• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:18
CET 04:18
KST 12:18
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Path of Exile Beyond All Reason Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
The Games Industry And ATVI US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1378 users

Slag Pit super imbalance! - Page 9

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 7 8 9 10 Next All
MiKTeX
Profile Blog Joined October 2010
United States234 Posts
March 14 2011 08:35 GMT
#161
On March 14 2011 15:51 xJaCEx wrote:
Can't wait for a new map pool I have no clue what they where thinking with some of the new maps and they took out a few good ones for them and left maps like dq and scrap in. Has anyone been abusing blink stalkers on this map?

stalkers arent very strong in a straight up fight, so you want a lot of distance between you and your opponent so that if he does move out you can counter attack with time to get back and defend or to pick off several units and weaken their push before they get to your base

the base setup seems to imply that blink stalkers might be ok but honestly id be too scared to use a stalker-focused strategy on it because the map is just so small
bigwig123
Profile Blog Joined September 2010
163 Posts
March 14 2011 08:48 GMT
#162
hopefully they replace this map with a gsl one
Creegz
Profile Blog Joined November 2010
Canada354 Posts
March 14 2011 08:56 GMT
#163
It's a little awkward looking, however it is also very simple to remedy. What you need to do is have a way to block his viewing viking. Turrets or Marines will work well for that. If you're unprepared for it, yes it is a bit of a rough spot, but it should be easily fixable in many circumstances, with some clever placement.
Who is this guy? ^
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-03-14 12:57:48
March 14 2011 12:51 GMT
#164
On March 14 2011 17:56 Creegz wrote:What you need to do is have a way to block his viewing viking. Turrets or Marines will work well for that.
Why the hell do people keep saying this? how stupid are you guys? Can you at least read a few posts in and see why that is NOT viable?
On March 09 2011 05:14 TimeSpiral wrote:
I'm not for or against this map, but I'm pretty sure Blizzard intends to have a variety of play-styles encouraged by the map pool.

Not every game should be high economy.

I enjoy all sorts of play-styles; rush, low econ timing strategy, high economy macro, material advantage, tempo based, positional ... I'm not trying to ruffle any feathers but the pursuit for the perfect map pool is not one where anyone can do anything on every map equally. Certain maps will favor certain play-styles in certain match-ups.

I think this is a good thing for a strategy game. It requires players to have multiple strategies in their arsenal - even ones they're uncomfortable with.
I don't have a huge issue with that except the game is terribly imbalanced right now and simply doesn't support maps like this.

Maybe if Blizzard balanced the game more this wouldn't be as big of an issue.
In SC1 maps can still be quite imbalanced due to cliffs/chokes/expo_location/rush distance though, just not as terrible as SC2. For this reason I doubt they will ever offer maps that have strong difference in play style but still remain balanced.

————————————————
Slag pits is such a nasty map. One of the biggest issues is that you can spawn close positions (yet they made shakuras not cross-positions? WTF?), which has like a rush time probably 30% faster than steppes or war or something... it's almost like blood bath rush distance.


Blizzard just makes a bunch of complete BS maps... WTF is wrong in their brains? Map after map after map - Steppes of War, Desert Oasis, Blistering Sands, Lost Temple, Kulas Ravine, Jungle Basin, Shattered temple (close positions), Terminus (just WTF?)
Combine that with the fact their racial balance progress is so damn slow and poor even back in beta, which was like 5 times faster than it is now.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Arcanewinds
Profile Blog Joined May 2010
United Kingdom197 Posts
March 14 2011 12:53 GMT
#165
I do this a lot against zergs, they don't seem to have so much trouble with it, you have to keep marines with the tank, cause of mutas.. and you're in a corner, so banelings are super effective.

However, if you elevate marines onto the highground, it can get pretty tough to deal with.
Termit
Profile Joined December 2010
Sweden3466 Posts
March 14 2011 12:59 GMT
#166
Slag Pit has the worst main ever. Also, the mineral patch in one of the mains is fucking retarded. ?_?
( ̄。 ̄)~zzz ◕ ◡ ◕
Nnug
Profile Joined November 2010
9 Posts
March 14 2011 14:08 GMT
#167
This map just gets better and better!

