![[image loading]](https://i.imgur.com/Gys0glv.png)
Size: 140x144
Spawns: Bot Left / Top Right
Uploaded to all sc2 servers as Overgrown [PLX]
12 total bases, 10 split between both sides
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Forum Index > SC2 Maps & Custom Games |
Pklixian
Canada81 Posts
![]() Size: 140x144 Spawns: Bot Left / Top Right Uploaded to all sc2 servers as Overgrown [PLX] 12 total bases, 10 split between both sides __________________________________________________________________________________________________ | ||
lorestarcraft
United States1049 Posts
I don't think the low ground area in front of the natural will work too well, seems pretty easy to defend as it is, and I feel the middle while it appears interesting, will have more "east to west" movement as people gravitate to the edges rather than people taking advantage of opening up that fast middle path and using it. | ||
Isto
52 Posts
Is there any map with wide open spaces especially in the center like some brood war maps and if not why. Another thing i have been wondering that no maps seem to have those kind of cliffs you can drop stuff like next to natural expansions in The Lost Temple. | ||
Pklixian
Canada81 Posts
On October 02 2020 22:51 Isto wrote: One thing i have been wondering, why starcraft 2 maps always seem similar to eachother, all of them have thoes kind of closed corridors. Is there any map with wide open spaces especially in the center like some brood war maps and if not why. Another thing i have been wondering that no maps seem to have those kind of cliffs you can drop stuff like next to natural expansions in The Lost Temple. Main reason that I know of is that generally very wide open spaces poses issues that always differ and hard to pin down (Odyssey a map made by Avex while he was still making maps is a good example of this) And closed corridors tends to lead to better design for the current balance of the game, such is the reason why a lot of standard maps look similar. There's a philosophy that is being followed as it leads to the best / easiest results. And anything too different is torched on the spot when its ran through the gauntlet that is TLMC. Generally, anything from brood war's design WILL NOT work well with SC2, the unit pathing and balance is very different. Which means the design goes away from such ideas. And to add onto that, drop pods. that cannot be attacked by ground units without vision / a pathing route is very bad and not recommended. Lost Temple is an old map for a reason, a very poorly designed map while at it. And the inability to deal with, I.E. siege tanks sieging your natural. poses horrible design. When it comes to design, due to the streamlining and massive changes LotV made, and the updates since its launch. Stuff from HotS / WoL are not recommended as they are beyond broken in terms of balancing a map's design / do not work anymore due to design changes. And any concept from BW is just a bad idea due to SC2's design. Theres a reason why ladder maps that are "standard" tend to have a similar expansion pattern. With the first 3-4 bases being easily recognizable. Since SC2, unlike BW. Went head first into esports, the main focus was it's balance and design. Meaning with how fluid things are alot of old ideas were instantly torched. Very open spaces are no longer needed as units don't derp across the map, but go straight to their point. So the more open a map is = better it is for Zerg in particular to surround. Open corridors = bases being threatened sooner than they should. etc. It depends on the goal of the map's design. But alot of regularities tend to follow for a reason. | ||
Pklixian
Canada81 Posts
On September 29 2020 05:36 lorestarcraft wrote: I like the look of this a lot, nice palette. I don't think the low ground area in front of the natural will work too well, seems pretty easy to defend as it is, and I feel the middle while it appears interesting, will have more "east to west" movement as people gravitate to the edges rather than people taking advantage of opening up that fast middle path and using it. Thanks!, and yeah I can see what you mean. Generally for the space in front of the nat there are changes to be put into place when I feel like it, mainly moving the LoS away as that location is deadly for tanks (Tanks behind the Los & on the highground, and with such a long wrap around it would kinda suck to engage the area) Along other minor and needed changes. And generally the purpose of middle is to allow movement throughout the map, with pods. I would of prefered to not complete wall off the path leading to triangle, but before the rush distance was insanely short without that blockage. And the third was far too vulnerable. So it works better for the maps flow. Generally due to the low base density "East to West" tends to be a strong factor, as you need to cancel any base your opponent may try to take. And while the rocks protecting triangle may not be destroyed, That doesn't fully matter. It depends, I will need to see games on the map when the time comes, until then this is the finished product. | ||
Isto
52 Posts
The game should be able to be played on any kind of map without that kind of issues. Seems like something really flawed on design or some biased thought on somewhere. Wonder why Starcraft 1 have never had any issues like this. These games are probably made by different people. No it does not, Lost Temple is one of the better maps and always will be. It was popular for a reason. Way better than Fighting Spirit at least. I think there are lots of biased stuff going around starcraft 2 that were completely unheard and still is on Starcraft 1. If Starcraft 2 had focus on balancing, why is it still worse than the balance of Starcarft 1 on its launch day ? 10 years of balancing the game and still not done. Maybe because it goes backwards, you have focus on balancing the game on certain group of individuals within the game or certain type of environment or only for certain type of maps. Use tournament results as a reference on what is balanced and what is not. Seems completely biased in a way that can never produce real balance. The only thing that makes sense to me was the last chapter of your post. That sounds solid reasoning. That certain type of maps produce better games and thats why they are popular and that is also the reason why Lost Temple was popular, it produced better games and people liked it. For the creator of the map, i suggest you also try different approaches and seek what others have not yet found. | ||
