though I would not mind 2 centre half bases added to the map on the lowground. But his fifth could also be your fourth or even third. Same with Dual Sight, it wasn't clear which gold was whose, it adds something interesting when you can expand both ways. To put it like this, any map good for mech is a bad map in my opinion because it encourages turtly play and discourages multi pronged aggression and doesn't have a lot of bases, which is of course something that enables mech. | ||
iamcaustic
Canada1509 Posts
On January 23 2013 21:05 SiskosGoatee wrote: Show nested quote + It's personal, it is a problem to me. I don't like it, I often get mined out on Ohana. It's one of my least liked maps for a number of reasons, one being the amount of bases. Together with the extremely linear expansion progression.On January 23 2013 18:35 iamcaustic wrote: I simply have no idea how this map is going to turn out. There are parts in the layout I love and parts I really don't like. On January 21 2013 23:39 Sumadin wrote: On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. Eh? The number of bases on Ohana isn't a problem at all. What on earth would give you this idea? THis is what I liked more about Korhal Compound though I would not mind 2 centre half bases added to the map on the lowground. But his fifth could also be your fourth or even third. Same with Dual Sight, it wasn't clear which gold was whose, it adds something interesting when you can expand both ways. To put it like this, any map good for mech is a bad map in my opinion because it encourages turtly play and discourages multi pronged aggression and doesn't have a lot of bases, which is of course something that enables mech. The map is pretty basic and straightforward for sure, but most games don't even get to mining out 5 bases, if you're even lucky to reach 5 bases in the first place. Saying you often get mined out on Ohana is either an extreme exaggeration or your opponents never attack you for some reason. Maybe you mine out 3 bases and have a hard time taking a 4th/5th, but that's very different from mining out the map. 5 bases provide enough resources to get you hour-long games, it's just a matter of collecting all the resources. | ||
SiskosGoatee
Albania1482 Posts
On January 23 2013 22:10 iamcaustic wrote: I beg to differ, I get mined out because I attack a lot and force a lot of engagements and thereby keep losing units. IT's nt an exaggeration, I'm very comfortable playing a 90 SCV or 110 probe/drone game and Ohana leaves me mined out.Show nested quote + On January 23 2013 21:05 SiskosGoatee wrote: On January 23 2013 18:35 iamcaustic wrote: It's personal, it is a problem to me. I don't like it, I often get mined out on Ohana. It's one of my least liked maps for a number of reasons, one being the amount of bases. Together with the extremely linear expansion progression.I simply have no idea how this map is going to turn out. There are parts in the layout I love and parts I really don't like. On January 21 2013 23:39 Sumadin wrote: On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. Eh? The number of bases on Ohana isn't a problem at all. What on earth would give you this idea? THis is what I liked more about Korhal Compound though I would not mind 2 centre half bases added to the map on the lowground. But his fifth could also be your fourth or even third. Same with Dual Sight, it wasn't clear which gold was whose, it adds something interesting when you can expand both ways. To put it like this, any map good for mech is a bad map in my opinion because it encourages turtly play and discourages multi pronged aggression and doesn't have a lot of bases, which is of course something that enables mech. The map is pretty basic and straightforward for sure, but most games don't even get to mining out 5 bases, if you're even lucky to reach 5 bases in the first place. Saying you often get mined out on Ohana is either an extreme exaggeration or your opponents never attack you for some reason. Maybe you mine out 3 bases and have a hard time taking a 4th/5th, but that's very different from mining out the map. 5 bases provide enough resources to get you hour-long games, it's just a matter of collecting all the resources. As far as progamers go, they adapt to Ohana, they tend t play styles that get mined out less quickly because you expand slower with it, mech and other related deathballish styles like BL/Infestor are quite popular there simply because the map doesn't give you the amount of bases for proper muta/ling/bane which requires you to expand more quickly and rely on the mobility of your army to defend. 5 Base Zerg is pretty much required for good muta/ling/bane ZvT. Personally, I think all those deathballish and passive playstyles are extremely boring to watch which is sort of what a low expo game forces. | ||
OxyGenesis
United Kingdom281 Posts
On January 23 2013 22:21 SiskosGoatee wrote: Show nested quote + I beg to differ, I get mined out because I attack a lot and force a lot of engagements and thereby keep losing units. IT's nt an exaggeration, I'm very comfortable playing a 90 SCV or 110 probe/drone game and Ohana leaves me mined out.On January 23 2013 22:10 iamcaustic wrote: On January 23 2013 21:05 SiskosGoatee wrote: On January 23 2013 18:35 iamcaustic wrote: It's personal, it is a problem to me. I don't like it, I often get mined out on Ohana. It's one of my least liked maps for a number of reasons, one being the amount of bases. Together with the extremely linear expansion progression.I simply have no idea how this map is going to turn out. There are parts in the layout I love and parts I really don't like. On January 21 2013 23:39 Sumadin wrote: On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. Eh? The number of bases on Ohana isn't a problem at all. What on earth would give you this idea? THis is what I liked more about Korhal Compound though I would not mind 2 centre half bases added to the map on the lowground. But his fifth could also be your fourth or even third. Same with Dual Sight, it wasn't clear which gold was whose, it adds something interesting when you can expand both ways. To put it like this, any map good for mech is a bad map in my opinion because it encourages turtly play and discourages multi pronged aggression and doesn't have a lot of bases, which is of course something that enables mech. The map is pretty basic and straightforward for sure, but most games don't even get to mining out 5 bases, if you're even lucky to reach 5 bases in the first place. Saying you often get mined out on Ohana is either an extreme exaggeration or your opponents never attack you for some reason. Maybe you mine out 3 bases and have a hard time taking a 4th/5th, but that's very different from mining out the map. 5 bases provide enough resources to get you hour-long games, it's just a matter of collecting all the resources. As far as progamers go, they adapt to Ohana, they tend t play styles that get mined out less quickly because you expand slower with it, mech and other related deathballish styles like BL/Infestor are quite popular there simply because the map doesn't give you the amount of bases for proper muta/ling/bane which requires you to expand more quickly and rely on the mobility of your army to defend. 5 Base Zerg is pretty much required for good muta/ling/bane ZvT. Personally, I think all those deathballish and passive playstyles are extremely boring to watch which is sort of what a low expo game forces. If you want to make maps for the level of the game that you play then that's fine, but we're talking about competitive maps at the pro level. Ohana evidently plays out fine and is well liked at the pro level. Your whole view of mapping seems to be from the very narrow point of view of your own experience playing the game. Instead, why don't you try taking a step back and look at the discipline of map design in a broader sense? If you want to conclude that map making isn't a science because we as map makers don't look at it scientifically then I guess you'd be right. But the fact that in theory, given the right expertise/time/money, you could write a computer program that simulates hundreds of thousands of games on a map and outputs meaningful data that could be used to advance map design to me indicates that 'science' isn't that far off. Evidently the way we see map design is much closer to architects than scientists, but I don't think that discounts the ability for someone to look at it scientifically if they wanted to. | ||
SiskosGoatee
Albania1482 Posts
On January 24 2013 00:35 OxyGenesis wrote: Is it? As far as i know many people complain about that it forces sentry/immortal pushes in ZvP and it's also not the nicest map to play TvP on. I'm not sure where you it from that it is 'well liked'.Show nested quote + On January 23 2013 22:21 SiskosGoatee wrote: On January 23 2013 22:10 iamcaustic wrote: I beg to differ, I get mined out because I attack a lot and force a lot of engagements and thereby keep losing units. IT's nt an exaggeration, I'm very comfortable playing a 90 SCV or 110 probe/drone game and Ohana leaves me mined out.On January 23 2013 21:05 SiskosGoatee wrote: On January 23 2013 18:35 iamcaustic wrote: It's personal, it is a problem to me. I don't like it, I often get mined out on Ohana. It's one of my least liked maps for a number of reasons, one being the amount of bases. Together with the extremely linear expansion progression.I simply have no idea how this map is going to turn out. There are parts in the layout I love and parts I really don't like. On January 21 2013 23:39 Sumadin wrote: On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. Eh? The number of bases on Ohana isn't a problem at all. What on earth would give you this idea? THis is what I liked more about Korhal Compound though I would not mind 2 centre half bases added to the map on the lowground. But his fifth could also be your fourth or even third. Same with Dual Sight, it wasn't clear which gold was whose, it adds something interesting when you can expand both ways. To put it like this, any map good for mech is a bad map in my opinion because it encourages turtly play and discourages multi pronged aggression and doesn't have a lot of bases, which is of course something that enables mech. The map is pretty basic and straightforward for sure, but most games don't even get to mining out 5 bases, if you're even lucky to reach 5 bases in the first place. Saying you often get mined out on Ohana is either an extreme exaggeration or your opponents never attack you for some reason. Maybe you mine out 3 bases and have a hard time taking a 4th/5th, but that's very different from mining out the map. 5 bases provide enough resources to get you hour-long games, it's just a matter of collecting all the resources. As far as progamers go, they adapt to Ohana, they tend t play styles that get mined out less quickly because you expand slower with it, mech and other related deathballish styles like BL/Infestor are quite popular there simply because the map doesn't give you the amount of bases for proper muta/ling/bane which requires you to expand more quickly and rely on the mobility of your army to defend. 5 Base Zerg is pretty much required for good muta/ling/bane ZvT. Personally, I think all those deathballish and passive playstyles are extremely boring to watch which is sort of what a low expo game forces. If you want to make maps for the level of the game that you play then that's fine, but we're talking about competitive maps at the pro level. Ohana evidently plays out fine and is well liked at the pro level. Your whole view of mapping seems to be from the very narrow point of view of your own experience playing the game. Instead, why don't you try taking a step back and look at the discipline of map design in a broader sense? Or in reverse? You think 5 bases is fine because you never mass expand? Ohana and Icarus are literally the only maps in competitive use with 5 bases per player, that does say something.Like I said, I don't like Ohana, I don't like to play on it and I don't like to watch games on it because they always come down to either 2base all ins or turtle deathball fests with mech, or your racial equivalent, this has nothing to do with my playstyle, this is what happens on the pro level with it because the map forces that kind of play with its low expansion count and layout of the third and natural. If you want to conclude that map making isn't a science because we as map makers don't look at it scientifically then I guess you'd be right. But the fact that in theory, given the right expertise/time/money, you could write a computer program that simulates hundreds of thousands of games on a map and outputs meaningful data that could be used to advance map design to me indicates that 'science' isn't that far off. By that argument, making a cup of tea is a science because you could theoretically make a computer program simulating thousands of cup poors and so achieve the ultimate cup of earl grey tea.Until that is actually done, it is not a science. You might as well argue that everything is a science since everything can ultimately be understood by simulating the interactions between elementary particles. but until people actually understand it in that way and do it, it's not a science. Writing such a program would also instantly trampoline you to immortalized status in terms of artificial intelligence research, it'd be an uncanny achievement,. Evidently the way we see map design is much closer to architects than scientists, but I don't think that discounts the ability for someone to look at it scientifically if they wanted to. It discounts it because it's practically unachievable, there exists no computer today that could run such a program of which you speak. You have better luck simulating the entire galaxy on a computer than this. | ||
EatThePath
United States3943 Posts
