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I'm writing this because 1, I'm bored and 2, I want to get rid of a common misconception people have.
As people have seen in the GSL maps, the mapmakers obviously tried to increase the size in comparison to the GSL maps. I'm sure most people understood why they did this. To a point, the other iCCup mapmakers as well as myself, tried to do the same thing, make our maps a larger size to accomodate a more macro-centric playstyle. In testing however, this has shown several huge problems.
To get the credentials out of the way, I'm a 2600 master's league Zerg player (I barely play enough to keep my bonus pool at 0), and a mapmaker for iCCup as you probably have extrapolated by now. I made melee maps in Brood War as well and (unrelated) am a huge fan of Jaedong Oz.
Many people blindly assume that "Smaller maps = cheese. Bigger maps = less cheese = more macro = better games." To a certain point, they are correct. The small maps that Blizzard made are pretty ridiculous. As a Zerg player, playing on Steppes, Delta, or close positions meta/LT against a Terran or Toss is just stupid. Because of the short distances, even if you don't die to an early rush, you're still set wayyyyy back in the later game. The problem comes when you try to solve this problem by expanding the map.
Blizzard balanced the game around maps the size of Lost Temple or Metalopolis. Once you start to get significantly over that margin (which from experience, I have found to be 144x144 or so), the map becomes greatly imbalanced.
In StarCraft: Brood War, a general rule was that Zerg benifited from long rush distances because they can drone up more before having to make units to respond to a Terran or Protoss attack. The same principle goes into StarCraft II because the larva mechanic of the Zerg is still present, though slightly altered with the Queen. I can't talk about Terran vs Protoss as much because I don't play either and don't understand the matchup as well, but a longer rush distance favours Zerg over Terran and Protoss. Just look at why Terrans and Protoss hate playing Zerg on cross position 4 player maps (Minus Delta) or on Scrap Station.
Some may bring up the point of "Warp-In" for Protoss. Being able to make units anywhere on the map with warpgates. Yes, this is a benifit, but not nearly as much as the larva mechanic. Late-game Protoss armies cannot consist entirely of units warped in at the scene of the battle. The army is generally slow and static because you can't warp in 50 units at once, and you can't warp in colossi or immortals. In the early game, you can benifit for things such as the 6 warp gate or 4 warpgate push, but these are merely early game timing pushes that can be done with any length between bases anyway.
Now, an interesting thing I've heard about is Terrans making more than 1 orbital command per base on larger maps, taking advantage of the longer rush distance. This, I cannot say for certain, but I am relatively sure that it does not make a difference. The time it takes for an orbital to pay for itself, and the time it takes for a drone to pay for itself is worlds apart, not to mention the Zerg can just expand again if a Terran makes an extra orbital (Assuming the map does not have like 2 expansions for each side).
Creep spread is also not a problem. Ever play a Zerg player who goes mutalisks? Mutalisks don't tend to get speed boosts from creep. Also, speed doesn't really matter if you have vision of the map like Zerg should with overlords and zerglings.
Tl;Dr: Yes, larger maps are needed, but not by much. If you go overboard like some of the GSL maps (cough, Tal'darim thingy and Aiur thingy), then it's just overwhelmingly Zerg favoured. I know this from experience of having played both these GSL maps, and some maps I made myself back around the beta when I had no idea of this concept in SC2.
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these are testmaps. we have like zero expirience with maps outside of the few underground icc events.evrything can still be adjusted in many many ways.
you have like no sample size to judge anything. i have a like 85% winrate vs Z on the gsl maps so far doing random customs with other masters or diamond guys . another one might have perfect 50/50 sofar. game evolves and NO ONE can judge how it really will turn out.
its not only too early for this thread but also pure speculation in evry aspect.
we have one BIG map in the pool right now with shakuras. and it worked out quite nice. i see zero reason to call doomsday already with a "big maps are imba!" thread.
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i don't quite know where ur going with this? i didn't see your point.
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I agree that the amount of expansions are ridiculous, the amount of room to me seems not so much (unless there are flying units), maybe im just used to BW maps..................
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one of the GSL map, forgot which one. has a very narrow chock. and protoss can just cannon rush. And sometime larger map is easier to hide tech for protoss, it's impossible for zerg and terran to scout every location on the large map.
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Shakuras, one of the larger maps in the pool, just feels zerg-favored. It's large, it's very easy to protect your natural and expand, and as opposed to a 33% chance of cross-spawn on other 4-player maps, it's bumped up to 50%.
But it isn't, I've got at least a 50/50 on that map. As BeMannerDuPenner said, it's simply far too early to judge these things, and this is largely pure speculation on the OP's part.
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The question though is how large is too large? Noone knows because we've never had people practice enough on a large map before, sure people play it and "test" it in customs, but it's not always fast and obvious to learn working playstyles on new maps.
Thinking of it sort of like Desert Oasis (except being a bad map), your playstyles on Desert Oasis were pretty unique, you couldn't play it like any other 'standard' map.
Just let the koreans test the new GSL maps, if the games are waaaaay too imbalanced on them they probably won't use them, but even if they will it's only two maps and it's only one GSL season so it's not that terrible to just let them experiment. (And lets not forget they're replacing maps like steppes of war with these larger maps, so how much worse can they really be?)
TLDR; They'll be tested quite a lot, by more dedicated people than your average iccup custom map player and considering the maps they are replacing just give them some time to properly test it and stop worrying so much, it's not like they're replacing amazingly balanced fun super-maps so there's nothing to lose.
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Yeah, it's speculation at best. The only real thing to take away from this is that maps that are too big, like Ighox mentioned, are obviously risky to immediately put into the pool. But I'm sure they will have good enough judgement whether to release them or not. And like Ighox said, even that huge Aiur map would be better than Steppes or DQ or such.
Also OP, you said speed doesn't matter. It sure does. It matters a lot. It will be a lot harder to spread creep all over such a big map like Aiur; that's one good disadvantage the Zerg gets in return for having longer rush distances. I think things will work well with these new maps. However, maps bigger than Aiur will probably be... too risky to try unless tested extensively. But again Blizzard probably didn't plan on having the game balanced on maps bigger than Aiur.
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Well, it is probably true that there is an ideal size. In Brood War, almost all maps were 128x128, and deviation from that size was never toward bigger maps. Maybe 144x144 will turn out to be the ideal SC2 size. However, there's tons of room for better balance than Metalopolis has, even within the 144x144 size class.
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You are correct in your speculation but INCORRECT in your logic that big maps aren't good. Of course zerg are favored on the big maps. Zerg are overpowered. Now, I'm not just going to blindly comment that zerg are OP; I will explain exactly why this is so and how to fix it:
On small maps where zerg have to 14 gas 14 pool first, they are held in check. But on maps where zerg can go 14-15 hatch safely because of long rush distances, zerg are absolutely overpowered. This is because on an infinitely large map, zerg can grow their economy faster than the other 2 races if left to build JUST workers/expansions/macro units.
What you fail to acknowledge is that zerg need a nerf AFTER the maps get bigger. Easy balance process:
-make all maps as large or larger than LT -make MINIMUM rush distance on all competitive maps equal to LT cross positions rush distance -nerf zerg opening: Hatchery costs 350 and queen costs 200.
Bam, you have balance.
Another problem with map making is that Blizz made protos incredibly OP in certain positions. I think morrow mentioned that a good map needs a balance of open space and narrower passages. Too many choke points will cause protoss to dominate.
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What I am hoping to see with the larger maps being introduced to starcraft 2 is people getting away from one control group smashing people. Hopefully the larger maps will require greater multitasking ability to both defend and attack. This should definitely change alot of the place we are seeing now and bring back a brood war sense or feel.
I hope larger maps introduce us to new and exciting play.
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I've played one of the big new GSL maps. To be honest, it wasn't even fun playing on it, I hated it. It's so big you just can't organise things in your head and it's not like you're gonna run that many bases either as you need supply for an army. Besides that it's just plain lame to have to keep track of all the hundreds of expansions just to make sure your opponent didn't sneak in a hidden expansion 5 lightyears away from you. In my opinion maps the size of Lost Temple are PERFECT. They have to fix the close position spawning though, it's almost impossible to have a macro game if that happens.
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I disagree that it's pure speculation. If we couldn't take aspects of certain maps and use those ideas to attempt to create more balanced maps we would be doomed from the start and mapmaking would be nothing more than throwing together dozens or random terrain pieces and hoping they work. I for one am happy to see people contemplating what types of terrain are balanced and which favour certain races, be they rush distances, cliffs, chokes, the locations of extra bases and so on.
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but a longer rush distance favours Zerg over Terran and Protoss. Dude, nothing is set in stone, you CANNOT just casually write that kind of things. What will you say when players will come up with BOs and strats which punish Zerg taking advantage of long rush distances? You'll say "I was wrong".
Late-game Protoss armies cannot consist entirely of units warped in at the scene of the battle. The army is generally slow and static because you can't warp in 50 units at once, and you can't warp in colossi or immortals. Oh come on... This is quite a peculiar statement. I'm really confused and don't know where you are going. Late game P army is very mobile. You might have heard of Blink Stalkers, cliff-walking Collossus, warp prisms / pylons / warpgate tech, recall? I'm confused by the "can't warp in colossi and immortals". So what? Terran can't warp ANY units except MULES. Does that mean that late game Terran army is slow and static?
The time it takes for an orbital to pay for itself, and the time it takes for a drone to pay for itself is worlds apart, not to mention the Zerg can just expand again if a Terran makes an extra orbital (Assuming the map does not have like 2 expansions for each side). Quite a bold statement there. Do you have any numbers / replays in order to back up these claims?
Overall I don't agree with you, I think we have to wait & see what kind of BOs and strats the players are going to develop before screaming Z imba.
On January 19 2011 11:53 Lythox wrote: I've played one of the big new GSL maps. To be honest, it wasn't even fun playing on it, I hated it. It's so big you just can't organise things in your head and it's not like you're gonna run that many bases either as you need supply for an army. Besides that it's just plain lame to have to keep track of all the hundreds of expansions just to make sure your opponent didn't sneak in a hidden expansion 5 lightyears away from you. In my opinion maps the size of Lost Temple are PERFECT. They have to fix the close position spawning though, it's almost impossible to have a macro game if that happens. Having a hard time balancing workers production? Having a hard time scouting? Having a hard time macro'ing from more than 2 bases? You may want to practice more before playing on bigger maps.
edit; typos
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Good responses in general. I'm going to drop into the poohpooh crowd for the moment and ponder if it might just require some time for other races to figure out how to deal with a zerg that is guaranteed macro. I'm thinking of broodwar and the races of.. Oh you expanded once... then I'll double expand have fun with that. Or PVZ and Hey you have 5 bases... too bad my sair/reaver and nimbly dance about and wipe out your production ^_^ (IMO terran is going to love those sorts of strats. Toss is... well still not sold on collosi drops... Phoenix DT?)
From a P pov, I would be suprised if Terrans dont start mass expanding with planetary fortresses on these big maps. Especially against toss, we might start seeing a problem with terrans dramatically out expanding toss.
Long and short, I don't think the larva mechanic is /so/ powerful that big maps are going to break people. From a theory crafting PoV, I think we're more likely to see nice diversity rather than frustrating "OP" posts.
@ abundy.
Your tone is awfully aggressive. It is the lay logic that Zergs benefit from long distances for all of the reasons mentioned in the op. At the very least, it is "forum wisdom" that short (ground) distance is never good for the zerg.
What the op is refering to is that Toss units especially gateway units are not very effective in small numbers. Toss units operate in balls together as one group. That's how we maximize their effectiveness and more importantly dont have them killed off.
The issue the Op is highlighting is one that I'm currently dealing with that spawn larva is an extremely powerful macro mechanism IF the zerg is good enough to constantly spend that energy. Thus the Toss is "never" unless he's extremely effective be able to directly kill off a zerg with super large maps, because the zergs ability to reinforce will be so insane. Not necessarily a bad thing, just a potential stylistic consequence of large maps.We'll see pruning starvation battles probably.
Also, A terran medic marine army is extremely mobile between the dps and speed of just footmovement of marine balls and then dropships. Terran mech, not so much.
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On January 19 2011 11:53 Lythox wrote: I've played one of the big new GSL maps. To be honest, it wasn't even fun playing on it, I hated it. It's so big you just can't organise things in your head and it's not like you're gonna run that many bases either as you need supply for an army. Besides that it's just plain lame to have to keep track of all the hundreds of expansions just to make sure your opponent didn't sneak in a hidden expansion 5 lightyears away from you. In my opinion maps the size of Lost Temple are PERFECT. They have to fix the close position spawning though, it's almost impossible to have a macro game if that happens.
have you ever played brood war?
btw "big maps are bad because I can't multitask well enough to play them correctly" is an unconvincing reason to forgo testing them for tournaments.
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It's true.
I beat a diamond player on one of teh GSL maps. I was playing zerg (I rarely play them) P.S I'm in GOLD.
These maps need to be balanced a bit better. They're FAR TOO large.
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On January 19 2011 11:53 Lythox wrote: I've played one of the big new GSL maps. To be honest, it wasn't even fun playing on it, I hated it. It's so big you just can't organise things in your head and it's not like you're gonna run that many bases either as you need supply for an army. Besides that it's just plain lame to have to keep track of all the hundreds of expansions just to make sure your opponent didn't sneak in a hidden expansion 5 lightyears away from you. In my opinion maps the size of Lost Temple are PERFECT. They have to fix the close position spawning though, it's almost impossible to have a macro game if that happens. Having a hard time balancing workers production? Having a hard time scouting? Having a hard time macro'ing from more than 2 bases? You may want to practice more before playing on bigger maps.[/QUOTE]
No I don't have trouble with balancing out my worker/army ratio. And I definitely don't have problems working off 5 bases as I'm Zerg and I love to play heavy macro. I just think it is stupid to have maps as big as the size some of the GSL maps do. I would like maps more the size of Lost Temple or Metalopolis as I believe those are balanced really well, and just the right size, you don't need (much) more.
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On January 19 2011 12:33 red_b wrote:Show nested quote +On January 19 2011 11:53 Lythox wrote: I've played one of the big new GSL maps. To be honest, it wasn't even fun playing on it, I hated it. It's so big you just can't organise things in your head and it's not like you're gonna run that many bases either as you need supply for an army. Besides that it's just plain lame to have to keep track of all the hundreds of expansions just to make sure your opponent didn't sneak in a hidden expansion 5 lightyears away from you. In my opinion maps the size of Lost Temple are PERFECT. They have to fix the close position spawning though, it's almost impossible to have a macro game if that happens. have you ever played brood war? btw "big maps are bad because I can't multitask well enough to play them correctly" is an unconvincing reason to forgo testing them for tournaments.
If we're gonna make stupid assumptions I can come up with a few bad arguments too. Playing a basketball match on a field that is 4 times larger than the current one would be balanced too, would give longer lasting matches, but would it be more skillful? Would it be more entertaining?
I agree maps like steppes or Blistering Sands are terrible but there is really no point in playing maps of the size of an 8 player map in a 1v1.
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I think some people are misunderstanding my point with the larva mechanic.
First, question to all of you. Why do you think Zerg players LOVE PLAYING CROSS POSITIONS?
Bang, it's because long distances = more drones.
So for an example, let's say we have a 256x256 map. Who has the advantage? Obviously, Zerg. They can drone for a million years and there's nothing a Protoss or Terran can do about it. Same concept, only on a smaller scale.
On January 19 2011 12:12 AlBundy wrote:Dude, nothing is set in stone, you CANNOT just casually write that kind of things. What will you say when players will come up with BOs and strats which punish Zerg taking advantage of long rush distances? You'll say "I was wrong".
Let's take a look at what exactly a Protoss can do about this, not even looking at the strategy portion but instead looking at the big picture. If a Zerg player overmakes drones, a Protoss player counterattacks to punish the overdroning. Now what if the rush distance is so big that by the time the Protoss arrives at the Zerg's base, he's made both the drones and the units he needs to defend? Can't do anything about that. Same deal with Terran.
The concept with Zerg macro, drone for econ, units to stay alive until your econ kicks in, is completely centred on how big the distances are. Essentially, the entire playstyle of Zerg revolves around the rush distances of the maps.
On January 19 2011 12:12 AlBundy wrote:Show nested quote +Late-game Protoss armies cannot consist entirely of units warped in at the scene of the battle. The army is generally slow and static because you can't warp in 50 units at once, and you can't warp in colossi or immortals. Oh come on... This is quite a peculiar statement. I'm really confused and don't know where you are going. Late game P army is very mobile. You might have heard of Blink Stalkers, cliff-walking Collossus, warp prisms / pylons / warpgate tech, recall? I'm confused by the "can't warp in colossi and immortals". So what? Terran can't warp ANY units except MULES. Does that mean that late game Terran army is slow and static?
I supposed I phrased it badly so I'll clarify after addressing your points. Pylons + warp in. Only warps in a few units at a time for harassment. Effective, but it's just harassment and not an actual attack. The Protoss ball has to move at the pace of its slowest unit or else there's a chance of it being cut off by a more mobile zerg force. There are exceptions like the mothership recall strat that's gained popularity but in general, the Protoss force has to be united to do well, and Zerg units in general are faster than Protoss units. Hell, the slowest unit in the Zerg's army is the off-creep hydra and you're never supposed to attack anyway so why would you be off-creep? Colossi can walk past cliffs but if they're left alone, it's basically giving away free money.
I admit, I'm rather baseless on the orbital command point, but it's mostly through logic and common sense that I arrived at the conclusion. You spend 550 minerals on an in base orbital, I spend 450 on an expansion + queen. Wonder which one's going to benifit more?
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I agree, I don't believe these maps should be so large. They SHOULD be larger than the blizzard maps though. I'm gonna have to agree with Morrow (as noted in that interview) and the OP.
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cross position meta against zerg is very very difficult. At the top level it's going to be magnified because of how much better their macro and creep spread is.
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Very good OP in my opinion. You want large maps, but too large would favor zerg, both Morrow said it, in the interview he gave, and I beleive catz from root gaming said that the iccup maps were too big for it to be balanced (I think it was the first episode of sup doods). I hope the Maps GSL made are turned down due to the fact that they show "Rotational Symmetry." Maps like these, Delta Quadrant that is, makes that game imbalanced when it clearly doesn't need to be that way. The person with the back door cliff away from their opponent will always have an advantage, and if the maps are balanced more like metalpolis or Lost temple, then I just feel it's better for the players (This could be fixed if you could just force the players to spawn in cross positions, but what's the point of it being a 4 player map?). Also, it feels like the GSL maps have too much shrubbery and foliage and stuff that just clutters the map and really doesn't need to be there, although that just might be me.
Just my two cents, I think people saying big maps favor protoss because of warpin are wrong. Protoss teir 1 are the weakest and that's why their teir 3 is so strong, it compenstates for everything, but obviouly, you can't warpin a colossus mid battle.
And I do think that Steppes of war and Delta Quadrant should be removed from that map pool and forgotten and put in their corner where no one will ever find them again.
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I think another big issue is that a lot people overlook the fact that with big maps, there is more likely to be a passive macro game. I honestly believe that is one of the most boring types of game to watch. Especially when it comes to newer viewers, they may not understand much of the strategy behind the macro element of the game. However, the battles are what they enjoy the most and a constant series of engagements helps maintain their interest. Excessively large maps would promote passive macro games, which may hurt viewer-ship, if they become too prevalent (similar to all the close-position, early game all-ins).
For a example, a game like Jinro vs Idra, literally 20 minutes of nothing but macro and a few scouting units dying. If it weren't for the fact that 2 well-known foreigners were duking it out, there would of been no hype to the game. As evident by someone previously posting that the KR community found the Jinro vs Idra match to be boring (cannot find thread, but its somewhere out there).
A micro-intensive + macro games tend to produce better results for entertainment value as seen by Kyrix vs MarineKing in GSL2, G1 and G5, which was well received by both TL and the KR community. These occurred in relatively medium sized maps (relative to the new GSL maps and BLizzard map pool), Shakuras Plateau and Xel Naga Caverns.
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1 - What size is Shakuras? That seems like the perfect size
2 - We can go larger as long as there are enough chokes to balance out the open flanking areas (see BanBan on Junglebasin last night- that was a sexy walloff. Or see boxer's attempt vs nestea. Mech can survive against a mobile zerg army, there just need to be some relative chokes at key places.
3 - To the above poster, long macro games can be amazingly exciting or boring. The game you mention was boring, but many macro games are quite exciting because there is so much happening at once. This is because the maps have room for so much to happen at once. Steppes, on the other hand, rarely permits more than 2-3 things to happen at once because it's so ridiculously small.
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On January 19 2011 13:31 0neder wrote: 1 - What size is Shakuras? That seems like the perfect size
128x128, which I think is what most people who want "macro maps" want. It's certainly what I want. I wouldn't mind some larger ones, though. They could be swapped in and out every 1-2 months or so. That would be awesome for the ladder pool. It wouldn't have to be new maps being swapped in every time, just some different ones. I think Xel'naga should be kind of a minimum size.