CharactR
Canada104 Posts
+ Show Spoiler + One thing i have been wondering, why starcraft 2 maps always seem similar to eachother, all of them have thoes kind of closed corridors. meanwhile there's been some people complaining how overly open the maps are, you can never win goddamn it. Also if a map is very open it's just a zerg haven. Sounds stupid and flawed to me. To use only certain type of maps because of how the game is "balanced" Show nested quote + If Starcraft 2 had focus on balancing, why is it still worse than the balance of Starcarft 1 on its launch day ? 10 years of balancing the game and still not done. X (doubt) so which is it? do you want different maps or do you want balanced maps? and before you mention golden wall, it's one of those rare exceptions, when different maps that tried something even mildly new came to ladder in the past they were often imbalanced, they were not well liked and they stayed on ladder for like part of a season, even gsl would replace them with a 4 player map. I would suggest trying to make one yourself and then asking a high level player or pro what they think of it, or submitting to tlmc, hey if it's innovative and balanced it should get through no problem and everyone will love it right? ![]() No it does not, Lost Temple is one of the better maps and always will be. It was popular for a reason. Way better than Fighting Spirit at least. I think there's some confusion here, It sounds like you're talking about broodwar lost temple, while pk is referring to sc2's lost temple from wings. lets go back to this: If Starcraft 2 had focus on balancing, why is it still worse than the balance of Starcarft 1 on its launch day ? sc1 and sc2 balance aren't even comparable because of how buggy the units/pathing are, the way high ground works in broodwar changes things a lot when you have a 50% chance to miss, there are different units that are good at different things, and the map matters more in broodwar, etc take tvz for example: in sc1 a tight choke leading into a third is good for zerg because they can more easily defend bio pushes with lurkers. Think fighting spirit in sc2 an open area on a third allows zerg to more easily flank, and/ or surround units or because it's less easily walled they have an easier time just backstabbing you or diving into your mineral line or defending their own base because there's no choke for terran to abuse. think the low ground third on ever dream. because of this the way map affects the use of units is different and creates different limitations for map design. plsu part of the balance in broodwar is how much more effort it takes to do anything effectively in that damn game. Maybe because it goes backwards, you have focus on balancing the game on certain group of individuals within the game or certain type of environment or only for certain type of maps. Use tournament results as a reference on what is balanced and what is not. Seems completely biased in a way that can never produce real balance. so if you don't want to base it on high level tournament play, what are we basing this on? ladder as a whole? only the highest level of ladder? feelings? offer an alternative to what it should be based on if you're going to bring it up I should also mention that the people that judge the maps that wind up getting to ladder are usually gms or pro players so mapper's alone aren't to blame. only for certain type of maps you mean the ones in the pool at the given time? I thought you said they were all the same anyway? For the creator of the map, i suggest you also try different approaches and seek what others have not yet found ah yes, because in 10 years no one has ever tried anything different ever. spoiler alert you can usually predict pretty accurately how changing a feature affects balance so you don't want ever base to be along the side? well now there's so much airspace it's drop, muta phoenix haven. want more open naturals? now protoss can't even take one against zerg chokes everywhere? now it's unplayable for zerg. open everywhere? now it's a nightmare for terran and toss backwards bases like kss style ones? haven for tanks unless you eat a hole in the center of the map then it becomes good for liberators, ok mitigate that with a bunch of space behind the nat? now it's vulnerable to drops a bunch of middle bases? whoever controls the middle wins and it eats up a bunch of space tank drop pods like on moonlight madness? broken for terran giant holes in the map just make it look different? =/= good gameplay and is a waste of space. imagine if we brought back hots or wol maps simply because they looked different or designed similar ones for lotv. blizz already did that first thing in hots with the dream pool and is was a shitshow. that's not to say that people aren't making maps that are different and interesting, in fact you could probably dig through team liquid and find a few, especially if you look at some of zigguratofurs maps. https://tl.net/forum/sc2-maps/547779-2-moon-river https://tl.net/forum/sc2-maps/551908-2-pandemonium https://tl.net/forum/sc2-maps/558624-2-grand-canal https://tl.net/forum/sc2-maps/550178-2-caspian-gates or on the crazier end, some of the mappers delight maps. though a lot of them have features ladder maps wouldn't have and wouldn't be legal in tlmc unless blizzard added it as a feature. https://tl.net/forum/sc2-tournaments/563863-mappers-delight-3 https://tl.net/forum/sc2-tournaments/556688-mappers-delight-2 https://tl.net/forum/sc2-tournaments/551329-mappers-delight but none of these are probably coming to ladder anytime soon. I also know you don't put any stock into map stats from liquipedia because they focus on balancing the game on certain group of individuals within the game or certain type of environment or only for certain type of maps. Use tournament results as a reference on what is balanced and what is not. Seems completely biased in a way that can never produce real balance. or whatever. but I'm just going to drop this here anyway and tell you to look at the balance stats for the previous season and tell me that this is a super imbalanced game as you seem to imply. ![]() | ||
Isto
52 Posts
