• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:18
CET 03:18
KST 11:18
  • 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 Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA13
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread EVE Corporation [Game] Osu!
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
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1702 users

[D] Maps, too small? [replays, long] - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
tQSky
Profile Joined August 2010
Canada63 Posts
December 27 2010 05:20 GMT
#81
On December 27 2010 14:05 shynee wrote:
Why cant people understand that during late game, the problem isnt that the terran 200/200 army is weaker than the zerg army. Hell, the terran army might be stronger. The problem is that Zerg and replenish that 200/200 army in 30 seconds while Terran cannot... make it a 200/200 vs 300~400 army. Get it?

And this isnt SC1. We cannot have very large maps for 1v1 in SC2. Imagine the immobility issues for Terran.

I disagree with you and im a terran player If the game gets to where both players are 200/200 Then u have to build enough Barracks where you can keep up with the Zerg larva. On two bases Terran can have up to 10 Barracks or more, on 3rd you can have 15+ Barracks that is enough to replenish back to 200/200 in 1-2 mins you always have to keep using factory and starport to get your supply up.
Beast
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
December 27 2010 05:33 GMT
#82
thats interesting and all, but is T really your weakest race? maybe your innately good at T and ZvT is his worst match up
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
FuRong
Profile Joined April 2010
New Zealand3089 Posts
Last Edited: 2010-12-27 05:57:39
December 27 2010 05:52 GMT
#83
I think the OP makes a lot of valid points.

Adding bigger maps will not miraculously solve everything overnight, but I think it would push the evolution of the game in the right direction. Will bigger maps be imbalanced at first? Of course they will, that's the whole point.

Most of the balance changes we have seen so far have been addressing issues within the first 10 minutes of the game. If we start playing on bigger maps and new imbalances are discovered then we can start addressing those issues and creating some real balance, rather than go around in circles arguing about whether Bronze player #1 can hold off Bronze player #2's Zealot rush and whether it needs to be fixed.

The end goal should be to move towards a state of gameplay which is hopefully as exciting and varied as BW. But we're never gonna find out anything if 8/10 games end on 2 bases vs 2 bases before the 15 minute mark =/
Don't hate the player, hate the game
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50586 Posts
December 27 2010 06:11 GMT
#84
larger maps will have new strats to counter the old style of all-in/rush/cheese plays because of the rush distances.

for example against protoss...you know that because of the rush distances he would have to make some forward pylons to cut that distance.When you absolutely know that he has to make those pylons its pointless for him to even try doing something like a 4gate rush and instead just 3gate expand.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
skindzer
Profile Blog Joined May 2005
Chile5114 Posts
December 27 2010 06:26 GMT
#85
Terran cant match Z production? Partly true, but i could play without queens and just make more hatcheries like in BW, the reason why Z needs to replenish his army faster its because it relies in number BECAUSE ITS FUCKING WEAK. Of course if you keep playing with the same 4 barracks till the 20 minutes mark you are going to get overrun.

Also, its not like Z can just easily trample your bases while you are regrouping, you still have defenders advantage, + PF + Bunker + Siege + Repair + the upgrade on building armor + PDD + Zerg has no Dark Swarm.

Zerg Mobility, First of, if you let Z get the map covered in creep tumors, you suck, as simply as that, Z should only have creep between his bases on late game, and theres a good reason for this: THERE ARE NO SCOURGES, NO DARK SWARM, and NO LURKERS, so zerg needs to be actively taking care of all of his hatcheries. Try sending 1 medivac to each hatchery and see how easy is for zerg to split his forces.

But anyways, i suppose Bunker Rush into Banshee is all there is to ZvT.
Its not only the rain that brings the thunder
The Icon
Profile Joined September 2010
Canada111 Posts
December 27 2010 07:02 GMT
#86
Sounds like Terran isn't your worst race
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
December 27 2010 08:02 GMT
#87
Zerg won 2 of the GSLs - the maps can't be that bad.
samuraibael
Profile Joined February 2008
Australia294 Posts
December 27 2010 10:21 GMT
#88
Excellent op.
decaf
Profile Joined October 2010
Austria1797 Posts
December 27 2010 10:34 GMT
#89
On December 27 2010 17:02 TERRANLOL wrote:
Zerg won 2 of the GSLs - the maps can't be that bad.