Big maps seem to take us back to the beta when people just sat around macroing up and stroking their chin over their unit composition, but that's because we have nooo idea how to play these maps. I think ultimately things like banshees, ling runbys, DTs, drop of all kinds, and maaaaybe even nydus worms(it's still like 250 gas, yuck!) will become really strong on these maps and that's cool to me.
Kinda lolin at the claim that Shakuras is a medium-sized map made above, btw. Cross positions Shakuras is either the longest or second longest rush distance in the game. It also provides some really amazing games.
Also, just to add this to the discussion: Very few people want cheese to go away completely. It probably WON'T go away. Check out Fantasy versus Calm if you don't believe me(lol)
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i hope some of the things i read in this thread are pure troll lines.
zerg OP and would need to be nerfed for bigger maps? increase hatch/queen cost? lul wut.
herp derp zerg can make 50 units at once late game? its almost just as easy with terran and toss, and terran and toss dont have to constantly larva inject every 30 seconds on 4-5 different hatcheries just to match T/P production
Toss will have to run their army to the base on bigger maps thus zerg will have more drones AND more army? really? because it takes an army an extra 5-10 seconds to walk the extra distance? Did someone forget about how powerful toss pushes are against zerg early game due to warp in? With the larger map it would punish zerg even more due to false sense of safety because its a bigger map.
maps too big i cant keep up with all the bases and multitasking? ok ur right this game should be able to be played to the fullest with 30apm and the player can have the mind capacity of a hamster.
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On January 19 2011 11:53 Lythox wrote: I've played one of the big new GSL maps. To be honest, it wasn't even fun playing on it, I hated it. It's so big you just can't organise things in your head and it's not like you're gonna run that many bases either as you need supply for an army. Besides that it's just plain lame to have to keep track of all the hundreds of expansions just to make sure your opponent didn't sneak in a hidden expansion 5 lightyears away from you. In my opinion maps the size of Lost Temple are PERFECT. They have to fix the close position spawning though, it's almost impossible to have a macro game if that happens.
I mean, you can have your preferences, but stating that big maps make the game too hard is just dumb.
I guess I played BW for years, so I am used to the whole macro thing.
But still, I hardly think making things harder is dumb. It would weed out all the crappy players.
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1. ShakPlat has the perfect size or one the the best map sizes to play on. Therefore 128 x 128 is good.
2. Aiur garden is way too big, but this is only a test map, so yea there will be changes to it hopefully. Making it smaller will help a lot.
3. Long vertical maps like Crossfire is not a bad idea as well, with many chokes and entrances, this map is also fun to play, though it might be a pain for terran..
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Crossfire's neat, but I actually think Zerg's gonna have a hell of a time on it :X But I haven't seen ultra tip top masterclass master league players on it, just dudes around plat-diamond level. Just seemed really hard to stop a good siege push. I think if I went colossus on it it would be easy to snipe them(not necessarily a drawback), though, so that's interesting.
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I dont know how many here watch/have watched brood war, but you can get an idea how you can adapt your play to bigger maps. How often do we see 5 bases zerg vs toss with 15 gates? 14 CC openings from terran (or whatever is the equivalent in sc2) Also, the game evolving to multiple bases on both sides would let the better players truly shine, opening up possibilities for those with better multitasking.
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Australia8532 Posts
You would sincerely hope that any drastic changes to the map pool would undergo significant testing as well as input from progamers from all 3 races; they are not just going to replace maps at a whim.. "Maps need to be bigger, but not to big" is a very insightful conclusion, but i imagine hours upon hours of testing will go into this decision..
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There is one glaring reason that I don't think this concern really carries much validity, and that is the the maps are so different that the current meta game simply does not fit in with larger maps, as it has been tailored for the smaller maps of the ladder pool. With the size of the maps increasing so much you really can't make judgments until the new maps become mainstream and vigorously tested, leading to builds that are designed specifically for these larger maps. From your post, I am guessing that you are seeing this "imbalance" due to the maps favoring zerg in the CURRENT meta game, but as I said things will change not only for Zerg, but for the other two races as well.
Personally I think Blizzard needs to take initiative in this problem and either: a) include larger maps like the ones being tested in GSL, in the map pool; or b) make their own maps that are larger and include them in the map pool. Whether they want the maps to be made internally or not, I don't care, but it needs to be tested to determine whether the change would improve the game or not.
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the only issues i see with increasing map sizes would be nydus worms and warp cheese. warping probably less so, as it could prob offset the zerg and terran mobility. but nydus worms would just be ridiculous as they can pretty much spawn anywhere ol's are..
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Kinda lolin at the claim that Shakuras is a medium-sized map made above, btw. Cross positions Shakuras is either the longest or second longest rush distance in the game. It also provides some really amazing games.
Then you haven't seen some of the new GSL maps. Though I should of also added in the ICCUP maps, as some of them are just ridiculously big as well. Shakuras is indeed mid-size relative to those maps (don't recall the name, but simply browsing through should help you realize them). Simply saying 128x128 is insufficient to call it "big". There are plenty of these "void" spaces that make the land smaller. SP has quite a bit of void spaces. DQ is the same size as SP, but do people really call that a large map? Not at all, people whine about the rush distances all the time and that the spawn positions are too close. The void spaces make a difference and "decrease" the size of SP in a sense.
Also depending on how you want to measure the "size" of the maps, such as the surface area, distance between initial spawning points, or simply include them all into the equation. There are still maps that come close to SP.
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I dont think bigger maps are so Zerg favored as people is saying, in fact, I would dare to say thay it favors Protoss playes that tends to macro even more. IIRC, there was a thread about probe/drone production when Guinea Pig's build started floating around, and someone tested it, and protoss with full chrono without cutting probes could make more probes than a zerg just droning, so i think that if protoss start playing nexus firsts builds, that arent that risky, because the longer rush distances, and the wall-ins/artificial chokes that they can make, they can stay at par with Zergs, or even figure out a "new 6 gates" timing push with that economical advantage and the warp-in mechanic, so I think that it will be great to see bigger maps, they wont for sure be more imbalanced than the ones we have currently, and if they are, they will replace them, so let the pros try them at least(they are playing them on gisado's KOTH so if they make into the GSL, they wont be that bad),
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LOL, anyone that says they are too big is just scared to actually have to control multiple armies ya'll are probably just trying to deathball the whole map every-time, played a few games on these maps watched a few games on these maps and they were by far the most entertaining games I've seen action everywhere on the map controlling multiple forces harassing looked like a bw game even, tldr its not like they'll end up in the ladder anyways so what do you all care.
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128x128, which I think is what most people who want "macro maps" want.
Shakuras: 128x128
Keep in mind these are map sizes of the GSL maps-
Tal'Darim Altar: 176x176 Auir Garden: 156x156 Biohazard: 143x132 (symmetry off 1hex)
The OP is not saying maps 128x128 are too big. He's saying 136x136 or 144x144+ is too big.
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On January 19 2011 11:12 neobowman wrote: I'm writing this because 1, I'm bored and 2, I want to get rid of a common misconception people have.
As people have seen in the GSL maps, the mapmakers obviously tried to increase the size in comparison to the GSL maps. I'm sure most people understood why they did this. To a point, the other iCCup mapmakers as well as myself, tried to do the same thing, make our maps a larger size to accomodate a more macro-centric playstyle. In testing however, this has shown several huge problems.
To get the credentials out of the way, I'm a 2600 master's league Zerg player (I barely play enough to keep my bonus pool at 0), and a mapmaker for iCCup as you probably have extrapolated by now. I made melee maps in Brood War as well and (unrelated) am a huge fan of Jaedong Oz.
Many people blindly assume that "Smaller maps = cheese. Bigger maps = less cheese = more macro = better games." To a certain point, they are correct. The small maps that Blizzard made are pretty ridiculous. As a Zerg player, playing on Steppes, Delta, or close positions meta/LT against a Terran or Toss is just stupid. Because of the short distances, even if you don't die to an early rush, you're still set wayyyyy back in the later game. The problem comes when you try to solve this problem by expanding the map.
Blizzard balanced the game around maps the size of Lost Temple or Metalopolis. Once you start to get significantly over that margin (which from experience, I have found to be 144x144 or so), the map becomes greatly imbalanced.
In StarCraft: Brood War, a general rule was that Zerg benifited from long rush distances because they can drone up more before having to make units to respond to a Terran or Protoss attack. The same principle goes into StarCraft II because the larva mechanic of the Zerg is still present, though slightly altered with the Queen. I can't talk about Terran vs Protoss as much because I don't play either and don't understand the matchup as well, but a longer rush distance favours Zerg over Terran and Protoss. Just look at why Terrans and Protoss hate playing Zerg on cross position 4 player maps (Minus Delta) or on Scrap Station.
Some may bring up the point of "Warp-In" for Protoss. Being able to make units anywhere on the map with warpgates. Yes, this is a benifit, but not nearly as much as the larva mechanic. Late-game Protoss armies cannot consist entirely of units warped in at the scene of the battle. The army is generally slow and static because you can't warp in 50 units at once, and you can't warp in colossi or immortals. In the early game, you can benifit for things such as the 6 warp gate or 4 warpgate push, but these are merely early game timing pushes that can be done with any length between bases anyway.
Now, an interesting thing I've heard about is Terrans making more than 1 orbital command per base on larger maps, taking advantage of the longer rush distance. This, I cannot say for certain, but I am relatively sure that it does not make a difference. The time it takes for an orbital to pay for itself, and the time it takes for a drone to pay for itself is worlds apart, not to mention the Zerg can just expand again if a Terran makes an extra orbital (Assuming the map does not have like 2 expansions for each side).
Creep spread is also not a problem. Ever play a Zerg player who goes mutalisks? Mutalisks don't tend to get speed boosts from creep. Also, speed doesn't really matter if you have vision of the map like Zerg should with overlords and zerglings.
Tl;Dr: Yes, larger maps are needed, but not by much. If you go overboard like some of the GSL maps (cough, Tal'darim thingy and Aiur thingy), then it's just overwhelmingly Zerg favoured. I know this from experience of having played both these GSL maps, and some maps I made myself back around the beta when I had no idea of this concept in SC2.
I used to think like you, but I now believe that Zerg macro and mobility in late game could easily be fixed by a few changes. 1). Make dropships and warp-prism faster to compete with Zerg mobility. 2). Buff HSM and Mothership so that Protoss and Terran can compete with Zerg swarm in the late game.
4 quick changes that wouldn't change the balance of the MU on small maps and which would totally balance the game for larger maps
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For giant maps I think you need a 300 supply limit so that it becomes possible to split the map, otherwise Zerg will be way too good.
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On January 19 2011 14:25 monitor wrote:Show nested quote +1 - What size is Shakuras? That seems like the perfect size
128x128, which I think is what most people who want "macro maps" want. Shakuras: 128x128 Keep in mind these are map sizes of the GSL maps- Tal'Darim Altar: 176x176 Auir Garden: 156x156 Biohazard: 143x132 (symmetry off 1hex) The OP is not saying maps 128x128 are too big. He's saying 136x136 or 144x144+ is too big. But its not =| they are awesome to play on by far the funnest and best late games.
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more maps like shakuras but with tricks, not just destrctble debris :p
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Actually, 144x144 or bigger maps combined with a bigger supply cap could definitely return the macro skill cap to BW levels.
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No I don't have trouble with balancing out my worker/army ratio. And I definitely don't have problems working off 5 bases as I'm Zerg and I love to play heavy macro. I just think it is stupid to have maps as big as the size some of the GSL maps do. I would like maps more the size of Lost Temple or Metalopolis as I believe those are balanced really well, and just the right size, you don't need (much) more.
anyone who claims lost temple is balanced really well and just the right size loses all credibility with me.
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Isn't the time to get max on just harvestors/supply/expansions like within a minute (game time) of each race you can do a bo thing for that? Also... just because other races don't at the moment play macro games (protoss / terran) doesn't mean they can't, and why should they when the distance from one base to another is so short that simply attacking at X time to win is what gets them the win, the whole point of the game is to win isn't it? So if the maps got bigger peoples over all general strat would gear towards winning the frickin' game.
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i think some of those GSL maps are indeed too big. Morrow pointed out that the main concern is not just the possible imbalances but also playstyle. Sure one base all in everytime is boriing but so are massive turtle fests. Shakuras and Meta are fun because it is big but small enough that drops / harassments are still viable.
If the map takes too long to get across then it will just be a turtle fest with Terrans going Mass Orbitals, Protoss getting 200/200 vr colossus deathball while Zerg goes for 300 food push with infinite larvas and resources saved up with no battles happening before that. It might seem fun for now because its fresh but sooner or later it will get very dry.
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On January 19 2011 14:31 jalstar wrote: Actually, 144x144 or bigger maps combined with a bigger supply cap could definitely return the macro skill cap to BW levels. I'd like to see Blizzard experiment with this in HotS beta.
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Well written. I had most of the fears you just articulated when people started really pushing for larger maps. Honestly, "larger" maps don't need to ACTUALLY be that much larger. It's all about the architecture, just look at Shakuras or Xel'naga. Dimensionally they're the same as most of the other maps, but intelligent architecture makes them more viable and balanced.
Not to say that a size increase is something I'm against, just that I'm in accordance with the OP in that it shouldn't be taken to the extreme.
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On January 19 2011 14:25 monitor wrote:Show nested quote +1 - What size is Shakuras? That seems like the perfect size
128x128, which I think is what most people who want "macro maps" want. Shakuras: 128x128 Keep in mind these are map sizes of the GSL maps- Tal'Darim Altar: 176x176 Auir Garden: 156x156 Biohazard: 143x132 (symmetry off 1hex) The OP is not saying maps 128x128 are too big. He's saying 136x136 or 144x144+ is too big. To be fair though, the reaction to Taldarim Altar in particular hasn't actually been that great.
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While theory crafting is unavoidable, people have to really, really understand they don't know what they're talking about right now. We haven't see a bunch of games on large, new maps. We don't know how races are going to shake out and respond to larger maps, so assuming something will be op/up at the moment is 100% pure speculation.
Strategies on the current map pool has changed and these are maps people have been using for months (obviously patches have changed a lot as well). We don't know what a balanced map looks like yet.
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I agree with OP. But it also intensifies my growing distaste for this game. I mean, balancing this game based on shit maps, instead of getting good maps and balancing the game off them really bugs me. Thats in addition to, instead of changing certain mechanics that blizzard seems to be in love with themselves for making, would rather just nerf core, or integral parts of races. Thus forcing even more abusive strategies, and forcing certain unit compositions instead of letting the game flow naturally.
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On January 19 2011 14:57 I_Love_Bacon wrote: While theory crafting is unavoidable, people have to really, really understand they don't know what they're talking about right now. We haven't see a bunch of games on large, new maps. We don't know how races are going to shake out and respond to larger maps, so assuming something will be op/up at the moment is 100% pure speculation.
Strategies on the current map pool has changed and these are maps people have been using for months (obviously patches have changed a lot as well). We don't know what a balanced map looks like yet.
And I do agree with this as well. We are conjecturing right now, and dont actually have solid facts to back our concerns.
Id rather experiment possible imbalances due to larger maps than having to deal with these abusive strats that are far too common due to smaller maps.
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This is all just purely speculation at this point since the maps have not actually been added to the map pool. Until tens of thousands of games have been played on these maps and statistics created how can we really know if they are zerg favored?
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Excellent writeup, however I think more research needs to be done with regards to building multiple orbitals per base. An orbital effectively pays for itself after 2 mules, or 180 seconds after completion. After that, it can be lifted to secure 3rd and 4th bases without having to expend time making a new command center.
Anyway, large maps might be imbalanced the way the game is currently played, but I don't think the imbalance is large enough to be removed with playstyle adjustments.
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if all maps were designed like metalopolis far positions, they would be good.
think about it. i would say the majority of metal games in far positions in a ZvP or ZvT match up are really, really great games. they tend to be long, but don't overly favor the zerg because they aren't too long.
the key, is the expansion set up. being able to expand AWAY from your opponent doesn't just favor zerg.. it favors every race to macro, take thirds and fourths, and get to those long awesome games
when the majority of maps are designed in such away, when it's not ridiculously hard to get a 3rd and 4th like on jungle basin, only then will I know that the map devs truely understand how this game is meant to be played and how the maps are meant to be set up.
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On January 19 2011 14:22 jamesmax wrote: LOL, anyone that says they are too big is just scared to actually have to control multiple armies ya'll are probably just trying to deathball the whole map every-time, played a few games on these maps watched a few games on these maps and they were by far the most entertaining games I've seen action everywhere on the map controlling multiple forces harassing looked like a bw game even, tldr its not like they'll end up in the ladder anyways so what do you all care.
You seem to leave out that GSL matches and possible other tournament matches will include those maps. If games become overly passive macro oriented, which is unappealing to the masses, then SC2 would lose viewer-ship if they become too prevalent (again, similar to all the close-position, early game all-ins as seen in GSL3). NR20 minute games are not fun to watch and are encouraged by excessively large maps that reward passive macro games. Versatile maps for all races such as Xel Naga and Shakuras have often produced the most popular matches to watch.
But its not =| they are awesome to play on by far the funnest and best late games.
You don't seem to realize that your opinion is subjective.
On January 19 2011 14:25 monitor wrote: Shakuras: 128x128
Keep in mind these are map sizes of the GSL maps-
Tal'Darim Altar: 176x176 Auir Garden: 156x156 Biohazard: 143x132 (symmetry off 1hex)
The OP is not saying maps 128x128 are too big. He's saying 136x136 or 144x144+ is too big.
Evidence that Shakuras is medium-sized relative to the new maps. Wish people like Turgid would stop being wrong =/
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On January 19 2011 11:53 Lythox wrote: I've played one of the big new GSL maps. To be honest, it wasn't even fun playing on it, I hated it. It's so big you just can't organise things in your head and it's not like you're gonna run that many bases either as you need supply for an army. Besides that it's just plain lame to have to keep track of all the hundreds of expansions just to make sure your opponent didn't sneak in a hidden expansion 5 lightyears away from you. In my opinion maps the size of Lost Temple are PERFECT. They have to fix the close position spawning though, it's almost impossible to have a macro game if that happens.
Man, if you can't organise things then it's your fault and because you are still bad. Imo small maps favours bad players because cheese and all ins works much better, they don't need to have a lot bases so it's easier for them to play.
Yes huge maps tend to be more boring to watch but it all depends on players themselfs. I have seen many fast paced games on shakuras cross which are just beautiful to watch.
What about zerg being OP on big maps it's again depends on opponent. If the terran going to wait until zerg gets maxed army with 5k/5k in bank then of course he is gonna loose.
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On January 19 2011 16:48 Frugalicious wrote:Show nested quote +On January 19 2011 14:22 jamesmax wrote: LOL, anyone that says they are too big is just scared to actually have to control multiple armies ya'll are probably just trying to deathball the whole map every-time, played a few games on these maps watched a few games on these maps and they were by far the most entertaining games I've seen action everywhere on the map controlling multiple forces harassing looked like a bw game even, tldr its not like they'll end up in the ladder anyways so what do you all care. You seem to leave out that GSL matches and possible other tournament matches will include those maps. If games become overly passive macro oriented, which is unappealing to the masses, then SC2 would lose viewer-ship if they become too prevalent (again, similar to all the close-position, early game all-ins as seen in GSL3). NR20 minute games are not fun to watch and are encouraged by excessively large maps that reward passive macro games. Versatile maps for all races such as Xel Naga and Shakuras have often produced the most popular matches to watch. stop being wrong =/
LOL, who says they have to be a turtle fest and passive your information is subjective to bad players sitting on 2 base and max armying like what they do now with more bases more spread out there is more harrasment and action, more little things leading up to a greater lead along with epic battles all over the map instead of just deathball vs deathball. your wrong l2p
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People seem to think that because a map isn't awful for zerg to play on because it's big then it's a "zerg favoured map." A large map with lots of expansions means that other races can expand a lot too. Just because you're not 10 seconds away from ending the game whenever you want for ez ladder points doesn't mean that it's in favour of zerg, that's only if you're bad at taking more than just your expansion and cry "imba lategame zerg" whenever zerg outexpands and outmacros you after killing your all in off of 1/2 base.
Basically, give the maps a chance, don't hate on a map because it's bigger than steppes and you can't siege up in your natural and kill their natural at the same time
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On January 19 2011 11:49 AlphaIIOmega wrote: You are correct in your speculation but INCORRECT in your logic that big maps aren't good. Of course zerg are favored on the big maps. Zerg are overpowered. Now, I'm not just going to blindly comment that zerg are OP; I will explain exactly why this is so and how to fix it:
On small maps where zerg have to 14 gas 14 pool first, they are held in check. But on maps where zerg can go 14-15 hatch safely because of long rush distances, zerg are absolutely overpowered. This is because on an infinitely large map, zerg can grow their economy faster than the other 2 races if left to build JUST workers/expansions/macro units.
What you fail to acknowledge is that zerg need a nerf AFTER the maps get bigger. Easy balance process:
-make all maps as large or larger than LT -make MINIMUM rush distance on all competitive maps equal to LT cross positions rush distance -nerf zerg opening: Hatchery costs 350 and queen costs 200.
Bam, you have balance.