All maps do not have to be played by pros or regular map pools, it just strikes me that nobody does any different. In my opinion the maps should not be taken account when thinking balance at all. They are in my opinion a separate thing. I never even thought someone could think maps when making balance so reading what you wrote was new to me. If the balance is good players can do whatever on all different formats with any race and there is no problems like in Starcraft 1. If everybody always does the same stuff there is no possibility to find something new. A new standard will not be set. If people try different approach and be creative, someday someone will come up with something awesome that other people start to copy. In good balance there is something else on those situations if the standard approach do not work. I think what you mention is not an issue in brood war, it still do not seem imbalanced no matter the map. There are things like drops, recalls, specialized units like reaver, storm and such. Even disruption web can be of use in that situation, its not like its impossible if its not possible on standard approach. I always thought high position and ramps favours terran most and protoss had less than others to gain from it. Actually disruption web might be a good solution, if im right the lurkers wont shoot when under disruption web and zealots can just run on them. With couple of support spells the position can be broken with units that should never have a change. This is good balance that there is something you can do in all situations. Terran breaks that with siege tanks, science vessel and superior range and what zerg does, maybe muta, guardian, defiler or ultra ? Ultra might be a problem if there are buildings to block, but guardian would surely break that position. Im pretty sure you cannot give me an example where the player can do nothing. If the players do not use these approaches, it is their fault not of imbalance. They have been given the tools but for some reason avoid using them. Disruption web for example, is an ability you rarely will see if ever, so people have forgotten that it exists. It is actually quite strong. Corsairs are a unit that is popular in that match up already. That imbalance of how hard it is to control your units, 12 control groups is in disadvantage of zerg. I personally do not like it that the game have been made purposedly more hard just to give players harder time. Controlling lots of Zerglings in brood war is a nightmare. They wont even fit 1-9 groups. In starcraft 2 the game speed is so high on multiplayer that it does the same thing, completely shuts off the game to some players as unplayable and they might never get used to it as they stop playing after few games. These games are purposedly made hard. The game speed is more understandable as it produces better experience for the viewers but the 12 groups is not. Its like making the game worse to be able to say our game is harder than the others. In Dune 2 you could only select one unit which is horrible for the player, then even on command & conquer you can select as many as you want but still in starcraft which came later you can select 12. The control groups of 12 is the thing i would change in brood war, nothing else comes into mind. If not the groups, then i would want to give the players ability to select more units even the groups would still be 12. In starcraft 2 i believe the group is much larger and you have a possibility to select all units with one button. Not sure if this button is present in brood war too. Those things you mention, its not an issue of balance, if there is a map you described its not like one race do not have nothing at all. Terran uses liberators and vikings, zerg uses muta and protoss uses phoenix and oracle so where is the imbalance ? If those units are itself imbalanced it would be in every map so somehow you give me the feeling that because the game itself is already imbalanced, then the map makers must use their creativity to make maps where the game is more balanced as the game itself is not. In that example i suppose the air units are imbalanced already, so the map makers want to create maps where air units are harder to use. Again i do not feel that brood war have this problem, but every map is fine. Just pick a map, pick a race or be random and start playing, it is not imbalanced and never have been. This is what i call good design. Superb even. I do not have experience on starcarft 2 so i cannot say, but might be that if i would i could say to you that there is no imbalance in starcraft 2 either, its just that the players do not still fully know what they are doing. Still, when listening to Artosis speak it seems clear that there have been many real balance problems within starcraft 2 history. There are also many units and abilities that have been completely removed from the game, this have never been the case in starcraft 1. All the abilities and units are still the same than in their release date. This creates a stable environment to improve as a player and map maker. In this aspect at least, brood war is way better as a game. This reminds me of Warhammer, where the company shifts the balance in purpose towards certain models they want to sell more at that time. Its a never ending cycle of imbalance. But where is the benefit for blizzard to keep shifting starcraft 2 balance is something i do not know. There also seems to be something similar to politics involved in starcraft 2 which is unheard of in starcraft 1, that the players try to affect the opinion of the game designers to gain advantage. I really do not know about those examples you mention, but seems like they would have to be played with different approach. If there is no maps that have those kind of open spaces or what you describe, the players will never come up with an answer even there might be one. What comes to my mind, is that terran can use open spaces to put mines everywhere and move marines more freely. The banelings and zerglings come, the marines will run towards the mines. This is probably harder to do in closed corridors as the marines are trapped and the banelings can crush them more easily so it can also be said that closed corridors favour zerg as they want the opponent to have units in small area they can hit from different angles with no possible escape routes, as in trap them. This is often seen to happen and the opposing army get annihilated. In this situation the terran usually puts their units in dropship and escapes, and the zerg attacks them with muta. Protoss seem to have strong splash damage so even they probably like that units are packed on small spaces. Somehow i get the feeling that there are lot of something similar to propaganda behind what you write