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Active: 4024 users

please fix Scrap Station imbalance - Page 3

Forum Index > SC2 General
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Fa1nT
Profile Joined September 2010
United States3423 Posts
September 22 2010 23:35 GMT
#41
I have a sort of off topic question for you guys but..

I have played around 240 matches, and of all the scrap station matches, I have only been in the left position about 1-2 times out of about 30-40 o_0

Anyone know why this is? ><
Alsn
Profile Joined February 2008
Sweden995 Posts
September 22 2010 23:36 GMT
#42
There are a bunch of team maps where the spawn locations are bugged as well(ie, your main building is one hex too far away from your starting minerals). The 2v2 map Tempest has the top-mid leftmost spawn misplaced one hex to the east. As well as the 3v3 map Colony 426 where the bottom spawn location is misplaced one hex to the north.
Machina improba! Vel mihi ede potum vel mihi redde nummos meos!
envee
Profile Joined February 2010
United States27 Posts
September 22 2010 23:37 GMT
#43
actually agreed that it is indeed a big deal. creep gives zerg a huge advantage, and if one spawn can spread naturally further than the other then it needs a fix!!
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
September 22 2010 23:37 GMT
#44
On September 23 2010 08:36 Alsn wrote:
There are a bunch of team maps where the spawn locations are bugged as well(ie, your main building is one hex too far away from your starting minerals). The 2v2 map Tempest has the top-mid leftmost spawn misplaced one hex to the east. As well as the 3v3 map Colony 426 where the bottom spawn location is misplaced one hex to the north.



wow blizzard really really really needs to hire some professional map makers
savior did nothing wrong
DarkPlasmaBall
Profile Blog Joined March 2010
United States46294 Posts
September 22 2010 23:44 GMT
#45
These starting position problems (especially on Scrap Station) are pretty significant, IMO.

Why haven't they been brought up before? Or have threads about them been forced to the bottom of the pile by people complaining about unit/race imbalances?

I feel like Blizzard had more than enough beta resets to fix these map problems, especially on Scrap Station...
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
Last Edited: 2010-09-22 23:54:27
September 22 2010 23:52 GMT
#46
This should not be a problem at least for non ladder games (perhaps cup games). If you are ZvZ @ Scrap Station you can always blame lag and regame to get your left position.

Tips how to sound credible

1st try : Play 10-15 seconds then blame lag and leave game
2nd try : pull cable out (unless you can convince you still have something happening with your comp)
3rd try : This time I would just play whatever position you will get

To get opponent happy remember to say "Looks like it lags only little" when you are happy with position to get some kind of agreement from opponent
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-09-22 23:53:27
September 22 2010 23:53 GMT
#47
please guys continue to bring up more map problems/imbalances, i know there's got to be more
ModeratorBlame yourself or God
Ordained
Profile Joined June 2010
United States779 Posts
September 22 2010 23:56 GMT
#48
On September 23 2010 08:01 Mastermind wrote:
You would think Blizzard would measure distances out and make sure all starting locations are symmetrical. Kind of embarrassing for them if you ask me.

They dont care. They care about unit balance, they have never released a good map, those have always come from the community.
"You are not trying to win, you are trying to be awesome" -Day[9]
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-09-23 00:12:11
September 23 2010 00:11 GMT
#49
I think what would solve all the problems is a league above Diamond for high-level play, featuring a high-level map list. Lower level players would have the standard Blizzard map-set, while the league above Diamond (Pro League for example sake) would feature either custom designed maps by Blizzard noting community suggestions, or even better ICCUP style maps, obviously with the features of SC2 maps - but tailored for high-level play, and also not heavily rewarding to rush play.

The Pro League if implemented should be 'optional' in that when you get promoted out of Diamond into Pro League you get a message saying 'Congratulations you have been promoted to Pro League. This league features a different map set, designed for high-level play, and also and ELO ranking system (i.e. no divisions). Are you sure you want to play in this league?'.

