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Daedalus Point: A Lesson in Map Making

Forum Index > StarCraft 2 Strategy
108 CommentsPost a Reply
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Daedalus Point: A Lesson in Map Making

Text byTL Strategy
Graphics byshiroiusagi
February 14th, 2014 20:25 GMT

Contents


Introduction

Openings

Midgame

Analysis

Conclusion



Introduction


Blizzard-made maps have been heavily criticized since the start of the WoL beta, and with good reason. The common element they all share is that they tend to be polarized in their features: they feature incredibly hard or easy to take expansions, and rush distances that are often too long or too short.

This has a profound effect on how the game is played at the top level. Every matchup imposes specific constraints on map design, so the most extreme maps also tend to be the most imbalanced. All competitive maps need to roughly follow these constraints to be considered fair and balanced.

The two most important to keep in mind -- and the ones that this article focus on -- are the constraints placed on map design by PvZ. This matchup requires an easily walled natural to allow a Protoss player to fast expand, as well as a somewhat closed off third base that can be defended with forcefields. While the second condition is somewhat less important with the introduction of HotS, it is still relevant enough in today's metagame and needs to be considered when designing a map meant for competitive StarCraft 2. There are many maps that have broken these constraints: Dual Sight, Crossfire, and early versions of Bel'shir Beach.

The latest map to defy these constraints was, of course, the first version of Daedalus. Its original version went against both these rules, with an extremely wide open third as well as an extremely vulnerable natural; so vulnerable, in fact, that FFE isn't viable and modern gateway-based builds need several adjustments to hold a Nexus. No natural expansion has been this hard to defend since the days of Crossifre and the early versions of Bel'Shir Beach. Neither of these problems are helped by the extremely short rush distance. Similiarly to Bel'Shir Beach, changes have recently been made to the map in order to make it less miserable for Protoss.

Daedalus version 1.0 was heavily criticized by both the community and pro players. Many spectators, commentators, and pros had asked for its immediate removal from the tournament and ladder pools.

This article will analyze the games played on the first version of this map, to figure out if the complaints were valid and the map really did require the ramp changes to be made. The sample size of games is extremely small, but the way the games were played shows interesting trends. Only GSL code A games were considered in this analysis, as these are supposedly the highest level games played on it. On Daedalus version 1.0 Zerg is 8-3 in PvZ.

[image loading]

Openings


Let's start with the early game. In Code A Protoss players either used outdated and overly safe builds that left them in terrible positions heading in the midgame, or extremely cheesy openings. This was because the standard Mothership Core expand appeared to be unplayable on this map and FFE was absolutely out of the question.

As a result, the most popular non-cheesy builds were 2010-style three gate expands. These builds died years ago because they are incredibly uneconomical, while being unable to put any kind of meaningful pressure on the Zerg. Other variations include one gate tech into an expand, which similarly delays the natural nexus for too long, while also being susceptible to all the early zergling speed builds that are so popular on this map. Speedling builds are a fairly minor investment on the Zerg's side when compared to the inefficient Protoss builds, which results in protoss players being farther behind than on the average modern map.

Simply looking at the games played confirms this scenario. Here is some brief analysis:

Seed vs Rogue, Seed vs Pet, Paralyze vs Life: All these games feature a Zerg player who opts for early game zergling or roach/ling pressure and ends up ahead, despite doing no damage, because the Protoss is forced into an overly defensive build and/or position. This huge economic advantage escalates much faster than in an average PvZ, and the Protoss easily gets overwhelmed.

Super vs Solar game 1, Myungsik vs Symbol: In these games, the Zerg doesn't pressure but the Protoss is still forced into overly safe builds that can't put on any pressure, tech quickly enough, or expand quickly enough to keep up with the Zerg.

sOs vs Shine: This game is the only one out of the entire sample in which the Protoss survives the huge deficit taken in the early game, and eventually sOs is able to win in the long run.

The extreme forms of cheese used by Protoss are below. These builds are easily scouted and stopped especially when they are so predictable. As a result PvZ one base builds haven't been viable since around early 2011; this option is not a factor in modern top level play:

Super vs Solar game 2, Panic vs Roro: The Protoss tries a proxy that gets immediately scouted. Everything else after it this is irrelevant.

Yonghwa vs Leenock: This game features several serious mistakes by Leenock. Despite having a ling burrowed at Yonghwa's natural, preventing him from expanding and forcing him into a one base all in, Leenock is still caught without both detection and units by a fairly slow DT rush: the first warp in occurs around seven minutes. This game is the biggest anomaly thus far; a player of Leenock's caliber will never lose in this way more than once.

Trust vs Symbol, Ruin vs Sleep: In both these games, the Protoss tries to block the zerg's ramp with a forge/gateway/pylon wall; this is usually fairly successful, but it's obvious that such builds can't be considered the standard by which to judge a map.


