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Active: 1451 users

[D] Refined Scrap Station

Forum Index > SC2 General
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Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2010-11-19 01:08:42
November 16 2010 05:38 GMT
#1
Ever since Zelniq made this thread detailing the positional problems with a map that, for the most part, everybody liked, people have pointed out the problem in games and casts repeatedly.

I talked to the iCCup guys about creating a fixed version, but they're understandably busy guys, with their own awesome maps to make and charity casts to do for the kids. So I figured out how to use the mapmaker today and created my own updated version.

It is currently on NA, SEA and EU as Refined Scrap Station, but before pitching it on the Blizzard forums I wanted to discuss it here, and see if we could all get behind it.

If anybody wants to donate a slot to put it on the KR server, please PM me.

So, here's the list of changes, with screenshots, reasoning, and polls for you guys to vote on. Team Liquid loves polls, after all!


Also, please note, this is not a thread about map balance, or about the racial balance of Scrap Station. This is a thread about the positional spawn point imbalances of Scrap Station. I am not intending to make a new map or a different map, I am intending to fix the positional problems of the existing map while keeping the features and concept of it the same.


Change #1:
The righthand spawn locations ramp was pushed inward slightly. This prevents the problem of spine crawlers on the right spawn having bad coverage of the ramp compared to the left, and prevents the problem of needing an extra creep tumor to reach the natural on the right spawn.

In order to make the number of buildings required to wall off as a FEing Protoss or Terran the same, a doodad was added close to the cliff edge. Walling at the ramp is the same.

Left spawn (for comparison):
+ Show Spoiler +

[image loading]
[image loading]
[image loading]


Right spawn:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Change in Balance:
I think this is a considerable buff for early game Zerg, for obvious reasons. Terran and Protoss remain the same.

Poll: Do you like this change?

Yes (263)
 
85%

No, change it the other way (3 tumors to connect for both spawns) (30)
 
10%

No, leave it as is (15)
 
5%

308 total votes

Your vote: Do you like this change?

(Vote): Yes
(Vote): No, change it the other way (3 tumors to connect for both spawns)
(Vote): No, leave it as is




Change #2:
A doodad has been placed behind the destructible rocks on the left-hand spawn. Before, it would take an extra building to wall off behind the rocks on the left spawn compared to the right.

Right spawn (for comparison):
+ Show Spoiler +

[image loading]


Left spawn:
+ Show Spoiler +

[image loading]
[image loading]


Change in Balance:
I think this is a minor mid game buff for Protoss and Terran, but it is not necessarily bad for Zerg, since it lets them block the lefthand rock choke with fewer Roaches or whatever.

Poll: Do you like this change?

Yes (150)
 
70%

No, change it the other way (2 buildings to wall behind rocks on both spawns) (60)
 
28%

No, leave it as is (5)
 
2%

215 total votes

Your vote: Do you like this change?

(Vote): Yes
(Vote): No, change it the other way (2 buildings to wall behind rocks on both spawns)
(Vote): No, leave it as is




Change #3:
The chokepoint south of the natural on the right hand side of the map has been slightly enlarged, making it impossible to wall with 2 buildings on the right hand side. It was always possible to wall with 2 on the right hand side.

Left spawn (for comparison):
+ Show Spoiler +

[image loading]


Right spawn:
+ Show Spoiler +

[image loading]
[image loading]


Change in Balance:
I think this is a minor early game nerf for Protoss, but nobody is really doing 2 gate pressure anymore, especially not on this map, so really it's just creating wider gaps for big armies in late game.

Note that this change was reversed due to the poll, so the "Yes" option is now the "No, change it the other way" option, and vice versa. Make sure you're voting for the correct choice.

Poll: Do you like this change?

No, change it the other way (Cannot wall here with 2 buildings on either spawn) (120)
 
66%

Yes (57)
 
31%

No, leave it as is (5)
 
3%

182 total votes

Your vote: Do you like this change?

(Vote): Yes
(Vote): No, change it the other way (Cannot wall here with 2 buildings on either spawn)
(Vote): No, leave it as is




Change #4:
Previously, there was a spot on the island on the south spawn side where Infestors could spit terrans over the gap, even though Stalkers cannot blink over the island. This spot has been removed to make this no longer possible.