On January 23 2013 17:02 neptunusfisk wrote: No, mapmaking is not science. Move on. Lol. Oh okay. Thanks. Sisko I'm curious what you think of cosmology. In that field there's nothing to do but look at data. Are you trying to say that until a given field has a particular floor of knowledge established, it's not science? When did biology become a science and not "looking at animals"? | ||
SiskosGoatee
Albania1482 Posts
On January 24 2013 02:00 EatThePath wrote: Cosmology is very much the black sheep of physics if I'm completely honest. It's a giant patchwork. It's exact theoretical physics in that it is firmly routed in mathematics, the point is that it is also extremely inaccurate (at this point in time) and the errors are basically patched out. The methodology is fine, the science is simply in its infancy and therefore inaccurate.Show nested quote + On January 23 2013 17:02 neptunusfisk wrote: No, mapmaking is not science. Move on. Lol. Oh okay. Thanks. Sisko I'm curious what you think of cosmology. In that field there's nothing to do but look at data. I'm sure you heard of dark matter? Well, what is it? Well, it's quite simple. The mathematical model says there should be x amount of mass in the galaxy to make it work, but observational data only shows about 10% of that mass to actually exist. So what do we do? We call the rest dark matter, matter that has a mass but we can't see. Brilliant isn't it? That's the kind of patchworks that run rampant throughout cosmology. Are you trying to say that until a given field has a particular floor of knowledge established, it's not science? When did biology become a science and not "looking at animals"? Science is not a study of a given field, science is a way of studying a given field. For instance, both evolutionary biology and intelligent design look at the origin of species, but evolutionary biology does so within the scientific method and intelligent design does no such thing. A subject is not a science, what is a science or not is how you approach and study that subject. currently there is no scientific approach ever undertaking to study the field of SC2 mapping, but I'm sure you could theoretically do it.Similarly, it is theoretically possible of course to describe evolutionary psychology via the parametres of interaction between elementary particles, but no one has ever done that and the study of evolutionary psychology as done to today borders on pseudoscience. | ||
Meerel
Germany713 Posts
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EatThePath
United States3943 Posts
nice offtopic talk no one cares about Yeah. I'm done. | ||
iamcaustic
Canada1509 Posts
On January 23 2013 22:21 SiskosGoatee wrote: Show nested quote + I beg to differ, I get mined out because I attack a lot and force a lot of engagements and thereby keep losing units. IT's nt an exaggeration, I'm very comfortable playing a 90 SCV or 110 probe/drone game and Ohana leaves me mined out.On January 23 2013 22:10 iamcaustic wrote: On January 23 2013 21:05 SiskosGoatee wrote: On January 23 2013 18:35 iamcaustic wrote: It's personal, it is a problem to me. I don't like it, I often get mined out on Ohana. It's one of my least liked maps for a number of reasons, one being the amount of bases. Together with the extremely linear expansion progression.I simply have no idea how this map is going to turn out. There are parts in the layout I love and parts I really don't like. On January 21 2013 23:39 Sumadin wrote: On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. Eh? The number of bases on Ohana isn't a problem at all. What on earth would give you this idea? THis is what I liked more about Korhal Compound though I would not mind 2 centre half bases added to the map on the lowground. But his fifth could also be your fourth or even third. Same with Dual Sight, it wasn't clear which gold was whose, it adds something interesting when you can expand both ways. To put it like this, any map good for mech is a bad map in my opinion because it encourages turtly play and discourages multi pronged aggression and doesn't have a lot of bases, which is of course something that enables mech. The map is pretty basic and straightforward for sure, but most games don't even get to mining out 5 bases, if you're even lucky to reach 5 bases in the first place. Saying you often get mined out on Ohana is either an extreme exaggeration or your opponents never attack you for some reason. Maybe you mine out 3 bases and have a hard time taking a 4th/5th, but that's very different from mining out the map. 5 bases provide enough resources to get you hour-long games, it's just a matter of collecting all the resources. As far as progamers go, they adapt to Ohana, they tend t play styles that get mined out less quickly because you expand slower with it, mech and other related deathballish styles like BL/Infestor are quite popular there simply because the map doesn't give you the amount of bases for proper muta/ling/bane which requires you to expand more quickly and rely on the mobility of your army to defend. 5 Base Zerg is pretty much required for good muta/ling/bane ZvT. Personally, I think all those deathballish and passive playstyles are extremely boring to watch which is sort of what a low expo game forces. Forgive me, but I'm highly skeptical of your claims. Do you have a few replays you could share? I'm genuinely curious how someone could mine out Ohana on a consistent basis, namely the style of play involved that doesn't have their opponent tap out before that point. Anyway, if you're willing, just shoot me a PM as I don't wanna derail this thread any further. ![]() | ||
SiskosGoatee
Albania1482 Posts
On January 24 2013 08:11 iamcaustic wrote: Well, since SC2Gears does not allow you to search for those things, I fo course cannot provide you. I also don't see this as being of topic at all with respect to this map, we are discussing if 5 bases per player is too few or not. Muta/ling/bane play very commonly sees Z take 5 bases. You also very rarely see it on Ohana because it's not that good there, in no small part because you need to take the map to take it work and there's not a lot of map to take on Ohana.Show nested quote + On January 23 2013 22:21 SiskosGoatee wrote: On January 23 2013 22:10 iamcaustic wrote: I beg to differ, I get mined out because I attack a lot and force a lot of engagements and thereby keep losing units. IT's nt an exaggeration, I'm very comfortable playing a 90 SCV or 110 probe/drone game and Ohana leaves me mined out.On January 23 2013 21:05 SiskosGoatee wrote: On January 23 2013 18:35 iamcaustic wrote: It's personal, it is a problem to me. I don't like it, I often get mined out on Ohana. It's one of my least liked maps for a number of reasons, one being the amount of bases. Together with the extremely linear expansion progression.I simply have no idea how this map is going to turn out. There are parts in the layout I love and parts I really don't like. On January 21 2013 23:39 Sumadin wrote: On January 21 2013 21:58 algue wrote: I really think this map needs one more base below the third but I still like it ![]() How did i miss that? Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure. Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases. What are they thinking exactly? Suddenly i am not too sure about this map. Eh? The number of bases on Ohana isn't a problem at all. What on earth would give you this idea? THis is what I liked more about Korhal Compound though I would not mind 2 centre half bases added to the map on the lowground. But his fifth could also be your fourth or even third. Same with Dual Sight, it wasn't clear which gold was whose, it adds something interesting when you can expand both ways. To put it like this, any map good for mech is a bad map in my opinion because it encourages turtly play and discourages multi pronged aggression and doesn't have a lot of bases, which is of course something that enables mech. The map is pretty basic and straightforward for sure, but most games don't even get to mining out 5 bases, if you're even lucky to reach 5 bases in the first place. Saying you often get mined out on Ohana is either an extreme exaggeration or your opponents never attack you for some reason. Maybe you mine out 3 bases and have a hard time taking a 4th/5th, but that's very different from mining out the map. 5 bases provide enough resources to get you hour-long games, it's just a matter of collecting all the resources. As far as progamers go, they adapt to Ohana, they tend t play styles that get mined out less quickly because you expand slower with it, mech and other related deathballish styles like BL/Infestor are quite popular there simply because the map doesn't give you the amount of bases for proper muta/ling/bane which requires you to expand more quickly and rely on the mobility of your army to defend. 5 Base Zerg is pretty much required for good muta/ling/bane ZvT. Personally, I think all those deathballish and passive playstyles are extremely boring to watch which is sort of what a low expo game forces. Forgive me, but I'm highly skeptical of your claims. Do you have a few replays you could share? I'm genuinely curious how someone could mine out Ohana on a consistent basis, namely the style of play involved that doesn't have their opponent tap out before that point. Anyway, if you're willing, just shoot me a PM as I don't wanna derail this thread any further. ![]() I'm sure there are a lot of people that don't find those kind of playstyles exciting, but I do and they require a high amount of bases to work, one of the reasons it is very popular on TDA. So in my [i]personal opinion[/í] 5 bases is not enough. As far as my own play goes, like I said, I tend to go a bit bonkers on the worker count and I'm very comfortable playing at 100+ workers which also makes Ohana not fun on me to play. Which is a different issue from that I don't like the professional matches on them because it forces mech, BL/Infestor turtle etc. | ||
iamcaustic
Canada1509 Posts
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SiskosGoatee
Albania1482 Posts
I'm sure it's a common occurence for you to get a flock of phoenices chain fungalled above a Zerg third on Daybreak, could you provide me a replay of that? | ||
iamcaustic
Canada1509 Posts
On January 24 2013 13:34 SiskosGoatee wrote: Of course I can't provide a replay if SC2Gears doesn't allow me to search on it, you expect me to go through every game I played on Ohana on 8x to see if it's mined out? I'm sure it's a common occurence for you to get a flock of phoenices chain fungalled above a Zerg third on Daybreak, could you provide me a replay of that? You said it happened often. Just take a quick look at the game length of 5 to 10 Ohana replays and you should be able to find at least one (should be at least 40 mins or more in a mined out game). Or are you now saying it's not as common as you claimed before? I mean, if you're just bullshitting everyone again like you usually do then that's fine; just say so. No hard feelings man, you have no obligation to appease me. | ||
SiskosGoatee
Albania1482 Posts
On January 24 2013 14:19 iamcaustic wrote: Okay, let's say this happens in 1/10 games for me on OHana, which is actually quite close to the truth. You cannot expect me to 8x 10 Ohana 40 minute replays on average to find this one replay. It takes 5 minutes to 8x a 40 minute replay, that's 50 minutes of time for 10, ignoring startup and load time of replays. That's just too much time.Show nested quote + On January 24 2013 13:34 SiskosGoatee wrote: Of course I can't provide a replay if SC2Gears doesn't allow me to search on it, you expect me to go through every game I played on Ohana on 8x to see if it's mined out? I'm sure it's a common occurence for you to get a flock of phoenices chain fungalled above a Zerg third on Daybreak, could you provide me a replay of that? You said it happened often. Just take a quick look at the game length of 5 to 10 Ohana replays and you should be able to find at least one (should be at least 40 mins or more in a mined out game). Or are you now saying it's not as common as you claimed before? I mean, if you're just bullshitting everyone again like you usually do then that's fine; just say so. No hard feelings man, you have no obligation to appease me. Again, I'm sure it's quite common for you to get your phoenices fungalled over the third on daybreak, find me a replay of that. It''s also quite common for me and I can't produce a replay of that, it's too much work. | ||
iamcaustic
Canada1509 Posts
On January 24 2013 14:29 SiskosGoatee wrote: Show nested quote + Okay, let's say this happens in 1/10 games for me on OHana, which is actually quite close to the truth. You cannot expect me to 8x 10 Ohana 40 minute replays on average to find this one replay. It takes 5 minutes to 8x a 40 minute replay, that's 50 minutes of time for 10, ignoring startup and load time of replays. That's just too much time.On January 24 2013 14:19 iamcaustic wrote: On January 24 2013 13:34 SiskosGoatee wrote: Of course I can't provide a replay if SC2Gears doesn't allow me to search on it, you expect me to go through every game I played on Ohana on 8x to see if it's mined out? I'm sure it's a common occurence for you to get a flock of phoenices chain fungalled above a Zerg third on Daybreak, could you provide me a replay of that? You said it happened often. Just take a quick look at the game length of 5 to 10 Ohana replays and you should be able to find at least one (should be at least 40 mins or more in a mined out game). Or are you now saying it's not as common as you claimed before? Show nested quote + Again, I'm sure it's quite common for you to get your phoenices fungalled over the third on daybreak, find me a replay of that. It''s also quite common for me and I can't produce a replay of that, it's too much work.I mean, if you're just bullshitting everyone again like you usually do then that's fine; just say so. No hard feelings man, you have no obligation to appease me. You have really weird logic. I only said to look at 5 to 10 replays to find one that was over 40 minutes. I'd be surprised if you could offer 5 to 10 of your replays on Ohana that moved past the 40 minute mark. If you can find that many, send them my way and I'll do the sifting for you. No time or effort on your part. ![]() I'm also not sure why you keep on bringing up phoenixes and getting them fungalled over the third on Daybreak. Nobody's trying to prove that it's a common occurrence -- well, I guess you are in this case, but that means you'd have to provide the replays to make the case, not me. This is a very basic principle of logic known as burden of proof, but given your overall disdain for basic logic thus far I'm not overly surprised you're having a hard time with the concept. | ||
