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Fixing Starcraft 2 - High Ground & Map Design - Page 2

Forum Index > SC2 General
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Iggyhopper
Profile Joined July 2010
United States259 Posts
Last Edited: 2010-08-16 19:39:27
August 16 2010 19:38 GMT
#21
On August 12 2010 10:31 Sentient wrote:
Show nested quote +
On August 11 2010 15:09 EggPuppet wrote:
Let's compare that to a much more useful ramp:

[image loading]

This is the entrance to a main base on Lost Temple. Unlike the ramp on Blistering Sands, this one is placed so that defenders can get a few shots off on an attacking force before they breach the ramp. That advantage is enough to sometimes deter an attack, or balance out a slight numerical advantage, so it actually has an impact on game flow in some cases.


Another poster on this forum noted that as long as the attacker has vision, the defender is at a disadvantage! Chokes like this allow the attacker to get a better surround with ranged units. This can actually lead to a substantial defender's disadvantage, which might contribute to a lot of the all-in type play found currently.
Imagine if the map heights were flipped/switched and the ramp was facing the opposite direction. Now that would be an advantage for the defender since they have more surface area to defend from.
silencesc
Profile Joined July 2010
United States464 Posts
August 16 2010 20:37 GMT
#22
Zerg is really the only race that gets hurt by this, with Toss, I can spend 100/100 and get sight anywhere (halluphoenix ftw!). But if the choke is easliy blocked off, and you have to be at the top to see, it just seems like terran's getting the imbalanced end of the stick (again)
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
EggPuppet
Profile Joined August 2010
26 Posts
Last Edited: 2010-08-28 15:40:03
August 28 2010 15:38 GMT
#23
On August 17 2010 04:33 Azile wrote:
So.. basically you want to buff maps for terran? That's all I'm seeing out of this.

I know that's not what you said and that's not where you're coming from but that is the end result.

As the only race that can't wall-off my ramp with ranged forces behind it and play defensively... no thanks.


This shouldn't be a good enough reason to cripple the cliff layouts. Terran map imbalance should be fixed in other ways, like creating wide open central areas that favor Zerg's flanking.

Imagine if Zealot rushes were to be really overpowered in the early game - you could fix it by making every map into an island map, but in doing so, you'd ruin a lot of other good gameplay, just to fix a problem with Zealots.


If I could soapbox for a minute, I wish high ground conveyed +1 range to the defender and -1 range to the attacker. This would be a non-random, tactically valuable advantage that would specifically help Zerg, as well as just plain making physical sense. Because their units tend to be shorter ranged, the proportional value would be greatest to Zerg, and would give them more defensive options. Meanwhile, it would be desirable to every race, to create map flow, and the advantage wouldn't just vanish as soon as air units come onto the field.
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