Another problem with map making is that Blizz made protos incredibly OP in certain positions. I think morrow mentioned that a good map needs a balance of open space and narrower passages. Too many choke points will cause protoss to dominate.
i really feel like a hatchery should just cost 400 minerals. i mean come on, it can produce any unit and doubles as base lol. other race's home cost 400. zerg should cost the same.
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i really feel like a hatchery should just cost 400 minerals. i mean come on, it can produce any unit and doubles as base lol. other race's home cost 400. zerg should cost the same. [/QUOTE] Hatch 350 with drone price gives 2 stock = needs more ovie CC 400 gives 10 supply Nexus gives 10 supply really you think hatch is cheap i should pay 450 plus ovie for my expan?
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On January 19 2011 16:58 ReachTheSky wrote:Show nested quote +On January 19 2011 11:49 AlphaIIOmega wrote: You are correct in your speculation but INCORRECT in your logic that big maps aren't good. Of course zerg are favored on the big maps. Zerg are overpowered. Now, I'm not just going to blindly comment that zerg are OP; I will explain exactly why this is so and how to fix it:
On small maps where zerg have to 14 gas 14 pool first, they are held in check. But on maps where zerg can go 14-15 hatch safely because of long rush distances, zerg are absolutely overpowered. This is because on an infinitely large map, zerg can grow their economy faster than the other 2 races if left to build JUST workers/expansions/macro units.
What you fail to acknowledge is that zerg need a nerf AFTER the maps get bigger. Easy balance process:
-make all maps as large or larger than LT -make MINIMUM rush distance on all competitive maps equal to LT cross positions rush distance -nerf zerg opening: Hatchery costs 350 and queen costs 200.
Bam, you have balance.
Another problem with map making is that Blizz made protos incredibly OP in certain positions. I think morrow mentioned that a good map needs a balance of open space and narrower passages. Too many choke points will cause protoss to dominate. i really feel like a hatchery should just cost 400 minerals. i mean come on, it can produce any unit and doubles as base lol. other race's home cost 400. zerg should cost the same.
It does cost 400
50 - minerals for the drone 300 - for the hatchery building 50 - minerals to remake the drone that was just lost = 400 minerals total
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On January 19 2011 16:53 jamesmax wrote: LOL, who says they have to be a turtle fest and passive your information is subjective to bad players sitting on 2 base and max armying like what they do now with more bases more spread out there is more harrasment and action, more little things leading up to a greater lead along with epic battles all over the map instead of just deathball vs deathball. your wrong l2p
Wow, way to edit my post. I never mentioned you were wrong, but if you wish to interpret it that way, sure. i simply stated your opinion was subjective but you were treating it as objective. I clearly directed my second statement to Turgid, not you. Honestly, do you not understand how big the new maps are? Passive macro is significantly stronger on larger maps due to the greater leeway in reacting and defending. Any early aggression is significantly weaker, but to a lesser extent with Protoss WG rushes. Passive macro games are already increasing as seen in the GSL when they are in cross positions on some of the larger maps of the current pool.
Also, your example is horrid along with your grammar and comprehension skills. The example you had given is arbitrary. You really lack a basic understanding of the game. Why would anyone sit on 2 bases on any of these new GSL maps? No one in the GSL of course. A lot of these macro games end up in a "deathball vs deathball" situation more so than not. That has been the trend as it becomes the deciding moments in many of these GSL macro games. Harassment would also become more limited, due to the vast amount of space that they would have to traverse. Harassment would not increase as compared to now.
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The thing regarding Zerg is that if u push him as Terran or Protoss and lose your whole army while u only kill the Zerg army and Economy, you are miles behind... Sometimes there are games where you push the Zerg and in the same time he pumps out 25 drones at once (late game obviously). You have to kill tech structures or hatcheries to stay in the game. Thats why bigger maps are favouring Zerg.
But it has been stated many times... The game is in early stages and we'll have to see what type of strategical development bigger maps are going to create.
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On January 19 2011 17:05 Frugalicious wrote:Show nested quote +On January 19 2011 16:53 jamesmax wrote: LOL, who says they have to be a turtle fest and passive your information is subjective to bad players sitting on 2 base and max armying like what they do now with more bases more spread out there is more harrasment and action, more little things leading up to a greater lead along with epic battles all over the map instead of just deathball vs deathball. your wrong l2p Wow, way to edit my post. I never mentioned you were wrong, but if you wish to interpret it that way, sure. i simply stated your opinion was subjective but you were treating it as objective. I clearly directed my second statement to Turgid, not you. Honestly, do you not understand how big the new maps are? Passive macro is significantly stronger on larger maps due to the greater leeway in reacting and defending. Any early aggression is significantly weaker, but to a lesser extent with Protoss WG rushes. Passive macro games are already increasing as seen in the GSL when they are in cross positions on some of the larger maps of the current pool. Also, your example is horrid along with your grammar and comprehension skills. The example you had given is arbitrary. You really lack a basic understanding of the game. Why would anyone sit on 2 bases on any of these new GSL maps? No one in the GSL of course. A lot of these macro games end up in a "deathball vs deathball" situation more so than not. That has been the trend as it becomes the deciding moments in many of these GSL macro games. Harassment would also become more limited, due to the vast amount of space that they would have to traverse. Harassment would not increase as compared to now. Everyone in the gsl 1 base all in it's garbage to watch I usually find myself turning on proleague at that time because they have big maps with real games. Play on them I've played on them with high quality players we have quality games full of harassment and expansion =| In no game did we find being a turtle to be effective if you have any idea how to displace and army and harrass.
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It all comes down to smart mapmaking.
I think the future, or at least a future trend, of maps will be huge maps where Terran/Protoss can "open up" shorter routes by taking down rocks, thus preventing rushes while allowing Terrans to leave their base at some point.
We need to experiment more. Island maps were considered hella bad in BW because they were so hard for Zerg. Is that true in WoL? Dunno. What about a map where players each had their own little continent with no land route to the other player's continent. Would that lead to more air battles? Would it be imbalanced? Who can say for sure until we've tried it.
For all the qq, this game is pretty close to balanced. I think we can kick it into long balanced macro games if we do smart things with the maps, instead of simply theorycrafting.
Sure, we'll have some comically imba maps, but that's what testing is for. Just have fun with it, and we'll figure it out.
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I've played a lot of GSL maps in practice games and most of them are absurdly Z-favored. I don't know any way an equally skilled terran is going to win on Gardens of Aiur.
The Gardens of Aiur map, for example: 1) A free natural expo 2) No back rocks or entrance of any kind 3) Huge 4) One narrow ramp up to the main instead of a fat ramp, so a couple spines kills any pressure, including reaper pressure, because you can't even jump around the back, only straight up into death
I was losing to way less-skilled zerg players just because by time I got across the map, my army was a full 1-2 minutes older, their creep had a lot more time to spread so I had to leapfrog tanks from like two screens away, and they had a huge economic advantage because I can't apply any pressure at all.
Don't get me wrong, I love macro games, and the maps are well-made, but this game is not balanced to be played on maps like that. Larva inject is just too powerful when it can be used almost entirely for economy, and when coupled with creep mechanics and the most mobile army in the game, there may be problems.
Edit: as a sidenote, anyone who says "well you can expand and macro too" doesn't understand the way Starcraft 2 works. Namely, zerg can produce workers 3-5 times faster than you and that is impossible to compete with if you cannot apply sufficient pressure.
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On January 19 2011 17:08 jamesmax wrote:Show nested quote +On January 19 2011 17:05 Frugalicious wrote:On January 19 2011 16:53 jamesmax wrote: LOL, who says they have to be a turtle fest and passive your information is subjective to bad players sitting on 2 base and max armying like what they do now with more bases more spread out there is more harrasment and action, more little things leading up to a greater lead along with epic battles all over the map instead of just deathball vs deathball. your wrong l2p Wow, way to edit my post. I never mentioned you were wrong, but if you wish to interpret it that way, sure. i simply stated your opinion was subjective but you were treating it as objective. I clearly directed my second statement to Turgid, not you. Honestly, do you not understand how big the new maps are? Passive macro is significantly stronger on larger maps due to the greater leeway in reacting and defending. Any early aggression is significantly weaker, but to a lesser extent with Protoss WG rushes. Passive macro games are already increasing as seen in the GSL when they are in cross positions on some of the larger maps of the current pool. Also, your example is horrid along with your grammar and comprehension skills. The example you had given is arbitrary. You really lack a basic understanding of the game. Why would anyone sit on 2 bases on any of these new GSL maps? No one in the GSL of course. A lot of these macro games end up in a "deathball vs deathball" situation more so than not. That has been the trend as it becomes the deciding moments in many of these GSL macro games. Harassment would also become more limited, due to the vast amount of space that they would have to traverse. Harassment would not increase as compared to now. Everyone in the gsl 1 base all in it's garbage to watch I usually find myself turning on proleague at that time because they have big maps with real games. Play on them I've played on them with high quality players we have quality games full of harassment and expansion =| In no game did we find being a turtle to be effective if you have any idea how to displace and army and harrass.
Tbh 1 base all ins happen reasonably frequently in Code A, but are fairly rare in Code S. Often the players do opt for a macro game, however there are times that they do all in pushes when their opponent is expanding early, which is usually the correct way to respond.
A number of slightly larger maps (as OP said not too large as it will affect balance) would help this situation more. That said some smaller maps (though nothing smaller than current maps) are good because if EVERY game was a macro game I imagine it would be equally as boring as frequent 1 base all ins. It's about seeing something unexpected, being surprised, knowing anything can happen that helps make matches great.
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Larger maps do favor Zerg, and it would take some racial balancing before they could implement something like larger maps.
Right now:
-Zerg macro openings put them way ahead of the other 2 races. Without the risk of being rolled by a 1base all in (which can still be defended in close positions) Zerg would need to be changed to make macro openings more difficult and 1basing more viable (or remove all short distance maps).
-Zerg armies are extremely mobile (not hydras). Terran and Protoss would need static defense before moving out, or leave half their army behind (mutas). Terran mech wouldn't exist because on large maps you can't cover enough ground with siege tanks, zerg can walk right by you or snipe tanks.
-It's usually up to the Protoss or Terran to finish the game before the Zerg gets too strong. The defending player already has an advantage, on larger maps it favors the defender exponentially. Zerg's ability to replenish an army is already extremely good, giving them more time would favor them too much.
Larger maps would require a whole new rebalancing of the game, or extremely well designed maps that favor Terran and Protoss in some ways so the size doesn't affect balancing as much.
Good topic btw, I've been hearing a lot of QQ topics about the map pool, but none I thought of posting in.
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They should have experimented with removing close spawns on LT and Meta, much like you can't close spawn on Shakuras, I think that would satisfy a lot of zergs.
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I feel like blizzard can easily balance the game, they just need to alter map spawns
For instance, Metalopolis, LT and Delta could work in a way, that you never spawn in close positions like shakuras plateau. Delta could be possible, but would only have 1 variation where you spawn, your opponent is cross position. These maps are the perfect size, just needs adjustment with the spawns.
I feel like there are some really good ICCup maps out there that GSL needs to look at, some are the perfect proportions while others are too large. I don't think we should really variate from map sizes too much, the melee mapping community should try and agree on a couple of the best sizes and work within those ranges.
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Zerg being powerful is definitely a consequence of a larger map. But do you know why it's that way to begin with? Because they've been balancing the game around maps like Steppes of War since release.
There's a lot of steps that need to be taken to make a better game and fix the balance patches that have already been implemented. The first step is to make bigger, better maps. The second step is to then balance BASED ON THOSE MAPS. Of course it's not going to be 100% balanced on large maps at first when Blizzard has been balancing the game by using Delta Quadrant and Jungle Basin as a basis for balance.
However, just because Zerg is probably going to be more powerful on larger maps at first, does NOT mean that we shouldn't include larger maps. It just means that SC2 is going to have to bring in more balance changes to get the game working based on larger maps.
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yeah with the actual balance I think that larger maps will favor too much Zergs... it's already very hard to beat them when they can safely hatch first on maps like Shakuras, on bigger maps it will be even worse... well I think this game it's just too young to develop perfect maps, with the overall balance that could change every month...
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Everyone in the gsl 1 base all in it's garbage to watch I usually find myself turning on proleague at that time because they have big maps with real games. Play on them I've played on them with high quality players we have quality games full of harassment and expansion =| In no game did we find being a turtle to be effective if you have any idea how to displace and army and harrass.
Your post is sufficient to discredit yourself. You obviously have not been watching the GSL if you think everyone is "1 base, all-in garbage". There is more FE'ing in all match-ups than early game/1 base all-ins in GSL4. You have no clue what is going on in the SC2 world. Also, displacing an army in SC2 is significantly more difficult than in SC. Every race has a method to handle multiple harassment efficiently once they obtain their spellcasters/defensive structures/unit composition.
Another thing, at least put minimal effort into your grammar. It is atrocious. Doesn't have to be perfect, but at least make it comprehensible to the masses.
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On January 19 2011 18:00 Frugalicious wrote:Show nested quote +Everyone in the gsl 1 base all in it's garbage to watch I usually find myself turning on proleague at that time because they have big maps with real games. Play on them I've played on them with high quality players we have quality games full of harassment and expansion =| In no game did we find being a turtle to be effective if you have any idea how to displace and army and harrass. Your post is sufficient to discredit yourself. You obviously have not been watching the GSL if you think everyone is "1 base, all-in garbage". There is more FE'ing in all match-ups than early game/1 base all-ins in GSL4. You have no clue what is going on in the SC2 world. Also, displacing an army in SC2 is significantly more difficult than in SC. Every race has a method to handle multiple harassment efficiently once they obtain their spellcasters/defensive structures/unit composition. If your sc name is the same as this your stats are enough to discredit yourself, please move on before commenting anymore.
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[B]On January 19 2011 18:02 jamesmax wrote: If your sc name is the same as this your stats are enough to discredit yourself, please move on before commenting anymore.
You have posted nothing but your subjective opinion and false information along with poorly articulated arguments. Why do you even bother to post? Also, you are derailing the topic due to your pettiness and ignorance.
On Topic: Zerg have the insane mobility to take advantage of the vast spaces in these new maps and the limited early harassment options affected by the new maps will only further push it into a passive macro game. Though it seems Zerg favored, perhaps the GSL is trying to balance the overall results? If there exist T favored maps and P favored maps, perhaps there should be a balance of more Z favored maps? A compilation of neutral maps and race favored maps is perhaps their aim? Though without a counter-pick system, it doesn't seem as strategic and more luck based when it comes to the map selections for the GSL.
If I recall correctly, didn't some of the BW leagues create race favored maps to balance the results of the match-ups?
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On January 19 2011 11:12 neobowman wrote:Tl;Dr: Yes, larger maps are needed, but not by much. If you go overboard like some of the GSL maps (cough, Tal'darim thingy and Aiur thingy), then it's just overwhelmingly Zerg favoured. I know this from experience of having played both these GSL maps, and some maps I made myself back around the beta when I had no idea of this concept in SC2.
Even though i read the whole thing, im only going to quote this.
Also, to quote Dr. Cox "Your wrong your wrong your WRong your wrong your wrong!"
Your thinking of things in terms of current balance. But just because zergs like the larger maps, doesn't make the map imbalanced, or in favor of zerg. This is similar to BW in terms of builds, because originally zerg was favored, but soon people built strategies to exploit the distance. Lets say we play on a larger map. I can safely 2 gate expand on the larger maps, and macro a 200 food army (as toss) off of 1 robo 3-4 gate in 14 min game time. All the while, pressuring with my army, but never engaging.
Larger maps reduce the chance for zerg early aggression, meaning macro is even more possible, along with faster expo builds as the other races as well. These builds don't see the light of day vs zerg (or in general) because early rushes can dominate pretty hard core.
The bigger the maps are better over all, because they all the creation of more fast expand builds, which open up strategical depth to play. This is what we saw in the evolution of BW, and, what we will see in SC2 if these maps become standardized.
Also, as far as 1 base is concerned, and the shorter games leading to less viewers, are you serious? Longer games tend to be more epic games. Look at the games vs Kiwi and Morrow in the SC2 Reddit invitational. These are pretty much the most talked about and the most viewed, because 1, the maps were long enough distance for these strategies to become viable, and 2, because they wern't 1 base all ins. I mean, the game on metal was 1 hour in length, and garnerd like 15k viewers on a stream, more then i've ever seen!
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On January 19 2011 18:11 Frugalicious wrote:Show nested quote +[B]On January 19 2011 18:02 jamesmax wrote: If your sc name is the same as this your stats are enough to discredit yourself, please move on before commenting anymore. You have posted nothing but your subjective opinion and false information along with poorly articulated arguments. Why do you even bother to post? Also, you are derailing the topic due to your pettiness and ignorance. On Topic: Zerg have the insane mobility to take advantage of the vast spaces in these new maps and the limited early harassment options affected by the new maps will only further push it into a passive macro game. Though it seems Zerg favored, perhaps the GSL is trying to balance the overall results? If there exist T favored maps and P favored maps, perhaps there should be a balance of more Z favored maps? A compilation of neutral maps and race favored maps is perhaps their aim? Though without a counter-pick system, it doesn't seem as strategic and more luck based when it comes to the map selections for the GSL. If I recall correctly, didn't some of the BW leagues create race favored maps to balance the results of the match-ups? Couldn't care less if they nerfed zerg bring on larger maps. Not that I think any of the races are largely imba I don't care for balance at all I just want better maps. All my information is not false why don't you learn to play?
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This is the kind of incorrect reasoning which leads to crappy balance/maps in the first place. I cannot disagree with the OP enough on this issue.
OP: You say that zerg can pump drones all day in response to attacks and that these maps are zerg imbalanced. I'm going to show that that's completely 100% incorrect.
First and foremost: -Your assumptions rest on the fact that zerg will outeco and outmacro T and P. -You believe that Z automatically wins in larger macro games where T and P cannot be super aggressive early -Your argument is entirely based on the idea that if T and P are aggressive that Z will have enough time to drone up to crush the attack.
Lets tackle these 1 by 1 shall we:
Zerg will outeco and outmacro T and P. WRONG!
While zerg does have the ability to make large amounts of drones, it does not do so very well until 2 hatch/2 queen are out. In addition, zerg production is bursty, so while it seems like they can drone up a ton at once, in reality they're not droning up any more than a 5 hatch hydra build in BW would allow them to, it's just in large batches. Sure, perhaps if zerg made nothing but drones until 200 supply they'd get there way faster than T or P, but what good would that do them?
Try something as P. Open nexus first and chrono nothing but probes constantly while setting up for whatever midgame play you have in mind. Go check at 10 minutes how many probes you have vs zerg's dronecount. This is what you can do as P on GSL maps, and you won't see zerg be vastly ahead from it.
Here's another fact to consider. Zerg mines less minerals per base than T or P. Test it for yourself if you don't believe me, but a fully saturated Z base yields about 60-100 mineral per minutes less than protoss, and due to mule supersaturation terran 2 base is nearly even with Z 3 base. Once T gets a high yield 3rd, T economy soars to unmatchable heights!
But, lets say that players eco really hard for fear of over-committing to an attack and losing an army needlessly. Zerg expands and gets as much tech as possible. T expands and builds up a massive tank count. P expands and techs up while building up caster energy. What happens next?
Zerg automatically wins macro games vs T and P. WRONG!
Zerg armies suck. This isn't anything new. Zerg is designed to be a swarm race of less efficient units, right? Wait... hold on! You're saying that lurkers being able to kill 10x their supply/cost in bio is inefficient? Defilers making a single ling capable of breaking a terran push is inefficient? Scourge being able to trade 25/75 for almost any air unit in the game is inefficient?
People are not yet used to the fact that zerg lategame sucks. They are horribly inefficient and only rely on the enemy being unprepared. Every single zerg unit is awful at large scale engagements, and every single zerg unit is too costly for what it does, even at hive tech.
This means zerg needs "more army" to go head to head with T and P. Lets look at the supply costs of zerg units though: Hydras, roach, mutas, infestors - all 2 food. Ultralisks and broodlords are 6 food a piece! Only zerglings and banelings are .5 food and are therefore reasonably food-efficient. Have you ever seen ling/bling do anything to mass tank or mass colossus? Storms and blue flame hellions? What about air? Zerg can't win games off ling/bling alone, but any other unit makes their maxed armies even weaker!
What does this mean? In any engagement lategame, zerg has to have the bigger army, but a bigger economy to reinforce faster. How? You can't do it. Zerg will automatically lose every single engagement if he tries to play with an 80 food army to get 120 drones to outmacro a terran with 70 scvs and 4 OCs spamming mules. What if zerg cuts drones to open up space for army. Well, then you have 150 food of zerg army and 50 drones. P and T might trade armies or even lose the first engagement, but you certainly won't have the money to instantly remake a 150 food army. Add that with zerg's inefficiency when attacking and you'll never beat a T or P who has some good backup defense (cannons/PFs/warpin/turrets) and some good production.
The truth is that Protoss will never ever ever lose a lategame vs a zerg. All you have to do is get a brutal combo of archon/storm, gateway units, immortals, and voidrays. Heck, you can go for the allkill and get a mothership too, they work great! How is Z ever supposed to crack that ball, especially since you're basically running into neverending storms and zealots with warpin. P can instantly remax nonstop until he's at your main.