and not much of real issues, or something that could not be solved. Maybe some players do not like certain type of maps, or maybe those maps that are used indeed favour zerg and they being more intelligent than other players have invented a ruse to get everyone believe that open corridors favour zerg. Then they laugh with their cerebrates how simple other beings are. Somehow it seems that its always zerg, all the talk of balance resolves around zerg. People here even say that brood war is imbalanced in favour of zerg which is clearly not the case. People have usually seen Terran as bit above other races, but not that much that it would be a problem or real imbalance. When thinking of balance, win statistic cannot be seen as of use. The statistic are always biased in this type of setting as they are produced by different kind of players. If one race have the better players they show better results in statistic and if the balancing will be made on that reference it will be made imbalanced to balance the statistics as one race have the better players, thus making the game more imbalanced. If the game is balanced and one race have better players it should be seen in statistic with better win rate on that race. So if statistic is something to use in reference there should also be a realistic statistics about skill level of each of those players who use those races because this is a factor behind those statistics. Still only one side of that statistic is used making biased information which is inaccurate. Using them assuming that every player that is producing those statistics is equal can be damaging for the whole purpose of balancing the game. This is in my opinion something, that people who make game balance should not take to account any more than a side notion, not something to base their balancing against. It is a crooked scale. So if we want to balance the game so that all races have 1/3 of win rate all the time, some of the races must be made better than others according how good the players are to achieve this. This is something i have seen that people want to happen. It is also the leading thought about many balance discussions, so people are not discussing about the game balance, but of balance in win rates. It is also strange that i have to tell people these things. All of these things are something like elementary school level and it is quite possible that i am telling these to people with far more education and social standings. Checking those maps, first map Moon River i like. It is the same map with corridors but i like this map by small amount. This map in this thread Overgrown, i think it looks nice too but follows the same pattern which was the thing i commented on that why all maps seem to have that certain pattern. Pandemonium seem good too, i really like that one. It seems like those are all good maps. Caspian Gates i do not like, it seems to simplified and creating a certain type of strongholds for each players. Maybe thats the idea and is itself creative but this was the first map that i did not like by the first look of it but when looking it more it seem better than what the image that the first look of it gave to me. Candy Fever surely have a palette i do not like. The map itself seems also confusing. Depth Enterer and Fissure Desert seem almost like the same map with different graphics. Same goes for Forest Jump. Those are maps i do not like. Hell Gates is interesting. I think there is something on this map that could be improved, the same layout whit different approach, maybe a larger expansion on the center would give more emphasis for fighting in there. Jungle Tangle and Silky Ruins more of the same. Not good. Hidden Resort i like. Those platforms in the middle add something to that map. Rest in #2 more the same. Heh creighton olsen rhyming actually decent. Engines of War seem like good map. Its also refreshing. Fern Gully also but Engines of War seems like the better one. Tetron seems something strange, dont really know what to make of it, seems like layout of some strange UMS map. Engines of War on that small picture seems maybe the best map i have seen so far but maybe not, when taking closer looks its still maybe too linear. I like the middle and the platform in the middle, but the spawn positions follow the usual pattern i do not like. For example, what makes Lost Temple so good is that the natural expansion is kind of safe but still contested from the cliff, the third expansion is in the open and there is a large open space that still have environment to hide your units, having also island expansion possibility in the corners. It is better in many ways than any of those maps. Similar setup for starcraft 2 would mean that only the third base is contested on the cliff and the fourth base would be in the open. The idea behind Lost Temple is still amazing, that all expansions have their unique flavor (one contested with a cliff, one in the open and one is island). Still, some of those were nice looking maps and the ones that were different were not that good (?) but had good ideas. Maybe someone could try to make better maps that are based on similar layouts that were given there. I do want to create a map, but i cannot know how. I want to create an entire game type, where you can choose your rosters in the same way as protoss campaign before the game begins and use that roster on any given map. The mechanics already exist, it would just have to be utilized. If it already is, let me know so i will seek no further. | ||
Pklixian
Canada81 Posts
