• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:38
CET 12:38
KST 20:38
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT20Behind the Blue - Team Liquid History Book16Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0224LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker16
StarCraft 2
General
Terran Scanner Sweep ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Weekly Cups (Feb 9-15): herO doubles up
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) LiuLi Cup: 2025 Grand Finals (Feb 10-16) Master Swan Open (Global Bronze-Master 2) WardiTV Team League Season 10
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 513 Attrition Warfare The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth
Brood War
General
Gypsy to Korea TvZ is the most complete match up BGH Auto Balance -> http://bghmmr.eu/ Ladder maps - how we can make blizz update them? Brood War inspired Terran vs Zerg cinematic – feed
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Zealot bombing is no longer popular? Current Meta
Other Games
General Games
ZeroSpace Megathread Path of Exile Diablo 2 thread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Inside the Communication of …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2560 users

Mid map bases

Forum Index > SC2 Maps & Custom Games
Post a Reply
Shiraq
Profile Joined March 2016
17 Posts
September 27 2016 07:45 GMT
#1
Because town halls are 5 squares big and map sizes are in even numbers, it seems it's impossible to place an expansion in the middle of the map, equally accessible to both players, unless the map is diagonally symmetrical.

I checked how blizzard solved this on Ulrena, and to my suprise I found that they simply didn't. The two mid map bases on Ulrena are both 1 square closer to one of the players. However, I never heard anyone complain about this, so maybe it's not a big deal? The perfectionist in me shivers at the thought however...

My question is, do you find this acceptable? Is it ok to have a mid-map base be 1 square off? Or better yet, is there some kind of solution?

One solution I thought of is to simply have the space for the town hall be 1 square bigger, so that each player can place their town hall in the closer spot, but this would make the base have a slightly non-standard income as you'd get more far patches than normal.

You could counteract this by placing 4 close patches above or below the town hall (if the players are left and right on the map), and then 4 patches to either side. Depending on where the player places their town hall, 2 of the side patches will be close and 2 will be far, resulting in the standard 6,2 base. However, doing this I can't seem to fit any geysers in, so they'll end up being in the top/bottom opposite side of the minerals. It all results in a terribly wonky and ugly base design:

+ Show Spoiler +
[image loading]


Thoughts? Ideas? What is the best way to make a mid-map base in a non-diagonal map?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 27 2016 09:38 GMT
#2
it's not ideal but i don't think a 1 tile difference will ever decide a game
vibeo gane,
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2016-09-27 11:22:50
September 27 2016 11:20 GMT
#3
If you like that, then you will have a lot of fun with this one:

http://wiki.teamliquid.net/starcraft2/Gwangalli_Beach (Official WCS Korea map S2 2013)
[image loading]
Random is hard work dude...
Samro225am
Profile Joined August 2010
Germany982 Posts
September 27 2016 12:40 GMT
#4
there is no reason to counteract this 'issue'. main, nat and also thirds really should be the same, but a middle of the map base one unit off the balance does not favor one side that much. You can actually find solutions in terrain design to make the walking travel distance the same, by adjusting cliffs and blocking doodads accordingly. i did that on a sip map to have bases in the same distance that cannot be perfectly symmetrical dues to 'symmetry' issues (like in na 3p map).
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 27 2016 14:30 GMT
#5
solution: don't work on reflectional maps or place bases on the axis.
"Not you."
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 27 2016 20:17 GMT
#6
On September 27 2016 23:30 Meavis wrote:
solution: don't work on reflectional maps or place bases on the axis.

Real solution: don't give a fuck about it, because it's the most non-issue issue in map design. It's never impacted anything to any appreciable degree, ever. And it never will.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Avexyli
Profile Blog Joined April 2014
United States703 Posts
September 27 2016 20:32 GMT
#7
Other solution...

Expand map bounds by 1 cell in a direction.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 27 2016 21:26 GMT
#8
Terrain can only be expanded in increments of 2 units, so 1 extra unit would just dangle awkwardly. If it worked that way it would probably already be a commonly practiced solution.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
September 28 2016 03:19 GMT
#9
On September 28 2016 05:17 NewSunshine wrote:
Show nested quote +
On September 27 2016 23:30 Meavis wrote:
solution: don't work on reflectional maps or place bases on the axis.

