• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:00
CET 17:00
KST 01:00
  • 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 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation10Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RSL Season 3 - RO16 Groups A & B Preview Mech is the composition that needs teleportation t [TLMC] Fall/Winter 2025 Ladder Map Rotation Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle What happened to TvZ on Retro? BW General Discussion Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers PvZ map balance How to stay on top of macro?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Clair Obscur - Expedition 33 Beyond All Reason Should offensive tower rushing be viable in RTS games?
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
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
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1716 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
Croatia1837 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
Croatia1837 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
WardiTV Korean Royale
12:00
Group Stage - Group A, Day 2
WardiTV841
TKL 272
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 272
SteadfastSC 72
BRAT_OK 49
MindelVK 16
StarCraft: Brood War
Britney 42805
Calm 3999
Rain 3955
Horang2 1139
firebathero 483
Soma 277
Flash 248
Snow 184
Zeus 156
BeSt 121
[ Show more ]
Hyuk 116
hero 100
Hyun 77
Soulkey 76
Rush 75
Killer 49
Mind 43
Barracks 27
TY 19
Movie 16
Free 15
Shine 13
Terrorterran 9
Bale 9
JulyZerg 7
Dota 2
singsing4178
qojqva2930
Dendi1249
Counter-Strike
byalli469
oskar108
Super Smash Bros
Mew2King81
Other Games
B2W.Neo1081
hiko565
Lowko338
Happy259
RotterdaM235
crisheroes219
Liquid`VortiX148
Sick126
QueenE58
Trikslyr23
febbydoto8
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• poizon28 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 33
• Michael_bg 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3349
League of Legends
• Nemesis4012
• TFBlade886
Upcoming Events
CranKy Ducklings
18h
RSL Revival
18h
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
20h
Cure vs Reynor
Classic vs herO
IPSL
1d 1h
ZZZero vs rasowy
Napoleon vs KameZerg
OSC
1d 3h
BSL 21
1d 4h
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
1d 18h
RSL Revival
1d 18h
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
1d 20h
WardiTV Korean Royale
1d 20h
[ Show More ]
BSL 21
2 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
2 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
3 days
WardiTV Korean Royale
3 days
BSL: GosuLeague
4 days
The PondCast
4 days
Replay Cast
5 days
RSL Revival
5 days
BSL: GosuLeague
6 days
RSL Revival
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
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
RSL Revival: Season 3
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
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
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.