Left spawn (for comparison):
+ Show Spoiler +

[image loading]


Right spawn:
+ Show Spoiler +

[image loading]
[image loading]


Change in Balance:
I see this as more of a bug fix than anything else. I suppose it's an extremely minor nerf to Zerg, I've never seen anybody use this trick in a pro game.

Poll: Do you like this change?

Yes (177)
 
87%

No, change it the other way (Let Infestors spit IT's on both sides of the island) (24)
 
12%

No, leave it as is (3)
 
1%

204 total votes

Your vote: Do you like this change?

(Vote): Yes
(Vote): No, change it the other way (Let Infestors spit IT's on both sides of the island)
(Vote): No, leave it as is




Change #5:
After using the map analyzer to check the edits, I found out that the edit to the ramp made the right hand main much smaller than I'd realized, going from 31.0 Command Center equivalents to 28. Because of this, the back of the right hand main was enlarged slightly, in order to make the two mains even.

Map Analyzer imagery:
+ Show Spoiler +

[image loading]
[image loading]


Changes:
+ Show Spoiler +

[image loading]
[image loading]


Change in Balance:
This keeps the mains roughly the same size as they were before, given that change #1 made the righthand main smaller than the left.

Poll: Do you like this change?

Yes (44)
 
96%

No (2)
 
4%

46 total votes

Your vote: Do you like this change?

(Vote): Yes
(Vote): No




Finally, we've got a poll on what you think of the changes as a whole. Please note that this poll is asking if the current changes in the pictures improve the map.

If you don't like the current changes and would on the whole prefer the #2 option changes that were not done, please vote no. If a good majority prefer the #2 option changes I'll make a new version and we'll vote on that.

Poll: Do these changes improve the map?

Yes (276)
 
97%

No (8)
 
3%

284 total votes

Your vote: Do these changes improve the map?

(Vote): Yes
(Vote): No




Some PMs/Reply's I have gotten from progamers and important community members on the subject:

On November 17 2010 05:30 prodiG wrote:
The changes seem okay, but I think if you wanted to have a perfectly balanced map you'd have to make it symmetrical. I'd just copy the top spawn, rotate 45 degrees and flip horizontally and then start lining things up. This would hands down eliminate all problems, although you'd need to completely overhaul the map as none of the aesethics on the bottom half would work anymore, on top of making sure you've got everything perfectly symmetrical.

On November 17 2010 10:26 Liquid`Nazgul wrote:
Looks good.

On November 17 2010 10:41 iCCup.Diamond wrote:
Looks pretty good, good job!

On November 17 2010 18:22 MorroW wrote:
i like it because scrap station has these positional imbalances that u mention here, the creep spread in the main to ramp and all the wallin things, is actually a pretty big deal at high level
im not 100% if we shoud change left side or right side to make the symmetrical, the only thing i want is that both sides look the same to create positional balance

On November 18 2010 01:57 Whiplash wrote:
I'm aware of the positional balance on this map in ZvZ, your balance changes seem to address it. Looks good, I saw your post a few days ago but just didn't comment on it.

On November 18 2010 04:12 Chill wrote:
Your solution in change 1 is a bit of a strange one - you've blocked off access to the right ramp by placing that doodad in the way... There must be a more elegant solution to restore symmetry without blocking ramp access.

2 is a no brainer

I don't like 3. I feel the double gate rush + block is a cool possibility, so I feel you should modify the left side to reflect the right side, as opposed to vice versa.

4 is fine as long as it still allows blinking. (blinking was never possible, he and I talked about that after)

I don't really have a comment on #5.

Hope that helps >_<

On November 17 2010 20:12 Mirhi wrote:
I actually like this, I'll have my guys post on this.

On November 17 2010 20:25 Tranqfx wrote:
yea, looks good

On November 17 2010 21:17 vT bLuR wrote:
i like these changes dont like the doodad to block the ramp one though



Anyway, please discuss! Thanks.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
silencesc
Profile Joined July 2010
United States464 Posts
November 16 2010 05:42 GMT
#2
I really like the changes, but the other way. Making the game harder for everyone is better than easier, as you don't want the destructible rocks not to matter at all, and if it's too easy to wall off then scrap station will become a two base turtle fest map...
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
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2010-11-16 06:03:05
November 16 2010 06:02 GMT
#3
I'd also like to specifically request that any pro's with the time who read through all this post their opinions of the changes. Unfortunately, I am not the iCCup guys, and I can't just hop on skype and ask a whole bunch of progamers what they think of the thing.