On October 04 2020 13:17 Isto wrote: + Show Spoiler + No matter, just seen some of the maps people post here and what players play and made a comment based on that. It was same with starcraft 1 but even more boring. You had a problem on getting players to anything else than Lost Temple or Hunters. Basically the whole map pool were made of 2 different maps the other one having also a version with more minerals. There are also great maps with different approach like Blood Bath, Dire Straits and so. All maps do not have to be played by pros or regular map pools, it just strikes me that nobody does any different. In my opinion the maps should not be taken account when thinking balance at all. They are in my opinion a separate thing. I never even thought someone could think maps when making balance so reading what you wrote was new to me. If the balance is good players can do whatever on all different formats with any race and there is no problems like in Starcraft 1. If everybody always does the same stuff there is no possibility to find something new. A new standard will not be set. If people try different approach and be creative, someday someone will come up with something awesome that other people start to copy. In good balance there is something else on those situations if the standard approach do not work. I think what you mention is not an issue in brood war, it still do not seem imbalanced no matter the map. There are things like drops, recalls, specialized units like reaver, storm and such. Even disruption web can be of use in that situation, its not like its impossible if its not possible on standard approach. I always thought high position and ramps favours terran most and protoss had less than others to gain from it. Actually disruption web might be a good solution, if im right the lurkers wont shoot when under disruption web and zealots can just run on them. With couple of support spells the position can be broken with units that should never have a change. This is good balance that there is something you can do in all situations. Terran breaks that with siege tanks, science vessel and superior range and what zerg does, maybe muta, guardian, defiler or ultra ? Ultra might be a problem if there are buildings to block, but guardian would surely break that position. Im pretty sure you cannot give me an example where the player can do nothing. If the players do not use these approaches, it is their fault not of imbalance. They have been given the tools but for some reason avoid using them. Disruption web for example, is an ability you rarely will see if ever, so people have forgotten that it exists. It is actually quite strong. Corsairs are a unit that is popular in that match up already. That imbalance of how hard it is to control your units, 12 control groups is in disadvantage of zerg. I personally do not like it that the game have been made purposedly more hard just to give players harder time. Controlling lots of Zerglings in brood war is a nightmare. They wont even fit 1-9 groups. In starcraft 2 the game speed is so high on multiplayer that it does the same thing, completely shuts off the game to some players as unplayable and they might never get used to it as they stop playing after few games. These games are purposedly made hard. The game speed is more understandable as it produces better experience for the viewers but the 12 groups is not. Its like making the game worse to be able to say our game is harder than the others. In Dune 2 you could only select one unit which is horrible for the player, then even on command & conquer you can select as many as you want but still in starcraft which came later you can select 12. The control groups of 12 is the thing i would change in brood war, nothing else comes into mind. If not the groups, then i would want to give the players ability to select more units even the groups would still be 12. In starcraft 2 i believe the group is much larger and you have a possibility to select all units with one button. Not sure if this button is present in brood war too. Those things you mention, its not an issue of balance, if there is a map you described its not like one race do not have nothing at all. Terran uses liberators and vikings, zerg uses muta and protoss uses phoenix and oracle so where is the imbalance ? If those units are itself imbalanced it would be in every map so somehow you give me the feeling that because the game itself is already imbalanced, then the map makers must use their creativity to make maps where the game is more balanced as the game itself is not. In that example i suppose the air units are imbalanced already, so the map makers want to create maps where air units are harder to use. Again i do not feel that brood war have this problem, but every map is fine. Just pick a map, pick a race or be random and start playing, it is not imbalanced and never have been. This is what i call good design. Superb even. I do not have experience on starcarft 2 so i cannot say, but might be that if i would i could say to you that there is no imbalance in starcraft 2 either, its just that the players do not still fully know what they are doing. Still, when listening to Artosis speak it seems clear that there have been many real balance problems within starcraft 2 history. There are also many units and abilities that have been completely removed from the game, this have never been the case in starcraft 1. All the abilities and units are still the same than in their release date. This creates a stable environment to improve as a player and map maker. In this aspect at least, brood war is way better as a game. This reminds me of Warhammer, where the company shifts the balance in purpose towards certain models they want to sell more at that time. Its a never ending cycle of imbalance. But where is the benefit for blizzard to keep shifting starcraft 2 balance is something i do not know. There also seems to be something similar to politics involved in starcraft 2 which is unheard of in starcraft 1, that the players try to affect the opinion of the game designers to gain advantage. I really do not know about those examples you mention, but seems like they would have to be played with different approach. If there is no maps that have those kind of open spaces or what you describe, the players will never come up with an answer even there might be one. What comes to my mind, is that terran can use open spaces to put mines everywhere and move marines more freely. The banelings and zerglings come, the marines will run towards the mines. This is probably harder to do in closed corridors as the marines are trapped and the banelings can crush them more easily so it can also be said that closed corridors favour zerg as they want the opponent to have units in small area they can hit from different angles with no possible escape routes, as in trap them. This is often seen to happen and the opposing army get annihilated. In this situation the terran usually puts their units in dropship and escapes, and the zerg attacks them with muta. Protoss seem to have strong splash damage so even they probably like that units are packed on small spaces. Somehow i get the feeling that there are lot of something similar to propaganda behind what you write and not much of real issues, or something that could not be solved. Maybe some players do not like certain type of maps, or maybe those maps that are used indeed favour zerg and they being