EatThePath
United States3943 Posts
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iamcaustic
Canada1509 Posts
On January 24 2013 15:06 EatThePath wrote: By the way everybody, ![]() ![]() That's gonna be a sick game. I'm really curious to see how more games on Icarus play out. ![]() | ||
SiskosGoatee
Albania1482 Posts
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SiskosGoatee
Albania1482 Posts
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r1flEx
Belgium256 Posts
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moskonia
Israel1448 Posts
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lorestarcraft
United States1049 Posts
On January 31 2013 19:48 SiskosGoatee wrote: The map seems to generate some really interesting games in the GSL thus far and players do seem to pick it a lot even though it's unique. Good map I feel, too early to talk about balance but it does spice the game up. Pretty much all the games on it have been retarded. This is not where maps should go. | ||
Sumadin
Denmark588 Posts
On February 01 2013 00:29 lorestarcraft wrote: Show nested quote + On January 31 2013 19:48 SiskosGoatee wrote: The map seems to generate some really interesting games in the GSL thus far and players do seem to pick it a lot even though it's unique. Good map I feel, too early to talk about balance but it does spice the game up. Pretty much all the games on it have been retarded. This is not where maps should go. I havn't really been able to follow GSL lately, could you give me an Update? What are the issues in the games? | ||
Qikz
United Kingdom12022 Posts
On February 01 2013 00:29 lorestarcraft wrote: Show nested quote + On January 31 2013 19:48 SiskosGoatee wrote: The map seems to generate some really interesting games in the GSL thus far and players do seem to pick it a lot even though it's unique. Good map I feel, too early to talk about balance but it does spice the game up. Pretty much all the games on it have been retarded. This is not where maps should go. The one today was fine. The issue with the games is as players are seeing this as a gimmick mmap, they don't seem to be bothered to practice on it as it forces them to play differently to the other maps. It makes the game look bad so once again interesting maps get bad mouthed by the community, just because the map is slightly different. | ||
SiskosGoatee
Albania1482 Posts
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Qikz
United Kingdom12022 Posts
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Randomaccount#77123
United States5003 Posts
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lorestarcraft
United States1049 Posts
On February 02 2013 04:32 Barrin wrote: double bad choice of wording This map is on the fringe... it could hardly be more different. It's actually barely on the fringe, I'd call it wonky tbh. It does give interesting maps a bad name.. we're supposed to get there slowly. Adding this map to the GSL at this point in time is what I would do if I wanted to encourage shunning of "different" maps in the future. Like a kid tentative to learn to swim, dipping his feet in the pool for an hour or two... and then doing a dive bomb in the deep end. If he almost drowns, who can blame him for not wanting to be anywhere near a pool of water for a while? I whole-heartedly agree with this statement. | ||
SiskosGoatee
Albania1482 Posts
On February 02 2013 04:32 Barrin wrote: Ehh, I'd refer that stuff to things like Arkanoid, this is still fairly good.double bad choice of wording This map is on the fringe... it could hardly be more different. It's actually barely on the fringe, I'd call it wonky tbh It does give interesting maps a bad name.. we're supposed to get there slowly. Why? It's a good map, it's been readily picked already by players of all 3 races. How often does that happen? That otherwise only seems to happen with Daybreak, CK and Antiga. And well, apparently Bogus likes Whirlwind in TvZ, bogus man.Adding this map to the GSL at this point in time is what I would do if I wanted to encourage shunning of "different" maps in the future. I'd add two of these, this has been the best thing happening to the GSL map pool in a looooong time.Like a kid tentative to learn to swim, dipping his feet in the pool for an hour or two... and then doing a dive bomb in the deep end. If he almost drowns, who can blame him for not wanting to be anywhere near a pool of water for a while? | ||
llIH
Norway2142 Posts
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Doominator10
United States515 Posts
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iamcaustic
Canada1509 Posts
On February 02 2013 06:52 Doominator10 wrote: can we get a link to some of the Vods with this map in tournaments? Or are all the games paid for only? Being the GSL, all the VODs are paid only. If you want, you can purchase a ticket at gomtv.net | ||
Doominator10
United States515 Posts
On February 02 2013 07:10 iamcaustic wrote: Show nested quote + On February 02 2013 06:52 Doominator10 wrote: can we get a link to some of the Vods with this map in tournaments? Or are all the games paid for only? Being the GSL, all the VODs are paid only. If you want, you can purchase a ticket at gomtv.net T_____T <--- no money = sad panda | ||
Fatam
1986 Posts
On February 02 2013 04:32 Barrin wrote: double bad choice of wording This map is on the fringe... it could hardly be more different. It's actually barely on the fringe, I'd call it wonky tbh. It does give interesting maps a bad name.. we're supposed to get there slowly. Adding this map to the GSL at this point in time is what I would do if I wanted to encourage shunning of "different" maps in the future. Like a kid tentative to learn to swim, dipping his feet in the pool for an hour or two... and then doing a dive bomb in the deep end. If he almost drowns, who can blame him for not wanting to be anywhere near a pool of water for a while? Having the main ramp just be 1 FF would probably solve a ton of the map's problems.. with a 2 FF ramp and a backdoor it seems like there just isn't enough defender's advantage. The fact that the map is kind of ugly isn't helping its cause either. I think people don't like to admit how much aesthetics can affect their opinion of a map. Then again perhaps its a bit subconscious. Despite not liking most of the games I've seen on it, I think we should probably wait until near the end of the season to cast final judgment on the map.. people may learn to defend this layout better which could turn into better games. | ||
Sumadin
Denmark588 Posts
On February 02 2013 08:27 Fatam wrote: Show nested quote + On February 02 2013 04:32 Barrin wrote: slightly different double bad choice of wording This map is on the fringe... it could hardly be more different. It's actually barely on the fringe, I'd call it wonky tbh. It does give interesting maps a bad name.. we're supposed to get there slowly. Adding this map to the GSL at this point in time is what I would do if I wanted to encourage shunning of "different" maps in the future. Like a kid tentative to learn to swim, dipping his feet in the pool for an hour or two... and then doing a dive bomb in the deep end. If he almost drowns, who can blame him for not wanting to be anywhere near a pool of water for a while? Having the main ramp just be 1 FF would probably solve a ton of the map's problems.. with a 2 FF ramp and a backdoor it seems like there just isn't enough defender's advantage. The fact that the map is kind of ugly isn't helping its cause either. I think people don't like to admit how much aesthetics can affect their opinion of a map. Then again perhaps its a bit subconscious. Despite not liking most of the games I've seen on it, I think we should probably wait until near the end of the season to cast final judgment on the map.. people may learn to defend this layout better which could turn into better games. Of course aesthetics matters. We don't need confessions for this, we just need to run a ladder map vote and see how many votes for adding Metropolis. A beautiful maps that isn't made by Blizzard, pulling in support like a light pulling in moths. I am a little annoyed that i havn't been able to follow the games very well so far, so i don't really know of the problems showing up, if anyone could give me an update on what seems to be trouplesome then that would be nice. I will agree through that this map takes more chances than what seems necessary and alot of the things it tries is stuff that have failed in the past. I need to know more before a final judgement through. | ||
SiskosGoatee
Albania1482 Posts
On February 02 2013 08:27 Fatam wrote: It has less than most maps, which I like. Maps have waaay too much defenders advantage in this game, it's basically an excuse for not scouting at this point. You see people holding all ins they didn't even see coming until the last moment because the defenders advantage is ridiculous. When was the last time a Terran actually actively scouted? They don't need it, defenders advantage will solve their problems for them.Show nested quote + On February 02 2013 04:32 Barrin wrote: slightly different double bad choice of wording This map is on the fringe... it could hardly be more different. It's actually barely on the fringe, I'd call it wonky tbh. It does give interesting maps a bad name.. we're supposed to get there slowly. Adding this map to the GSL at this point in time is what I would do if I wanted to encourage shunning of "different" maps in the future. Like a kid tentative to learn to swim, dipping his feet in the pool for an hour or two... and then doing a dive bomb in the deep end. If he almost drowns, who can blame him for not wanting to be anywhere near a pool of water for a while? Having the main ramp just be 1 FF would probably solve a ton of the map's problems.. with a 2 FF ramp and a backdoor it seems like there just isn't enough defender's advantage. | ||
lorestarcraft
United States1049 Posts
On February 02 2013 11:58 SiskosGoatee wrote: Show nested quote + It has less than most maps, which I like. Maps have waaay too much defenders advantage in this game, it's basically an excuse for not scouting at this point. You see people holding all ins they didn't even see coming until the last moment because the defenders advantage is ridiculous. When was the last time a Terran actually actively scouted? They don't need it, defenders advantage will solve their problems for them.On February 02 2013 08:27 Fatam wrote: On February 02 2013 04:32 Barrin wrote: slightly different double bad choice of wording This map is on the fringe... it could hardly be more different. It's actually barely on the fringe, I'd call it wonky tbh. It does give interesting maps a bad name.. we're supposed to get there slowly. Adding this map to the GSL at this point in time is what I would do if I wanted to encourage shunning of "different" maps in the future. Like a kid tentative to learn to swim, dipping his feet in the pool for an hour or two... and then doing a dive bomb in the deep end. If he almost drowns, who can blame him for not wanting to be anywhere near a pool of water for a while? Having the main ramp just be 1 FF would probably solve a ton of the map's problems.. with a 2 FF ramp and a backdoor it seems like there just isn't enough defender's advantage. You don't really understand anything about starcraft, do you? Defenders advantage is AWFUL in SC2, and is one of the biggest issues with it. You just every game to be a coinflip. You are talent with the editor, but I think you need need a better perspective of the game itself. I see it time and time again in your comments. | ||
SiskosGoatee
Albania1482 Posts