Zerg can drone up to crush any midgame timing attacks by T or P. Perhaps this one is true.
I will say that there is good reasoning which states that zerg should be able to handle any early/midgame aggression by T or P as long as they prepare right. Of course, isn't that ok? What makes T and P have to attack? Why would they attack? Could they not expand and play for lategame instead?
Say you have a nice marine/tank midgame ball, and zerg is starting to drone his 3rd. How would you deal with this as a terran? You could opt to attack and try to kill him. You see that very often in GSL games, bnet games, games from all skill levels. It seems like a logical thing to do, and in some cases it might still be a good option. However, what if instead you used that army to secure map control, and took a nice juicy high yield base, just like Jinro did vs Idra on Jungle Basin. Now suddenly zerg is playing from behind again and either has to continue expanding to take the lead, eventually hitting the stage where they have too much eco to ever win a direct fight, or they have to attack, and attacking into PFs/siege tanks is nearly impossible. You're forcing zerg into a lose/lose by not attacking, but instead forcing army in case you do attack, and then using that map control to take more bases.
It was ok for zerg to play the expand and eco game in BW because they had good lategame options, even borderline overpowered options. Plague, swarm, ultralisks, cracklings, superior mobility with ultraling, mass doom drops with swarm. Zerg lategame was the scariest thing for anyone to deal with in BW, not because they had so many units, but because their units were frighteningly strong. In SC2 when I see a hive, I just start making voidrays from 3 stargates and laugh my way to victory. There's nothing zerg can do lategame that scares me.
So in the end, who benefits the most from these GSL maps? Is zerg truly overpowered because of spawn larva? I don't believe so. I think zerg is forced to play allins and aggression by their very nature, and I don't believe these larger maps help zerg do that. In fact, I would argue that Protoss is completely broken on these large maps, and terran plays perhaps a bit differently, but retains a lot of its strengths.
Warpin is the only ability which ignores map distance. In effect, if you have pylons somewhere, you have an army there. Once lategame hits P can have upwards 12-20 or more warpgates. Sure, you saw that all the time in BW PvT, but remember that protoss had to walk those units across the map, and vs a T mech army they weren't very efficient either. With warpin storm how can gateway armies be thought of as weak? Zealot/templar is one of the scariest combos to deal with and you can stream it endlessly from any point on the map. Warpin also allows protoss to deal with any harass to far away expansions without dedicating units there. In effect, they don't need map control to defend harassment. In BW you had to spam cannons like crazy in order to avoid losing expansions, and even then, tanks and dark swarm meant you still needed map control.
What about terran? Tanks are still the most fearsome unit in ground to ground combat. In large enough numbers, tanklines are virtually impenetrable by anything other than mass immortals. Tanks are immobile though, but PFs are not. PFs+turrets+ supply depot walls around said PFs offer an antiharassment power which is unrivaled. Terran can simply expand and use stationary defense to keep his expansions alive vs small attacks, and use his large tank-based army to deal with the larger army. Perhaps against protoss this isn't such a bad thing. After all, protoss has carriers, immortals, colossi, and can actually go head to head with the tank ball. What does zerg do? Nothing really. Broodlords in theory, but 1 viking and those broodlords will do nothing. How hard is it to park some vikings over a turret line?
I haven't made a decision as to TvP on GSL maps. People seem to feel that protoss is too strong, and certainly I'm inclined to believe that, at least in lategame. However, T drop play is very strong on larger maps and as the expansion count rises so does the power of drop play.
With 100% certainty I can conclude that PvZ is broken beyond fixing. TvZ is also very bad, though maybe not quite as bad as PvZ. Zerg lategame doesn't have the efficiency and flexibility it needs to.
My ending comment will be that the GSL maps are the best thing that could happen to SC2. They show us the limitations and flaws in game design that the bad Blizzard maps were hiding since early beta. Because Blizzard chose awful maps to balance on, they have achieved awful balance on other maps. You cannot treat these two pillars separately. Maps and balance go hand in hand, and Blizzard chose to ignore that simple fact. At least this is a wake up call for them to fix SC2 for HotS.
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The fact is, that this is just a theory.
Just like how zerg's have been playing on Delta/Steppes/Close Pos. Meta/Lost temple, and have adapted the best they could, Terran and Protoss must go through the same trial of oversized maps to see really how its effects the match ups and trends. Just like we have done with the maps previously listed, from our extended period of time playing them, I think everyone can agree that those maps are Imbalanced.
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God damnit, these maps are really fun. Me and my protoss friend played on these maps and only thing we concluded that they are a lot more fun then the current maps. We didn't notice any difference for us more then that we had to bind all controll groups to be able to play efficent.
These maps should go in I think, some of them are really better then most maps in the map pool. And just look back in sc/bw, large maps didn't hinder a mech army back then on large maps. (Yeah different game I know, but mech was slow back then, mech is slow right now. Just pointing out that to make an example.)
So dont see how a slow mech army as off back in the days/compared to now are going to make everything super imbalanced all off a sudden ? Seeing on shakuras as a balanced map. Even Jinro said himself that on close pos it's a terran favored, and cross pos it's even game. (Correct me if I'm wrong). And that is the largest map at the moment so.
Just my thoughts.
EDIT:Let's just see how it plays out, if it turns out to be so out of balanced it's amazingly bad, then so be it. But this could very well be the thing that makes a really freaking good game, into something perfect as in sc/bw had it. Once again, just my thoughts.
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Nice post [Eternal]Phoenix.
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I don't see how larger maps gives Zerg any advantage unless all the terran and protoss players know how to do is 2 rax pressure bunker and 4 gate warp even if that u can still warp units in anywhere just hide your plyon. Now with these maps 3rd/4th exps are much closer so protoss / terran can exp safer then lets say any blizzard map which. and drops/plyons at far exps can still cause problems for any zerg player. I don't want to say the game is imba for any race until there are better maps. and people actually learn how to counter armies i feel like we get caught up in saying oh this is imba blah blah blah I personally would like to see plyon wall and bunker wall removed from the game
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On January 19 2011 12:36 mytent wrote: It's true.
I beat a diamond player on one of teh GSL maps. I was playing zerg (I rarely play them) P.S I'm in GOLD.
These maps need to be balanced a bit better. They're FAR TOO large.
case closed.
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On January 19 2011 20:29 danl9rm wrote:Show nested quote +On January 19 2011 12:36 mytent wrote: It's true.
I beat a diamond player on one of teh GSL maps. I was playing zerg (I rarely play them) P.S I'm in GOLD.
These maps need to be balanced a bit better. They're FAR TOO large. case closed. Thats actually pretty compelling by hte Gold player.
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Behold my awesome Mspaint skills.
![[image loading]](http://img651.imageshack.us/img651/3184/junglebassin3.th.jpg)
To the left, we have the current jungle bassin. To the right, we have a larger map. Still jungle bassin. Stil the same numbers of expansions. Still the same rush distance, still the same size for chokes, and so on. But by being wider, the map is no longer made up completely of chokepoints. Opens up a lot of interesting options.
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sry op but you put no effort in your post. you just claim certain things and consider them as true. thats not the way to go.
put some more effort in this. backup it up with data and replays.
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Larger maps makes Mutalisks, Phoenixes and warp-ins 10 times stronger
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On January 19 2011 20:39 debasers wrote: Larger maps makes Mutalisks, Phoenixes and warp-ins 10 times stronger 10 times is too much, but they will have a better synergy with the map. Slow units will become less useful on larger maps. You cant retreat and defend so easily.
Abuse of immobility will be more the key to success. Ever got speedlings in your base, at the early stages of the game and had to watch how your units sneaked slowly to catch even one ling ?
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On January 19 2011 20:37 TehForce wrote: sry op but you put no effort in your post. you just claim certain things and consider them as true. thats not the way to go.
put some more effort in this. backup it up with data and replays.
The OP is one of the smartest foreign map makers out there atm. This is his opinion based on experience and intelligence. I would say you should take his post a bit more seriously. Even if you don't like what he has to say.
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On January 19 2011 20:39 debasers wrote: Larger maps makes Mutalisks, Phoenixes and warp-ins 10 times stronger
u forgot drop play from terran :/
if you have more bases you can be more easily be dropped...
really before anybody can conclude any balance issues on bigger maps they should be played in tournaments like gsl.
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ALLEYCAT BLUES49626 Posts
On January 19 2011 20:31 morimacil wrote:Behold my awesome Mspaint skills. ![[image loading]](http://img651.imageshack.us/img651/3184/junglebassin3.th.jpg) To the left, we have the current jungle bassin. To the right, we have a larger map. Still jungle bassin. Stil the same numbers of expansions. Still the same rush distance, still the same size for chokes, and so on. But by being wider, the map is no longer made up completely of chokepoints. Opens up a lot of interesting options.
move the spawns to 3 and 9 and you have a spitting image of heartbreak ridge.lol
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Larger maps will see a growth in the use of Nydus Worms. As a protoss I am always so afraid of getting my 3rd and 4th nydus'd because of the relative immobility of a toss deathball. But yes, I still welcome that, it's gonna give zerg a better chance to play to a macro game, and force people like me to start thinking of safeguards against new zerg strats.
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I think its too early to make such a judgement call. You present sound arguments, but we'll have to wait for next season of GSL to get proper sample size&quality.
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Win
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Because of spawn larvae, Z is going to be quite OP on larger maps. Of course T and P could develop builds to punish the zerg, but the fact that Z can stack larvae makes them far more superior late-game than T or P. Macro Terrans an Protosses are gonna have a hard time firghting a macro Zerg on maps bigger than LT or Shakuras.
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Blizzard balanced the game around maps the size of Lost Temple or Metalopolis. Once you start to get significantly over that margin (which from experience, I have found to be 144x144 or so), the map becomes greatly imbalanced. It's wrong, the size of the map is not that important. The things that are very important are 1) the number of expands 2) the rush distance 3) attack paths.
Map with more than 10 expand are (in my opinion) not balanced. Maps with less than easy and safe 2 expand per player are also imbalanced. And maps with too great rush distance or too short are not balanced either.
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All the "bad" maps have problems that are not neccessarily caused by size, rather by layout.
DQ, naturals are towards the middle making it ridiculously short nat to nat, the map itself is rather big however. Steppes like DQ naturals towards middle causing the nat to nat to be really short, artificially makin the map feel way too small. JB has a very small amount of bases, ne free one and then 2 very aggressive ones per player, making it really bad for the race that needs to stay ahead in bases in a given matchup, ZvT&P and bio TvP. BS rocks too favorable towards aggression.
All four maps suffer from bit of an architecture fail
LT beastly cliff + pretty short close distances and hard to take a non aggressive 3rd in close position. Meta close distances are a bit too close + same third problem as LT.
Most of those issues can be solved within the same map bounds, especially the former four. Don't position the nat too close to the center, make it side-hug a bit, don't make too few, silly bases and refrain from two entrance mains.
The latter two are harder to solve with diagonal mirrored 4 player maps, you can go for the shakuras solution but it is a bit non-elegant. Most latter day bw maps mirrored in the same way go the way of Kulas Ravine (4 corner bases) without all the ridiculous cliffs and main-to-nat and nat layouts. That along with making the wider main-paths closer to the center makes it a bit easier to scale the distances so that close spawns aren't all that close.
A 165x165 map or thereabouts with a free backdoor expo is like taking four steppes of war, and fixing them together, at least in how big it feels. There is a middle ground you know... and it's not that hard to get it "right", at least distance wise. Making a good map can be hard but making a decently spaced one really isn't, it's just that the maps in play are all relics of times past when noone "knew" what good'ish distances were.
Let's just say it's almost as easy to make a 4 player 128x128 feel larger than DO as it is to make it feel like DQ/steppes.
Also people's bias against rotational maps in the sc2 community is usually pretty ill-founded. People see DQ, a pretty positionally imbalanced map aside from the rush distances, and think the same issues must plague all rotational maps.** Every map form has it's "problems"
2p = ease of cheese/specific strategies 3/4p rotational = positional imbalance 4p mirror = short distances
All issues can be minimised but they will always exist to some intent, and unless you want to play ever game ever cross meta or xel'naga you'll have to embrace the other layouts.
------- *right as in ~(xel'naga/shakuras/non-close LT-Meta) distance wise **not every rotational map has a cliffable backdoor, some have essentially neglegible issues (as in people don't even know which spawns to call favored)
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I think all maps should be like shakuras. No close spawn position, and a good long rush distance with a easy defendable expo. If you make them even bigger it's ridiculous.
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You can have a big map with 2 expo behind the spawning location, a middle rush distance and the rest of the expand pretty offensiv and it could be a very balanced map. I don't see why big map = imbalanced. On the other hand, i don't see why small map should also be instantly tagged as imbalanced.
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On January 19 2011 22:06 Grebliv wrote: All the "bad" maps have problems that are not neccessarily caused by size, rather by layout.
DQ, naturals are towards the middle making it ridiculously short nat to nat, the map itself is rather big however. Steppes like DQ naturals towards middle causing the nat to nat to be really short, artificially makin the map feel way too small. JB has a very small amount of bases, ne free one and then 2 very aggressive ones per player, making it really bad for the race that needs to stay ahead in bases in a given matchup, ZvT&P and bio TvP. BS rocks too favorable towards aggression.
All four maps suffer from bit of an architecture fail
LT beastly cliff + pretty short close distances and hard to take a non aggressive 3rd in close position. Meta close distances are a bit too close + same third problem as LT.
Most of those issues can be solved within the same map bounds, especially the former four. Don't position the nat too close to the center, make it side-hug a bit, don't make too few, silly bases and refrain from two entrance mains.
The latter two are harder to solve with diagonal mirrored 4 player maps, you can go for the shakuras solution but it is a bit non-elegant. Most latter day bw maps mirrored in the same way go the way of Kulas Ravine (4 corner bases) without all the ridiculous cliffs and main-to-nat and nat layouts. That along with making the wider main-paths closer to the center makes it a bit easier to scale the distances so that close spawns aren't all that close.
A 165x165 map or thereabouts with a free backdoor expo is like taking four steppes of war, and fixing them together, at least in how big it feels. There is a middle ground you know... and it's not that hard to get it "right", at least distance wise. Making a good map can be hard but making a decently spaced one really isn't, it's just that the maps in play are all relics of times past when noone "knew" what good'ish distances were.
Let's just say it's almost as easy to make a 4 player 128x128 feel larger than DO as it is to make it feel like DQ/steppes.
Also people's bias against rotational maps in the sc2 community is usually pretty ill-founded. People see DQ, a pretty positionally imbalanced map aside from the rush distances, and think the same issues must plague all rotational maps.** Every map form has it's "problems"
2p = ease of cheese/specific strategies 3/4p rotational = positional imbalance 4p mirror = short distances
All issues can be minimised but they will always exist to some intent, and unless you want to play ever game ever cross meta or xel'naga you'll have to embrace the other layouts.
------- *right as in ~(xel'naga/shakuras/non-close LT-Meta) distance wise **not every rotational map has a cliffable backdoor, some have essentially neglegible issues (as in people don't even know which spawns to call favored)
I messed about a tiny bit with Steppes simply by changing the mains from being where they are now, to the two "island" expos (blocked off by rocks). The map is still EXACTLY the same (aside from adding a couple of paths, mainly because the ramps bugged out on me so I couldn't adjust them, and moving some destructible rocks).
![[image loading]](http://dl.dropbox.com/u/1061446/steppes2.0.4.jpg)
Almost the same map, plays rather differently though.
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I think it's quite depressing how much opposition there is to what the OP is saying, cause I'm quite confident in a few months time his opinion will be the status quo. Lots of people are saying that he's making too many assumptions and then go on to just assume the opposite, which is quite sad.
The fact is, and yes this is a fact, Blizzard has balanced SC2 based on smaller maps than were common in BW. Sure, maps like SoW really are too small*, but making huge maps to compensate, or in the hope of making every game an "epic macro game" will have dire consequences.
On maps larger than Shakuras Plateau, early attacks will become much weaker - meaning they will be attempted less often if at all. T and P are likely to want to early expand themselves, which again, on maps larger than SP, will typically allow Z to get their third up and drone hard relatively safely. Regardless of how economically greedy you are yourself, if you let a zerg player do this, you'll probably lose.
I think the sweet spot for map size is about 128x128, give or take 20 based on the actual layout and terrain of the map. 4P maps should typically be slightly larger to compensate for the inherently smaller rush distances. Anything bigger than 140x140 is potentially just as bad as anything smaller than 100x100.
If people really need to witness zerg dominate on these huge maps (like what's happening right now on Gisado's KOTH) before they finally concede then I suppose that's fair enough. In the meantime I feel sorry for neobowman.
*Steppes of War isn't actually a small map, technically it's larger than Shakuras Plateau. However, the layout (expanding directly towards your opponent) means the natural to natural distance on this map is effectively tiny, which is what makes this map so bad.
EDIT (in response particularly to Grebliv's post): This is very true, the exact dimensions of the map are nowhere near as important as the layout/terrain (I was getting at that with my last point regarding Steppes). However, I'm sure neobowman knows this and his point is not really regarding specific map sizes creating imbalances, but that larger maps that don't compensate for their size with use of terrain creates imbalance.
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On January 19 2011 18:36 [Eternal]Phoenix wrote: This is the kind of incorrect reasoning which leads to crappy balance/maps in the first place. I cannot disagree with the OP enough on this issue.
OP: You say that zerg can pump drones all day in response to attacks and that these maps are zerg imbalanced. I'm going to show that that's completely 100% incorrect.
First and foremost: -Your assumptions rest on the fact that zerg will outeco and outmacro T and P. -You believe that Z automatically wins in larger macro games where T and P cannot be super aggressive early -Your argument is entirely based on the idea that if T and P are aggressive that Z will have enough time to drone up to crush the attack.
Lets tackle these 1 by 1 shall we:
Zerg will outeco and outmacro T and P. WRONG!
While zerg does have the ability to make large amounts of drones, it does not do so very well until 2 hatch/2 queen are out. In addition, zerg production is bursty, so while it seems like they can drone up a ton at once, in reality they're not droning up any more than a 5 hatch hydra build in BW would allow them to, it's just in large batches. Sure, perhaps if zerg made nothing but drones until 200 supply they'd get there way faster than T or P, but what good would that do them?
Try something as P. Open nexus first and chrono nothing but probes constantly while setting up for whatever midgame play you have in mind. Go check at 10 minutes how many probes you have vs zerg's dronecount. This is what you can do as P on GSL maps, and you won't see zerg be vastly ahead from it.
Here's another fact to consider. Zerg mines less minerals per base than T or P. Test it for yourself if you don't believe me, but a fully saturated Z base yields about 60-100 mineral per minutes less than protoss, and due to mule supersaturation terran 2 base is nearly even with Z 3 base. Once T gets a high yield 3rd, T economy soars to unmatchable heights!
But, lets say that players eco really hard for fear of over-committing to an attack and losing an army needlessly. Zerg expands and gets as much tech as possible. T expands and builds up a massive tank count. P expands and techs up while building up caster energy. What happens next?
Zerg automatically wins macro games vs T and P. WRONG!
Zerg armies suck. This isn't anything new. Zerg is designed to be a swarm race of less efficient units, right? Wait... hold on! You're saying that lurkers being able to kill 10x their supply/cost in bio is inefficient? Defilers making a single ling capable of breaking a terran push is inefficient? Scourge being able to trade 25/75 for almost any air unit in the game is inefficient?
People are not yet used to the fact that zerg lategame sucks. They are horribly inefficient and only rely on the enemy being unprepared. Every single zerg unit is awful at large scale engagements, and every single zerg unit is too costly for what it does, even at hive tech.
This means zerg needs "more army" to go head to head with T and P. Lets look at the supply costs of zerg units though: Hydras, roach, mutas, infestors - all 2 food. Ultralisks and broodlords are 6 food a piece! Only zerglings and banelings are .5 food and are therefore reasonably food-efficient. Have you ever seen ling/bling do anything to mass tank or mass colossus? Storms and blue flame hellions? What about air? Zerg can't win games off ling/bling alone, but any other unit makes their maxed armies even weaker!
What does this mean? In any engagement lategame, zerg has to have the bigger army, but a bigger economy to reinforce faster. How? You can't do it. Zerg will automatically lose every single engagement if he tries to play with an 80 food army to get 120 drones to outmacro a terran with 70 scvs and 4 OCs spamming mules. What if zerg cuts drones to open up space for army. Well, then you have 150 food of zerg army and 50 drones. P and T might trade armies or even lose the first engagement, but you certainly won't have the money to instantly remake a 150 food army. Add that with zerg's inefficiency when attacking and you'll never beat a T or P who has some good backup defense (cannons/PFs/warpin/turrets) and some good production.
The truth is that Protoss will never ever ever lose a lategame vs a zerg. All you have to do is get a brutal combo of archon/storm, gateway units, immortals, and voidrays. Heck, you can go for the allkill and get a mothership too, they work great! How is Z ever supposed to crack that ball, especially since you're basically running into neverending storms and zealots with warpin. P can instantly remax nonstop until he's at your main.