more intelligent than other players have invented a ruse to get everyone believe that open corridors favour zerg. Then they laugh with their cerebrates how simple other beings are. Somehow it seems that its always zerg, all the talk of balance resolves around zerg. People here even say that brood war is imbalanced in favour of zerg which is clearly not the case. People have usually seen Terran as bit above other races, but not that much that it would be a problem or real imbalance. When thinking of balance, win statistic cannot be seen as of use. The statistic are always biased in this type of setting as they are produced by different kind of players. If one race have the better players they show better results in statistic and if the balancing will be made on that reference it will be made imbalanced to balance the statistics as one race have the better players, thus making the game more imbalanced. If the game is balanced and one race have better players it should be seen in statistic with better win rate on that race. So if statistic is something to use in reference there should also be a realistic statistics about skill level of each of those players who use those races because this is a factor behind those statistics. Still only one side of that statistic is used making biased information which is inaccurate. Using them assuming that every player that is producing those statistics is equal can be damaging for the whole purpose of balancing the game. This is in my opinion something, that people who make game balance should not take to account any more than a side notion, not something to base their balancing against. It is a crooked scale. So if we want to balance the game so that all races have 1/3 of win rate all the time, some of the races must be made better than others according how good the players are to achieve this. This is something i have seen that people want to happen. It is also the leading thought about many balance discussions, so people are not discussing about the game balance, but of balance in win rates. It is also strange that i have to tell people these things. All of these things are something like elementary school level and it is quite possible that i am telling these to people with far more education and social standings. Checking those maps, first map Moon River i like. It is the same map with corridors but i like this map by small amount. This map in this thread Overgrown, i think it looks nice too but follows the same pattern which was the thing i commented on that why all maps seem to have that certain pattern. Pandemonium seem good too, i really like that one. It seems like those are all good maps. Caspian Gates i do not like, it seems to simplified and creating a certain type of strongholds for each players. Maybe thats the idea and is itself creative but this was the first map that i did not like by the first look of it but when looking it more it seem better than what the image that the first look of it gave to me. Candy Fever surely have a palette i do not like. The map itself seems also confusing. Depth Enterer and Fissure Desert seem almost like the same map with different graphics. Same goes for Forest Jump. Those are maps i do not like. Hell Gates is interesting. I think there is something on this map that could be improved, the same layout whit different approach, maybe a larger expansion on the center would give more emphasis for fighting in there. Jungle Tangle and Silky Ruins more of the same. Not good. Hidden Resort i like. Those platforms in the middle add something to that map. Rest in #2 more the same. Heh creighton olsen rhyming actually decent. Engines of War seem like good map. Its also refreshing. Fern Gully also but Engines of War seems like the better one. Tetron seems something strange, dont really know what to make of it, seems like layout of some strange UMS map. Engines of War on that small picture seems maybe the best map i have seen so far but maybe not, when taking closer looks its still maybe too linear. I like the middle and the platform in the middle, but the spawn positions follow the usual pattern i do not like. For example, what makes Lost Temple so good is that the natural expansion is kind of safe but still contested from the cliff, the third expansion is in the open and there is a large open space that still have environment to hide your units, having also island expansion possibility in the corners. It is better in many ways than any of those maps. Similar setup for starcraft 2 would mean that only the third base is contested on the cliff and the fourth base would be in the open. The idea behind Lost Temple is still amazing, that all expansions have their unique flavor (one contested with a cliff, one in the open and one is island). Still, some of those were nice looking maps and the ones that were different were not that good (?) but had good ideas. Maybe someone could try to make better maps that are based on similar layouts that were given there. I do want to create a map, but i cannot know how. I want to create an entire game type, where you can choose your rosters in the same way as protoss campaign before the game begins and use that roster on any given map. The mechanics already exist, it would just have to be utilized. If it already is, let me know so i will seek no further. So after your response, I took you for a fool within my vision, but obviously there was confusion. When you mention lost temple, I mentioned the Wings of Liberty version, which was as I said. God awful But my statement about it's design being bad, stands if you take it into SC2. for BW, it was really good. But, I do not put any words towards BW as I don't make maps for that game, I'm just going to say this. For BW, the maps are built around it's balance, with design being specific yet unique to change things up. While not overly breaking what works. For SC2, this is different, as the balance is constantly changing as blizz makes tweaks. And mapmakers have to both predict ahead of the curve (as we have 0 communication about upcoming changes) & we have to try and be unique with our standard. I'll now pic apart what you said, this will but long probably. And will be concealed underneath a spoiler. + Show Spoiler + If everybody always does the same stuff there is no possibility to find something new. A new standard will not be set. If people try different approach and be creative, someday someone will come up with something awesome that other people start to copy. The