On February 02 2013 12:07 lorestarcraft wrote: Listen kid, did the thought ever occur in your egocentric mind that if different people like to see different games than you that has nothing to do with understanding anything?Show nested quote + On February 02 2013 11:58 SiskosGoatee wrote: On February 02 2013 08:27 Fatam wrote: It has less than most maps, which I like. Maps have waaay too much defenders advantage in this game, it's basically an excuse for not scouting at this point. You see people holding all ins they didn't even see coming until the last moment because the defenders advantage is ridiculous. When was the last time a Terran actually actively scouted? They don't need it, defenders advantage will solve their problems for them.On February 02 2013 04:32 Barrin wrote: slightly different double bad choice of wording This map is on the fringe... it could hardly be more different. It's actually barely on the fringe, I'd call it wonky tbh. It does give interesting maps a bad name.. we're supposed to get there slowly. Adding this map to the GSL at this point in time is what I would do if I wanted to encourage shunning of "different" maps in the future. Like a kid tentative to learn to swim, dipping his feet in the pool for an hour or two... and then doing a dive bomb in the deep end. If he almost drowns, who can blame him for not wanting to be anywhere near a pool of water for a while? Having the main ramp just be 1 FF would probably solve a ton of the map's problems.. with a 2 FF ramp and a backdoor it seems like there just isn't enough defender's advantage. You don't really understand anything about starcraft, do you? Defenders advantage is AWFUL in SC2, and is one of the biggest issues with it. Good, defenders advantage blows anyway. Let's give the game offenders advantage instead so people actually have an incentive to move out instead of turtling in their base, FE'ing and having no interaction whatsoever.You just every game to be a coinflip. You are talent with the editor, but I think you need need a better perspective of the game itself. I see it time and time again in your comments. It's only a coinflip insofar you don't understand the game. Like ZvZ, so many people who don't know how to scout call it a coinflip because they don't understand it and can't add 2 and 2 together in their brain. ZvZ is a prime example of a matchup with very little defenders advantage, considered a coinflip by platinum level players who have no idea what's going on. Yet people like Life and Leenock have like what, 70% winrate in that matchup or something?Low defenders advantage actually forces you to use your brain and react upon what your opponent is doing rather than playing build order wars behind closed doors which is what all these ridiculously defensible naturals lead to. In ZvZ and Icarus you have to take the time to find out exactly what your opponent is doing or else you die. Call me crazy, but I like games more that are about scouting and reactions to your opponent rather than being safe from whatever behind a single bunker and just people throwing 'planned builds' against each other. Low defenders advantage raises the skill ceiling of the game, it allows a player who is better to more reliably beat weaker players, simple as that. Because you can no longer rely on the map, which is the same for everyone, to defend stuff, you have to rely on your decisions and micro, which is a skill. High defenders advantage levels the playing field. I mean, take a standard 1 rax FE TvP, I could hold an all in versus Naniwa here if I wanted, why? The defenders advantage is so high here that as long as I have a vague idea what's coming, I can pull scvs, repair my bunkers, and hold it, there's nothing he can do. Now take in ZvZ, I can't hold a ling/bane all in from someone like Life even though I know it's coming, the defenders advantage is so low that micro means everything and he'll just grossly outmicro ,me. You can't micro repairing scvs, photon overcharge or a choke point, you can however micro stalkers versus stalkers and banelings versus banelings. | ||
moskonia
Israel1448 Posts
Anyways regarding the subject, I don't know if you remember old school PvP, but that matchup used to be only 4gate versus 4gate, all the time. It was very skill based, if you had better micro you would win 99% of the time, which is good, but its boring, there are not any statistical thought behind it, not anything related to an RTS, only who can click faster and more precise. It seems most people don't agree with your thought process, since the vast majority of people agree that the new PvP is better than the old one. People like the defenders advantage, because without it the attacker would win all the time, since after all the defender invested money in an expansion, therefore he needs the advantage to survive. The fact that players use complicated and well though out builds to break through the defenders even though he or she has the advantage is very nice to watch (for me), I find it inspiring and exciting, since there is strategy behind it, instead of just mechanics. Ah and you are completely wrong about that you can hold Naniwa's all in, I am sure I can break you with an all in of my choice unless you are about the same level as mine. The defender's advantage is not big in SC2, in fact it is pretty small like it was said before. | ||
SiskosGoatee
Albania1482 Posts
On February 02 2013 21:53 moskonia wrote: Because I got:Siskos dude, why do you insult lorestarcraft? Why base your arguments on calling him egocentric and a kid? Why use an Italic font on the word "brain"? These things are just condescending and annoying. "You don't really understand anything about starcraft, do you?" From him or her. Anyways regarding the subject, I don't know if you remember old school PvP, but that matchup used to be only 4gate versus 4gate, all the time. It was very skill based, if you had better micro you would win 99% of the time, which is good, but its boring, there are not any statistical thought behind it, not anything related to an RTS, only who can click faster and more precise. Sure, but there was also only one strategy that everyone did so scouting was pretty much a formality. Low defenders advantage, especially in a non mirror, doesn't lead to everyone doing the same strat per se.It seems most people don't agree with your thought process, since the vast majority of people agree that the new PvP is better than the old one. People like the defenders advantage, because without it the attacker would win all the time, since after all the defender invested money in an expansion, therefore he needs the advantage to survive. The gist of low defenders advantage is that both are forced to attack, meet in the middle of the map, micro with each other and get to expand first as a reward for microing better. To me the plague of old PvP wasn't that it forced aggression, but that there was only one viable strat ever, which happened to be an aggressive one. If the only viable strat would be turtling until you got to 200/200 because the defenders advantage was ridiculously high and attacking was suicide, that would be even worse.The fact that players use complicated and well though out builds to break through the defenders even though he or she has the advantage is very nice to watch (for me), I find it inspiring and exciting, since there is strategy behind it, instead of just mechanics. Yet people in most matchups these days don't. The early game in most matchups is very very stale, in PvZ it's common that Z has 4 bases and P has 3 bases before the first attack ever happens, defenders advantage doesn't mean a whole lot any more on 4-3 basesAh and you are completely wrong about that you can hold Naniwa's all in, I am sure I can break you with an all in of my choice unless you are about the same level as mine. The defender's advantage is not big in SC2, in fact it is pretty small like it was said before. There isn't much skill ceiling in making 2 extra bunkers and sending SCV's to repair them. I agree there are some all ins that still require micro to defend, but 4gate versus a 1 rax FE isn't one of them. Just make 2 extra bunkers and put scvs on auto repair and no amount of micro from the 4gating player is going to bust it as the scvs repair out of their own. | ||
moskonia
Israel1448 Posts
On February 02 2013 22:12 SiskosGoatee wrote: Show nested quote + Because I got:On February 02 2013 21:53 moskonia wrote: Siskos dude, why do you insult lorestarcraft? Why base your arguments on calling him egocentric and a kid? Why use an Italic font on the word "brain"? These things are just condescending and annoying. "You don't really understand anything about starcraft, do you?" From him or her. Show nested quote + Sure, but there was also only one strategy that everyone did so scouting was pretty much a formality. Low defenders advantage, especially in a non mirror, doesn't lead to everyone doing the same strat per se.Anyways regarding the subject, I don't know if you remember old school PvP, but that matchup used to be only 4gate versus 4gate, all the time. It was very skill based, if you had better micro you would win 99% of the time, which is good, but its boring, there are not any statistical thought behind it, not anything related to an RTS, only who can click faster and more precise. Show nested quote + The gist of low defenders advantage is that both are forced to attack, meet in the middle of the map, micro with each other and get to expand first as a reward for microing better. To me the plague of old PvP wasn't that it forced aggression, but that there was only one viable strat ever, which happened to be an aggressive one. If the only viable strat would be turtling until you got to 200/200 because the defenders advantage was ridiculously high and attacking was suicide, that would be even worse.It seems most people don't agree with your thought process, since the vast majority of people agree that the new PvP is better than the old one. People like the defenders advantage, because without it the attacker would win all the time, since after all the defender invested money in an expansion, therefore he needs the advantage to survive. Show nested quote + Yet people in most matchups these days don't. The early game in most matchups is very very stale, in PvZ it's common that Z has 4 bases and P has 3 bases before the first attack ever happens, defenders advantage doesn't mean a whole lot any more on 4-3 basesThe fact that players use complicated and well though out builds to break through the defenders even though he or she has the advantage is very nice to watch (for me), I find it inspiring and exciting, since there is strategy behind it, instead of just mechanics. Show nested quote + There isn't much skill ceiling in making 2 extra bunkers and sending SCV's to repair them. I agree there are some all ins that still require micro to defend, but 4gate versus a 1 rax FE isn't one of them. Just make 2 extra bunkers and put scvs on auto repair and no amount of micro from the 4gating player is going to bust it as the scvs repair out of their own.Ah and you are completely wrong about that you can hold Naniwa's all in, I am sure I can break you with an all in of my choice unless you are about the same level as mine. The defender's advantage is not big in SC2, in fact it is pretty small like it was said before. If the only viable build is a macro one, the early game will be boring, but after that it won't have to be boring after that. For example in PvZ until about the 7:30 minute mark its pretty much the same every game, but after that its very different. The note in your comment about PvZ is 3base versus 4 is really not true. While there are games where both sides go macro heavy, in most games there at least one form of pressure or harassment if not a full all in. I really don't understand how you think low defenders advantage is good, if there was no defenders advantage or very little of it there would only be one build, there is no possibility for anything but the fastest rush possible, because if you tech up you will lose to the early all in since you invested in tech while he invested in units, that is the reason why 4gate was so strong, since while there are other all ins like 3-4gate blink, 1base colossus or any other all in, it was never possible to get to the point of your tech paying for itself because of the 4gate. I agree a high defenders advantage is not good, I think maps the size of Taldarim altar with a 2 force field ramp and no back door would make for extremely boring games, but the same can be said about a map the size of Steppes of war with an open choke like Taldarim altar. The defenders advantage should be enough to allow for tech and expand builds to stand a chance versus aggressive builds if you scout and prepare well enough. Aggressive builds should never work if the opponent know they are coming and faced them before (unless there is a large skill gap). About the thing you said in the 1rax expand versus 4gate situation, well 4gate is an old an gamble build, its a lame build that requires no strategy. Of course that if someone goes for a simple 4gate they would lose unless their opponent is new to the game or does not scout. A good all in that you will have a problem to stop is something like a 3gate proxy void ray, a 4gate prism or a blink obs all in, all of these you can't stop with just using 5 bunkers, you need to have good micro and prepare accordingly. I actually did not see any games on Icarus yet because I always miss the games on it, so I can't really comment on the defender advantage of that map, but overall maps should try to use many different elements to create enough defenders advantage so that the map will feature interesting games and not the same build every game (like Tal'darim altar 4gate wars). | ||
SiskosGoatee
Albania1482 Posts