Thanks.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Bear4188
Profile Joined March 2010
United States1797 Posts
November 16 2010 06:22 GMT
#4
Great changes, it's simply amazing how inept Blizzard is in just making a mirrored map.

I think with change #3 it would be better to widen the small choke rather than constricting the other, just because it seems that Scrap already has a lot of tight spaces and it would be more conducive to late game macro armies to add space rather than take it away.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Existor
Profile Joined July 2010
Russian Federation4295 Posts
November 16 2010 06:29 GMT
#5
Good changes, but... Blizzard will NEVER add them, because they're not reading this forum
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
November 16 2010 06:40 GMT
#6
We absolutely need people to do in-depth analysis on all maps, proving how horrible Blizzard's maps really are!
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Lina
Profile Joined September 2010
42 Posts
November 16 2010 06:50 GMT
#7
why make this map even more zerg favored than it already is?
imyzhang
Profile Blog Joined March 2010
Canada809 Posts
November 16 2010 06:52 GMT
#8
this is amazing =] at least someone actually tries to balance the map, instead of just posting complaining posts on tl.
bleh
Craton
Profile Blog Joined December 2009
United States17278 Posts
November 16 2010 06:54 GMT
#9
That doodad placement just looks really, really awkward. I think it'll end up causing giving a positional imbalance to the right side instead of the left when it comes to how much surface area you get to attack/push with.
twitch.tv/cratonz
Coindrop
Profile Blog Joined August 2010
United States203 Posts
November 16 2010 07:06 GMT
#10
Nice work, I really am not a fan of scrap station and have had it thumbsed down for eternity but this is some admirable effort right here = )
US Server ID: Coindrop // Code: 990 // www.Hugs-and-Kisses.org
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
November 16 2010 07:18 GMT
#11
Blizzard should really look into this, never noticed the destructable rocks problem and the blinking over the island problem.
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
Darkstar_X
Profile Joined May 2010
United States197 Posts
November 16 2010 07:22 GMT
#12
This map is already so heavily zerg favored, yet you make it even more so. I'm not sure how anyone can say this is more fair at all. Also the doodad makes it look like a joke.
Nightfall.589
Profile Joined August 2010
Canada766 Posts
Last Edited: 2010-11-16 07:25:06
November 16 2010 07:23 GMT
#13
Am I the only one who finds it quite disturbing that so many of the Zerg-favoured changes (Or the "No to Protoss/Terran-favoured changes) are receiving so many votes on a map that's already very Zerg-favoured?

This is the equivalent of people supporting making Thor drops even better on LT (Say, by adding a chasm between the hatchery, and the cliff!)
Proof by Legislation: An entire body of (sort-of) elected officials is more correct than all of the known laws of physics, math and science as a whole. -Scott McIntyre
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 16 2010 07:27 GMT
#14
On November 16 2010 16:23 Nightfall.589 wrote:
Am I the only one who finds it quite disturbing that all the Zerg-favoured changes (Or the "No to Protoss/Terran-favoured changes) are receiving so many votes on a map that's already very Zerg-favoured?

This is the equivalent of people supporting making Thor drops even better on LT (Say, by adding a chasm between the hatchery, and the cliff!)


No, it's not.

Thor drops on Lost Temple are not a positional imbalance, they are a feature. No matter where you and your opponent spawn on Lost Temple, you can Thor drop on the high ground and hit his natural hatchery.

This is correcting a problem where in a ZvZ the Zerg on the top spawn is at an advantage because of assymetrical problems with the map.