Midgame


Analyzing these games also brings up interesting trends in the midgame.

Zergs generally opt to invest in Lair tech armies to utilize the wide spaces of the map to their advantage while Protoss players are tending towards unsafe, tricky, or outdated builds. Unsafe robo builds, old stargate-based all-ins, and fake thirds have all been used: standard macro styles are much more rare.

This results in the supposed Zerg advantage appearing stronger than it is: Protoss players are either attacking into roach/hydra with sub optimal compositions and timings -- like seven gate void ray all-ins as a followup to overly safe openings -- or trying tech heavy builds that get busted while taking a third by the same roach-hydra builds. In some games, the Zerg early game advantages escalate so quickly that the roach/hydra army can kill the Protoss on two bases, before he can even consider taking a third.

Protoss players played like they were forced into playing extremely risky styles, like Colossus builds that skip stargate tech in order to get as many ground units as possible. The result of these high-variance builds is an extreme vulnerability to the tech switches which are so prevalent in HotS ZvP.

Analysis


The PvZ balance discussions about any map should center around three points:

Can the Protoss fast expand safely and reliably with a standard build?
Can he take a third safely and reliably with a standard build?
If the answer to the first and second questions are no, are the necessary adjustments reasonable? Is it fair to ask a race to reinvent every build used in a matchup, exclusively for a single map?


The third point is the most important and overlooked. It may, however, have been the saving grace for Daedalus Point. The few games played show that the Protoss hadn't been able to develop good enough builds to play out an even game. This might be due to a large number of factors that have nothing to do with the map: time to prepare (the map was a very recent addition to the pool), inefficient or inconclusive practice ("I didn't find a way to expand in practice, so I'm just going to proxy gates and hope for the best"). Again, the key issue of the map isn't exactly "are standard builds not viable?"; but rather, "does this map force such a change in standard builds and styles that the end result is unfair for one side?"

Developing an even slightly safer opening, for example, would have deep impact on the map's metagame: Zergs would have tried overly aggressive builds, but the Protoss players' adjustments may have been enough to hold those aggressive builds and give them the edge. In this scenario, the openness of the map has actually given the advantage to the Protoss side. We never saw a fully standard game on this version of the map, but it's very possible that such a build might exist. If it does, then the Zergs would stop using aggressive openings, causing the Protoss to play greedier, and so on. Eventually, the early game would settle around a smaller number of builds, and the variance in the games played would decrease to something more stable. Of course, it's also possible that the map was just imbalanced and the games on it would never have been stable, as was the case with Crossfire.

The same considerations are valid for the midgame builds. Protoss has essentially three to four stable midgame styles in HotS:
  • Stargate/robo into either phoenix/colossus/blink stalker or colossus/void ray
  • Stargate into chargelot/templar; and
  • Three base blink builds (which are the least used among these).


When considering Daedalus, blink styles are particularly interesting and relevant, as they might be the ones that best fit the map. The idea behind them is that by having a huge amount of sentries and blink stalkers in the midgame, defending a third base against many kinds of roach/hydra/ling attacks is somewhat easier than with more tech based builds.

The mobility and power of blink stalkers also allows the Protoss to hit strong three base timings against any kind of zerg tech switch or mutalisk rush. On paper, this looks like the perfect style to play on a map like Daedalus; however, it's less popular than the others since it's not nearly as well mapped out (and arguably trickier and harder to pull off). If it is possible for Protoss to go blink every game on the old Daedalus -- and have a 50% win rate with it -- then the map can be considered balanced. Zerg styles then have to develop to counter this new Protoss build and so on. A good example of a map that played out and evolved like this is Entombed Valley: Protoss players tried to maximize their pre-hive timings so far and cut enough corners that low tech roach heavy builds suddenly became efficient once again. Note, however, that the map itself was always considered reasonably fair and balanced.

Conclusion


The sample size of games was extremely small, but it appears that the initial version of Daedalus Point might truly have been more unfair than is necessary for the ZvP matchup. In the process of developing maps and advancing the game, it's always important to remember that testing extreme maps should not be done in individual premier leagues like GSL and WCS. There have been crazier, more imbalanced maps before in StarCraft 2 -- such as Arkanoid or New Polaris Rhapsody -- but instead of being forced into the top individual league shortly before the start of a new season, they were played in team leagues and/or minor tournaments first. Team leagues like Proleague in particular allow the development of a wider sample size to test maps out, while giving players and teams more time to study the map and avoid an imbalanced matchup/map combination: we can cite Arkanoid here once again.

If Daedalus Point was in the Proleague map pool, there wouldn't have been complaints. There would be no ZvPs played on it until it was figured out to the point where it could be safe to send a Protoss out onto it. This did not happen, and players were asking for its immediate retirement before it could be fully understood. Instead of its retirement, Blizzard decided to change the ramp to be close to the standard, and Protoss now can (somewhat) easily wall their naturals.