That doesn't count. The first two GSLs were won by much better players (who coincidentally played Zerg). There are no Zerg favored maps, only maps on that you can't abuse cliffs or short rush distances and don't get easy wins. But what does count is that the very same two players (FD and NesTea) got beaten by inferior players in the GSL3, who abused those small maps.
Anomalist0032
Profile Joined October 2010
United States47 Posts
December 27 2010 11:03 GMT
#90
On December 27 2010 19:34 decaf wrote:
Show nested quote +
On December 27 2010 17:02 TERRANLOL wrote:
Zerg won 2 of the GSLs - the maps can't be that bad.

That doesn't count. The first two GSLs were won by much better players (who coincidentally played Zerg). There are no Zerg favored maps, only maps on that you can't abuse cliffs or short rush distances and don't get easy wins. But what does count is that the very same two players (FD and NesTea) got beaten by inferior players in the GSL3, who abused those small maps.


I just want to point out that FD was the on being insanely all in and cheesy in his play vs hong un. He straight up refused to play macro games against him and instead decided to try and cheesy rushes even though it clearly was NOT working.
"Hope is the denial of reality, the carrot dangled in front of the draft horse to keep him plodding along in a vain attempt to reach it."
ALPINA
Profile Joined May 2010
3791 Posts
December 27 2010 11:42 GMT
#91
What has your +1 roach attack example has to do with maps? Or do you think Xel naga is too small lol?
You should never underestimate the predictability of stupidity
UberThing
Profile Joined April 2010
Great Britain410 Posts
December 27 2010 11:57 GMT
#92
I think you need to improve your scouting. I am no pro, but there are certain times when you scout to find out/rule out what the other player is doing and change your play accordingly. Even little things like a ling outside their base, or an overlord over their nearest choke to find out when they are pushing. Try doing these rush/1 base plays yourself and I think you will understand the game better.

Although I can see why you are trying to blame the maps for tour loses, I feel this is really a case of sour grapes. You lost, you were outplayed. Just because someone won by rushing instead of an hour long macro game does not mean they are an inferior player. We play to win and the OP has clearly demonstrated that you are not capable of altering your build for early aggression. Stop complaining and just think how you can improve instead of trying someone else to blame. Yes the maps are smaller than BW, but if they were any bigger, terran would be so underpowered compared to the other races, this would ruin the game. (Protoss have warpgate, zerg have fast units anyway)
Wag1
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50586 Posts
December 27 2010 17:05 GMT
#93
people who claim that Terran can't beat zerg in a straight up macro game are sorely mistaken.

a 200/200 army can beat at least a wave or two of a typical Zerg 300/300 army with good army placement.And a 5base T is stronger than a 5base Z.

Zerg army is useless when its forced to be split.If a terran tries harassing 2 bases on two opposite ends the main army can easily cut through the middle.

with protoss....proxy pylons become too obvious due to large rush distances.if you scount a 4gate rush then you know that you have to find the proxy pylon since the protoss would never want to walk their entire army across the whole map.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
KWest
Profile Joined September 2010
United States59 Posts
Last Edited: 2010-12-27 17:43:50
December 27 2010 17:37 GMT
#94
Before you harshly criticize my response, I do agree certain builds are too abusive to zerg because of lack of scouting, and will at times result in a unnecessary loss.

If you over commit to an attack, (which your friend brought every drone except 2), you should be punished and shouldnt have the ability to recover. Your friend made a huge mistake and lost 3 minutes later. If he played perfectly, he probably still would of lost but you cant use that replay as a representation of how zerg struggles early game.

