• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:30
CEST 09:30
KST 16:30
  • 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
[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)54Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1
StarCraft 2
General
How do you feel about the mass reverts in the 5.0.17 PTR? StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) SC4ALL: II SC2 Complete Invited Player Lineup StarCraft open world shooter announced at BlizzCon Weekly Cups (Sept 21-27): herO and ByuN double
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Grand Finals SC2 INu's Battles#21 [ 3-Days tournament ] ScienceCraft (October 24-25) - Live Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Fantasy returning? Bot on ladder BW General Discussion ASL22 General Discussion a Announcement on the JEDI Ringing
Tourneys
[ASL22] Ro8 Day 4 [Megathread] Daily Proleagues [ASL22] Ro8 Day 3 [ASL22] Ro8 Day 2
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7756 users

GSL Map Position Stats - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 All
Froadac
Profile Blog Joined July 2009
United States6733 Posts
January 16 2011 02:22 GMT
#21
On January 13 2011 23:29 Xxio wrote:
Show nested quote +
On January 13 2011 23:27 ChickenLips wrote:
I feel like these kind of GSL statistics are just kind of useless because the sample size is tiny. The game is new and the players are crap, this isn't enough to base any meaningful conclusions on.


75% win rate for Terran in close positions is pretty telling.

People who are pulling "statistics knowledge" out of nowhere, even though there arne't that many items we can tell with certainty that there is corellation, just due to the 75 percent.
Fa1nT
Profile Joined September 2010
United States3423 Posts
January 16 2011 02:33 GMT
#22
A sample of 10 is too small, but the samples that the TC was posting are in the 70-80s, which will start to have accurate representations.
JBright
Profile Joined September 2010
Vancouver14381 Posts
January 16 2011 02:34 GMT
#23
Hmm, I do like the idea of making the games longer by only generating cross positions, but then a lot of the 4-player maps will become 2-player maps and scouting becomes less important early in the game. Maybe that can be a good thing too, since it decreases the chances of a player losing due to scouting the opponent's base last on Meta and LT.
ModeratorThe good and the wise lead quiet lives. Neo's #1 Frenemy and nightmare.
Wochtulka
Profile Joined October 2010
Czech Republic66 Posts
January 16 2011 02:35 GMT
#24
I think 4 player maps should a) not be like DQ with awkward "symetry", b) should prevent spawning in closest locations by land. Spawning close by air is fine imo if walk distance is long.

Btw i really like Shakuras plateau because of it being big enough to actually play on how it is supposed to be played (zerg reactions etc.) and i think it is one and only completly balanced map so far. This might lead to a thought that 2v2 maps should maybe be used in 1v1 matches sometimes, maybe with some minor changes.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
January 16 2011 02:42 GMT
#25
Excellent work!

I think part of the terran close dominance is the prevalence of 2 rax play in the GSL.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
January 16 2011 02:59 GMT
#26
On January 16 2011 11:42 Sanguinarius wrote:
Excellent work!

I think part of the terran close dominance is the prevalence of 2 rax play in the GSL.

Tbh what exactly is wrong with 2rax even cross position? It doesn't delay the cc that much and you can be pretty safe FEing. The only thing you loose is tech, where rine is pretty good very far into the game anyway it doesn't really matter for defending purpose, but you loose the chance to harras via hellions/banshees, which kinda defeats the "terran are playing wrong, they just need to macro more"-view.

Question is, is the random roll(if it were in a bit lesser degree) a bad thing? I mean that's for blizzard to decide, but it keeps the games a bit more... diverse. Obviously such huge differences are bad, but if it was say +/- 10%, would that be a bad thing?

If it isn't, how to combat it? Zerg ofcourse say make all spots cross position, toss lands somewhere in middle(long for PvT, short for PvZ) and terran close. I'd guess we're looking to approach the 50% mark a bit more, so cross seems to be to far and close to short.
So if blizzard feels the random roll is bad, I'd say either they needed to make 3player maps or limit spawning location to correct distance.
MnMOptimus
Profile Joined January 2011
United States8 Posts
January 16 2011 04:20 GMT
#27
will they use these maps next week?
Elp
Profile Joined September 2010
Netherlands86 Posts
January 16 2011 13:30 GMT
#28
What i find most interesting is the lower win rate on the 6 o clock. The other statistics are probably explained by strategies that are strong for certain races on certain positions, so the win rate is determined by race factors which are triggered by relative starting positions. I think its called 'mediation' in statistics, or 'moderation'.., its been a while

But a starting position which has a lower win rate across the board just shouldn't exist. The winrate of a starting position is (or should be) independent from relative positions (air/walk/cross) and/or race. Maybe its the shape of the starting base, or perhaps distance to gas/minerals. Or maybe the numbers are just insignificant due to a small'ish sample size. If there is someone here with expertise on statistics he/she could prove or disprove the significance of the numbers found.
Odoakar
Profile Joined May 2010
Croatia1838 Posts
January 16 2011 15:08 GMT
#29
On January 13 2011 23:55 heyoka wrote:
I imagine Metal would be a lot better if it spawned only cross map. It would be cool to add in game length stats to the position stuff, seems likely that the games with cross map would be a lot longer (and probably qualitatively better for spectating).