+ Show Spoiler +
[image loading]
mcmartini
Profile Blog Joined December 2010
Australia1972 Posts
March 15 2011 03:39 GMT
#168
I'm sure someone has mentioned it in the 9 or so pages of posts but being at work i don't have time to check, I can't see how people are saying you need a viking or a medivac to spot, scan the mineral line good bye workers :/
I just want to say I have 370 APM - Liquid'Tyler SotG 14-12-2011 "I mean it's too bad you can't be paid to be, you know, a chicken shit fucking whiny bitch on the internet or we would have lots of rich community members" Nick "Tasteless" Plott
DaemonX
Profile Joined September 2010
545 Posts
Last Edited: 2011-03-15 05:40:34
March 15 2011 05:37 GMT
#169
If it's only some spawns, it's bullshit.

The actual map feature isn't an issue though. The ability to shutdown someone's gas with tanks in a certain position IF they have sight...honestly, that's a legitmate map feature. I do often do the same with hydras on the high ground in traditional LT, and it's hardly imba.

If you may have it happen to you or may not based off your spawn, that's total crap and needs fixing.

@The people qqing about new maps:
The GSL maps are a nice change, but they get SO BORING if you play on them a lot, as every fucking one of them is almost god damned identical, with the difference being what cutesy trick they have on your ramp / natural. GSL thinks that having 4 Xel-Nagas and two hidden naturals are THE ANSWER to map balance, and it isn't. Not that these are bad features, but they aren't the end-all of SC2 map design.
xAPOCALYPSEx
Profile Blog Joined October 2010
1418 Posts
March 15 2011 07:19 GMT
#170
On March 14 2011 23:08 Nnug wrote:
This map just gets better and better!

+ Show Spoiler +
[image loading]


Now THAT looks ridiculous. This map has to be fixed, it's already arguably the worst map in the pool (aside from maybe DQ), and if terrans make good use of that spot, it looks pretty invulnerable and like an easy win, especially in TvZ where the zerg may not have the proper units to deal with this yet.

Also, can this gap be shot across by roaches?
azarat
Profile Joined September 2010
Australia155 Posts
Last Edited: 2011-03-15 08:57:58
March 15 2011 08:22 GMT
#171
OK, I have tested this map, and here are my findings.

10 o'clock position (top left spawn)
Command Center/Nexus/Hatchery CANNOT be hit by Siege Tanks on the low ground at the gold base. Range 6 units CAN hit Siege Tanks at this position from the main base, range 5 units CANNOT.

[image loading]

[image loading]

7 o'clock position (bottom left spawn)
Command Center/Nexus/Hatchery CAN be hit by Siege Tanks on the low ground at the gold base. Range 6 units CAN hit Siege Tanks at this position from the main base, range 5 units CANNOT.

[image loading]

[image loading]

[image loading]

1 o'clock position (top right spawn)
Command Center/Nexus/Hatchery CANNOT be hit by Siege Tanks on the low ground at the gold base. Range 6 units CAN hit Siege Tanks at this position from the main base, range 5 units CANNOT. Incidentally, larvae that spawn from a Hatchery and crawl to the left edge can be hit by Siege Tanks and thus splash the Hatchery.

[image loading]

[image loading]

4 o'clock position (bottom right spawn)
Command Center/Nexus/Hatchery CAN be hit by Siege Tanks on the low ground at the gold base. Range 6 units CAN hit Siege Tanks at this position from the main base, range 5 units CAN as well. The CC/Nexus/Hatchery actually looks out of range of the siege tanks, but one tank position can actually hit it.

[image loading]

[image loading]


I have screenshots of the range of the Siege Tanks from each position that I can upload if necessary. Obviously the low ground not in gold position can hit the CC/Nexus/Hatchery from every spawn as it is is closer than the gold base low ground. There are also visible differences in the number of mineral patches that can be hit from the low ground at each position. This map definitely has worse positions to spawn in, particular the bottom two bases that can be sieged from the low ground at the gold.

EDIT: Screenshots added.
headies
Profile Joined October 2010
United States63 Posts
March 15 2011 09:31 GMT
#172
Wait, people actually play on slag pits?

But seriously, down-vote it. Terrible map.

I like some of the design concepts of it, but there is too many glaring flaws. And spawning close position is like playing on shrinkage.
archon256
Profile Joined August 2010
United States363 Posts
March 16 2011 01:25 GMT
#173
For those of you who mentioned using turrets or marines to chase off the Viking - you really don't need to make Vikings for this, a floating Barracks would be just as effective. And is much much more tanky. Plus you can repair it.