Only time would have told if this map really was as imbalanced as it seemed, but one thing is certain: innovative and extreme maps need a long time to be fully understood and can help immensely in the development of the game across all matchups. The testing required for this development and understanding, however, is immense and forcing such a map into the pool of most premier tournaments so early on in its lifetime is a huge mistake. That said, removing it instead of changing it did remove some imbalances, but also limited the potential developments and tweaks to how the game is meant to be played that we haven't found out yet.

The TeamLiquid Strategy Team extends a special thanks to Nony, for engaging us in discussion and providing a strong counter point to the assumption that the original version of Daedelus was unequivocally terrible, and that it could lead to developments in the ZvP metagame. Without his sober second thought, much of this article may not have been written nor considered.

Brought to you by the TL Strategy Team
Writer: Teoita
Special Contributor: Nony
Graphics: Shiroiusagi
Editors: Hayl_Storm and Zeromus
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Pandain
Profile Blog Joined May 2010
United States12989 Posts
February 14 2014 20:39 GMT
#2
Ahhhh <3 nony
Promethelax
Profile Joined February 2012
Canada7089 Posts
February 14 2014 20:39 GMT
#3
This reaffirms my belief that nony is a boss
TL Mafia. Love it. Play it. http://www.teamliquid.net/forum/index.php?show_part=31 I find Kennigit really attractive. If anyone has a picture of him please feel free to PM it to me.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
February 14 2014 20:42 GMT
#4
You guys have no idea. I Pm'd him to get a few brief thoughts on the map and he sent me a freaking wall of awesomeness.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
February 14 2014 20:44 GMT
#5
On February 15 2014 05:42 Teoita wrote:
You guys have no idea. I Pm'd him to get a few brief thoughts on the map and he sent me a freaking wall of awesomeness.


It was a baller wall. Still informs the builds I'm messing with now on the map

StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 14 2014 20:46 GMT
#6
Hire community map makers then ? :p
Author of Coda and Eastwatch.
PolarSel
Profile Joined October 2013
United States18 Posts
February 14 2014 20:51 GMT
#7
Thanks TL and Nony! I really liked the analysis on such a controversial map and would look forward to more map analysis in the future. Thanks again
Just have some damn fun! That's why we play games right? -Day9
r691175002
Profile Joined October 2012
249 Posts
February 14 2014 20:52 GMT
#8
You pretend Daedalus was a mistake, but it is the only reason Code S isn't 24 Protoss right now.

Praise to Daedalus and the visionary mapmaker who saved Code A.
Well, half-saved Code A. I'm not sure if maps will be enough to save Terran from the wrath of David Kim.

User was warned for this post
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
February 14 2014 20:56 GMT
#9
Incredible article, with special contributions to my fav toss of all time Nony! Just an idea, maybe it would be good to have a pic of the map at the top?
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 14 2014 20:56 GMT
#10
I would have liked to see mention specifically of the particular type of imbalance that results when one race is made especially vulnerable at certain timings because of map features. In this case, the unwallable natural gives zerg any number of great early game aggressive options that protoss normally doesn't have to deal with. Or the wide open 3rd can be attacked later. The mere threat of these plays forces protoss to either gamble or fall behind by playing safe. The zerg doesn't actually have to do anything special or different at all. It is only the use of the map causing the disadvantage. You sort of allude to this but it isn't fully stated, and I think it bears explicit explanation.

This results in the supposed Zerg advantage appearing stronger than it is.

The flip side of this is that when the zerg player does go for aggression to make use of the map, they may be playing into a situation where they lose edge they could have had, if the protoss is playing honest and is in a state to defend well. It should be noted that this might result in decreased advantage in that instance, but it doesn't represent a measure of whether zerg vs protoss as a matchup on the given map has an advantaged side or not.

Notwithstanding, I'm really pleased to see TL analysis specifically about maps; can't have enough of this!

And of course the point is very well made that there should be better intentionally and more tolerance for using "imbalanced" maps that can change the way the game is played.
Comprehensive strategic intention: DNE
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
February 14 2014 20:56 GMT
#11
A very insightful write-up. We definitely need more of these so we all can become expert map analysts.
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
February 14 2014 21:02 GMT
#12
All hail NonY!
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2014-02-14 21:05:14
February 14 2014 21:03 GMT
#13
On February 15 2014 05:56 EatThePath wrote:
I would have liked to see mention specifically of the particular type of imbalance that results when one race is made especially vulnerable at certain timings because of map features. In this case, the unwallable natural gives zerg any number of great early game aggressive options that protoss normally doesn't have to deal with. Or the wide open 3rd can be attacked later. The mere threat of these plays forces protoss to either gamble or fall behind by playing safe. The zerg doesn't actually have to do anything special or different at all. It is only the use of the map causing the disadvantage. You sort of allude to this but it isn't fully stated, and I think it bears explicit explanation.