problem with standards in sc2 mapmaking, as it is dependant on the balance. What feedback / things we can learn from the matches we see on the maps if they reach ladder / the tlmc tournament. And other external factors, is that it doesn't change swiftly or often. You can't really "make a new standard" use make slight alterations and move away from something old. And this is due to constantly having to try and predict how things may balance out 6 months to a year from now, and what can be changed from what works. No map is the same, not even with the newest ladder map's / what I make but they hold alot of similarities. To say, something that is done to make the map easier to dissect from an overview, and easier to adapt to. Even more when a large majority of the vocal player base, actively complain about something "different". Take Golden Wall LE for example, great map with great names. But it was different, and people didn't want to really play on it till they have to. With Overgrown here, I was trying to go to my older routes with the initial base design, while merging it with lower base density. Mainly, my only successful map from my early year's in mapmaking. Held the initial 4 bases this map has, low ground triangle. High ground in-line third which you have to go down and up a ramp to reach. That "successful" map was, Cyber Forest LE. Cyber Forest was considered "super standard" at it's time, and this was before I was really experienced. I just did whatever I thought worked best for the game's current design (it reached ladder after a few changes which made the map not as initially balanced as my original design.) Standard's are there for a reason, it's a guide-line that makes designing relatively balanced maps easier. As we cannot just do whatever and hope players will like it. Much like BW, where they only wanted to play what the dedicated players knew were both balanced, and enjoyable to play on. We constantly try different approaches, a lot of them aren't seen though. We always try to be creative, but what is seen often seems too "same-y" to previously made maps. Though if you put 2 maps that look the same side by side and draw lines on the cliff boarders, you'd see they are mostly different. If not a hybrid of various older maps. The starting bases are the same-ish since they work. Are balanced, and allow choice on how you want to expand. Rather than a, X race always expands here vs X. Those things you mention, its not an issue of balance, if there is a map you described its not like one race do not have nothing at all. Terran uses liberators and vikings, zerg uses muta and protoss uses phoenix and oracle so where is the imbalance ? I skimmed through what you said, but I have to put a comment here. That is an issue with balance, as if enough ground is given for a given unit to easily abuse. Massive issues appear for the map's design. In the case of the liberator sieging a position, and unable to be reached by ground ranged units. Muta/Corruptor from zerg, to Phoenix from Protoss does, on paper. Sound like the solution. In practice Zerg/Protoss cannot afford those units that deliberately counter the liberator, because they aren't cheap, and the terran aren't losing anything to deal the heavy damage. And so there is counter measures put into place in map design, it's on the player to respond and counter. But if the liberator timing was done correctly, to counter you have to go Spire/Stargate as your build plan. As Zerg you don't want to make mutalisk, it is a commitment in SC2, and terran can just respond with it's respected counters while also maintaining their advantage. If you made phoenixes, you need to harass with them. It is not cost efficient to just make them and then not make use of that tech. The liberator by the time phoenix/muta would be able to counter it, has already paid off and dealt it's needed damage. The counter measures in map design generally is being careful with how much airspace you leave around bases, too low and harassment by air is kinda useless. Too much and harassment by air is annoying as hell, as they can easily slip out. The imbalance in this given case it's not what the player has access to, but the given ground the units can abuse for the players gain. Air in SC2 is extremely powerful. And extremely difficult to balance, so almost always when you're making a map in SC2. You have to consider interactions with Air units & the air space they can hide / move through. If those units are itself imbalanced it would be in every map so somehow you give me the feeling that because the game itself is already imbalanced, then the map makers must use their creativity to make maps where the game is more balanced as the game itself is not. In that example i suppose the air units are imbalanced already, so the map makers want to create maps where air units are harder to use. You would be correct here, SC2 is in a simplistic standpoint. Not really a balanced game, mapmakers who make competitive maps, have to make the maps to work with the given balance. But maps aren't made and instantly on the ladder, we have to go through the TLnet Map Contest, thinning our numbers down to 16 finalist. And then blizzard picks what map they want on the ladder, months ladder when a new season starts. We only have one TLMC now, meaning on average for you to expect for see all of this year's tlmc finalist on the ladder. You'd be expecting Season 4, about an entire year after the contest started and ended. Again i do not feel that brood war have this problem, but every map is fine. Just pick a map, pick a race or be random and start playing, it is not imbalanced and never have been. This is what i call good design. Superb even. I do not have experience on starcarft 2 so i cannot say, but might be that if i would i could say to you that there is no imbalance in starcraft 2 either, its just that the players do not still fully know what they are doing. Still, when listening to Artosis speak it seems clear that there have been many real balance problems within starcraft 2 history. There are also many units and abilities that have been completely removed from the game, this have never been the case in starcraft 1. All the abilities and units are still the same than in their release date. This creates a stable environment to improve as a player and map maker. In this aspect at least, brood war is way better as a game. I'm not going to say you're correct, but you aren't wrong either. BW on release had no thoughts of