Please do not turn this thread into a racial balance thread. I do not want it to be a racial balance thread. I understand that editing a map inevitably changes the balance of the map, but I don't want people comparing these changes to, nor whining about, Lost Temple in this thread.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Zerksys
Profile Blog Joined August 2009
United States569 Posts
Last Edited: 2010-11-16 07:52:48
November 16 2010 07:41 GMT
#15
On November 16 2010 16:23 Nightfall.589 wrote:
Am I the only one who finds it quite disturbing that so many of the Zerg-favoured changes (Or the "No to Protoss/Terran-favoured changes) are receiving so many votes on a map that's already very Zerg-favoured?

This is the equivalent of people supporting making Thor drops even better on LT (Say, by adding a chasm between the hatchery, and the cliff!)


Um I don't see any drastic changes to the map that changed it so that it is MORE heavily zerg favored. Everyone knows that it's a zerg favored map no one will deny it, but the changes he made did nothing to make it worse. He's simply making it so that the map is mirrored. Before it was a 50/50 shot that you would get a worse position. Now with the changes you get the same field conditions both ways.

Besides terrans get lost temple and stepps zerg gets scrap station. It all evens out.
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
actionbastrd
Profile Blog Joined September 2010
Congo598 Posts
November 16 2010 07:43 GMT
#16
all maps should be symmetrical, its really just that simple. why blizzard doesn't seem to think so is beyond me. Map balance is just as important as unit balance. All your changes are golden, or at the very very least an obvious improvement.
It rained today inside my head...
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
November 16 2010 07:49 GMT
#17
yup. all these changes do is balance the map. no problems there.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 16 2010 07:51 GMT
#18
Is that you being sarcastic or supportive, Subversion. I cannot tell
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Nightfall.589
Profile Joined August 2010
Canada766 Posts
Last Edited: 2010-11-16 07:56:37
November 16 2010 07:56 GMT
#19
On November 16 2010 16:27 Ketara wrote:
Show nested quote +
On November 16 2010 16:23 Nightfall.589 wrote:
Am I the only one who finds it quite disturbing that all the Zerg-favoured changes (Or the "No to Protoss/Terran-favoured changes) are receiving so many votes on a map that's already very Zerg-favoured?

This is the equivalent of people supporting making Thor drops even better on LT (Say, by adding a chasm between the hatchery, and the cliff!)


No, it's not.

Thor drops on Lost Temple are not a positional imbalance, they are a feature. No matter where you and your opponent spawn on Lost Temple, you can Thor drop on the high ground and hit his natural hatchery.

This is correcting a problem where in a ZvZ the Zerg on the top spawn is at an advantage because of assymetrical problems with the map.

Please do not turn this thread into a racial balance thread. I do not want it to be a racial balance thread. I understand that editing a map inevitably changes the balance of the map, but I don't want people comparing these changes to, nor whining about, Lost Temple in this thread.


Here's the thing - I'm not noting the positional imbalances, but rather, the choices that people make.

I'm all for fixing the imbalance, but when presented with Option A that makes a X-favoured map symmetrical, but more favoured towards X, and Option B that makes a X-favoured map symmetrical but less favoured towards X, I'd figure people would be more inclined to support Option B.
Proof by Legislation: An entire body of (sort-of) elected officials is more correct than all of the known laws of physics, math and science as a whole. -Scott McIntyre
Xacalite
Profile Joined September 2010
Germany533 Posts
November 16 2010 08:05 GMT
#20
When reading to the answers i get kinda sad how many fuckin retards dont get what the OP actually did. How can you QQ instantly that this map that is "zerg favoured" is getting even more buffed for zerg? Do you even know what "zerg favoured" means? When reading stuff like "ohhhh your making teh mapz even betta 4 zergs omg" I dont think you do. Zerg favoured is atm only a term to refer to a map that is pretty much perfectly balanced. No short rush distance to tank push twice and shelll your nat. No ultra small chokes to pummel down 10 ultras that cant attack at once. No ledge for thor drops (not saying LT is imba).

So next time you whining about map changes use your degenerated brain and think about what your just about to write.


Sorry for the rant but it makes me mad.

As for the changes i really think they were all quite needed. I think having maps with features that favour race X is nothing bad. But having to cointoss between a godd spawn and a bad spawn is very shitty. I personally agree with you changes. Evening out spawn points on the better blizzard maps and let the ICCup guys make the other godd maps =).
I feel fear...for the last time
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