This would solve the issue with Blizzard not wanting to implement higher level maps for the sake of the 'average player'. This way people who don't feel comfortable playing at a very high-level, and want to stay in Diamond forever are perfectly welcome to do so. Once promoted you can opt-in later to the league at any time, provided your hidden rank hasn't dropped below Pro League level since you originally declined.

Thoughts on this idea? I know its been mentioned before, but with the maps as evidence, there may actually be a solid amount of data for Blizzard to conclude such a league is needed.
i-bonjwa
corpsepose
Profile Blog Joined August 2010
1678 Posts
September 23 2010 00:12 GMT
#50
On September 23 2010 08:03 iCCup.Diamond wrote:
Show nested quote +
On September 23 2010 08:01 Mastermind wrote:
You would think Blizzard would measure distances out and make sure all starting locations or symmetrical. Kind of embarrassing for them if you ask me.


Blizzard has made a damn good game but let's be honest, good mapmakers they never have been.


qft

im gonna agree with the general consensus that the iccup maps should be used more in competitive play and probably added to the ladder map pool too
http://www.twitch.tv/corpsep0se
mOnion
Profile Blog Joined August 2009
United States5657 Posts
September 23 2010 00:14 GMT
#51
holy shit thats huge

zelniq so pro @_@
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
NonY
Profile Blog Joined June 2007
8751 Posts
September 23 2010 00:17 GMT
#52
On September 23 2010 08:26 Sworn wrote:
Blizzard should really hire some professional map makers like Kespa.

I'm sure whoever made Blizzard's maps is getting paid to make the maps. These aren't terrible maps but KeSPA has been pretty good about fixing maps quickly and that's going to be the difference. How long will it take Blizzard to fix their maps?
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Ashera
Profile Joined July 2010
Canada202 Posts
Last Edited: 2010-09-23 00:18:33
September 23 2010 00:17 GMT
#53
The creep issue feels present to me on pretty much every map.
Viva la Vida
NonY
Profile Blog Joined June 2007
8751 Posts
September 23 2010 00:21 GMT
#54
On September 23 2010 08:53 Zelniq wrote:
please guys continue to bring up more map problems/imbalances, i know there's got to be more

I believe the gas mining rate never was fixed? http://www.teamliquid.net/forum/viewmessage.php?topic_id=123692
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
mucker
Profile Blog Joined May 2009
United States1120 Posts
September 23 2010 00:21 GMT
#55
Right now we are here.
I really hope Blizzard can do the right thing, swallow their pride and let us get on the road to here soon.
It's supposed to be automatic but actually you have to press this button.
Jaeger
Profile Joined December 2009
United States1150 Posts
September 23 2010 00:27 GMT
#56
metalopolis 6 o'clock ramp is way closers to your minerals than the other starting locations.

[image loading]
[image loading]
[image loading]
[image loading]
https://www.dotabuff.com/players/8137911
AnodyneSea
Profile Blog Joined March 2010
Jamaica757 Posts
September 23 2010 00:28 GMT
#57
I've always hated the bottem base as Z because it takes 2 creep tumors to even get creep down the ramp while the other base is just 1 so it's much faster to set up spines for a FE
Lost within the hope of freedom, not for control but in the light of our cause
Kenny
Profile Blog Joined October 2004
United States678 Posts
September 23 2010 00:32 GMT
#58
These are changes that can be made very easily..post on Blizzard forums and get discussion going there. Online game play allows for patching when needed..which in this case it is.
Panoptic
Profile Joined September 2009
United Kingdom515 Posts
September 23 2010 00:34 GMT
#59
Damn, I always assumed blizzard just made these maps perfectly symmetrical.
"Crom laughs at your four winds!"
No_eL
Profile Joined July 2007
Chile1438 Posts
September 23 2010 00:40 GMT
#60
well, maybe u can make different BOs in different starting points or just try different things than banelings.. but u r right, map sucks XD
Beat after beat i will become stronger.
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