"The troupe is ready, the stage is set. I come to dance, the dance of death"
Nazeron
Profile Joined September 2010
Canada1046 Posts
April 26 2011 03:12 GMT
#174
personally i am not a big fan of this map, i down voted DQ, backwater basin and typhon cuz of some annoying details in thos maps, as a zerg player i find the map super easy to 2 rax in close positions and find it hard to keep my third expo alive. i remember reading in the blizz forums why they took out steppes and blistering sands and the reason they changed lost temple. for steppes and blistering they said they took these out of ladder rotation because they felt that these maps were "rush" maps, i dont understand why they would put in slag pits which is just as close as steppes was, i hate the feeling of this map being a coin toss on where i spawn. the second complaint i have about this map is the fact that you can have you main sieged super easy, and the reason they removed the cliffs from lost temple was because they could siege your natural super easy and it was pretty difficult to defend.


User was warned for this post
(╯°□°)╯︵ ┻━┻ ¯\_(ツ)_/¯
TurtlePerson2
Profile Joined October 2010
United States218 Posts
April 26 2011 03:39 GMT
#175
On March 05 2011 10:04 GameTime wrote:
I wouldn't say it's imbalanced, just a strong strategy.

This is pretty much the definition of imbalanced. In "symmetrical" positions your opponent has an option that you don't have in a mirror matchup. How is this not imbalanced?
torturis exuvias eunt
DevlinDarkforge
Profile Joined November 2010
United States30 Posts
April 26 2011 07:35 GMT
#176
I think the long standing concensus is that the map is imbalanced. It's impossible for the developers to completely know this even after extensive testing when dealing with a game like this. There's a reason why the majority of pro replays still use the old maps and why you're allowed to veto 3 of your choice.
"I need to remember NOT to forget to hotkey my HTs on 2. Crap wait, what I was supposed to remember again?"
ArcticMuse
Profile Blog Joined December 2010
Australia93 Posts
April 26 2011 07:50 GMT
#177
Just another reason why this map should be vetoed, especially by Zerg.
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
April 26 2011 08:00 GMT
#178
On March 05 2011 10:19 NoisyNinja wrote:
Show nested quote +
On March 05 2011 10:12 Lmui wrote:
Correct me if I'm wrong but one or two siege tanks look like they can siege and hit the CC from the gold base area.

@NoisyNinja: Turrets by the mineral line are only if they have banshees and in general you only get one, in the middle of the mineral line area which wouldn't help anyways against this kind of push.

And in general, although the natural should be able to be shelled from low ground, the main CC shouldn't be targetable from any point other than within the base itself.


The turrets could just deny vision (by shooting the vikings) or just stall long enough for your tanks to get into position. They would stall by providing a target for the opponent's tanks. I put 2-3 turrets on the mineral line to defend against drops and air harassment. I agree with your second point though.



Vikings can provide vision of the high ground without being in range of the turrets. Turrets will not prevent tank/viking from gaining vision on any map in any position that I am aware of. Unless they attack command on the turret, the AI will prioritize your tanks when they get in range.
I might be the minority on TL, but TL is the minority everywhere else.
nytelynx
Profile Joined August 2010
Australia56 Posts
April 26 2011 12:56 GMT
#179
Thats nothing wrong with imbalance, its just you shouldnt be letting your opponent siege there.. The only thing imbalanced about Slag Pits is the super close positions
annYeong(o11)
Profile Blog Joined November 2009
Canada784 Posts
April 26 2011 13:00 GMT
#180
Someone pulled this on me with a floating barracks, just flank and roll, the tanks are in a really bad position defensively and if it really grinds your gears, just veto the map, it's not like many tournaments are playing it.
Founder of the KiWiKaKi Fanclub: teamliquid.net/forum/viewmessage.php?topic_id=188537 my keyboard is like half broken. like terran. please ignore typos, thanks
Prev 1 7 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 43m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 163
Nathanias 87
StarCraft: Brood War
Artosis 715
Shuttle 108
scan(afreeca) 37
NaDa 36
Noble 20
Hm[arnc] 14
ajuk12(nOOB) 10
Icarus 5
Dota 2
NeuroSwarm92
Counter-Strike
summit1g11206
minikerr36
Heroes of the Storm
Khaldor176
Other Games
XaKoH 609
JimRising 473
Maynarde188
ViBE46
Organizations
Other Games
gamesdonequick948
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 114
• Mapu21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• XenOsky 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22529
Other Games
• Scarra1859
Upcoming Events
Replay Cast
5h 43m
Wardi Open
8h 43m
Monday Night Weeklies
13h 43m
WardiTV Invitational
2 days
Replay Cast
3 days
WardiTV Invitational
3 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
4 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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