Zerg can drone up to crush any midgame timing attacks by T or P. Perhaps this one is true.
I will say that there is good reasoning which states that zerg should be able to handle any early/midgame aggression by T or P as long as they prepare right. Of course, isn't that ok? What makes T and P have to attack? Why would they attack? Could they not expand and play for lategame instead?
Say you have a nice marine/tank midgame ball, and zerg is starting to drone his 3rd. How would you deal with this as a terran? You could opt to attack and try to kill him. You see that very often in GSL games, bnet games, games from all skill levels. It seems like a logical thing to do, and in some cases it might still be a good option. However, what if instead you used that army to secure map control, and took a nice juicy high yield base, just like Jinro did vs Idra on Jungle Basin. Now suddenly zerg is playing from behind again and either has to continue expanding to take the lead, eventually hitting the stage where they have too much eco to ever win a direct fight, or they have to attack, and attacking into PFs/siege tanks is nearly impossible. You're forcing zerg into a lose/lose by not attacking, but instead forcing army in case you do attack, and then using that map control to take more bases.
It was ok for zerg to play the expand and eco game in BW because they had good lategame options, even borderline overpowered options. Plague, swarm, ultralisks, cracklings, superior mobility with ultraling, mass doom drops with swarm. Zerg lategame was the scariest thing for anyone to deal with in BW, not because they had so many units, but because their units were frighteningly strong. In SC2 when I see a hive, I just start making voidrays from 3 stargates and laugh my way to victory. There's nothing zerg can do lategame that scares me.
So in the end, who benefits the most from these GSL maps? Is zerg truly overpowered because of spawn larva? I don't believe so. I think zerg is forced to play allins and aggression by their very nature, and I don't believe these larger maps help zerg do that. In fact, I would argue that Protoss is completely broken on these large maps, and terran plays perhaps a bit differently, but retains a lot of its strengths.
Warpin is the only ability which ignores map distance. In effect, if you have pylons somewhere, you have an army there. Once lategame hits P can have upwards 12-20 or more warpgates. Sure, you saw that all the time in BW PvT, but remember that protoss had to walk those units across the map, and vs a T mech army they weren't very efficient either. With warpin storm how can gateway armies be thought of as weak? Zealot/templar is one of the scariest combos to deal with and you can stream it endlessly from any point on the map. Warpin also allows protoss to deal with any harass to far away expansions without dedicating units there. In effect, they don't need map control to defend harassment. In BW you had to spam cannons like crazy in order to avoid losing expansions, and even then, tanks and dark swarm meant you still needed map control.
What about terran? Tanks are still the most fearsome unit in ground to ground combat. In large enough numbers, tanklines are virtually impenetrable by anything other than mass immortals. Tanks are immobile though, but PFs are not. PFs+turrets+ supply depot walls around said PFs offer an antiharassment power which is unrivaled. Terran can simply expand and use stationary defense to keep his expansions alive vs small attacks, and use his large tank-based army to deal with the larger army. Perhaps against protoss this isn't such a bad thing. After all, protoss has carriers, immortals, colossi, and can actually go head to head with the tank ball. What does zerg do? Nothing really. Broodlords in theory, but 1 viking and those broodlords will do nothing. How hard is it to park some vikings over a turret line?
I haven't made a decision as to TvP on GSL maps. People seem to feel that protoss is too strong, and certainly I'm inclined to believe that, at least in lategame. However, T drop play is very strong on larger maps and as the expansion count rises so does the power of drop play.
With 100% certainty I can conclude that PvZ is broken beyond fixing. TvZ is also very bad, though maybe not quite as bad as PvZ. Zerg lategame doesn't have the efficiency and flexibility it needs to.
My ending comment will be that the GSL maps are the best thing that could happen to SC2. They show us the limitations and flaws in game design that the bad Blizzard maps were hiding since early beta. Because Blizzard chose awful maps to balance on, they have achieved awful balance on other maps. You cannot treat these two pillars separately. Maps and balance go hand in hand, and Blizzard chose to ignore that simple fact. At least this is a wake up call for them to fix SC2 for HotS.
I was going to refrain from flaming but lol, get out of bronze nub.
User was temp banned for this post.
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On January 19 2011 22:16 funcmode wrote: I think it's quite depressing how much opposition there is to what the OP is saying, cause I'm quite confident in a few months time his opinion will be the status quo. Lots of people are saying that he's making too many assumptions and then go on to just assume the opposite, which is quite sad.
The fact is, and yes this is a fact, Blizzard has balanced SC2 based on smaller maps than were common in BW. Sure, maps like SoW really are too small*, but making huge maps to compensate, or in the hope of making every game an "epic macro game" will have dire consequences.
On maps larger than Shakuras Plateau, early attacks will become much weaker - meaning they will be attempted less often if at all. T and P are likely to want to early expand themselves, which again, on maps larger than SP, will typically allow Z to get their third up and drone hard relatively safely. Regardless of how economically greedy you are yourself, if you let a zerg player do this, you'll probably lose.
I think the sweet spot for map size is about 128x128, give or take 20 based on the actual layout and terrain of the map. 4P maps should typically be slightly larger to compensate for the inherently smaller rush distances. Anything bigger than 140x140 is potentially just as bad as anything smaller than 100x100.
If people really need to witness zerg dominate on these huge maps (like what's happening right now on Gisado's KOTH) before they finally concede then I suppose that's fair enough. In the meantime I feel sorry for neobowman.
*Steppes of War isn't actually a small map, technically it's larger than Shakuras Plateau. However, the layout (expanding directly towards your opponent) means the natural to natural distance on this map is effectively tiny, which is what makes this map so bad. Saying zerg = instant win on big map is rather ignorant in my opinion. I'm not saying OP is wrong, because bigger map are not more balanced in any way. But terran or protoss player who think they can't play on par with zerg on maccro game with more than 2 expands are just being conservative, and want to keep their advantage.
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I don't see why this is necessarily the case. Yes, maybe the same timing attacks will get easily crushed on larger maps. So then maybe attacking was a bad idea. Secure another base. And yes, there might be a period where it looks like a lot of terrans are constantly losing, but that's probably just because they haven't had a lot of practice playing a heavy macro game. It doesn't mean they can't; it's just that right now they can win earlier than that. Eventually everyone will adjust to new playstyles, but you have to give it some time. You can't just flat out say it's going to be imbalanced. I don't believe you have any practical way to know that at this stage.
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On January 19 2011 22:25 WhiteDog wrote:Show nested quote +On January 19 2011 22:16 funcmode wrote: I think it's quite depressing how much opposition there is to what the OP is saying, cause I'm quite confident in a few months time his opinion will be the status quo. Lots of people are saying that he's making too many assumptions and then go on to just assume the opposite, which is quite sad.
The fact is, and yes this is a fact, Blizzard has balanced SC2 based on smaller maps than were common in BW. Sure, maps like SoW really are too small*, but making huge maps to compensate, or in the hope of making every game an "epic macro game" will have dire consequences.
On maps larger than Shakuras Plateau, early attacks will become much weaker - meaning they will be attempted less often if at all. T and P are likely to want to early expand themselves, which again, on maps larger than SP, will typically allow Z to get their third up and drone hard relatively safely. Regardless of how economically greedy you are yourself, if you let a zerg player do this, you'll probably lose.
I think the sweet spot for map size is about 128x128, give or take 20 based on the actual layout and terrain of the map. 4P maps should typically be slightly larger to compensate for the inherently smaller rush distances. Anything bigger than 140x140 is potentially just as bad as anything smaller than 100x100.
If people really need to witness zerg dominate on these huge maps (like what's happening right now on Gisado's KOTH) before they finally concede then I suppose that's fair enough. In the meantime I feel sorry for neobowman.
*Steppes of War isn't actually a small map, technically it's larger than Shakuras Plateau. However, the layout (expanding directly towards your opponent) means the natural to natural distance on this map is effectively tiny, which is what makes this map so bad. Saying zerg = instant win on big map is rather ignorant in my opinion. I'm not saying OP is wrong, because bigger map are not more balanced in any way. But terran or protoss player who think they can't play on par with zerg on maccro game with more than 2 expands are just being conservative, and want to keep their advantage. I never said zerg will instant win on large maps. I'm sure even on maps as absurd as Tal'Darim Altar Terran and Protoss will sometimes beat Zerg - that doesn't mean it will be balanced though. Just because Zerg don't lose every game on Steppes doesn't make Steppes balanced, does it?
I also never said P & T can't compete with Zerg in macro games, however, if you let the zerg player get to 3 bases without doing some kind of damage or at least forcing them to make units and not power drone, then the Z will most likely win, as it's when you get to about 3 bases with good eco the power of spawn larvae really kicks in.
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I completely agree with you, sir. What most people don't realize is that zerg may be be underpowered on maps like Steppes or close positions LT/Meta, but if you put them on cross positions in metalopolis, shakuras or even Xel'Naga, they are on the same level as the other races. People don't understand zerg could really become OP on larger map when early-harrassment isn't possible.
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Yes Zerg seems to be dominating hard right now on Gisado's stream...sure we Zergs bitch to high heaven about balance, but we don't want every game to be an economic beatdown by Zergs
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On January 19 2011 22:37 funcmode wrote:Show nested quote +On January 19 2011 22:25 WhiteDog wrote:On January 19 2011 22:16 funcmode wrote: I think it's quite depressing how much opposition there is to what the OP is saying, cause I'm quite confident in a few months time his opinion will be the status quo. Lots of people are saying that he's making too many assumptions and then go on to just assume the opposite, which is quite sad.
The fact is, and yes this is a fact, Blizzard has balanced SC2 based on smaller maps than were common in BW. Sure, maps like SoW really are too small*, but making huge maps to compensate, or in the hope of making every game an "epic macro game" will have dire consequences.
On maps larger than Shakuras Plateau, early attacks will become much weaker - meaning they will be attempted less often if at all. T and P are likely to want to early expand themselves, which again, on maps larger than SP, will typically allow Z to get their third up and drone hard relatively safely. Regardless of how economically greedy you are yourself, if you let a zerg player do this, you'll probably lose.
I think the sweet spot for map size is about 128x128, give or take 20 based on the actual layout and terrain of the map. 4P maps should typically be slightly larger to compensate for the inherently smaller rush distances. Anything bigger than 140x140 is potentially just as bad as anything smaller than 100x100.
If people really need to witness zerg dominate on these huge maps (like what's happening right now on Gisado's KOTH) before they finally concede then I suppose that's fair enough. In the meantime I feel sorry for neobowman.
*Steppes of War isn't actually a small map, technically it's larger than Shakuras Plateau. However, the layout (expanding directly towards your opponent) means the natural to natural distance on this map is effectively tiny, which is what makes this map so bad. Saying zerg = instant win on big map is rather ignorant in my opinion. I'm not saying OP is wrong, because bigger map are not more balanced in any way. But terran or protoss player who think they can't play on par with zerg on maccro game with more than 2 expands are just being conservative, and want to keep their advantage. I never said zerg will instant win on large maps. I'm sure even on maps as absurd as Tal'Darim Altar Terran and Protoss will sometimes beat Zerg - that doesn't mean it will be balanced though. Just because Zerg don't lose every game on Steppes doesn't make Steppes balanced, does it? I also never said P & T can't compete with Zerg in macro games, however, if you let the zerg player get to 3 bases without doing some kind of damage or at least forcing them to make units and not power drone, then the Z will most likely win, as it's when you get to about 3 bases with good eco the power of spawn larvae really kicks in. You are absolutly wrong because you are narrow minded. That was and always will be the player who balance the game. All zerg players are going maccro not because they dominate in maccro: they go maccro because 1 base play or cheesy play is not viable. Z are not all idiots: of course going for 14 hatch on Steppes of War is risky, but going 13 pool into speedling is useless. Do not think that because Zerg can't go 1 base play, Terran or protoss can't win maccro. I have yet to see any protoss using warp prism to harass and lower drone count (like you would see back in bw days). And we already saw some terran going for mass expand with some interesting use of PF to keep their expand safe. Their are still a lot of room for terran and protoss to get better maccro wise (rooms that were not explored until now because it was pretty useless on such small size map).
The difference between comparing steppes and tal darim is that steppes has already been played a lot and no zerg came with an answer to the imbalance (except morrow with 12 drone rush ), same for jungle bassin. Let's see what Nada or MC can do of Tal Darim against a heavy maccro zerg like Idra.
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On January 19 2011 22:15 Lonyo wrote:Show nested quote +On January 19 2011 22:06 Grebliv wrote: All the "bad" maps have problems that are not neccessarily caused by size, rather by layout.
DQ, naturals are towards the middle making it ridiculously short nat to nat, the map itself is rather big however. Steppes like DQ naturals towards middle causing the nat to nat to be really short, artificially makin the map feel way too small. JB has a very small amount of bases, ne free one and then 2 very aggressive ones per player, making it really bad for the race that needs to stay ahead in bases in a given matchup, ZvT&P and bio TvP. BS rocks too favorable towards aggression.
All four maps suffer from bit of an architecture fail
LT beastly cliff + pretty short close distances and hard to take a non aggressive 3rd in close position. Meta close distances are a bit too close + same third problem as LT.
Most of those issues can be solved within the same map bounds, especially the former four. Don't position the nat too close to the center, make it side-hug a bit, don't make too few, silly bases and refrain from two entrance mains.
The latter two are harder to solve with diagonal mirrored 4 player maps, you can go for the shakuras solution but it is a bit non-elegant. Most latter day bw maps mirrored in the same way go the way of Kulas Ravine (4 corner bases) without all the ridiculous cliffs and main-to-nat and nat layouts. That along with making the wider main-paths closer to the center makes it a bit easier to scale the distances so that close spawns aren't all that close.
A 165x165 map or thereabouts with a free backdoor expo is like taking four steppes of war, and fixing them together, at least in how big it feels. There is a middle ground you know... and it's not that hard to get it "right", at least distance wise. Making a good map can be hard but making a decently spaced one really isn't, it's just that the maps in play are all relics of times past when noone "knew" what good'ish distances were.
Let's just say it's almost as easy to make a 4 player 128x128 feel larger than DO as it is to make it feel like DQ/steppes.
Also people's bias against rotational maps in the sc2 community is usually pretty ill-founded. People see DQ, a pretty positionally imbalanced map aside from the rush distances, and think the same issues must plague all rotational maps.** Every map form has it's "problems"
2p = ease of cheese/specific strategies 3/4p rotational = positional imbalance 4p mirror = short distances
All issues can be minimised but they will always exist to some intent, and unless you want to play ever game ever cross meta or xel'naga you'll have to embrace the other layouts.
------- *right as in ~(xel'naga/shakuras/non-close LT-Meta) distance wise **not every rotational map has a cliffable backdoor, some have essentially neglegible issues (as in people don't even know which spawns to call favored) I messed about a tiny bit with Steppes simply by changing the mains from being where they are now, to the two "island" expos (blocked off by rocks). The map is still EXACTLY the same (aside from adding a couple of paths, mainly because the ramps bugged out on me so I couldn't adjust them, and moving some destructible rocks). ![[image loading]](http://dl.dropbox.com/u/1061446/steppes2.0.4.jpg) Almost the same map, plays rather differently though. This looks actually quite improved, love to give that a go.
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On January 19 2011 22:46 WhiteDog wrote:Show nested quote +On January 19 2011 22:37 funcmode wrote:On January 19 2011 22:25 WhiteDog wrote:On January 19 2011 22:16 funcmode wrote: I think it's quite depressing how much opposition there is to what the OP is saying, cause I'm quite confident in a few months time his opinion will be the status quo. Lots of people are saying that he's making too many assumptions and then go on to just assume the opposite, which is quite sad.
The fact is, and yes this is a fact, Blizzard has balanced SC2 based on smaller maps than were common in BW. Sure, maps like SoW really are too small*, but making huge maps to compensate, or in the hope of making every game an "epic macro game" will have dire consequences.
On maps larger than Shakuras Plateau, early attacks will become much weaker - meaning they will be attempted less often if at all. T and P are likely to want to early expand themselves, which again, on maps larger than SP, will typically allow Z to get their third up and drone hard relatively safely. Regardless of how economically greedy you are yourself, if you let a zerg player do this, you'll probably lose.
I think the sweet spot for map size is about 128x128, give or take 20 based on the actual layout and terrain of the map. 4P maps should typically be slightly larger to compensate for the inherently smaller rush distances. Anything bigger than 140x140 is potentially just as bad as anything smaller than 100x100.
If people really need to witness zerg dominate on these huge maps (like what's happening right now on Gisado's KOTH) before they finally concede then I suppose that's fair enough. In the meantime I feel sorry for neobowman.
*Steppes of War isn't actually a small map, technically it's larger than Shakuras Plateau. However, the layout (expanding directly towards your opponent) means the natural to natural distance on this map is effectively tiny, which is what makes this map so bad. Saying zerg = instant win on big map is rather ignorant in my opinion. I'm not saying OP is wrong, because bigger map are not more balanced in any way. But terran or protoss player who think they can't play on par with zerg on maccro game with more than 2 expands are just being conservative, and want to keep their advantage. I never said zerg will instant win on large maps. I'm sure even on maps as absurd as Tal'Darim Altar Terran and Protoss will sometimes beat Zerg - that doesn't mean it will be balanced though. Just because Zerg don't lose every game on Steppes doesn't make Steppes balanced, does it? I also never said P & T can't compete with Zerg in macro games, however, if you let the zerg player get to 3 bases without doing some kind of damage or at least forcing them to make units and not power drone, then the Z will most likely win, as it's when you get to about 3 bases with good eco the power of spawn larvae really kicks in. You are absolutly wrong because you are narrow minded. That was and always will be the player who balance the game. All zerg players are going maccro not because they dominate in maccro: they go maccro because 1 base play or cheesy play is not viable. Z are not all idiots: of course going for 14 hatch on Steppes of War is risky, but going 13 pool into speedling is useless. Do not think that because Zerg can't go 1 base play, Terran or protoss can't win maccro. I have yet to see any protoss using warp prism to harass and lower drone count (like you would see back in bw days). And we already saw some terran going for mass expand with some interesting use of PF to keep their expand safe. Their are still a lot of room for terran and protoss to get better maccro wise (rooms that were not explored until now because it was pretty useless on such small size map). The difference between comparing steppes and tal darim is that steppes has already been played a lot and no zerg came with an answer to the imbalance (except morrow with 12 drone rush  ), same for jungle bassin. Let's see what Nada or MC can do of Tal Darim against a heavy maccro zerg like Idra. I dunno what MC will do but nada will lose to the macro combined with instant heavy tech switches.
You can beat a zerg if you know what they are doing and they only make say one tech tree repeatedly (ultras for example) but its things like ultra -> Broodlord -> Ultra ->roach-> etc
Ultra can be beaten if you know its coming, the problem is you have to honor the broodlords most of the time which takes down your tank-marauder-marine-thor count with several port viking, and if you overcommit the zerg just rolls you with the other tech tree. On bigger maps itll be worse because you wont be able to take their tech out and theyll just rape with more hatcheries and more reinforcements while all your stuff will have to walk slow as hell across the map and hope it doesnt get picked off on the way there.
Seriously if you are a zerg player, be like fruitdealer and get EVERYTHING once you get a few bases going. It allows you to do instant tech switches based on what the opponent is doing so you can always counter them. Its foolish for a zerg not to do this.
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On January 19 2011 23:11 Sadist wrote:Show nested quote +On January 19 2011 22:46 WhiteDog wrote:On January 19 2011 22:37 funcmode wrote:On January 19 2011 22:25 WhiteDog wrote:On January 19 2011 22:16 funcmode wrote: I think it's quite depressing how much opposition there is to what the OP is saying, cause I'm quite confident in a few months time his opinion will be the status quo. Lots of people are saying that he's making too many assumptions and then go on to just assume the opposite, which is quite sad.
The fact is, and yes this is a fact, Blizzard has balanced SC2 based on smaller maps than were common in BW. Sure, maps like SoW really are too small*, but making huge maps to compensate, or in the hope of making every game an "epic macro game" will have dire consequences.
On maps larger than Shakuras Plateau, early attacks will become much weaker - meaning they will be attempted less often if at all. T and P are likely to want to early expand themselves, which again, on maps larger than SP, will typically allow Z to get their third up and drone hard relatively safely. Regardless of how economically greedy you are yourself, if you let a zerg player do this, you'll probably lose.
I think the sweet spot for map size is about 128x128, give or take 20 based on the actual layout and terrain of the map. 4P maps should typically be slightly larger to compensate for the inherently smaller rush distances. Anything bigger than 140x140 is potentially just as bad as anything smaller than 100x100.
If people really need to witness zerg dominate on these huge maps (like what's happening right now on Gisado's KOTH) before they finally concede then I suppose that's fair enough. In the meantime I feel sorry for neobowman.