If blizzard chooses to increase every map, zerg will have this false sense of security and could abuse their macro mechanics. Blizzard needs to find the balance, and I feel like big maps aren't the answer. The 2 stable metalopolis positions should be the standard of distances for long/short.
Taguchi
Profile Joined February 2003
Greece1575 Posts
December 27 2010 19:54 GMT
#95
something people calling for larger maps are missing: army size compared to broodwar is WAY smaller

200 limit is barely enough for these small maps, what are u going to fight with when u are on 5 mining bases as a colossi/thor/ultra using player? there is clumping making armies look, feel and act small and there is the simple fact that units cost way more supply now

it wouldnt be as ridiculous as warcraft 3, with the million expos hand in hand with high upkeep (lol) but if u think bigger maps will solve all problems i believe u are going to find out u are very much mistaken

bigger maps are step1 towards discovering what else is horribly wrong with sc2, such that after religiously watching every gsl game and every "amazing" casted game for months, i hit up a random proleague series and never looked back
Great minds might think alike, but fastest hands rule the day~
the p00n
Profile Joined September 2010
Netherlands615 Posts
December 29 2010 12:13 GMT
#96
Good point, taguchi.

I have thought about it and I would indeed like to see more food (maybe 300/300?), but I chose not to post before because people on TL generally do not receive such things well.
link0
Profile Joined March 2010
United States1071 Posts
December 29 2010 12:21 GMT
#97
Toss is benefited the most by large maps because of warp gates allowing them to attack anywhere with zero travel time penalties, while at the same time their opponents cannot attack back without travel time.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
the p00n
Profile Joined September 2010
Netherlands615 Posts
December 29 2010 12:32 GMT
#98
On December 29 2010 21:21 link0 wrote:
Toss is benefited the most by large maps because of warp gates allowing them to attack anywhere with zero travel time penalties, while at the same time their opponents cannot attack back without travel time.


Yes, but intelligently-placed Xel'Naga towers and general scouting should be able to catch -most- proxy pylons or probes moving out. You cannot be attentive all the time and catch everything every game no matter how good you are, but I think with nice maps (good Xel'Naga towers etc.), the problem won't be as big as people would think.
NoxMortus
Profile Joined December 2010
Australia23 Posts
December 29 2010 19:29 GMT
#99
It seems a large portion of the SC2 community hate rushes and prefer to sit back and play the gentlemens game of building up and attacking when ready. If you know you won't be able to win a game that goes for 30mins why not end it in 7mins? Rushing is a valid strategy...

The beauty of an RTS like SC2 is the ability to rush, turtle or do something in between. Admittedly there are at times where a map does feel small, but hey, that is because it is a small map designed for 1v1. If people want a large map to macro on, they should play a large map?

Perhaps if the match making 'map preference' system had a bit more depth (ability to choose large maps for 1v1) then some of these complaints could be nullified.
pwadoc
Profile Joined August 2010
271 Posts
December 29 2010 21:47 GMT
#100
It's not the maps. It's the zerg race. Everyone is dancing around this fact, like it's some sort of shocking revelation. Zerg is bad, broken, fucked, weak, worthless. Everyone knows this, it's been this way for months.
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 118
NeuroSwarm 114
ProTech19
StarCraft: Brood War
Calm 3591
NaDa 84
Noble 28
ivOry 18
Dota 2
PGG 265
Heroes of the Storm
Khaldor138
Other Games
summit1g12915
RotterdaM97
ViBE61
Trikslyr54
Organizations
Other Games
gamesdonequick854
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 105
• musti20045 27
• Airneanach13
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki12
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21567
League of Legends
• Rush469
Other Games
• Scarra1374
• imaqtpie587
Upcoming Events
RSL Revival
5h 12m
Classic vs SHIN
Maru vs TBD
herO vs TBD
Wardi Open
11h 42m
IPSL
17h 42m
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
17h 42m
StRyKeR vs Artosis
OyAji vs KameZerg
OSC
20h 42m
OSC
1d 6h
Monday Night Weeklies
1d 14h
OSC
1d 20h
Wardi Open
2 days
Replay Cast
3 days
[ Show More ]
Wardi Open
3 days
Tenacious Turtle Tussle
3 days
The PondCast
4 days
Replay Cast
4 days
LAN Event
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-21
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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.