I've just finished collecting game length data for all games played in GSL 2, GSL 3 and GSL 4, and this seems like a good next step to take. I might go through all the games again quickly, and just note whether the spawn positions are WALK, AIR or CROSS and then do some nice pivot tables to represent the data
Shorack
Profile Joined August 2010
Belgium111 Posts
January 16 2011 18:51 GMT
#30
On January 16 2011 22:30 Elp wrote:
What i find most interesting is the lower win rate on the 6 o clock. The other statistics are probably explained by strategies that are strong for certain races on certain positions, so the win rate is determined by race factors which are triggered by relative starting positions. I think its called 'mediation' in statistics, or 'moderation'.., its been a while

i'd call it explanation.
Phanekim
Profile Joined April 2003
United States777 Posts
January 16 2011 19:50 GMT
#31
people are pretty lame here. its not about sample size but its about confidence intervals. if you have a high percentage of something happening you don't need a huge sample size.

in this instance you might need slightly a few more samples to get a good p value.

however, just because something isn't within a confidence interval doesn't mean that the phenomenon isn't happening.
i like cheese
OldSC2Guy
Profile Joined December 2010
United States8 Posts
January 17 2011 19:02 GMT
#32
Sample size is reasonable (p<<1). Calling player skill a factor is by definition subjective. The title itself limits the data to [GSL] (not ladders).

"David" Kim of Blizz stated publicly on the first day of the Jan 2011 [GSL] that Blizz intended "balance" to relate to the "highest level of competition." If there was any doubt about his meaning, note that he was standing on the set at the competition. Blizz sent him there to deliver that message (my interpretation - not a fact).

I can't see anyway this work by the OP could be more on point. Excellent meta-analysis. I hope you keep it up and you might think about doing this sort of thing for a living.

The real question this points to is: What role, if any, does play other than international competition have in "David's" "balance scheme?" Ladder players could use as much support from Blizz on this as [GSL] players. Work such as the OP may get Blizz to help us there with some ladder data.

Note: I am taking no position regarding the definition of "balance." I am a 92 rank Bronze. I don't care what Blizz does. I just want to know the landscape.

Old guys can beat you at Bingo.
GagnarTheUnruly
Profile Joined July 2010
United States655 Posts
January 17 2011 19:46 GMT
#33
I did some chi-squared tests and given the small sample size the results aren't significantly different from random -- but that doesn't mean that these results aren't meaningful. They coincide with anectodal impressions people have from logging thousands of games and also make rational sense. While it's still hard to know what Terran's 'actual' win probability is when spawning at close-by-ground positions, it's pretty crazy that they are winning 3/4 of their games in the GSL in that situation.
DarkRise
Profile Joined November 2010
1644 Posts
January 17 2011 19:50 GMT
#34
those stats are pretty much expected
Hoping this will be change once the new maps are implemented
Odoakar
Profile Joined May 2010
Croatia1838 Posts
January 17 2011 20:06 GMT
#35
I need an advice - should I only check stats for Lost Temple and Metalopolis since they have similar layout, or should I try to include DQ and Shakuras, even though I'm not sure one can break down the spawn points to fit the cross, air, walk scenario:/
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
January 18 2011 21:08 GMT
#36
I looked at Shakuras when collecting the numbers and it wasn't very interesting, since it can only spawn cross or opposite side you end up looking at "is right or left side better". The game doesn't play out all that differently depending on spawns either, sometimes you get wacky shenanigans with breaking the rocks and doing backdoor stuff but even that has become less common. DQ has potential but the dynamic is very subtle, it effects things like where your third is and if you break the rocks and take that base or the front natural. By comparison, LT/metal it can directly change your build order (ie you're basically never opening void rays if you don't scout them with close flying distance).

For both of those maps it might be worth looking at, but the effects don't show in as many games so you would need a more clever way to slice it than what I did here.
@RealHeyoka | ESL / DreamHack StarCraft Lead
Neivler
Profile Blog Joined November 2008
Norway911 Posts
January 19 2011 18:41 GMT
#37
The thing I want is maps where the distance does not matter that much in the early game. Different positions should make different games, but not that early as it is now, where you cant know anything before you will scout and then it is to late.
I pwn noobs
Ownos
Profile Joined July 2010
United States2147 Posts
January 19 2011 18:58 GMT
#38
No surprises here.
...deeper and deeper into the bowels of El Diablo
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
January 19 2011 19:09 GMT
#39
Thanks for doing this. I have high hopes that Blizzard will release bigger maps one of these days :o
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #21
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Hyuk 1145
910 759
ggaemo 673
actioN 544
Mong 225
Shuttle 102
Dewaltoss 87
Yoon 85
Leta 63
soO 43
[ Show more ]
yabsab 31
Hm[arnc] 26
Bale 23
Noble 14
Aegong 9
Dota 2
Fuzer 77
League of Legends
JimRising 545
Counter-Strike
shoxiejesuss74
Heroes of the Storm
Khaldor929
Other Games
summit1g8592
ceh9504
olofmeister486
Happy342
PiGStarcraft257
Mew2King112
ArmadaUGS47
trigger6
Organizations
Dota 2
PGL Dota 2 - Main Stream121
[ Show 12 non-featured ]
StarCraft 2
• LUISG 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2355
League of Legends
• Rush1248
• Stunt419
Upcoming Events
Stellar Fest
5h 31m
OSC
14h 31m
CranKy Ducklings
1d 2h
Online Event
1d 3h
FEL
1d 8h
AI Arena Tournament
1d 9h
BSL: Ladder Tournament
1d 11h
Sparkling Tuna Cup
2 days
INu's Battles
2 days
herO vs Classic
Percival vs Rogue
BSL Open Qualifier
2 days
[ Show More ]
BSL Open Qualifier
2 days
Replay Cast
2 days
Afreeca Starleague
3 days
Rush vs Light
WardiTV Weekly
3 days
Replay Cast
3 days
Afreeca Starleague
4 days
Soma vs Soulkey
INu's Battles
4 days
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
4 days
The PondCast
6 days
INu's Battles
6 days
Liquipedia Results

Completed

Proleague 2026-09-30
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
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 © 2026 TLnet. All Rights Reserved.