On February 02 2013 23:02 moskonia wrote: I didn't mean to imply that it always happens, but it does happen from time to time that the first (and only) interaction is a 3base pre-brood all in from P. P kills Z with that or doesn't and then doesn't have a mothership to deal with the broods.Show nested quote + On February 02 2013 22:12 SiskosGoatee wrote: On February 02 2013 21:53 moskonia wrote: Because I got:Siskos dude, why do you insult lorestarcraft? Why base your arguments on calling him egocentric and a kid? Why use an Italic font on the word "brain"? These things are just condescending and annoying. "You don't really understand anything about starcraft, do you?" From him or her. Anyways regarding the subject, I don't know if you remember old school PvP, but that matchup used to be only 4gate versus 4gate, all the time. It was very skill based, if you had better micro you would win 99% of the time, which is good, but its boring, there are not any statistical thought behind it, not anything related to an RTS, only who can click faster and more precise. Sure, but there was also only one strategy that everyone did so scouting was pretty much a formality. Low defenders advantage, especially in a non mirror, doesn't lead to everyone doing the same strat per se.It seems most people don't agree with your thought process, since the vast majority of people agree that the new PvP is better than the old one. People like the defenders advantage, because without it the attacker would win all the time, since after all the defender invested money in an expansion, therefore he needs the advantage to survive. The gist of low defenders advantage is that both are forced to attack, meet in the middle of the map, micro with each other and get to expand first as a reward for microing better. To me the plague of old PvP wasn't that it forced aggression, but that there was only one viable strat ever, which happened to be an aggressive one. If the only viable strat would be turtling until you got to 200/200 because the defenders advantage was ridiculously high and attacking was suicide, that would be even worse.The fact that players use complicated and well though out builds to break through the defenders even though he or she has the advantage is very nice to watch (for me), I find it inspiring and exciting, since there is strategy behind it, instead of just mechanics. Yet people in most matchups these days don't. The early game in most matchups is very very stale, in PvZ it's common that Z has 4 bases and P has 3 bases before the first attack ever happens, defenders advantage doesn't mean a whole lot any more on 4-3 basesAh and you are completely wrong about that you can hold Naniwa's all in, I am sure I can break you with an all in of my choice unless you are about the same level as mine. The defender's advantage is not big in SC2, in fact it is pretty small like it was said before. There isn't much skill ceiling in making 2 extra bunkers and sending SCV's to repair them. I agree there are some all ins that still require micro to defend, but 4gate versus a 1 rax FE isn't one of them. Just make 2 extra bunkers and put scvs on auto repair and no amount of micro from the 4gating player is going to bust it as the scvs repair out of their own.If the only viable build is a macro one, the early game will be boring, but after that it won't have to be boring after that. For example in PvZ until about the 7:30 minute mark its pretty much the same every game, but after that its very different. The note in your comment about PvZ is 3base versus 4 is really not true. While there are games where both sides go macro heavy, in most games there at least one form of pressure or harassment if not a full all in. I really don't understand how you think low defenders advantage is good, if there was no defenders advantage or very little of it there would only be one build, there is no possibility for anything but the fastest rush possible, because if you tech up you will lose to the early all in since you invested in tech while he invested in units, that is the reason why 4gate was so strong, since while there are other all ins like 3-4gate blink, 1base colossus or any other all in, it was never possible to get to the point of your tech paying for itself because of the 4gate I beg to differ 4gate vs 4gate was just a quirk of the matchup. For instance, I'd say that ZvZ has lower defenders advantage today than PvP had in the 4gate days but there are a plethora of different attacks people can do.Another thing about low defenders advantage is that you can do damage with an attack without all inning. If defenders advantage is high the only way to get something done with an attack is really invest everything into that attack. Which is what you see nowadays, 1.5 years back, there was a lot more pressure going on, nowadays almost every attack is basically an all in, especially in PvZ and TvT where the defenders advantage is very high. The reason I like low defenders advantage is simply because: - I like interaction instead of camping in my base, low defenders advantage gives people incentive to attack. - I like expansions and tech to actually be risky and decisions you have to make after weighing the options instead of things that nowadays seem to be part of build orders because you can hold anything anyway. Reactionary play is all but gone except in ZvZ and PvP. Another thing is that low defenders advantage means you don´t want to defend, you want to attack, so both sides attack each other and meet in the middle of the map, this is pretty common in ZvZ and PvP still. I agree a high defenders advantage is not good, I think maps the size of Taldarim altar with a 2 force field ramp and no back door would make for extremely boring games, but the same can be said about a map the size of Steppes of war with an open choke like Taldarim altar. The defenders advantage should be enough to allow for tech and expand builds to stand a chance versus aggressive builds if you scout and prepare well enough. Aggressive builds should never work if the opponent know they are coming and faced them before (unless there is a large skill gap) While I agree that hardcore all ins should be holdable if scouted properly. The thing is that nowadays as much as poking is useless because you don't gain anything from it.In the early days of SC2 it was common to expand behind pressure. The reason you did this is because you needed some units to expand or you died to the pressure of your opponent and as long as you had the units you might as well pressure your opponent with it so you met in the middle of the map. You also actually wanted to move out because it gave you scouting. I remember back in the day I would do a marauder 2rax expand and the scouting I gained from it would determine how I would play the rest of the game? When was honestly the last time you saw a Terran scout in the GSL? They all play super blind because they can hold most stuff without scouting, and it turns out that a super defensive natural makes denying scouting super easy. This is what I like about Howling Peaks, the back entrance to the natural allows me to actually scout and see what's going on, a good Protoss player won't ever let you see if he actually has a nexus on most maps. The game has just become far more a game of build order games and far less a game of action-reaction with all this defenders advantage. i think a natural like XNC is honestly fine. About the thing you said in the 1rax expand versus 4gate situation, well 4gate is an old an gamble build, its a lame build that requires no strategy. Of course that if someone goes for a simple 4gate they would lose unless their opponent is new to the game or does not scout. A good all in that you will have a problem to stop is something like a 3gate proxy void ray, a 4gate prism or a blink obs all in, all of these you can't stop with just using 5 bunkers, you need to have good micro and prepare accordingly Indeed, but defensible naturals do very little against a blink all in. And a lot of people also criticize maps here for making blink all ins as much as possible,The point is that on a natural like XNC defending a 4gate is actually hard, you have to be mindful of where to place your bunkers, you have to block the ramp with scvs to stop him from running by the bunkers. On Ohana it's just 'plfrf, whatever, 3 bunkers on top of that ramp, what you gonna do Nani?' I actually did not see any games on Icarus yet because I always miss the games on it, so I can't really comment on the defender advantage of that map, but overall maps should try to use many different elements to create enough defenders advantage so that the map will feature interesting games and not the same build every game (like Tal'darim altar 4gate wars). If I'm honest, I enjoy 4gate every game more than FFE every game. There was a time where people FFE'd on some maps where it was feasible and did sentry expands on other maps. Nowadays people FFE everywhere because mapmakers seem to think FFE is a human right. | ||
iamcaustic
Canada1509 Posts
On February 02 2013 12:51 SiskosGoatee wrote: Show nested quote + Listen kid, did the thought ever occur in your egocentric mind that if different people like to see different games than you that has nothing to do with understanding anything?On February 02 2013 12:07 lorestarcraft wrote: On February 02 2013 11:58 SiskosGoatee wrote: On February 02 2013 08:27 Fatam wrote: It has less than most maps, which I like. Maps have waaay too much defenders advantage in this game, it's basically an excuse for not scouting at this point. You see people holding all ins they didn't even see coming until the last moment because the defenders advantage is ridiculous. When was the last time a Terran actually actively scouted? They don't need it, defenders advantage will solve their problems for them.On February 02 2013 04:32 Barrin wrote: slightly different double bad choice of wording This map is on the fringe... it could hardly be more different. It's actually barely on the fringe, I'd call it wonky tbh. It does give interesting maps a bad name.. we're supposed to get there slowly. Adding this map to the GSL at this point in time is what I would do if I wanted to encourage shunning of "different" maps in the future. Like a kid tentative to learn to swim, dipping his feet in the pool for an hour or two... and then doing a dive bomb in the deep end. If he almost drowns, who can blame him for not wanting to be anywhere near a pool of water for a while? Having the main ramp just be 1 FF would probably solve a ton of the map's problems.. with a 2 FF ramp and a backdoor it seems like there just isn't enough defender's advantage. You don't really understand anything about starcraft, do you? He's got pretty solid grounds to ask the question. Exhibit A: On February 02 2013 12:51 SiskosGoatee wrote: Good, defenders advantage blows anyway. Let's give the game offenders advantage instead so people actually have an incentive to move out instead of turtling in their base, FE'ing and having no interaction whatsoever. Defender's advantage is a key part of RTS, or any good one at least. We've seen what happens when the attacker has the advantage. It's called PvP on Tal'Darim Altar, or 1-base rushes every game on Blistering Sands. It results in a terrible and uninteresting game where matches fail to last longer than 10 minutes on a consistent basis. Your frustration at the excessive rush distances featured on many maps (including your own) is legitimate, as it makes it difficult for an attacker to strike before a turtle player is able to put up adequate defence and/or equalize the army size after playing greedy. It's why early attacks are so hard to pull off on maps like Whirlwind. Don't confuse this issue as a need for attacker's advantage. Onto Exhibit B: On February 02 2013 12:51 SiskosGoatee wrote: Show nested quote + It's only a coinflip insofar you don't understand the game. Like ZvZ, so many people who don't know how to scout call it a coinflip because they don't understand it and can't add 2 and 2 together in their brain. ZvZ is a prime example of a matchup with very little defenders advantage, considered a coinflip by platinum level players who have no idea what's going on. Yet people like Life and Leenock have like what, 70% winrate in that matchup or something?You just every game to be a coinflip. You are talent with the editor, but I think you need need a better perspective of the game itself. I see it time and time again in your comments. Low defenders advantage actually forces you to use your brain and react upon what your opponent is doing rather than playing build order wars behind closed doors which is what all these ridiculously defensible naturals lead to. In ZvZ and Icarus you have to take the time to find out exactly what your opponent is doing or else you die. Call me crazy, but I like games more that are about scouting and reactions to your opponent rather than being safe from whatever behind a single bunker and just people throwing 'planned builds' against each other. Low defenders advantage raises the skill ceiling of the game, it allows a player who is better to more reliably beat weaker players, simple as that. Because you can no longer rely on the map, which is the same for everyone, to defend stuff, you have to rely on your decisions and micro, which is a skill. High defenders advantage levels the playing field. I mean, take a standard 1 rax FE TvP, I could hold an all in versus Naniwa here if I wanted, why? The defenders advantage is so high here that as long as I have a vague idea what's coming, I can pull scvs, repair my bunkers, and hold it, there's nothing he can do. Now take in ZvZ, I can't hold a ling/bane all in from someone like Life even though I know it's coming, the defenders advantage is so low that micro means everything and he'll just grossly outmicro ,me. You can't micro repairing scvs, photon overcharge or a choke point, you can however micro stalkers versus stalkers and banelings versus banelings. Actually, even pro players often call ZvZ a coin flip. The reason is because there are so many opening builds that just hard counter one another, like rock paper scissors. There are certain decisions that simply have to be made before you scout your opponent. Do you 10 pool? 15 hatch? Speedling expand? It's your inability to realize that there are decisions to be made before the scouting/reactionary process that's causing you to misunderstand much about the game and make these silly statements. Add in the huge maps and long rush distances you seem to enjoy making so much, and that compounds the issue; it takes even longer for that initial scout to find the opponent and see what's happening, especially so on 4p maps unless they get lucky with their scouting pattern and the spawns. You're half right when talking about the defender's advantage here, though. A defender's advantage that's too high results in stale and passive games. However, one that's too low is bad as well, as I gave examples of earlier. What is needed is a balance in order for there to be a stable, yet dynamic, game. That is where our job as mapmakers comes in. | ||
SiskosGoatee
Albania1482 Posts