Real solution: don't give a fuck about it, because it's the most non-issue issue in map design. It's never impacted anything to any appreciable degree, ever. And it never will.

Be careful with that, that's too strong of an statement to make for an emergent game such as SC, there have been games won and lost by less than 1 hex of misplacement on a Townhall building.

That said, OP, just take the Ulrena approach, there is no option here, the other proposal of creating inefficiencies in the mineral lines in order to correct for said extra hex is the wrong way about it, because player's ease of understanding (of everything inside the game) is more important than having players win or lose based on what I just reprimanded NewSunshine for. Yes, there might be a case or many cases, where players might lose a game because you couldn't center the Town Hall to the map correctly, well, that's just life, you as creator and the player have no other efficient option which will not degenerate into other game issues, that's how it goes.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 28 2016 04:25 GMT
#10
Well it's about as or even less significant than the larva advantage the player at the top of the map has in ZvZ. There are a lot of potential little imbalances even in seemingly symmetrical maps.
~ ~ <°)))><~ ~ ~
fluidrone
Profile Blog Joined January 2015
France1478 Posts
September 28 2016 10:57 GMT
#11
i don't see the "impossibility"?

if you draw the layout from the center outwards (complimenting both "sides" of the map exactly the same) ...?

then the hex you mentionned ends up on the border of the map, with no effect whatsoever (that is, if your map does not rely on the main expo being tucked against said edge/border of the map.. and even then, not much to talk about )

Solution: main has to be 360° drop-able
=
# sc for 2016
"not enough rights"
Shiraq
Profile Joined March 2016
17 Posts
September 28 2016 13:27 GMT
#12
On September 28 2016 12:19 Uvantak wrote:That said, OP, just take the Ulrena approach, there is no option here, the other proposal of creating inefficiencies in the mineral lines in order to correct for said extra hex is the wrong way about it, because player's ease of understanding (of everything inside the game) is more important than having players win or lose based on what I just reprimanded NewSunshine for. Yes, there might be a case or many cases, where players might lose a game because you couldn't center the Town Hall to the map correctly, well, that's just life, you as creator and the player have no other efficient option which will not degenerate into other game issues, that's how it goes.


Thanks for your input. I managed to make a base layout that works much better though. I think this results in a standard 6,2 income, let me know if I'm wrong. The only inefficiency is that one of the gases will be 1 unit further.

+ Show Spoiler +
[image loading]


I'm leaning towards using this setup because while I could agree with you on a map like Ulrena, this is a low econ map where this is the only 5th, and many games will probably be decided upon this base being sieged. Therefore I think it's important both players have the same distance from this base to a nearby ramp. That's the kind of thing that could decide a game, in my humble opinion. Still open to more input though!
Shiraq
Profile Joined March 2016
17 Posts
September 28 2016 13:28 GMT
#13
On September 28 2016 19:57 fluidrone wrote:
i don't see the "impossibility"?

if you draw the layout from the center outwards (complimenting both "sides" of the map exactly the same) ...?

then the hex you mentionned ends up on the border of the map, with no effect whatsoever (that is, if your map does not rely on the main expo being tucked against said edge/border of the map.. and even then, not much to talk about )

Solution: main has to be 360° drop-able
=
# sc for 2016


Cliffs only go in steps of 2 units, so it's not possible to do it this way, to my knowledge.
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2016-09-28 16:17:14
September 28 2016 16:16 GMT
#14
On September 28 2016 13:25 TheFish7 wrote:
Well it's about as or even less significant than the larva advantage the player at the top of the map has in ZvZ. There are a lot of potential little imbalances even in seemingly symmetrical maps.

U mean at the bottom?
Random is hard work dude...
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 28 2016 23:36 GMT
#15
Well, the player at the top has his larvae spawn at the bottom of his hatch, so closer to the middle and therefore less rush distance.