Show nested quote +
This results in the supposed Zerg advantage appearing stronger than it is.

The flip side of this is that when the zerg player does go for aggression to make use of the map, they may be playing into a situation where they lose edge they could have had, if the protoss is playing honest and is in a state to defend well. It should be noted that this might result in decreased advantage in that instance, but it doesn't represent a measure of whether zerg vs protoss as a matchup on the given map has an advantaged side or not.

Notwithstanding, I'm really pleased to see TL analysis specifically about maps; can't have enough of this!

And of course the point is very well made that there should be better intentionally and more tolerance for using "imbalanced" maps that can change the way the game is played.


Good points. The thing is, sometimes on certain maps you can't hold a third, period. For example, holding a third base in WoL vs a roach maxing Zerg on Dual Sight was actually impossible.

For this article i decided to focus on the map constraint side of things (and how the percieved imbalanced made protoss players take crazy risks) rather than the metagame side, because the map isn't developed enough to actually posses a stable metagame yet.

ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 14 2014 21:07 GMT
#14
On February 15 2014 06:03 Teoita wrote:
Show nested quote +
On February 15 2014 05:56 EatThePath wrote:
I would have liked to see mention specifically of the particular type of imbalance that results when one race is made especially vulnerable at certain timings because of map features. In this case, the unwallable natural gives zerg any number of great early game aggressive options that protoss normally doesn't have to deal with. Or the wide open 3rd can be attacked later. The mere threat of these plays forces protoss to either gamble or fall behind by playing safe. The zerg doesn't actually have to do anything special or different at all. It is only the use of the map causing the disadvantage. You sort of allude to this but it isn't fully stated, and I think it bears explicit explanation.

This results in the supposed Zerg advantage appearing stronger than it is.

The flip side of this is that when the zerg player does go for aggression to make use of the map, they may be playing into a situation where they lose edge they could have had, if the protoss is playing honest and is in a state to defend well. It should be noted that this might result in decreased advantage in that instance, but it doesn't represent a measure of whether zerg vs protoss as a matchup on the given map has an advantaged side or not.

Notwithstanding, I'm really pleased to see TL analysis specifically about maps; can't have enough of this!

And of course the point is very well made that there should be better intentionally and more tolerance for using "imbalanced" maps that can change the way the game is played.


Good points. The thing is, sometimes on certain maps you can't hold a third, period. For example, holding a third base in WoL vs a roach maxing Zerg on Dual Sight was actually impossible.

For this article i decided to focus on the map constraint side of things (and how the percieved imbalanced made protoss players take crazy risks) rather than the metagame side, because the map isn't developed enough to actually posses a stable metagame yet.


Yeah, it becomes a much larger discussion once you include metagame possibilities.
Comprehensive strategic intention: DNE
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-02-14 21:14:16
February 14 2014 21:12 GMT
#15
Thought provoking read, TL team. Thanks. Thanks to Nony too for his invaluable input. Working on the map in the right way could also have meant improving it differently rather than just reducing the ramp (e.g. circular attack path through the middle?).
KT best KT ~ 2014
DjayEl
Profile Joined August 2010
France252 Posts
February 14 2014 21:21 GMT
#16
Have not read yet, but I love this already. Deep analysis like this are freaking awesome.

I'm in!
TheFlexN
Profile Joined March 2012
Israel472 Posts
February 14 2014 21:27 GMT
#17
I love the idea of the article and I think you should concider making a map analysis thread like this to other maps. I love mapmaking in general, it looks like some sort of art.
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
ObamaToss
Profile Joined June 2012
United States24 Posts
Last Edited: 2014-02-14 21:32:25
February 14 2014 21:29 GMT
#18
Maybe I missed it, but if not, could you guys add a picture or at least a link to a picture of the original daedalus? Sure I could look it up, but it would make the analysis much simpler (for everyone reading) to follow along with if there was a map picture in this post.

Very good article though. I really like the "rethinking the standard" angle. It always frustrated me that people consider a map shit if they cant do the same 2 builds on it. Creative thinking++. Thanks TL Strat!
The original Obamatoss
Sjokola
Profile Joined November 2010
Netherlands800 Posts
February 14 2014 21:48 GMT
#19
Much love for Nony! Time to come back to TL?
r1flEx
Profile Joined October 2012
Belgium256 Posts
February 14 2014 21:56 GMT
#20
funny thing is.. protoss only has to complain about 1 map being too strong for zerg
then what about heavy rain, frost, yeonsu, ... in tvp. blink ftw

User was warned for this post
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