*Steppes of War isn't actually a small map, technically it's larger than Shakuras Plateau. However, the layout (expanding directly towards your opponent) means the natural to natural distance on this map is effectively tiny, which is what makes this map so bad. Saying zerg = instant win on big map is rather ignorant in my opinion. I'm not saying OP is wrong, because bigger map are not more balanced in any way. But terran or protoss player who think they can't play on par with zerg on maccro game with more than 2 expands are just being conservative, and want to keep their advantage. I never said zerg will instant win on large maps. I'm sure even on maps as absurd as Tal'Darim Altar Terran and Protoss will sometimes beat Zerg - that doesn't mean it will be balanced though. Just because Zerg don't lose every game on Steppes doesn't make Steppes balanced, does it? I also never said P & T can't compete with Zerg in macro games, however, if you let the zerg player get to 3 bases without doing some kind of damage or at least forcing them to make units and not power drone, then the Z will most likely win, as it's when you get to about 3 bases with good eco the power of spawn larvae really kicks in. You are absolutly wrong because you are narrow minded. That was and always will be the player who balance the game. All zerg players are going maccro not because they dominate in maccro: they go maccro because 1 base play or cheesy play is not viable. Z are not all idiots: of course going for 14 hatch on Steppes of War is risky, but going 13 pool into speedling is useless. Do not think that because Zerg can't go 1 base play, Terran or protoss can't win maccro. I have yet to see any protoss using warp prism to harass and lower drone count (like you would see back in bw days). And we already saw some terran going for mass expand with some interesting use of PF to keep their expand safe. Their are still a lot of room for terran and protoss to get better maccro wise (rooms that were not explored until now because it was pretty useless on such small size map). The difference between comparing steppes and tal darim is that steppes has already been played a lot and no zerg came with an answer to the imbalance (except morrow with 12 drone rush  ), same for jungle bassin. Let's see what Nada or MC can do of Tal Darim against a heavy maccro zerg like Idra. I dunno what MC will do but nada will lose to the macro combined with instant heavy tech switches. You can beat a zerg if you know what they are doing and they only make say one tech tree repeatedly (ultras for example) but its things like ultra -> Broodlord -> Ultra ->roach-> etc Ultra can be beaten if you know its coming, the problem is you have to honor the broodlords most of the time which takes down your tank-marauder-marine-thor count with several port viking, and if you overcommit the zerg just rolls you with the other tech tree. On bigger maps itll be worse because you wont be able to take their tech out and theyll just rape with more hatcheries and more reinforcements while all your stuff will have to walk slow as hell across the map and hope it doesnt get picked off on the way there. Seriously if you are a zerg player, be like fruitdealer and get EVERYTHING once you get a few bases going. It allows you to do instant tech switches based on what the opponent is doing so you can always counter them. Its foolish for a zerg not to do this. yeah that's something I have experimented myself (being the zerg player i mean) so I agree it's way strong. But what prevent the protoss and the terran from doing the same ? Mass Rax Factory Starport & mass Gate Cybernetic and Stargate. Plus chronoboost can help a lot for tech switching when you are Protoss (protoss mostly forget about chronoboost after 10-15 minutes nowadays).
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On January 19 2011 23:19 WhiteDog wrote:Show nested quote +On January 19 2011 23:11 Sadist wrote:On January 19 2011 22:46 WhiteDog wrote:On January 19 2011 22:37 funcmode wrote:On January 19 2011 22:25 WhiteDog wrote:On January 19 2011 22:16 funcmode wrote: I think it's quite depressing how much opposition there is to what the OP is saying, cause I'm quite confident in a few months time his opinion will be the status quo. Lots of people are saying that he's making too many assumptions and then go on to just assume the opposite, which is quite sad.
The fact is, and yes this is a fact, Blizzard has balanced SC2 based on smaller maps than were common in BW. Sure, maps like SoW really are too small*, but making huge maps to compensate, or in the hope of making every game an "epic macro game" will have dire consequences.
On maps larger than Shakuras Plateau, early attacks will become much weaker - meaning they will be attempted less often if at all. T and P are likely to want to early expand themselves, which again, on maps larger than SP, will typically allow Z to get their third up and drone hard relatively safely. Regardless of how economically greedy you are yourself, if you let a zerg player do this, you'll probably lose.
I think the sweet spot for map size is about 128x128, give or take 20 based on the actual layout and terrain of the map. 4P maps should typically be slightly larger to compensate for the inherently smaller rush distances. Anything bigger than 140x140 is potentially just as bad as anything smaller than 100x100.
If people really need to witness zerg dominate on these huge maps (like what's happening right now on Gisado's KOTH) before they finally concede then I suppose that's fair enough. In the meantime I feel sorry for neobowman.
*Steppes of War isn't actually a small map, technically it's larger than Shakuras Plateau. However, the layout (expanding directly towards your opponent) means the natural to natural distance on this map is effectively tiny, which is what makes this map so bad. Saying zerg = instant win on big map is rather ignorant in my opinion. I'm not saying OP is wrong, because bigger map are not more balanced in any way. But terran or protoss player who think they can't play on par with zerg on maccro game with more than 2 expands are just being conservative, and want to keep their advantage. I never said zerg will instant win on large maps. I'm sure even on maps as absurd as Tal'Darim Altar Terran and Protoss will sometimes beat Zerg - that doesn't mean it will be balanced though. Just because Zerg don't lose every game on Steppes doesn't make Steppes balanced, does it? I also never said P & T can't compete with Zerg in macro games, however, if you let the zerg player get to 3 bases without doing some kind of damage or at least forcing them to make units and not power drone, then the Z will most likely win, as it's when you get to about 3 bases with good eco the power of spawn larvae really kicks in. You are absolutly wrong because you are narrow minded. That was and always will be the player who balance the game. All zerg players are going maccro not because they dominate in maccro: they go maccro because 1 base play or cheesy play is not viable. Z are not all idiots: of course going for 14 hatch on Steppes of War is risky, but going 13 pool into speedling is useless. Do not think that because Zerg can't go 1 base play, Terran or protoss can't win maccro. I have yet to see any protoss using warp prism to harass and lower drone count (like you would see back in bw days). And we already saw some terran going for mass expand with some interesting use of PF to keep their expand safe. Their are still a lot of room for terran and protoss to get better maccro wise (rooms that were not explored until now because it was pretty useless on such small size map). The difference between comparing steppes and tal darim is that steppes has already been played a lot and no zerg came with an answer to the imbalance (except morrow with 12 drone rush  ), same for jungle bassin. Let's see what Nada or MC can do of Tal Darim against a heavy maccro zerg like Idra. I dunno what MC will do but nada will lose to the macro combined with instant heavy tech switches. You can beat a zerg if you know what they are doing and they only make say one tech tree repeatedly (ultras for example) but its things like ultra -> Broodlord -> Ultra ->roach-> etc Ultra can be beaten if you know its coming, the problem is you have to honor the broodlords most of the time which takes down your tank-marauder-marine-thor count with several port viking, and if you overcommit the zerg just rolls you with the other tech tree. On bigger maps itll be worse because you wont be able to take their tech out and theyll just rape with more hatcheries and more reinforcements while all your stuff will have to walk slow as hell across the map and hope it doesnt get picked off on the way there. Seriously if you are a zerg player, be like fruitdealer and get EVERYTHING once you get a few bases going. It allows you to do instant tech switches based on what the opponent is doing so you can always counter them. Its foolish for a zerg not to do this. yeah that's something I have experimented myself (being the zerg player i mean) so I agree it's way strong. But what prevent the protoss and the terran from doing the same ? Mass Rax Factory Starport & mass Gate Cybernetic and Stargate. Plus chronoboost can help a lot for tech switching when you are Protoss.
Well, as a terran you have to invest into a LOT of production facilities/upgrades to deal with the switches (as well as having the eco to do it) and considering you are the one that has to kind of force the initiative against the zerg they will have the innate defenders advantage + creep and they can tech switch en masse whereas the terran player cant really afford to have 8 barracks 8 factory 8 starports t.t
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Yeah it's true that terran is behind in this regard. Anyway, i am not for big big map, but I still think it's viable for terran to play long maccro game against Z. Z units are barely cost effective against marine marauders or even mech play. It all depend on the map attack path and harass possibilities.
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Also, your example is horrid along with your grammar and comprehension skills. The example you had given is arbitrary. You really lack a basic understanding of the game. Why would anyone sit on 2 bases on any of these new GSL maps? No one in the GSL of course. A lot of these macro games end up in a "deathball vs deathball" situation more so than not. That has been the trend as it becomes the deciding moments in many of these GSL macro games. Harassment would also become more limited, due to the vast amount of space that they would have to traverse. Harassment would not increase as compared to now.
The problem is that you're under the constant assumption that macro games are worse. But why then were they so much more enjoyable to watch in BW? Why were so many calling for more macro games at the beginning of SC2? Proper macro games promote more multitasking and more fighting across the entire map, which is much more exciting. Smaller games means a smaller economy meaning less ability to rebuild your army which means you can't afford to fight more often or in multiple places. They promote a lot more deathballing, and with small economies, if your opponent's deathball beats yours, it's really hard to rebuild an army to hold it off. Smaller maps are also (obviously) a lot easier to cheese on.
Also, there are no real strategies for properly playing on a large macro map - even people in the GSL are still going to do their annoying 2-base plays on a huge map because they have barely played on any good maps. Sure, current Zerg strategies will probably win on a very large map, but we have never seen one in the map pool, ever, so we have no idea if a whole new set of timings is about to be found out.
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Shakuras plateu is the perfect example of a good size map. Any larger than that would definitely be too big, but even metalopolis or lt can sometimes feel pretty small. I'd love to see more maps like shakuras plateu!
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If map size becomes an issue, it can always be dealt with by terrain. Yes, on a large enough map zerg can get to 80 drones before terran or protoss can, but they can't necessarily kill move 10 minutes later and at some point the terran and protoss will catch up and zerg can't respond by going to 120 drones because then the army will be too small. This is already a problem on some maps where even when zerg gets a huge economy it's really hard to do damage and keep the opponent off of a 3rd or 4th.
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On January 19 2011 17:15 iEchoic wrote:
Edit: as a sidenote, anyone who says "well you can expand and macro too" doesn't understand the way Starcraft 2 works. Namely, zerg can produce workers 3-5 times faster than you and that is impossible to compete with if you cannot apply sufficient pressure.
Are you completly sure? As i written in other post, someone shown that with a 14/15 nexus vs 14/15 hatch, protoss would have more probes until a certain point, like 6-7 minutes. I think that everyone is scared just because the builds that you use right now seems to be garbage in that maps, but i dont think that anyone can talk about imbalances until protoss and terrans start figuring out macro BOs and bringing number about why the economy of Zerg is far superior. As I said for protoss, someone tested it out, and realized that a nexus first is even better than a hatch first, so just try with terran, maybe 14 CC 13 rax double orbital, I suxx at terran so i dont know, but I think that this needs a couple of weeks before saying that Zerg is OP in bigger maps, its indeed if you try to not proxy 2 rax, or make a timing push that works on steppes, its obviously not going to work on a map 3x bigger. (Im low/mid master league zerg and I know you are better than me so your point wasnt bad, but i think that macro BOs for T and P could be as powerful as the zerg ones)
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+ Show Spoiler + On January 19 2011 18:36 [Eternal]Phoenix wrote: This is the kind of incorrect reasoning which leads to crappy balance/maps in the first place. I cannot disagree with the OP enough on this issue.
OP: You say that zerg can pump drones all day in response to attacks and that these maps are zerg imbalanced. I'm going to show that that's completely 100% incorrect.
First and foremost: -Your assumptions rest on the fact that zerg will outeco and outmacro T and P. -You believe that Z automatically wins in larger macro games where T and P cannot be super aggressive early -Your argument is entirely based on the idea that if T and P are aggressive that Z will have enough time to drone up to crush the attack.
Lets tackle these 1 by 1 shall we:
Zerg will outeco and outmacro T and P. WRONG!
While zerg does have the ability to make large amounts of drones, it does not do so very well until 2 hatch/2 queen are out. In addition, zerg production is bursty, so while it seems like they can drone up a ton at once, in reality they're not droning up any more than a 5 hatch hydra build in BW would allow them to, it's just in large batches. Sure, perhaps if zerg made nothing but drones until 200 supply they'd get there way faster than T or P, but what good would that do them?
Try something as P. Open nexus first and chrono nothing but probes constantly while setting up for whatever midgame play you have in mind. Go check at 10 minutes how many probes you have vs zerg's dronecount. This is what you can do as P on GSL maps, and you won't see zerg be vastly ahead from it.
Here's another fact to consider. Zerg mines less minerals per base than T or P. Test it for yourself if you don't believe me, but a fully saturated Z base yields about 60-100 mineral per minutes less than protoss, and due to mule supersaturation terran 2 base is nearly even with Z 3 base. Once T gets a high yield 3rd, T economy soars to unmatchable heights!
But, lets say that players eco really hard for fear of over-committing to an attack and losing an army needlessly. Zerg expands and gets as much tech as possible. T expands and builds up a massive tank count. P expands and techs up while building up caster energy. What happens next?
Zerg automatically wins macro games vs T and P. WRONG!
Zerg armies suck. This isn't anything new. Zerg is designed to be a swarm race of less efficient units, right? Wait... hold on! You're saying that lurkers being able to kill 10x their supply/cost in bio is inefficient? Defilers making a single ling capable of breaking a terran push is inefficient? Scourge being able to trade 25/75 for almost any air unit in the game is inefficient?
People are not yet used to the fact that zerg lategame sucks. They are horribly inefficient and only rely on the enemy being unprepared. Every single zerg unit is awful at large scale engagements, and every single zerg unit is too costly for what it does, even at hive tech.
This means zerg needs "more army" to go head to head with T and P. Lets look at the supply costs of zerg units though: Hydras, roach, mutas, infestors - all 2 food. Ultralisks and broodlords are 6 food a piece! Only zerglings and banelings are .5 food and are therefore reasonably food-efficient. Have you ever seen ling/bling do anything to mass tank or mass colossus? Storms and blue flame hellions? What about air? Zerg can't win games off ling/bling alone, but any other unit makes their maxed armies even weaker!
What does this mean? In any engagement lategame, zerg has to have the bigger army, but a bigger economy to reinforce faster. How? You can't do it. Zerg will automatically lose every single engagement if he tries to play with an 80 food army to get 120 drones to outmacro a terran with 70 scvs and 4 OCs spamming mules. What if zerg cuts drones to open up space for army. Well, then you have 150 food of zerg army and 50 drones. P and T might trade armies or even lose the first engagement, but you certainly won't have the money to instantly remake a 150 food army. Add that with zerg's inefficiency when attacking and you'll never beat a T or P who has some good backup defense (cannons/PFs/warpin/turrets) and some good production.
The truth is that Protoss will never ever ever lose a lategame vs a zerg. All you have to do is get a brutal combo of archon/storm, gateway units, immortals, and voidrays. Heck, you can go for the allkill and get a mothership too, they work great! How is Z ever supposed to crack that ball, especially since you're basically running into neverending storms and zealots with warpin. P can instantly remax nonstop until he's at your main.
Zerg can drone up to crush any midgame timing attacks by T or P. Perhaps this one is true.
I will say that there is good reasoning which states that zerg should be able to handle any early/midgame aggression by T or P as long as they prepare right. Of course, isn't that ok? What makes T and P have to attack? Why would they attack? Could they not expand and play for lategame instead?
Say you have a nice marine/tank midgame ball, and zerg is starting to drone his 3rd. How would you deal with this as a terran? You could opt to attack and try to kill him. You see that very often in GSL games, bnet games, games from all skill levels. It seems like a logical thing to do, and in some cases it might still be a good option. However, what if instead you used that army to secure map control, and took a nice juicy high yield base, just like Jinro did vs Idra on Jungle Basin. Now suddenly zerg is playing from behind again and either has to continue expanding to take the lead, eventually hitting the stage where they have too much eco to ever win a direct fight, or they have to attack, and attacking into PFs/siege tanks is nearly impossible. You're forcing zerg into a lose/lose by not attacking, but instead forcing army in case you do attack, and then using that map control to take more bases.
It was ok for zerg to play the expand and eco game in BW because they had good lategame options, even borderline overpowered options. Plague, swarm, ultralisks, cracklings, superior mobility with ultraling, mass doom drops with swarm. Zerg lategame was the scariest thing for anyone to deal with in BW, not because they had so many units, but because their units were frighteningly strong. In SC2 when I see a hive, I just start making voidrays from 3 stargates and laugh my way to victory. There's nothing zerg can do lategame that scares me.
So in the end, who benefits the most from these GSL maps? Is zerg truly overpowered because of spawn larva? I don't believe so. I think zerg is forced to play allins and aggression by their very nature, and I don't believe these larger maps help zerg do that. In fact, I would argue that Protoss is completely broken on these large maps, and terran plays perhaps a bit differently, but retains a lot of its strengths.
Warpin is the only ability which ignores map distance. In effect, if you have pylons somewhere, you have an army there. Once lategame hits P can have upwards 12-20 or more warpgates. Sure, you saw that all the time in BW PvT, but remember that protoss had to walk those units across the map, and vs a T mech army they weren't very efficient either. With warpin storm how can gateway armies be thought of as weak? Zealot/templar is one of the scariest combos to deal with and you can stream it endlessly from any point on the map. Warpin also allows protoss to deal with any harass to far away expansions without dedicating units there. In effect, they don't need map control to defend harassment. In BW you had to spam cannons like crazy in order to avoid losing expansions, and even then, tanks and dark swarm meant you still needed map control.
What about terran? Tanks are still the most fearsome unit in ground to ground combat. In large enough numbers, tanklines are virtually impenetrable by anything other than mass immortals. Tanks are immobile though, but PFs are not. PFs+turrets+ supply depot walls around said PFs offer an antiharassment power which is unrivaled. Terran can simply expand and use stationary defense to keep his expansions alive vs small attacks, and use his large tank-based army to deal with the larger army. Perhaps against protoss this isn't such a bad thing. After all, protoss has carriers, immortals, colossi, and can actually go head to head with the tank ball. What does zerg do? Nothing really. Broodlords in theory, but 1 viking and those broodlords will do nothing. How hard is it to park some vikings over a turret line?
I haven't made a decision as to TvP on GSL maps. People seem to feel that protoss is too strong, and certainly I'm inclined to believe that, at least in lategame. However, T drop play is very strong on larger maps and as the expansion count rises so does the power of drop play.
With 100% certainty I can conclude that PvZ is broken beyond fixing. TvZ is also very bad, though maybe not quite as bad as PvZ. Zerg lategame doesn't have the efficiency and flexibility it needs to.
My ending comment will be that the GSL maps are the best thing that could happen to SC2. They show us the limitations and flaws in game design that the bad Blizzard maps were hiding since early beta. Because Blizzard chose awful maps to balance on, they have achieved awful balance on other maps. You cannot treat these two pillars separately. Maps and balance go hand in hand, and Blizzard chose to ignore that simple fact. At least this is a wake up call for them to fix SC2 for HotS.
I agree with you. TvZ could also suffer from mass orbital or/and PFs. Imagine that you have enough orbital command and then expand with PFs, letting T take an expand for 6 foods (gaz). Then T can be with a 160+food army with 'easy to defend' expansion. T can even push with the OC making chokes (like banban on JB with the raxs ) while muling the PFs base.
I'm not saying T ,P or Z will be imba , im saying there is a lot of solution to explore. Like the map control that would give DT PvZ or late game 300 food zerg army ( by 'extractor trick' with all drones with evo chambers ) with nydus network now viable or speedprism tactics or speed reaper commandos.
But, all in all, I would love to see that kind of games in high level.
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In my experience, and from playing the proposed GSL maps I also believe the bigger maps will make zerg very powerful.
However, I don't see a problem with that as long as the game is balanced accordingly. You can't balance the game by the blizzard maps, that's just stupid. So bigger maps is not a problem.
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Not to flame but ...
... I've read the 3-4 first pages of that thread, and i really think most of you got it wrong.
The problem is that you're all focusing on the "size" of the map (100x100, 128x128, 140x140, etc ...) which is, in a way, totally secondary.
Why is it secondary?
Because you have a LOT of other even more important factors that must be taken into account:
- Number of spawn locations - Ground distance between those - Flying distance between those (dealing with Colossus OPed mobility) (what about island maps? Dire Strait was cool) - Distance from main to expand - Distance from main/expand from third - Presence of cliffs near expo/main (lost temple expo style making the fast terran thor drop harass strong) - Number of chokes between 2 players main - Number / place of XN towers - Place / presence and hit points of rocks - Place / presence of gold expos - Geographical aspects of the map to make roach wall / FF more or less efficient - etc ...
So there are a tons of factors available to design a good map, it has nothing to do with the "size" of the map, i mean, it's just another factor.
First example that come into my mind: If you create a map with far spawn positions, you can make the expo position also far from the main so the Zerg cannot expo that easily. You can even put a cliff over the expo, so a zerg won't be able to drone up if he wants to be prepared for the drop thor above his natural, etc ...
Second one Think about Scrap station, do you think that the map rely on its dimension? Early game the map is like an island map, then it slowly turns into a bloodbath map.
Why are actual maps stupid?
The close spawn positions of course, and even more the fact that the path between opponents base are really "clear", i mean it's like a straight line most of the time (Shakuras, Steppes, Metalopolis (not crossed), etc ...). The geographical strategy aspects are really poor, and I think that's why you have a lot of long (boring) games which end by a death ball vs death ball: most of the maps are like football fields.