Other examples of tiny imbalance include but are not limited to

- Depending on map architecture, one player has a more clear view of units tucked out of view behind cliffs (less impactful in LotV due to the highlighting of units behind cliffs/doodads)
- The psychological impact of spawning at the bottom of the map, where it feels like your units are attacking uphill
- Right/Left handed players favoring moving their mouse in one direction (usually left to right) to select units and issue orders and how the architecture of the map interacts with this bias
- We've all seen the analyses on efficient gas mining even in symmetrical maps being asymmetrical

And so on. Personally I'd like to see more asymmetry in maps - mostly talking about aesthetics, map borders, maybe going to far as asymmetrical overlord pods or even los blockers.
~ ~ <°)))><~ ~ ~
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2016-09-29 02:19:58
September 29 2016 02:12 GMT
#16
On September 28 2016 12:19 Uvantak wrote:
Show nested quote +
On September 28 2016 05:17 NewSunshine wrote:
On September 27 2016 23:30 Meavis wrote:
solution: don't work on reflectional maps or place bases on the axis.

Real solution: don't give a fuck about it, because it's the most non-issue issue in map design. It's never impacted anything to any appreciable degree, ever. And it never will.

Be careful with that, that's too strong of an statement to make for an emergent game such as SC, there have been games won and lost by less than 1 hex of misplacement on a Townhall building.

Misplacing a town hall by 1 unit is much more impactful than the potential ramifications of available terrain on either side of a base that's off by 1 unit, it's lost income and therefore units. The extent of the asymmetry behind the mineral line is infinitesimal, and can be further offset by the particular manner in which you place the minerals themselves. Even in real science and engineering, there's an acceptable level of imprecision when it comes to certain things, because the impact of it being off slightly is frankly negligible. If you really want to be a purist about symmetry, start with the fact that the 2 players can play entirely different races. There's a level of asymmetry that's built into the game's core, and it really doesn't need to be ironed out.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Phaenoman
Profile Joined February 2013
568 Posts
September 29 2016 11:03 GMT
#17
On September 29 2016 08:36 TheFish7 wrote:
Well, the player at the top has his larvae spawn at the bottom of his hatch, so closer to the middle and therefore less rush distance.

I see. My argumentation was based on the thought that having the larva face the mineral line gives you an advantage in defending and mining.
Random is hard work dude...
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2016-09-30 14:16:50
September 30 2016 14:05 GMT
#18
--- Nuked ---
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2016-09-30 21:52:36
September 30 2016 21:52 GMT
#19
Nice post Barrin, you forgot the 2x1 Minerals tho!

Anyhow, I consider that if the discussion had to go down the "imbalance" rabbit hole, we should do the important distinction between, "Imbalance", Asymmetry and Deterministic Imbalance/randomness.

A Mineral patch being 2x1 is both Deterministic and Asymmetric (for non-mirroed maps).

The Larvae in a Hatchery is both Random and Asymmetric, the larva movements/eggs might block close by Hexes that otherwise would be build-able.

Both of these situations can lead by Butterfly Effect into players getting behind or losing the game, be it by Deterministic mediums (Cannon Rush positioning is stronger behind a specific Natural base because of 2x1 Minerals), or a Z player can't position his Pool right in front of his hatchery so he can wall-off his Queen and be safe vs a 12 pooling opponent. Now because this issue was generated by a Non-deterministic factor (larvae movements) it can't be accounted for and planned in advance in order to avoid said incident.

Now here comes my biggest grudge when discussing these issues: A player doesn't have to lose the game in a spectacular manner for these things to become serious issues in my eyes. BW had TONS off Deterministic Imbalances which created balance issues on badly crafted maps, I'm sure many of us will remember the Reaver spot in the lower left Natural of Gaia as a specially problematic/map breaking issue. Now because this issue is Deterministic players can fairly easily develop a metagame around it. It does not make it "Ok", yet, unlike the Non-Deterministic Imbalance generated by Larvae or others, this kind of Deterministic Imbalances can also deepens and lengthens the lifespan of the map by adding this new layer of strategic thinking.