On February 03 2013 08:01 iamcaustic wrote: Yeah, 10 minute matches where 90% of the time where was actually stuff happening instead of 'SO yeah ehh Tasteless, ask me a question during this downtime because both players have such defenders advantage that they elect not to attack each other and camp inside their base, so what's your favourite movie?'. I tend to take quality over quantity. Good games beat long games for me.Show nested quote + On February 02 2013 12:51 SiskosGoatee wrote: On February 02 2013 12:07 lorestarcraft wrote: Listen kid, did the thought ever occur in your egocentric mind that if different people like to see different games than you that has nothing to do with understanding anything?On February 02 2013 11:58 SiskosGoatee wrote: On February 02 2013 08:27 Fatam wrote: It has less than most maps, which I like. Maps have waaay too much defenders advantage in this game, it's basically an excuse for not scouting at this point. You see people holding all ins they didn't even see coming until the last moment because the defenders advantage is ridiculous. When was the last time a Terran actually actively scouted? They don't need it, defenders advantage will solve their problems for them.On February 02 2013 04:32 Barrin wrote: slightly different double bad choice of wording This map is on the fringe... it could hardly be more different. It's actually barely on the fringe, I'd call it wonky tbh. It does give interesting maps a bad name.. we're supposed to get there slowly. Adding this map to the GSL at this point in time is what I would do if I wanted to encourage shunning of "different" maps in the future. Like a kid tentative to learn to swim, dipping his feet in the pool for an hour or two... and then doing a dive bomb in the deep end. If he almost drowns, who can blame him for not wanting to be anywhere near a pool of water for a while? Having the main ramp just be 1 FF would probably solve a ton of the map's problems.. with a 2 FF ramp and a backdoor it seems like there just isn't enough defender's advantage. You don't really understand anything about starcraft, do you? He's got pretty solid grounds to ask the question. Exhibit A: Show nested quote + On February 02 2013 12:51 SiskosGoatee wrote: Defenders advantage is AWFUL in SC2, and is one of the biggest issues with it. Good, defenders advantage blows anyway. Let's give the game offenders advantage instead so people actually have an incentive to move out instead of turtling in their base, FE'ing and having no interaction whatsoever.Defender's advantage is a key part of RTS, or any good one at least. We've seen what happens when the attacker has the advantage. It's called PvP on Tal'Darim Altar, or 1-base rushes every game on Blistering Sands. It results in a terrible and uninteresting game where matches fail to last longer than 10 minutes on a consistent basis. Your frustration at the excessive rush distances featured on many maps (including your own) is legitimate, as it makes it difficult for an attacker to strike before a turtle player is able to put up adequate defence and/or equalize the army size after playing greedy. It's why early attacks are so hard to pull off on maps like Whirlwind. Don't confuse this issue as a need for attacker's advantage. Onto Exhibit B: I do it differently, I create long rush distances to create big maps but I also make naturals hard to defend to offset the long rush distances and create multiple chocked attack paths into naturals and thirds. This rewards multi pronged aggression while leaving punishing 1a'ing, the opponent has defenders advantage only if you can't multitask and split your army properlyActually, even pro players often call ZvZ a coin flip. The reason is because there are so many opening builds that just hard counter one another, like rock paper scissors. There are certain decisions that simply have to be made before you scout your opponent. Do you 10 pool? 15 hatch? Speedling expand? It's your inability to realize that there are decisions to be made before the scouting/reactionary process that's causing you to misunderstand much about the game and make these silly statements. Add in the huge maps and long rush distances you seem to enjoy making so much, and that compounds the issue; it takes even longer for that initial scout to find the opponent and see what's happening, especially so on 4p maps unless they get lucky with their scouting pattern and the spawns. I don't make 4P maps for this reason, it results into scouting being largely luck based. I timed all my maps specifically so that a 9-10 worker scout can always get in and see what is going on unless people cut workers to wall super early.You're half right when talking about the defender's advantage here, though. A defender's advantage that's too high results in stale and passive games. However, one that's too low is bad as well, as I gave examples of earlier. What is needed is a balance in order for there to be a stable, yet dynamic, game. That is where our job as mapmakers comes in. We are currently over the balance, games are currently stale and passive because there is downtime where commentators have nothing game related to talk about and go ask each other which films they saw yesterday. Of course there is an optimum but in my opinion we've well passed it currently simply because in most matchups nothing remotely interesting happens in the early game. | ||
iamcaustic
Canada1509 Posts
On February 03 2013 08:49 SiskosGoatee wrote: Yeah, 10 minute matches where 90% of the time where was actually stuff happening instead of 'SO yeah ehh Tasteless, ask me a question during this downtime because both players have such defenders advantage that they elect not to attack each other and camp inside their base, so what's your favourite movie?'. I tend to take quality over quantity. Good games beat long games for me. Those weren't good games, and there certainly wasn't anything quality about them. Instead of long, boring games, you had short, awful games where someone with half their opponent's skill level could win by sheer dumb luck. That's not the solution for a competitive game. I'm with you 100% about the sick amount of downtime larger maps have, though. On February 03 2013 08:49 SiskosGoatee wrote: I do it differently, I create long rush distances to create big maps but I also make naturals hard to defend to offset the long rush distances and create multiple chocked attack paths into naturals and thirds. This rewards multi pronged aggression while leaving punishing 1a'ing, the opponent has defenders advantage only if you can't multitask and split your army properly That's not a proper solution, and I label this Exhibit C. It just encourages everyone to play Protoss and do early warp gate all-ins. The opponent has defender's advantage only if the attacker can't reinforce immediately on the front line. We've already been through this phase of mapmaking, back when players like MC dominated everyone with sentry-based gateway timings on maps with highly exposed naturals. On February 03 2013 08:49 SiskosGoatee wrote: This is the only RPS of ZvZ which exists in every matchup. The point is that if you go 10pool, 15pool, 14g/14p, there is no build that auto wins against you, if you go hatch first you know you take a risk and that you will die against a 10pool drone all in. Which is something unavoidable every matchup has. From that point on though ZvZ becomes a game of purely action-reaction rather than doing build orders behind closed doors which you planned from the start of the game on. Exhibit D. Anything other than 10 pool you just mentioned does not punish a 15 hatchery; you end up way behind unless the hatch-first player gets too greedy with drone saturation and you manage to find a timing window, but that's relying on a mistake from the opponent. Zerg, far more than the other two races, snowballs when it comes to macro and economy. It's not as simple as playing safe with a 15 pool or 14g/14p all the time and expecting to win most of your ZvZs. If you think you know better than the pros on this, then I daresay lorestarcraft isn't the egocentric one here. On February 03 2013 08:49 SiskosGoatee wrote: I don't make 4P maps for this reason, it results into scouting being largely luck based. I timed all my maps specifically so that a 9-10 worker scout can always get in and see what is going on unless people cut workers to wall super early. Rather, you can't make 4p maps. The style of maps you make would be completely broken in a 4p setting, not that scouting is luck based. Early game scouting on 4p maps is a skill unto itself. Do you send 2 scouts to find the opponent faster, or is your build safe enough that 1 scout will suffice? That takes a lot of knowledge of the game and one's own strategy to decide properly. There's also inferring your opponent's location based on the timing and direction of the opponent's scout and redirecting your scout to the correct location. That takes game sense. Restricting the game to only 2p maps creates its own problems. For example, you can blindly perform a proxy strategy on 2p maps, because your opponent's location will always be the same. It's better to have a range of maps where that kind of dice throwing is not always possible. On February 03 2013 08:49 SiskosGoatee wrote: We are currently over the balance, games are currently stale and passive because there is downtime where commentators have nothing game related to talk about and go ask each other which films they saw yesterday. Of course there is an optimum but in my opinion we've well passed it currently simply because in most matchups nothing remotely interesting happens in the early game. I'm afraid I don't understand what you were trying to say here. | ||
SiskosGoatee
Albania1482 Posts
On February 03 2013 11:03 iamcaustic wrote: No, in the times of 4gate vs 4gate there was no luck involved, this was the time MC and Inca had ridculous winrates in PvP, it was pure skill, if your micro was better you won, there was no such thing as luck. Everyone did the same strat and whoever did it best won.Show nested quote + On February 03 2013 08:49 SiskosGoatee wrote: Yeah, 10 minute matches where 90% of the time where was actually stuff happening instead of 'SO yeah ehh Tasteless, ask me a question during this downtime because both players have such defenders advantage that they elect not to attack each other and camp inside their base, so what's your favourite movie?'. I tend to take quality over quantity. Good games beat long games for me. Those weren't good games, and there certainly wasn't anything quality about them. Instead of long, boring games, you had short, awful games where someone with half their opponent's skill level could win by sheer dumb luck. That's not the solution for a competitive game. I'm with you 100% about the sick amount of downtime larger maps have, though. Show nested quote + On February 03 2013 08:49 SiskosGoatee wrote: I do it differently, I create long rush distances to create big maps but I also make naturals hard to defend to offset the long rush distances and create multiple chocked attack paths into naturals and thirds. This rewards multi pronged aggression while leaving punishing 1a'ing, the opponent has defenders advantage only if you can't multitask and split your army properly That's not a proper solution, and I label this Exhibit C. It just encourages everyone to play Protoss and do early warp gate all-ins. The opponent has defender's advantage only if the attacker can't reinforce immediately on the front line. We've already been through this phase of mapmaking, back when players like MC dominated everyone with sentry-based gateway timings on maps with highly exposed naturals. On top of that, sentry all ins are terrible for multi pronged aggression. Gateway all ins just don't work well going trough multiple chokes. You go with them in one boom. You really cannot micro forcefields on multiple fronts at the same time. [Exhibit D. Anything other than 10 pool you just mentioned does not punish a 15 hatchery; you end up way behind unless the hatch-first player gets too greedy with drone saturation and you manage to find a timing window, but that's relying on a mistake from the opponent. Zerg, far more than the other two races, snowballs when it comes to macro and economy. Exhibit: you don't know what you're talking about. It has been empirically found that hatch first leaves you with only 20 minerals advantage versus 15pool. Please don't tell me how to ZvZ.The advantage hatch first offers to 15 pool is extremely marginal. It's not as simple as playing safe with a 15 pool or 14g/14p all the time and expecting to win most of your ZvZs. If you think you know better than the pros on this, then I daresay lorestarcraft isn't the egocentric one here. Most pros know this since it has been out (except Koreans because they don't get the memo, they also extractor trick for sme reason), that's why Hatch first is very rare these days.Check it out. The advantage hatch first gives versus 15 pool is really insignifiant, as is the advantage 15pool gives to 11pool which was also found to only be around 30 minerals. The build order advantages in ZvZ are very low due to the nature of larvae. [ It's not a skill, it's a gamble. If you send 2 but one would've found it you just gambled, that's all.Rather, you can't make 4p maps. The style of maps you make would be completely broken in a 4p setting, not that scouting is luck based. Early game scouting on 4p maps is a skill unto itself. Do you send 2 scouts to find the opponent faster, or is your build safe enough that 1 scout will suffice? That takes a lot of knowledge of the game and one's own strategy to decide properly. There's also inferring your opponent's location based on the timing and direction of the opponent's scout and redirecting your scout to the correct location. That takes game sense. THe only 4 player maps I made are 2 in 1 maps which are cross only. I don't like 4 player maps for a number of reasons I've given before. But mostly the fact of scouting and that mains need to double as expos. Restricting the game to only 2p maps creates its own problems. For example, you can blindly perform a proxy strategy on 2p maps, because your opponent's location will always be the same. It's better to have a range of maps where that kind of dice throwing is not always possible. Sounds good, in that case a proxy is a strategy that doesn't rely on RNG any more. You see people proxy in the middle of a 4 player map just as often, in which case it's just if the RNG rolls in your favour. I do believe you can demonstrate that proxying on a 4 player map has the same expectancy value of success, it's just more random and outlier. If you find them first with your proxy and they scout you very late it's extremely powerful, in reverse very weak, on average just as powerful as on a 2 player map. It doesn't make proxies less powerful, it makes them more random.I'm afraid I don't understand what you were trying to say here. | ||