Why maps will never be balanced and should never be?
Because I think that it's the concept of the map pool, and what makes the game even more interesting. You'll never have perfect balanced maps because it's already that hard to balance races, the problem is to produce a balanced map pool, with maps that are slightly terran/zerg/protoss favored.
Right now i propose that the map creators make a list as the one i've started upper, define what those factors implies and work on new maps with it in mind. I have a lot of ideas but no skill with the Blizzard map building tool. This kind of action also need the support of the community, Team Liquid should help map makers to promote their work (organize tournament based on new maps, etc ...), because in my opinion, Blizzard just don't give a s...
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On January 20 2011 00:44 parn wrote: Not to flame but ...
... I've read the 3-4 first pages of that thread, and i really think most of you got it wrong.
The problem is that you're all focusing on the "size" of the map (100x100, 128x128, 140x140, etc ...) which is, in a way, totally secondary.
Why is it secondary?
Because you have a LOT of other even more important factors that must be taken into account:
- Number of spawn locations - Ground distance between those - Flying distance between those (dealing with Colossus OPed mobility) (what about island maps? Dire Strait was cool) - Distance from main to expand - Distance from main/expand from third - Presence of cliffs near expo/main (lost temple expo style making the fast terran thor drop harass strong) - Number of chokes between 2 players main - Number / place of XN towers - Place / presence and hit points of rocks - Place / presence of gold expos - Geographical aspects of the map to make roach wall / FF more or less efficient - etc ...
So there are a tons of factors available to design a good map, it has nothing to do with the "size" of the map, i mean, it's just another factor.
First example that come into my mind: If you create a map with far spawn positions, you can make the expo position also far from the main so the Zerg cannot expo that easily. You can even put a cliff over the expo, so a zerg won't be able to drone up if he wants to be prepared for the drop thor above his natural, etc ...
Second one Think about Scrap station, do you think that the map rely on its dimension? Early game the map is like an island map, then it slowly turns into a bloodbath map.
Why are actual maps stupid?
The close spawn positions of course, and even more the fact that the path between opponents base are really "clear", i mean it's like a straight line most of the time (Shakuras, Steppes, Metalopolis (not crossed), etc ...). The geographical strategy aspects are really poor, and I think that's why you have a lot of long (boring) games which end by a death ball vs death ball: most of the maps are like football fields.
Why maps will never be balanced and should never be?
Because I think that it's the concept of the map pool, and what makes the game even more interesting. You'll never have perfect balanced maps because it's already that hard to balance races, the problem is to produce a balanced map pool, with maps that are slightly terran/zerg/protoss favored.
Right now i propose that the map creators make a list as the one i've started upper, define what those factors implies and work on new maps with it in mind. I have a lot of ideas but no skill with the Blizzard map building tool. This kind of action also need the support of the community, Team Liquid should help map makers to promote their work (organize tournament based on new maps, etc ...), because in my opinion, Blizzard just don't give a s... Exactly. Thanks for explaining this in such a clear way.
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On January 20 2011 00:44 parn wrote: Not to flame but ...
... I've read the 3-4 first pages of that thread, and i really think most of you got it wrong.
The problem is that you're all focusing on the "size" of the map (100x100, 128x128, 140x140, etc ...) which is, in a way, totally secondary.
Why is it secondary?
Because you have a LOT of other even more important factors that must be taken into account:
- Number of spawn locations - Ground distance between those - Flying distance between those (dealing with Colossus OPed mobility) (what about island maps? Dire Strait was cool) - Distance from main to expand - Distance from main/expand from third - Presence of cliffs near expo/main (lost temple expo style making the fast terran thor drop harass strong) - Number of chokes between 2 players main - Number / place of XN towers - Place / presence and hit points of rocks - Place / presence of gold expos - Geographical aspects of the map to make roach wall / FF more or less efficient - etc ...
So there are a tons of factors available to design a good map, it has nothing to do with the "size" of the map, i mean, it's just another factor.
First example that come into my mind: If you create a map with far spawn positions, you can make the expo position also far from the main so the Zerg cannot expo that easily. You can even put a cliff over the expo, so a zerg won't be able to drone up if he wants to be prepared for the drop thor above his natural, etc ...
Second one Think about Scrap station, do you think that the map rely on its dimension? Early game the map is like an island map, then it slowly turns into a bloodbath map.
Why are actual maps stupid?
The close spawn positions of course, and even more the fact that the path between opponents base are really "clear", i mean it's like a straight line most of the time (Shakuras, Steppes, Metalopolis (not crossed), etc ...). The geographical strategy aspects are really poor, and I think that's why you have a lot of long (boring) games which end by a death ball vs death ball: most of the maps are like football fields.
Why maps will never be balanced and should never be?
Because I think that it's the concept of the map pool, and what makes the game even more interesting. You'll never have perfect balanced maps because it's already that hard to balance races, the problem is to produce a balanced map pool, with maps that are slightly terran/zerg/protoss favored.
Right now i propose that the map creators make a list as the one i've started upper, define what those factors implies and work on new maps with it in mind. I have a lot of ideas but no skill with the Blizzard map building tool. This kind of action also need the support of the community, Team Liquid should help map makers to promote their work (organize tournament based on new maps, etc ...), because in my opinion, Blizzard just don't give a s... You are of course correct. Most good mapmakers now take everything that you said and more into equation when making maps these days.
But I'm fairly sure the OP always meant "large maps" as in "maps with long rush distances" and not maps with specific dimensions (I feel even more obliged to argue his case now since he just went and got himself banned for 2 days). Like I said in one of my previous posts, Steppes of War is technically a really big map, so of course the actual dimensions aren't really that important, it's the rush distance that this thread is really about. It just so happens, most larger maps tend to have longer rush distances.
I just want to clarify I agree with you 100%, I'm just saying I think a lot of people took the OP out of context slightly.
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this is sill the only reason why you people think that larger maps are zerg favoured is because zergs just have more expiriance and thus are better at macroing, im sure cheesy build will be created on larger maps to hold your guys hands. For example try a proxy CC so you can have quicker renforcement time on your SCV's when you are 2 rax allining.
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Larger Maps create a greater distance between your opponent. With that said there are advantages and disadvantages to that.
The main point I would like to convey is the distance between expansions. A map will not be overwhelmingly in zerg favor due to being large. A map will be zerg favored due to easily being able to defend all of his bases.
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This is indeed all true, but think back to how maps were handled in BW as concerns with balance: Maps were created to shift the favor of some races over others for entertainment, or at least to prevent stagnation. Larger maps are zerg favoured, but you don't need perfectly balanced maps so much, but rather a balanced map pool. Whether this is a good or bad thing is depends on how many BO1s you force players to play, I would assume.
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On January 20 2011 01:14 funcmode wrote: You are of course correct. Most good mapmakers now take everything that you said and more into equation when making maps these days.
But I'm fairly sure the OP always meant "large maps" as in "maps with long rush distances" and not maps with specific dimensions (I feel even more obliged to argue his case now since he just went and got himself banned for 2 days). Like I said in one of my previous posts, Steppes of War is technically a really big map, so of course the actual dimensions aren't really that important, it's the rush distance that this thread is really about. It just so happens, most larger maps tend to have longer rush distances.
I just want to clarify I agree with you 100%, I'm just saying I think a lot of people took the OP out of context slightly.
Maybe "good" mapmakers do this, but not Blizzard mapmakers.
I've checked your work and i really like the maps you've designed funcmode, you should really try to make them more popular, have you tried to talk about it with TL admins? Maybe you could write a thread about one of your map and try to organize matches (maybe small tournaments) between TL members, then post replays, etc ... I'd participate for sure.
Or has it been already done?
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A lot of people are just saying nonsensical shit so I won't really comment on that.
First of all, the OP was stating that rush distances can be too long, not "big = bad."
I agree that the meta-game would need time to work out the possibilities of GSL maps for everyone to come to a definitive answer on whether these are too big, but it doesn't take much to say they are Zerg favored for the reasons discussed above. Instantly refilling 200/200 armies with different tech is far more likely (easier to achieve) the longer the rush distance. No amount of theorycrafting or metagame evolution is going to make these massive maps perfectly balanced, unless the basic race mechanics changed, which won't likely happen any time soon.
Auir Gardens and Tal'darim are incredible large, with so many expansions that it effectively cripples play just as much as short-rush-distance maps do. Short rush maps are bad because it forces the game to be one-dimensional. You basically either have to execute, plan for, and / or defend an aggressive strategy in close positions, because the person is right outside your door and could attack before you have time to formulate a defense. When the maps are too big, the exact same thing happens but in the opposite way. The defending player is going to be extremely safe when sufficient scouting can spot an attack coming from miles away, has ample time to prepare for it, and instantly gains an advantage when it is repelled.
There is a balance that can be achieved, which is apparent in maps like Xel'Naga, Shakuras (for the most part), and Metal diagonal-positions. These distances still allow for aggressive play, discourage cheesy all-ins, and favors the player who has the best economy and game sense, not necessarily the largest army or fanciest tech.
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Another problem with map making is that Blizz made protos incredibly OP in certain positions. I think morrow mentioned that a good map needs a balance of open space and narrower passages. Too many choke points will cause protoss to dominate. [/QUOTE]
i really feel like a hatchery should just cost 400 minerals. i mean come on, it can produce any unit and doubles as base lol. other race's home cost 400. zerg should cost the same. [/QUOTE]
It does cost 400
50 - minerals for the drone 300 - for the hatchery building 50 - minerals to remake the drone that was just lost = 400 minerals total[/QUOTE]
While I realize its a bit off topic to point this out, its one of my peeves when I see people use this math to say it costs zerg 400 for hatch. As a zerg player, I know it costs 350 to make a hatchery. In your scenario you actually are counting the drone twice. Either you make a drone to make a building OR you make a building and replace the drone to come out even. You do not make a drone to make a building then replace the drone to figure out the cost.
Think of it this way, you start a game with 1 drones and 0 mineral. You mine to 350 and make your hatch. You now have enough to make 1 more drone. So to get from 1 drone and 1 hatch to 1 drone and 2 hatch (exactly 1 hatchery more than where you started) it has cost you 350 mineral.
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This is just a really long OP yet the only point it makes is "if maps get too big they will be zerg favored because of larva" and that's it. I may be a noob but I don't understand why terran and protoss can't just take more bases, though I do understand why they're used to not having to do so, I certainly don't believe that someone can say this isn't a viable solution to large maps this early in the meta game.
I have never seen a ZvP/T game on lost temple/metalopolis with far positions or shakuras plateau where the game played out in an unbalanced way. I have seen plenty of the same matchups on close positions where zerg is basically a punching bag, but yeah the zerg still might be able to win or lose.
It isn't a fun way to balance the game to have zerg forced to defend from everything in the early game while they have only two very weak options of retaliation in the early game - no more than it is good balance to have TvP favor terran in the early game and protoss in the late game. It's stupid.
I really believe that terran and protoss can macro on completely equal terms with zerg even in the current state of the game, their biggest problem has been that they just haven't needed to. So we are only seeing the beginnings of macro ZvT/P being explored, and protoss is already quite powerful. ZvP is easily the most difficult matchup for zerg right now, strictly because of how a long macro game plays out.
Terran on the other hand, had the mule. What does this do when terran takes many bases? It allows an exponential growth of mineral income. What does this have synergy with? The marine. A mineral only unit that is produced out of a mineral only structure which means the more expos you have with command centers, the more barracks you can have constantly pumping marines - easily enough to keep up with zerg larva production because of the fact that the marine can be cost effective to every single zerg unit, save the infestor with support.
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On January 20 2011 01:21 GypsyBeast wrote: this is sill the only reason why you people think that larger maps are zerg favoured is because zergs just have more expiriance and thus are better at macroing, im sure cheesy build will be created on larger maps to hold your guys hands. For example try a proxy CC so you can have quicker renforcement time on your SCV's when you are 2 rax allining. Lolwut. Please post constructively next time kthx.
Disregarding the obvious troll, I have to say that I think that large maps will also favour Zerg/Protoss. I don't necessarily have a problem with the size of the maps, it's really the architecture, spawn distances, etc that really matter. If you made Lost Temple twice the size but made the cliff twice as high (thus units attacking from the bottom have an even smaller range), then Thor drops would be the most imba thing on the planet.
The problem I have with the new GSL maps is that there are far too many chokes/forced maneuvers for armies to take. As a high diamond/low master skill level player, I find myself losing in the late game to Protoss way more often than I do on the ladder. I don't discount the possibility that my existing plans do not work well on those maps, but there are certain things in each matchup that cannot be avoided. Like day9 says, each race has constraints, no matter how you play them. Marines still get owned by Colossus, it doesn't matter how gosu your micro is. Mass mutas still lose to +2 Thors with marine support, no matter how good your magic boxing is. On those maps I find myself getting forced through a tiny tiny tiny choke where only 5 or so Marauders can fit through at one time, and there are 6 Colossus on the other side laughing as they each get 30 kills. Good forcefields (cough oGsMC cough) would even make this problem worse.
I was extremely optimistic for Crossfire, a direct re-imaging of Peaks of Beakdu, one of my favourite BW maps. However, it's the exact same problem. Four bases are hidden behind one tiny choke, and I can just visualize playing TvT on that map.... Unsiege, move 3 inches forward, siege. Unsiege, move 4 inches back, siege. Make viking flowers. Rinse/repeat.
Something needs to be done about the architecture of the maps, and soon. I think a good example of a properly designed area is the open part connecting the natural to the third/fourth/fifth on Shakuras Plateau (the best map in the pool, I'm sad it's gone). Very open, lots of drop/flank opportunities, doesn't really favour one unit composition over the other based on architecture alone.
I'm all for putting some iCCup maps into the rotation, but I don't think Blizzard is ever going to go there.
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I agree to the point that the GSL test maps are WAY too big. A Zerg can be on four bases in like 8 minutes, it's ridiculous. Not only that, but leaving your base on a map that big is basically suicide. Drops, and Mutas/Pheonix will completely destroy you, there is no need for maps to be that, nor for there to be that many expansions. Now I am no progamer, so I don't know a TONNE about balance. But I think that maps the size of Auir Garden are implemented, we will not see anything BUT Zergs winning the GSL. Every. Single. Time.
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I find the real issue is the fact that terran has no real answer to mutalisks just clearing up your base while you push out on these maps. Terran's AA is super slow and mutas are super fast and when the zerg has enough of them its just impossible to deal with unless you are specifically going for an all in with enough aa to kill mass muta as turrets just dont do the job at home.
I see the ebay upgrades other than infantry upgrades coming into use alot more as even tho some extra armor and range on turrets helps it wont stop the mutas but its worth i try eh?
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On January 19 2011 14:20 Nobu wrote: I dont think bigger maps are so Zerg favored as people is saying, in fact, I would dare to say thay it favors Protoss playes that tends to macro even more. IIRC, there was a thread about probe/drone production when Guinea Pig's build started floating around, and someone tested it, and protoss with full chrono without cutting probes could make more probes than a zerg just droning, so i think that if protoss start playing nexus firsts builds, that arent that risky, because the longer rush distances, and the wall-ins/artificial chokes that they can make, they can stay at par with Zergs
On January 19 2011 14:38 ThrowRaper wrote: Isn't the time to get max on just harvestors/supply/expansions like within a minute (game time) of each race you can do a bo thing for that? Also... just because other races don't at the moment play macro games (protoss / terran) doesn't mean they can't
The difference between Zerg and Protoss/Terran has nothing to do with DRONE ECONOMY. That is not the problem! Sure, Protoss and Terran can also do pure macro builds and macro up just about as quick as Zerg - the problem is the Zerg ARMY ECONOMY that allows the Zerg to immediately switch from producing 12~ drones in 45 seconds to producing 11 army units in the same amount of time.
While Zerg units ARE less cost effective than Protoss or Terran units, there is not magnitude of difference, definitely not even close to a 2:1 cost effectiveness ratio. This means that once both players have "droned up" to say, 64 workers and decide to begin mass building units, the Zerg merely begins PRODUCING his 20~ larva army immediately, to be ready to go within 30-50 seconds. The Protoss or Terran, however, in order to produce the equivalent of a 20 larva army should be outfitted with at minimum half a dozen Barracks/Gateways as well as several higher tech buildings, 1-2 Robo/Factory or a 1/1 split.
Essentially the problem is that P/T requires lots of unit producing structures in order to fabricate their army, whereas the Zerg just need two investments: Queen and appropriate tech building. There are some other sinks in place (like Lair/Hive cost) however those sinks don't add up to 200/100~ per advanced production building, or 600 for four primary production buildings.
So essentially the entire problem boils down to Zerg being able to flip from economy to army with extremely strong production capabilities (generally 12-20 units per cycle or better on 2-4 base), whereas Protoss and Terran SACRIFICE these army production capabilities in order to utilize their economical fast builds, then once the economy is built still require another two cycles to build the production facilities (generally 55-60 seconds~), and can still suffer from an inferior total production capability.
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We need BW style maps with BW quantity of expansions and BW length rush distances. Period. It doesn't matter if us bronzies can't handle playing them. I'm bronze in 1v1 and can barely keep pace with my economy off 2 bases on the current small maps but I find watching SC2 as a spectator to be boring compared to watching BW. The pros can handle it and it's way easier to keep pace while watching as opposed to playing.
If it's imbalanced then Blizzard just needs to rebalance. I would rather they balance the game for 128x128 all the way to 160x160 on the new GSL maps rather than the current ones they have which are too limiting for pros.
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On January 20 2011 01:55 Poonchow wrote: Auir Gardens and Tal'darim are incredible large, with so many expansions that it effectively cripples play just as much as short-rush-distance maps do. Short rush maps are bad because it forces the game to be one-dimensional. You basically either have to execute, plan for, and / or defend an aggressive strategy in close positions, because the person is right outside your door and could attack before you have time to formulate a defense. When the maps are too big, the exact same thing happens but in the opposite way. The defending player is going to be extremely safe when sufficient scouting can spot an attack coming from miles away, has ample time to prepare for it, and instantly gains an advantage when it is repelled.
I do agree. There are definitely maps which can be "too large". Keep in mind, in starcraft 2 is monumentally easier to get a maxed army on 2 bases, and 3 bases yields a maxed army very quickly. High supply units (colossi, thors, roach) and macro mechanics are what make the large amount of expansions on maps like Auir Gardens unnecessary from an economical standpoint. However, I would not say they are too large, since you have to have adequate choices of which expansion to take, and there should be multiple expanding patterns so games are not 1 dimensional. Perhaps there are too many choices, but that's not a fault of size, it's a fault of geometry.
People need to look at maps and envision how games play out on them. They need to see expansion patterns, paths of attack, ways to harass, ways to defend. I don't even think some of the GSL maps are well designed in that aspect.
P.S. I'm more than willing to play some games vs zergs on these GSL maps on stream or whatever. If you agree with the OP I'll prove to you that ZvP is impossible.
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I would agree with the OP a LOT more if roaches were still 1 supply.
I still think it's a valid point. But you know what, maybe we'd have a better game if we went to bigger maps, figured out what the problems were in practice, and then fixed the game from there. Certainly, it would be better than having steppes of war around.
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I think terran and protoss just need radically different approaches to huge maps. These maps allow EVERY race to take a natural almost as fast as zerg. BW style mech play is pretty strong on these maps, take a really fast 2nd. Get some tanks and bunkers and take a really fast 3rd. Add lots of missile turrets and consider getting the upgrades for them. You will be able to support a lot of factories like this. Mobility is very important on these maps also. Hellion harass and prism harass are crucial. Drops, and air play in general shine. Toss needs to play more like zerg on these maps, play very greedy and take a ton of expos. Use warp ins all over the place. I think it will just take some strategy evolution, I completely disagree that these maps automatically are imbalanced because of size. They are full of tight chokes and easily defendable bases, it requires a different style of play than what everyone has become accustomed to. All ins are much weaker. Zergs playing there normal style will smash terran and toss playing their normal ways one these maps. That doesn't mean there is imbalance, only a learning curve to adapt to them imo.
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It's true though that longer distances means the zerg can safely drone all he likes until the enemy pushes. And it's not just econ either. Zerg units move painfully fast and long distances are nothing to them. They can cover all 20 of their bases with fast moving roaches and lings and always make it in time. This is why I don't like custom maps where the expansions are spread too far apart that defending as a non-zerg against a zerg is too hard.
Not to say that zerg are exclusive in favoring long distances. Protoss has a fairly mobile armies (Stalkers being almost as fast as speed roaches) and warp-in. So the zerg has less of an advantage vs protoss in terms of mobility.
Still though it is best to look at actual maps that players like and improve on that and take it step by step i.e. Shakuras/XN/LT/Metal.
Delta Quadrant would be awesome if they just stretched it out a bit.
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On January 19 2011 11:12 neobowman wrote: I'm writing this because 1, I'm bored and 2, I want to get rid of a common misconception people have.
As people have seen in the GSL maps, the mapmakers obviously tried to increase the size in comparison to the GSL maps. I'm sure most people understood why they did this. To a point, the other iCCup mapmakers as well as myself, tried to do the same thing, make our maps a larger size to accomodate a more macro-centric playstyle. In testing however, this has shown several huge problems.