esports or ladder at all, so expectantly. What you get, is what you get. Build around it. SC2 was designed specifically with esports in mind. Which poses it's issues instantly, from broken strats to poor map design. This lasted for a long time, SC2 is not really "imbalanced" but it isn't balanced either. As nothing is set in stone, so players and mapmakers never have the time to adapt to one given thing. As 3-4 months later is more or less going to change. SC2 has units added, some removed, some changed constantly, tweaks to abilities / researches, etc. It is a mess to properly list. And I've been making maps since late 2017. I personally don't think BW is better than SC2, but as a game where the community can easily understand and experiment with it. Yes it's better, beyond that its debateable. If I haven't already stated, I'm not much for BW, I played abit of it. Personally don't like it, but I know its really good. I've always preferred SC2 as things click with me more, the map design / artistical directions I can take are "seemingly" endless. It just depends on what may be accepted which can be the problem. What comes to my mind, is that terran can use open spaces to put mines everywhere and move marines more freely. The banelings and zerglings come, the marines will run towards the mines. This is probably harder to do in closed corridors as the marines are trapped and the banelings can crush them more easily so it can also be said that closed corridors favour zerg as they want the opponent to have units in small area they can hit from different angles with no possible escape routes, as in trap them. This is often seen to happen and the opposing army get annihilated. In this situation the terran usually puts their units in dropship and escapes, and the zerg attacks them with muta. Oh boy here we go for this... In SC2, the more open. And less choked a corridor it is. The more it heavily favors zerg. Due to how the pathing is in SC2 and the given fast pace economy the game provides, zerg benefits the most from open corridors. Widowmines aren't like spidermines from BW, they fire a missile and recharge. And they do heavy friendly fire, and deal spell damage. So lets say you do widowmine marine marauder against Ling Bane Hydra. And you're in a open space. You don't want to be baiting the zerg into widowmines as they for one don't fire instantly. And for to, are more likely to hard you if the zerg is competent enough to notice the widowmine's targeting integer and move most of their lings back. Accept for a few that get shot, to deal friendly fire. With BW this is generally differen't due to unit pathing, to put it nicely. Being a massive derp, and can be unwieldly. A core thing about SC2 map design is basically managing what area is open, and what area is choked. Chokes are vital for terran, as they make use of them the most effectively due to as per mentioned. Liberators, and obviously siege tanks. I could say more here, but I don't need to explain a lot of map interactors from TvZ, as simply put it gives me a headache with the amount of things zerg can do, and how much terran has todo to not roll up into a ball and cry from the impending swarm. Somehow it seems that its always zerg, all the talk of balance resolves around zerg. For SC2 it's kinda a meme of what race is imbalanced, but tournament results from the highest lvl players almost always, zerg is in the finals. And it's almost expected that the finals of the given tournament is ZvZ. This is not a ruse that was made, more so that due to the QoL SC2 made, and how much faster the game is. Zerg tends to have a given advantage, and when they don't have a given advantage on one map. A lot of the time it's because the map directly counters alot of things zerg needs to be generally safe on a map. A lot of things that tend to accidentally happen due to how much you have to consider with how you shape the map. But most of the time it's a meme that zerg is the best race, when generally it just depends on the player's skill. When thinking of balance, win statistic cannot be seen as of use. The statistic are always biased in this type of setting as they are produced by different kind of players. If one race have the better players they show better results in statistic and if the balancing will be made on that reference it will be made imbalanced to balance the statistics as one race have the better players, thus making the game more imbalanced. If the game is balanced and one race have better players it should be seen in statistic with better win rate on that race. This is kinda a "You can't use something useful to determine balance". Yes one race may have better players, statistics on maps are averages from all games played on the map that was recorded, generally from tournaments. So if a map is roughly 50/50 for TvZ & 47/53 for TvP. The map is alright statistically, and generally using it as a basis as an example of the reliable standard is rational. As a mapmaker, making maps for a competitive RTS, you can't just... disregard stuff like that? Unless we have a constant line of "hey X thing feels real shitty when playing against Protoss" or "Hey maybe try changing X area, it is incredible strong for X build and is hard to effectively counter without preparing ahead of time.". I don't have much else to say so I'll cut it off here. But making SC2 maps, is like trying to diffuse an explosive, cut the wrong wire. And lights out. But it isn't really the end, but more so we don't have much room for good unique openings in map design due to how awkward SC2 is to make maps for in the stance that there is no set balance, people always want X thing. And then complain when X thing is the same as something else or it isn't what they want. :/ I do want to create a map, but i cannot know how. I want to create an entire game type, where you can choose your rosters in the same way as protoss campaign before the game begins and use that roster on any given map. The mechanics already exist, it would just have to be utilized. If it already is, let me know so i will seek no further. That sounds interesting, and do not feel scared to reach out to us / SC2mapster! we're always willing to lend a hand, if you are willingly to try and dare enter the maze of confusion that is the Galaxy Editor @_@ Mappers' Circle (main melee mapmaking discord): discord.gg SC2mapster (Main arcade development discord): discord.gg (idk if these work :l) | ||
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