iamcaustic
Canada1509 Posts
On February 03 2013 11:44 SiskosGoatee wrote: Show nested quote + No, in the times of 4gate vs 4gate there was no luck involved, this was the time MC and Inca had ridculous winrates in PvP, it was pure skill, if your micro was better you won, there was no such thing as luck. Everyone did the same strat and whoever did it best won.On February 03 2013 11:03 iamcaustic wrote: On February 03 2013 08:49 SiskosGoatee wrote: Yeah, 10 minute matches where 90% of the time where was actually stuff happening instead of 'SO yeah ehh Tasteless, ask me a question during this downtime because both players have such defenders advantage that they elect not to attack each other and camp inside their base, so what's your favourite movie?'. I tend to take quality over quantity. Good games beat long games for me. Those weren't good games, and there certainly wasn't anything quality about them. Instead of long, boring games, you had short, awful games where someone with half their opponent's skill level could win by sheer dumb luck. That's not the solution for a competitive game. I'm with you 100% about the sick amount of downtime larger maps have, though. No, it was incredibly random. Many of those wins back then came down to the defending 4 gate player getting a good forcefield or not, and if they didn't, their army was automatically inferior due to the cost of getting the sentries, while the attacker would have stronger units. It wasn't even so much a case of landing the forcefield(s) correctly, but whether you did it before the opponent managed to get high ground vision and start warping up the cliff. In other words, did you happen to be looking at the ramp at the exact moment you needed to? It was far more lucky and game-ending than the current issue of vortex in late-game PvZ. MC and InCa had high win rates because they made sure to be on the attack as much as possible. There's no skill in forcing yourself up a ramp in that situation, just a matter of whether you'll get that moment to warp into the high ground. It's also actually a very clean example of how bad the game would be without defender's advantage. On February 03 2013 11:44 SiskosGoatee wrote: Show nested quote + And yet, it doesn't work like that empirically, if your theory was correct then Protoss would dominate on large maps and it doesn't happen that way.On February 03 2013 08:49 SiskosGoatee wrote: I do it differently, I create long rush distances to create big maps but I also make naturals hard to defend to offset the long rush distances and create multiple chocked attack paths into naturals and thirds. This rewards multi pronged aggression while leaving punishing 1a'ing, the opponent has defenders advantage only if you can't multitask and split your army properly That's not a proper solution, and I label this Exhibit C. It just encourages everyone to play Protoss and do early warp gate all-ins. The opponent has defender's advantage only if the attacker can't reinforce immediately on the front line. We've already been through this phase of mapmaking, back when players like MC dominated everyone with sentry-based gateway timings on maps with highly exposed naturals. On top of that, sentry all ins are terrible for multi pronged aggression. Gateway all ins just don't work well going trough multiple chokes. You go with them in one boom. You really cannot micro forcefields on multiple fronts at the same time. Protoss has dominated on large maps and maps with open naturals, historically. Calm Before the Storm, for example, only lasted a single season of GSL because it was a Protoss-dominating map. This was the official word from the GSL. Well, to be honest it will go one of two ways, depending on the map. Zerg will ultimately dominate if they have adequate opportunity to be up a base on a large map, such as Whirlwind. In the case of Calm Before the Storm, players could get easy 3 base, but the 4th was hard. That's Protoss heaven, since they don't have to face a larger economy from their opponent. In either situation, Terran is the loser due to their inability to overcome rush distance in any way. You can throw around the word "empirically" for the hell of it, but empirically on large maps that allow the Protoss to safely keep on equal economy to the opponent, the Protoss dominates. Metalopolis (after the disabling of close spawn) also demonstrates this relationship well. Protoss dominated Terran, as is to be expected with Metalopolis' design of the natural, and Zerg dominated everyone due to their ability to take a third while easily denying the third of their opponent. It became known as a Zerg map for that reason, but Terran still had a shitty time of it against Protoss. On February 03 2013 11:44 SiskosGoatee wrote: Show nested quote + Exhibit: you don't know what you're talking about. It has been empirically found that hatch first leaves you with only 20 minerals advantage versus 15pool. Please don't tell me how to ZvZ.[Exhibit D. Anything other than 10 pool you just mentioned does not punish a 15 hatchery; you end up way behind unless the hatch-first player gets too greedy with drone saturation and you manage to find a timing window, but that's relying on a mistake from the opponent. Zerg, far more than the other two races, snowballs when it comes to macro and economy. The advantage hatch first offers to 15 pool is extremely marginal. Show nested quote + Most pros know this since it has been out (except Koreans because they don't get the memo, they also extractor trick for sme reason), that's why Hatch first is very rare these days.It's not as simple as playing safe with a 15 pool or 14g/14p all the time and expecting to win most of your ZvZs. If you think you know better than the pros on this, then I daresay lorestarcraft isn't the egocentric one here. http://www.youtube.com/watch?v=o3YYKR1zVgc Check it out. The advantage hatch first gives versus 15 pool is really insignifiant, as is the advantage 15pool gives to 11pool which was also found to only be around 30 minerals. The build order advantages in ZvZ are very low due to the nature of larvae. Exhibit E. Larvae is essentially a 4th resource for Zerg. Simply looking at initial mineral benefit doesn't even begin to explain the advantages a hatch-first build gains. You're opening yourself up to 3-7 additional larvae production much faster than your opponent. That snowballs quickly. The reason you don't see hatch-first a lot these days is because so many Zergs now 10 pool blindly to deny the chance of their opponent getting way ahead. Saying "Koreans didn't get the memo" on this point is ridiculous. On February 03 2013 11:44 SiskosGoatee wrote: Show nested quote + It's not a skill, it's a gamble. If you send 2 but one would've found it you just gambled, that's all.Rather, you can't make 4p maps. The style of maps you make would be completely broken in a 4p setting, not that scouting is luck based. Early game scouting on 4p maps is a skill unto itself. Do you send 2 scouts to find the opponent faster, or is your build safe enough that 1 scout will suffice? That takes a lot of knowledge of the game and one's own strategy to decide properly. There's also inferring your opponent's location based on the timing and direction of the opponent's scout and redirecting your scout to the correct location. That takes game sense. THe only 4 player maps I made are 2 in 1 maps which are cross only. I don't like 4 player maps for a number of reasons I've given before. But mostly the fact of scouting and that mains need to double as expos. That's not gambling, that's a calculated decision based on a lot of experience and planning. It's weird to me that you keep touting skill but want to transform early game scouting into a no-skill, automated process in every case. On February 03 2013 11:44 SiskosGoatee wrote: Show nested quote + Sounds good, in that case a proxy is a strategy that doesn't rely on RNG any more. You see people proxy in the middle of a 4 player map just as often, in which case it's just if the RNG rolls in your favour. I do believe you can demonstrate that proxying on a 4 player map has the same expectancy value of success, it's just more random and outlier. If you find them first with your proxy and they scout you very late it's extremely powerful, in reverse very weak, on average just as powerful as on a 2 player map. It doesn't make proxies less powerful, it makes them more random.Restricting the game to only 2p maps creates its own problems. For example, you can blindly perform a proxy strategy on 2p maps, because your opponent's location will always be the same. It's better to have a range of maps where that kind of dice throwing is not always possible. Exhibit F. Proxy strategies are far, far more common on 2p maps due to its far higher guarantee of success. Scouting isn't necessary, which means additional income generated earlier with that worker to hit the timing faster. Automatically knowing your opponent's location means the proxy can be even closer, which means the timing again hits faster and harder. Saying that a 4p map doesn't make proxies less powerful is incredibly ignorant. On February 03 2013 11:44 SiskosGoatee wrote: We both agree there is a certain optimum amount of defenders advantage, too little and the game becomes too short and hectic, too much and the game becomes too stale. Where the optimum lies is subjective. I believe the metagame with the exception of ZvZ and PvP is currently over that optimum and there is too much defenders advantage because there is too much downtime. If I designed an RTS, every MU would be very ZvZ like and it' the matchup I enjoy playing and watching the most because there's always something to do. In TvT or PvZ or TvZ or TvP you often just sit in your base doing your build and you really feel like 'There is nothing else I could be doing right now'. In ZvZ there isn't really any idle time, there is always stuff to do. Ah, I see. | ||
SiskosGoatee
Albania1482 Posts
On February 03 2013 13:28 iamcaustic wrote: So why didn't other players do the same thing as Inca and MC, clearly Inca and MC understood something better in those days? You can't attribute InCa's ridiculous PvP winrate at that time to luck any more. MC and inca just had the best micro around those days, and in PvP of old, Micro was everything. THere was nothing random about it, they microed better.Show nested quote + On February 03 2013 11:44 SiskosGoatee wrote: On February 03 2013 11:03 iamcaustic wrote: No, in the times of 4gate vs 4gate there was no luck involved, this was the time MC and Inca had ridculous winrates in PvP, it was pure skill, if your micro was better you won, there was no such thing as luck. Everyone did the same strat and whoever did it best won.On February 03 2013 08:49 SiskosGoatee wrote: Yeah, 10 minute matches where 90% of the time where was actually stuff happening instead of 'SO yeah ehh Tasteless, ask me a question during this downtime because both players have such defenders advantage that they elect not to attack each other and camp inside their base, so what's your favourite movie?'. I tend to take quality over quantity. Good games beat long games for me. Those weren't good games, and there certainly wasn't anything quality about them. Instead of long, boring games, you had short, awful games where someone with half their opponent's skill level could win by sheer dumb luck. That's not the solution for a competitive game. I'm with you 100% about the sick amount of downtime larger maps have, though. No, it was incredibly random. Many of those wins back then came down to the defending 4 gate player getting a good forcefield or not, and if they didn't, their army was automatically inferior due to the cost of getting the sentries, while the attacker would have stronger units. It wasn't even so much a case of landing the forcefield(s) correctly, but whether you did it before the opponent managed to get high ground vision and start warping up the cliff. In other words, did you happen to be looking at the ramp at the exact moment you needed to? It was far more lucky and game-ending than the current issue of vortex in late-game PvZ. MC and InCa had high win rates because they made sure to be on the attack as much as possible. There's no skill in forcing yourself up a ramp in that situation, just a matter of whether you'll get that moment to warp into the high ground. It's also actually a very clean example of how bad the game would be without defender's advantage. On February 03 2013 11:44 SiskosGoatee wrote: Show nested quote + And yet, it doesn't work like that empirically, if your theory was correct then Protoss would dominate on large maps and it doesn't happen that way.On February 03 2013 08:49 SiskosGoatee wrote: I do it differently, I create long rush distances to create big maps but I also make naturals hard to defend to offset the long rush distances and create multiple chocked attack paths into naturals and thirds. This rewards multi pronged aggression while leaving punishing 1a'ing, the opponent has defenders advantage only if you can't multitask and split your army properly That's not a proper solution, and I label this Exhibit C. It just encourages everyone to play Protoss and do early warp gate all-ins. The opponent has defender's advantage only if the attacker can't reinforce immediately on the front line. We've already been through this phase of mapmaking, back when players like MC dominated everyone with sentry-based gateway timings on maps with highly exposed naturals. On top of that, sentry all ins are terrible for multi pronged aggression. Gateway all ins just don't work well going trough multiple chokes. You go with them in one boom. You really cannot micro forcefields on multiple fronts at the same time. Protoss has dominated on large maps and maps with open naturals, historically. Calm Before the Storm, for example, only lasted a single season of GSL because it was a Protoss-dominating map. This was the official word from the GSL. Well, to be honest it will go one of two ways, depending on the map. Zerg will ultimately dominate if they have adequate opportunity to be up a base on a large map, such as Whirlwind. In the case of Calm Before the Storm, players could get easy 3 base, but the 4th was hard. That's Protoss heaven, since they don't have to face a larger economy from their opponent. In either situation, Terran is the loser due to their inability to overcome rush distance in any way.