It could very easily be argued that such a layer like the Gaia natural do not make for a specially "interesting" area of strategic exploration, and that's a fair point, yet just by lengthening the strategic lifespan of the map by adding such features I would say that's a intrinsic value in and out of itself.

So, yeah. In my opinion I agree with NewSunshine and you Barrin regarding that things such as having a base 1 hex favoring a player can be done in a map without much issue, but I disagree that said things can be done without putting great care into how said deterministic imbalance affects all areas of the map, and this includes making 100% sure that said positioning imbalance does not show with units such as tanks or others. Because even when players might not lose a game because of a non-perfectly positioned Townhall, it will still affect the game by Butterfly Effect.

How many games have been lost because a certain player didn't had the 5 extra minerals to build an extra CC or Assimilator and avoid a defeat? I would say probably more than any of us can count.

Beware that I'm not saying to everything be frozen in place until all variables are accounted for because that's simply impossible. Instead, just like when I advocate care with Natural Mineral lines regarding cannon rushes, I advocate caution and care, be mindful that if a player on a tournament or wherever else loses a game because of Deterministic Imbalance such as a non-symmetrical town hall positioning, it was your decision as a Mapmaker and not because of oversight.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Please log in or register to reply.
Live Events Refresh
KCM Race Survival
10:00
Regular season
Kim Chul Min (afreeca) 1036
LiquipediaDiscussion
PiG Sty Festival
09:00
Group A
Maru vs Bunny
Classic vs SHIN
PiGStarcraft1010
IndyStarCraft 232
TKL 218
Rex150
IntoTheiNu 20
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft1010
IndyStarCraft 232
TKL 218
ProTech155
Rex 150
Lowko144
StarCraft: Brood War
Britney 28126
Horang2 7938
GuemChi 2945
Hyuk 2891
Sea 1351
Bisu 1056
Jaedong 628
Flash 529
Mini 287
ZerO 278
[ Show more ]
Stork 248
BeSt 228
Snow 208
Hyun 172
Last 168
EffOrt 164
Pusan 122
ggaemo 107
Light 100
Larva 100
Mong 94
hero 88
Rush 74
Soulkey 53
Barracks 49
sorry 42
Hm[arnc] 37
Mind 33
JulyZerg 31
ToSsGirL 28
JYJ 28
sSak 26
scan(afreeca) 22
NaDa 22
Free 21
Yoon 21
Icarus 19
Bale 18
Terrorterran 18
910 16
ZergMaN 15
GoRush 12
Shuttle 12
Movie 11
Dota 2
Gorgc1798
XaKoH 560
XcaliburYe45
canceldota39
Counter-Strike
olofmeister2008
zeus1289
allub253
x6flipin215
kRYSTAL_65
Heroes of the Storm
Khaldor150
Other Games
singsing2528
Liquid`RaSZi1000
B2W.Neo379
crisheroes222
Fuzer 119
Mew2King65
Trikslyr29
QueenE6
Organizations
Other Games
gamesdonequick519
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 70
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1463
Upcoming Events
WardiTV Winter Champion…
22m
OSC
22m
Replay Cast
12h 22m
PiG Sty Festival
21h 22m
Clem vs Percival
Zoun vs Solar
Escore
22h 22m
Epic.LAN
1d
Replay Cast
1d 12h
PiG Sty Festival
1d 21h
herO vs NightMare
Reynor vs Cure
CranKy Ducklings
1d 22h
Epic.LAN
2 days
[ Show More ]
Replay Cast
2 days
PiG Sty Festival
2 days
Serral vs YoungYakov
ByuN vs ShoWTimE
Sparkling Tuna Cup
2 days
Replay Cast
3 days
Replay Cast
3 days
Wardi Open
4 days
Monday Night Weeklies
4 days
Replay Cast
4 days
WardiTV Winter Champion…
5 days
WardiTV Winter Champion…
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-02-18
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Escore Tournament S1: King of Kings
[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026: China & Korea Invitational
[S:21] ASL SEASON OPEN 2nd Round
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.