[/quote]Oh yes, that Protoss heaven of 15 wins and 14 losses in the GSL. 14-14 vs Terran and 3-2 versus Zerg. You can throw around the word "empirically" for the hell of it, but empirically on large maps that allow the Protoss to safely keep on equal economy to the opponent, the Protoss dominates. Well, apparently not calm before the storm.Metalopolis (after the disabling of close spawn) also demonstrates this relationship well. Protoss dominated Terran, as is to be expected with Metalopolis' design of the natural, and Zerg dominated everyone due to their ability to take a third while easily denying the third of their opponent. It became known as a Zerg map for that reason, but Terran still had a shitty time of it against Protoss And yet, metropolis which is even larger leaves us with this; PvT: 89-97 (47.8%)Atlantis spaceship with this: PvT: 19-20 (48.7%) Whirlwind with this: PvT: 20-24 (45.5%). 'Empirically', you're talking out of the proverbial derrière. There are cancelling factors you know, such as drops becoming increasingly more powerful on larger maps, On February 03 2013 11:44 SiskosGoatee wrote: You clearly didn't watch the video did you, it illustrates how pool first at 7:00 versus hatch first leaves you with the same drone count but 30 minerals less mined and it also explains how pool first actually gives you more larvae in the early stages of the game than hatch first.Exhibit E. Larvae is essentially a 4th resource for Zerg. Simply looking at initial mineral benefit doesn't even begin to explain the advantages a hatch-first build gains. You're opening yourself up to 3-7 additional larvae production much faster than your opponent. That snowballs quickly. The reason you don't see hatch-first a lot these days is because so many Zergs now 10 pool blindly to deny the chance of their opponent getting way ahead. Saying "Koreans didn't get the memo" on this point is ridiculous. The reason only Koreans still hatch first and almost no foreigner does is exactly this, they didn't get the memo, this happens quite often. Koreans also kept using the extractor trick even though it was proven to be useless because they didn't read the English investigation which showed it leaves you about 6 minerals behind on 9 overlord and gives you a later overlord. On February 03 2013 11:44 SiskosGoatee wrote: Show nested quote + It's not a skill, it's a gamble. If you send 2 but one would've found it you just gambled, that's all.Rather, you can't make 4p maps. The style of maps you make would be completely broken in a 4p setting, not that scouting is luck based. Early game scouting on 4p maps is a skill unto itself. Do you send 2 scouts to find the opponent faster, or is your build safe enough that 1 scout will suffice? That takes a lot of knowledge of the game and one's own strategy to decide properly. There's also inferring your opponent's location based on the timing and direction of the opponent's scout and redirecting your scout to the correct location. That takes game sense. THe only 4 player maps I made are 2 in 1 maps which are cross only. I don't like 4 player maps for a number of reasons I've given before. But mostly the fact of scouting and that mains need to double as expos. That's not gambling, that's a calculated decision based on a lot of experience and planning. It's weird to me that you keep touting skill but want to transform early game scouting into a no-skill, automated process in every case.[/quote]A calculated gamble is still a gamble. If I have an even d6 and say 'If it lands on 1 you give me a thousand euro, if it lands on any other side, I give you 2000 euro.', the calculated gable is of course to accept this little wager, it's the smart thing to do. that doesn't mean that it's still a gamble and it could just land on 1 outside of your control. On February 03 2013 11:44 SiskosGoatee wrote: Show nested quote + Sounds good, in that case a proxy is a strategy that doesn't rely on RNG any more. You see people proxy in the middle of a 4 player map just as often, in which case it's just if the RNG rolls in your favour. I do believe you can demonstrate that proxying on a 4 player map has the same expectancy value of success, it's just more random and outlier. If you find them first with your proxy and they scout you very late it's extremely powerful, in reverse very weak, on average just as powerful as on a 2 player map. It doesn't make proxies less powerful, it makes them more random.Restricting the game to only 2p maps creates its own problems. For example, you can blindly perform a proxy strategy on 2p maps, because your opponent's location will always be the same. It's better to have a range of maps where that kind of dice throwing is not always possible. Exhibit F. Proxy strategies are far, far more common on 2p maps due to its far higher guarantee of success. Scouting isn't necessary, which means additional income generated earlier with that worker to hit the timing faster. Automatically knowing your opponent's location means the proxy can be even closer, which means the timing again hits faster and harder. Saying that a 4p map doesn't make proxies less powerful is incredibly ignorant.[/quote]Saying that it does make it weaker displays a lack of insight in mathematics, allow me to illustrate, our schematic map: ![]() Here, assume you proxy in the centre and it's a 4 player map. This will give you a rush distance of 5 no matter where your opponent spawns. Your opponent can find you at a distance of 6, 6+8=14, or 14+6 = 20 depending on where you spawn. Therefore, the expectancy value of the distance your opponent must travel to find you is 13.3 Let's assume the map is cross only. In that case your opponent goes straight for your base, in that case he will always have to travel 10 units to find you. therefore, as long as you proxy outside 1.7 units of his main nexus on this theoretical map, the end result is the same. It's quite easy to see. The fact that your proxy is further away is offset by the fact that on average on a map with more spawns, it will take your opponent longer to find your base and realize you are proxying which negates that and gives your opponent less time to react before it's too late. | ||
iamcaustic
Canada1509 Posts
![]() On February 03 2013 14:05 SiskosGoatee wrote: So why didn't other players do the same thing as Inca and MC, clearly Inca and MC understood something better in those days? You can't attribute InCa's ridiculous PvP winrate at that time to luck any more. MC and inca just had the best micro around those days, and in PvP of old, Micro was everything. THere was nothing random about it, they microed better. Other players were busy trying to figure out if you could actually stop 4gate. Since 4gate is an all-in, the general response when not doing an all-in would be to defend it and win. Eventually a fast robo build came out, but it relied entirely on not letting your opponent up the ramp (same idea as defensive 4gate), and thus its win rate was far lower than doing the no-skill style of 4gate all-in due to the sheer volatility and randomness of the situation. If you were successful though, then your immortal tech would shut down 4gate and win the game. When warp gate tech was nerfed and the robo build became more polished, we saw guys like MC and InCa drop significantly off the radar for a little while. MC recovered by learning some relatively skill-less 2 base all-ins (only to fall off the radar again until he learned how to play out a full game), but InCa never did. If that's what you consider "skill", then you and I have some significant differences regarding the term. MC does deserve some props, though, to always continue improving his skill level to surpass his Brood War status of "suicide Toss". He's now a well-rounded player with a strong repertoire of early timings, all-ins, and long-term play. On February 03 2013 14:05 SiskosGoatee wrote: Oh yes, that Protoss heaven of 15 wins and 14 losses in the GSL. 14-14 vs Terran and 3-2 versus Zerg. In the one season it was used, 2011 GSL November, Protoss had a 75% win rate (9-3). Even in the one GSTL season it was used, it was an even 50% (5-5) due to a bunch of Code B Protoss' being faced against Code A and Code S Terrans at the time. That goes without saying all the results in the teams' practice sessions. But you're right, it does look pretty balanced at face value thanks to Protoss performing poorly in the following season's Up&Downs. Tassadar losing to Bomber and Ryung (two Terrans who continue to be Code S staples), InCa losing to Virus, and JYP the notoriously bad PvTer losing to Clide. Yes, the incredible difference in skill in the GSTL and Up&Downs after a Protoss-dominating performance in the previous GSL should have convinced the GOM staff that the map was, in fact, actually balanced and not at all Protoss favoured. By no means should they have considered how the games played out or the data and feedback they received from the pro teams. You remind me of those people who think TDA was perfectly fine because the win rates at face value looked balanced, rather than actually seeing what was really going on and realizing how broken the map was. On February 03 2013 14:05 SiskosGoatee wrote: You clearly didn't watch the video did you, it illustrates how pool first at 7:00 versus hatch first leaves you with the same drone count but 30 minerals less mined and it also explains how pool first actually gives you more larvae in the early stages of the game than hatch first. The reason only Koreans still hatch first and almost no foreigner does is exactly this, they didn't get the memo, this happens quite often. Koreans also kept using the extractor trick even though it was proven to be useless because they didn't read the English investigation which showed it leaves you about 6 minerals behind on 9 overlord and gives you a later overlord. I did watch the video. He explains pretty simply that the power of 15 hatch comes with the double inject at ~5:00. It's during that timing that the 15 hatch player is going to have a swell of larvae and can get aggressive vs. a 15 pool. If you go 15 pool, you're subject to that timing and can lose your natural due to the superior numbers of the 15 hatch, which is basically game ending. With good scouting, a 15 hatch player who is in a safe position will also have the option to get way ahead economically by droning at that point with the larvae influx. That benefit really starts kicking in later than the ~8 minutes he leaves his games. His data was purely based upon someone wanting to play a passive macro game and is not subject to any aggression, and only really focuses on a specific sliver of time (between 5 and 8 minutes). In that very narrow, cherry-picked scenario, then yes one could say 15 pool is just as good as 15 hatch. Unfortunately, real games aren't that clean, especially ZvZ games. On February 03 2013 14:05 SiskosGoatee wrote: A calculated gamble is still a gamble. If I have an even d6 and say 'If it lands on 1 you give me a thousand euro, if it lands on any other side, I give you 2000 euro.', the calculated gable is of course to accept this little wager, it's the smart thing to do. that doesn't mean that it's still a gamble and it could just land on 1 outside of your control. What, exactly, is the gamble here? It's purely a matter of scouting timings, and how quickly you need to find your opponent. On February 03 2013 14:05 SiskosGoatee wrote: Saying that it does make it weaker displays a lack of insight in mathematics, allow me to illustrate, our schematic map: To start with, any well designed 4p map should be looking at equal distance close-spawn, so a square, not a rectangle. That aside, your logic is ridiculous. The only likely mid-map proxy strategies are going to be proxy rax or proxy gate. In this case, it's all about the reinforcement rallies and how quickly they arrive. In every case, the reinforcement waves will arrive much later than a more ideal proxy location where the opponent's spawn is pre-known. Using your little diagram, it's the difference between a reinforcement distance of 5 and 2. That adds up significantly, an additional distance of 3 per rally. Then we can look into the tech proxies. These types of proxies are completely ineffective on 4p maps without prior scouting unless the type of tech isn't a production building, e.g. dark shrine. Even then, you still need to figure out the opponent's location before you can rally your attack there. On a 2p map, such a strategy does not require any scouting investment, as the pre-knowledge of your opponent's position allows you to proxy optimally regardless whether you scout or not. Keeping that worker mining is a difference of 40 minerals/minute. Given how tech proxies occur later in the game in comparison to the previous example, we're talking a difference of hundreds of minerals. That has a significant impact on the timing of a proxy rush. This is all very simple math, and certainly I'm not the one lacking the insight here. In all cases, whether a 2p map or a 4p map of reasonable dimensions, a properly timed scouting pattern will find the proxy player before the proxy attack strikes. It is the proxy attack itself that is affected significantly depending on the map type. | ||
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