To get the credentials out of the way, I'm a 2600 master's league Zerg player (I barely play enough to keep my bonus pool at 0), and a mapmaker for iCCup as you probably have extrapolated by now. I made melee maps in Brood War as well and (unrelated) am a huge fan of Jaedong Oz.
Many people blindly assume that "Smaller maps = cheese. Bigger maps = less cheese = more macro = better games." To a certain point, they are correct. The small maps that Blizzard made are pretty ridiculous. As a Zerg player, playing on Steppes, Delta, or close positions meta/LT against a Terran or Toss is just stupid. Because of the short distances, even if you don't die to an early rush, you're still set wayyyyy back in the later game. The problem comes when you try to solve this problem by expanding the map.
Blizzard balanced the game around maps the size of Lost Temple or Metalopolis. Once you start to get significantly over that margin (which from experience, I have found to be 144x144 or so), the map becomes greatly imbalanced.
In StarCraft: Brood War, a general rule was that Zerg benifited from long rush distances because they can drone up more before having to make units to respond to a Terran or Protoss attack. The same principle goes into StarCraft II because the larva mechanic of the Zerg is still present, though slightly altered with the Queen. I can't talk about Terran vs Protoss as much because I don't play either and don't understand the matchup as well, but a longer rush distance favours Zerg over Terran and Protoss. Just look at why Terrans and Protoss hate playing Zerg on cross position 4 player maps (Minus Delta) or on Scrap Station.
Some may bring up the point of "Warp-In" for Protoss. Being able to make units anywhere on the map with warpgates. Yes, this is a benifit, but not nearly as much as the larva mechanic. Late-game Protoss armies cannot consist entirely of units warped in at the scene of the battle. The army is generally slow and static because you can't warp in 50 units at once, and you can't warp in colossi or immortals. In the early game, you can benifit for things such as the 6 warp gate or 4 warpgate push, but these are merely early game timing pushes that can be done with any length between bases anyway.
Now, an interesting thing I've heard about is Terrans making more than 1 orbital command per base on larger maps, taking advantage of the longer rush distance. This, I cannot say for certain, but I am relatively sure that it does not make a difference. The time it takes for an orbital to pay for itself, and the time it takes for a drone to pay for itself is worlds apart, not to mention the Zerg can just expand again if a Terran makes an extra orbital (Assuming the map does not have like 2 expansions for each side).
Creep spread is also not a problem. Ever play a Zerg player who goes mutalisks? Mutalisks don't tend to get speed boosts from creep. Also, speed doesn't really matter if you have vision of the map like Zerg should with overlords and zerglings.
Tl;Dr: Yes, larger maps are needed, but not by much. If you go overboard like some of the GSL maps (cough, Tal'darim thingy and Aiur thingy), then it's just overwhelmingly Zerg favoured. I know this from experience of having played both these GSL maps, and some maps I made myself back around the beta when I had no idea of this concept in SC2.
Overall I agree, but watching KiwiKaki's PvZ style the last couple of days lead me to believe that new playstyles may develop
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On January 19 2011 11:49 AlphaIIOmega wrote: You are correct in your speculation but INCORRECT in your logic that big maps aren't good. Of course zerg are favored on the big maps. Zerg are overpowered. Now, I'm not just going to blindly comment that zerg are OP; I will explain exactly why this is so and how to fix it:
On small maps where zerg have to 14 gas 14 pool first, they are held in check. But on maps where zerg can go 14-15 hatch safely because of long rush distances, zerg are absolutely overpowered. This is because on an infinitely large map, zerg can grow their economy faster than the other 2 races if left to build JUST workers/expansions/macro units.
What you fail to acknowledge is that zerg need a nerf AFTER the maps get bigger. Easy balance process:
-make all maps as large or larger than LT -make MINIMUM rush distance on all competitive maps equal to LT cross positions rush distance -nerf zerg opening: Hatchery costs 350 and queen costs 200.
Bam, you have balance.
Another problem with map making is that Blizz made protos incredibly OP in certain positions. I think morrow mentioned that a good map needs a balance of open space and narrower passages. Too many choke points will cause protoss to dominate.
Lmao. Someone's a QQing terran a little bit.
This is simply not true. If you know how, and when to apply pressure, you can easily keep a zerg in check on cross LT or Metal.
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I feel that these big maps are going to be more balanced than say steppes of war or jungle basin for zerg.
If Terran and Protoss play like they do on small maps against Zerg, of couse they'll get rolled.
With these larger maps, I see ZvT being it like it was back in the BW days. No more death ball Terran that we see now but it'll revolve around Dropship play (requiring more skill and finesse). It's too easy for Terran these days to just sit on 2 base, deny Zerg's 3rd and just push out with a huge death ball and win.
I see a shift in meta-game where instead of the Terran controlling the middle of the map, it'll be Zerg. But Terran will have the power to abuse drops (much similar to BW) to economically 'snipe' or 'damage' the zerg. There's no scourge or defiler to defend drops which forces the zerg to defend with good creep spread, mutalisk control and multitasking.
For PvZ, it was already pretty balanced imo on cross-position maps anyways. Protoss will be able to hide tech more easily, 4gate will still be 4gate, 6gate will still be 6 gate. Howevever, these larges maps will promote more macro play, and we'll see a clash of huge fronts in the center of the map between 2-3 base Toss and 3-4 base Zerg (which how it is atm, how it has been for a while, the way it should be). It'll be up to the Toss' ability to find the right tech/unit composition and the Zerg's ability to reinforce/find positional advantage (concave, flank, etc.).
Whether a map is too big or not, we will never know until these maps hit GSL. However, I do feel if they can make a map almost a duplicate of meta or shakurus cross position than those kind of maps will be quite balanced.
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On January 19 2011 14:22 jamesmax wrote: LOL, anyone that says they are too big is just scared to actually have to control multiple armies ya'll are probably just trying to deathball the whole map every-time, played a few games on these maps watched a few games on these maps and they were by far the most entertaining games I've seen action everywhere on the map controlling multiple forces harassing looked like a bw game even, tldr its not like they'll end up in the ladder anyways so what do you all care.
The supply cap is actually kind of low for maps that are too large. The protoss "deathball" isn't just something bad players do; it's simply how protoss are strongest at the moment, because of sentries and unit size (and the vulnerability of HT and colossi and all that jazz). Also, because of the supply cap, I seriously doubt protoss can support two separate "deathballs" that wouldn't get easily surrounded and picked off on ultra large maps. Take it to an extreme where Zerg can relatively easily get up 10 bases and 120 drones (just throwing those numbers out there). You can probably just spam mutalisks, broodlords, and static defense and make horribly cost inefficient attacks until you finally wear down the toss. That sounds like an awfully boring and exhausting game, no matter how much macro skills are required to do that.
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On January 20 2011 05:07 Ansinjunger wrote:Show nested quote +On January 19 2011 14:22 jamesmax wrote: LOL, anyone that says they are too big is just scared to actually have to control multiple armies ya'll are probably just trying to deathball the whole map every-time, played a few games on these maps watched a few games on these maps and they were by far the most entertaining games I've seen action everywhere on the map controlling multiple forces harassing looked like a bw game even, tldr its not like they'll end up in the ladder anyways so what do you all care. The supply cap is actually kind of low for maps that are too large. The protoss "deathball" isn't just something bad players do; it's simply how protoss are strongest at the moment, because of sentries and unit size (and the vulnerability of HT and colossi and all that jazz). Also, because of the supply cap, I seriously doubt protoss can support two separate "deathballs" that wouldn't get easily surrounded and picked off on ultra large maps. Take it to an extreme where Zerg can relatively easily get up 10 bases and 120 drones (just throwing those numbers out there). You can probably just spam mutalisks, broodlords, and static defense and make horribly cost inefficient attacks until you finally wear down the toss. That sounds like an awfully boring and exhausting game, no matter how much macro skills are required to do that.
umm just throwing those numbers out there makes ur argument contradictory. for example if a zerg gets 120 drones its army will be pitiful. ur never going to want more then around 90 drones. or your army wont be able to trade even 50% cost effective. only exception to this is as terran with mules. who after getting enough orbital’s they can suicide half there miners. and make their 200 army much better. and again as toss ur never going to want more then 94 or so workers. it cuts into your army to much. i get what ur trying to say using static defence but it wouldnt be cost effective at ALL for a zerg. as well as make it way to easy for the protoss too just 1a and win with a few void rays stalkers and collossi. static defence is moot in sc2
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It's true.
I beat a diamond player on one of teh GSL maps. I was playing zerg (I rarely play them) P.S I'm in GOLD.
These maps need to be balanced a bit better. They're FAR TOO large.
Uh, this is anecdotal evidence at best. It wasn't a ladder game, so it's barely even arguable whether or not the other player was even trying his best to win, rather than play for fun or play to learn.
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On January 20 2011 04:15 Reborn8u wrote: I think terran and protoss just need radically different approaches to huge maps. These maps allow EVERY race to take a natural almost as fast as zerg. BW style mech play is pretty strong on these maps, take a really fast 2nd. Get some tanks and bunkers and take a really fast 3rd. Add lots of missile turrets and consider getting the upgrades for them. You will be able to support a lot of factories like this. Mobility is very important on these maps also. Hellion harass and prism harass are crucial. Drops, and air play in general shine. Toss needs to play more like zerg on these maps, play very greedy and take a ton of expos. Use warp ins all over the place. I think it will just take some strategy evolution, I completely disagree that these maps automatically are imbalanced because of size. They are full of tight chokes and easily defendable bases, it requires a different style of play than what everyone has become accustomed to. All ins are much weaker. Zergs playing there normal style will smash terran and toss playing their normal ways one these maps. That doesn't mean there is imbalance, only a learning curve to adapt to them imo. This man speaks the truth.
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Terran has no late game.
Bigger maps = less powerful timing attack from Terran (long to reinforce).
Terran race as a whole is weaker in larger maps, and if we switch to ONLY large maps--as a T player, I will cry more often.
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On January 20 2011 07:15 oppS wrote: Terran has no late game.
Bigger maps = less powerful timing attack from Terran (long to reinforce).
Terran race as a whole is weaker in larger maps, and if we switch to ONLY large maps--as a T player, I will cry more often.
late game terran: 10 orbital commands 30 scv's and 25 barracks 6 starports pumping endless units. @200 food 180 army. yea thats not good late game at all. if ur going to say something at least back it up with something rather then just saying "i suck at large maps and dont know how to play a macro style and i cry."
now lets add something that's actually is true:
in a skilled players hands: terran as a race is by FAR the best race late late game on large maps.
in a skilled players hands many ppl view zerg is a slightly better race mid game on large maps in todays current metagame.
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On January 19 2011 11:22 Kujawa wrote: i don't quite know where ur going with this? i didn't see your point.
Yes, larger maps are needed, but not by much. If you go overboard like some of the GSL maps (cough, Tal'darim thingy and Aiur thingy), then it's just overwhelmingly Zerg favoured.
Don't make maps too big.
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This is the difference between THEORYCRAFT and actual game play. As a Terran I LOVE large maps, because I have a very hardcore macro style. Just because Zerg is more expansion based doesn't mean that they solely benefit from large maps.
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I agree with most of what has been said: Delay the theorycrafting and just give us bigger maps. Players will play on it, see how it fits their race, and then we can make them smaller if necessary.
Plus, map size alone isn't the only thing that matters. Imagine lost temple, remove the golds, and blow the map up, like a balloon, let's say double size. Sure, Zerg can take his natural sooooo easy now. But T/P also. And where to take the third base as Z without your enemy (who is on 2base also) punishing it. I'm not saying it won't work at all, but it's gonna be hell of a difficulty. The point I'm trying to prove: Not only map size, also things like expansion count and the already mentioned terrain issue (Morrow Interview).
tl;dr - let the game evolve, and don't think map size is everything in balance
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I'd say: If we never try, then we will never know. Shakura's seems balanced quite well. Why not try to make new maps starting from that point? Just increase map size a little and see what happens. Have Pro players testing it. Let new strategies evolve.
However, ppl wanted SC2 to be the best esports-game ever right from the start, so careful testing is not gonna happen since there always will be tournaments and always there will be money involved bringing up only balance discussions instead of time to carefully test new maps/balance changes.
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well to balance out the larger maps it will probably be needed to make the map more zerg unfavored. Cliffs like lts ... rocks on the 3rd so a zerg can't double expand, make the natural all races save. and probably best like shakuras is only one real way to your opponent in the middle and a few off track ways that delay a ground army strongly. Also adding a save Min onlys would benefit a terran.
And sometimes i got an extra orbital for more mules its quiet nice if you have the overmins for it. Saves workers etc workers are rebuilded faster ... all the nice stuff.
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generally OP is correct and probably reflects most of community. the maps probably have to get a bit bigger.
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i am glad to hear this from a zerg player and a map maker, cus i've been thinking the exact same thing. The community always exaggerates things, forcing overcompensating "solutions", i.e. scrap station is a zerg favoured map, toss is the weakest race, etc.
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having no experience with mapmaking myself, whats wrong with simply solutions like making forward late game expansions? large maps won't just remove the zerg requirement for a base advantage, it might even put pressure on it because terran and protoss can also expand a little safer due to the limitations large maps place on creep.
if we just put the third 1/5th away from a spawn and the 4th and 5th 1/3rd away, that's 40% of the map protoss and terran don't have to travel along to fight on 3 base and thats a map where protoss and terran can primarily concern themselves with defending against speedling in the early game.
i dont mean to imply this is a novel idea, i'm just looking for someone to explain away a bit of personal ignorance on the topic. my only exprience with sc2 mapmaking is making terrain and then raging out when discovering the actual playable edge of the map wasnt anywhere close to the edge i had designed it for.
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On January 20 2011 00:24 Nobu wrote:Show nested quote +On January 19 2011 17:15 iEchoic wrote:
Edit: as a sidenote, anyone who says "well you can expand and macro too" doesn't understand the way Starcraft 2 works. Namely, zerg can produce workers 3-5 times faster than you and that is impossible to compete with if you cannot apply sufficient pressure. Are you completly sure? As i written in other post, someone shown that with a 14/15 nexus vs 14/15 hatch, protoss would have more probes until a certain point, like 6-7 minutes. I think that everyone is scared just because the builds that you use right now seems to be garbage in that maps, but i dont think that anyone can talk about imbalances until protoss and terrans start figuring out macro BOs and bringing number about why the economy of Zerg is far superior. As I said for protoss, someone tested it out, and realized that a nexus first is even better than a hatch first, so just try with terran, maybe 14 CC 13 rax double orbital, I suxx at terran so i dont know, but I think that this needs a couple of weeks before saying that Zerg is OP in bigger maps, its indeed if you try to not proxy 2 rax, or make a timing push that works on steppes, its obviously not going to work on a map 3x bigger. (Im low/mid master league zerg and I know you are better than me so your point wasnt bad, but i think that macro BOs for T and P could be as powerful as the zerg ones)
Go take a zerg practice buddy and tell him you won't attack him. Tell him to 14 hatch and spend all his larva on overlords, drones, and queens. You go ahead and make as many probes as you want as fast as you can. Then after 10 minutes, exit the game, and look at the income graph. If your zerg player has any idea what he's doing at all, his econ is going to demolish yours. Give it a try.
Obviously in a real game that wouldn't happen, but it's an upper bound, and as maps get bigger, they approach that point.
On January 20 2011 08:56 Signum wrote: having no experience with mapmaking myself, whats wrong with simply solutions like making forward late game expansions? large maps won't just remove the zerg requirement for a base advantage, it might even put pressure on it because terran and protoss can also expand a little safer due to the limitations large maps place on creep.
if we just put the third 1/5th away from a spawn and the 4th and 5th 1/3rd away, that's 40% of the map protoss and terran don't have to travel along to fight on 3 base and thats a map where protoss and terran can primarily concern themselves with defending against speedling in the early game.
i dont mean to imply this is a novel idea, i'm just looking for someone to explain away a bit of personal ignorance on the topic. my only exprience with sc2 mapmaking is making terrain and then raging out when discovering the actual playable edge of the map wasnt anywhere close to the edge i had designed it for.
Zerg mechanics favor large maps:
1) Zerg has the most mobile army. This is a benefit on larger maps because it makes backstabs more powerful, and it allows easier defense of multiple bases.
2) Zerg creep is more powerful the more time and area it has.
3) Good zerg players will drone as much as they can and then produce as late as possible. This is often done by keeping units outside the opponent's base and then producing as much as possible when they move out to attack. The larger the map gets, the more time they have to produce and the more greedy they can be, both furthering their economic and military power.
No matter how the expos are laid out, these three things will be intact. If you rely on a close 3rd or 4th base, the zerg player will have a much better economy due to the above points.
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finding out how much a zerg can produce with no need to make units is meaningless. a disadvantage they have is any given larva can only be one or the other.
pressure isn't impossible to put on on larger maps, though you will probably have to be more careful. more careful in your base as you can't run your units back, and more careful with your push because you can't supply backup as easily or retreat.
this just seems like a lot of panic for nothing. t and p may need to be a bit more careful, that's all.
I play T and I will win games vs zerg that I actually feel bad about. I can throw my mech army into their creep over and over and lose it all, but as long as I take their army with me they can't ever produce more drones while I'm making scvs the whole time. I just keep throwing the army at them (while of course scouting and denying expands) and they can't keep up almost no matter what they produce (talking about steppes/meta on close positions/etc.)
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How does big maps favours creep spread? I mean you will need much more time to spread creep in big map and then after opponent's push is incoming he will just clear every single creep tumor until your natural so all time you put on creep spreading was killed in 20 seconds.
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On January 20 2011 18:59 Vari wrote: finding out how much a zerg can produce with no need to make units is meaningless. a disadvantage they have is any given larva can only be one or the other.
My point isn't that that's going to happen in a game, my point is that zerg has the highest unbounded worker production, and that is restricted only by the pressure you put on them. As maps get bigger, it becomes harder to apply pressure because defender's advantage increases.
I play T and I will win games vs zerg that I actually feel bad about. I can throw my mech army into their creep over and over and lose it all, but as long as I take their army with me they can't ever produce more drones while I'm making scvs the whole time. I just keep throwing the army at them (while of course scouting and denying expands) and they can't keep up almost no matter what they produce (talking about steppes/meta on close positions/etc.)
That changes once you play people who are good, good zerg players won't let you just throw mech repeatedly into them and win.
On January 20 2011 19:00 Alpina wrote: How does big maps favours creep spread? I mean you will need much more time to spread creep in big map and then after opponent's push is incoming he will just clear every single creep tumor until your natural so all time you put on creep spreading was killed in 20 seconds.
Creep takes forever to recede on this game. If you deal with their attack in a reasonable amount of time you just plop tumors back down. Creep is more important vs T than P anyway because most people use scans - ravens are very costly and take valuable starport time.
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On January 20 2011 19:01 iEchoic wrote:Show nested quote +On January 20 2011 18:59 Vari wrote: finding out how much a zerg can produce with no need to make units is meaningless. a disadvantage they have is any given larva can only be one or the other. My point isn't that that's going to happen in a game, my point is that zerg has the highest unbounded worker production, and that is restricted only by the pressure you put on them. As maps get bigger, it becomes harder to apply pressure because defender's advantage increases. Show nested quote +I play T and I will win games vs zerg that I actually feel bad about. I can throw my mech army into their creep over and over and lose it all, but as long as I take their army with me they can't ever produce more drones while I'm making scvs the whole time. I just keep throwing the army at them (while of course scouting and denying expands) and they can't keep up almost no matter what they produce (talking about steppes/meta on close positions/etc.) That changes once you play people who are good, good zerg players won't let you just throw mech repeatedly into them and win. Show nested quote +On January 20 2011 19:00 Alpina wrote: How does big maps favours creep spread? I mean you will need much more time to spread creep in big map and then after opponent's push is incoming he will just clear every single creep tumor until your natural so all time you put on creep spreading was killed in 20 seconds. Creep takes forever to recede on this game. If you deal with their attack in a reasonable amount of time you just plop tumors back down.
fair enough but I'm high diamond and still able to pull it off. I'm not remotely saying I'm great but I shouldn't be able to get away with that against people of equal skill level right? it doesn't seem appropriate.
no matter how bad I am I'm facing people of my own skill level if the system works. so it's the map that's allowing me to play that sloppily. that's my point.
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On January 20 2011 19:04 Vari wrote:Show nested quote +On January 20 2011 19:01 iEchoic wrote:On January 20 2011 18:59 Vari wrote: finding out how much a zerg can produce with no need to make units is meaningless. a disadvantage they have is any given larva can only be one or the other. My point isn't that that's going to happen in a game, my point is that zerg has the highest unbounded worker production, and that is restricted only by the pressure you put on them. As maps get bigger, it becomes harder to apply pressure because defender's advantage increases. I play T and I will win games vs zerg that I actually feel bad about. I can throw my mech army into their creep over and over and lose it all, but as long as I take their army with me they can't ever produce more drones while I'm making scvs the whole time. I just keep throwing the army at them (while of course scouting and denying expands) and they can't keep up almost no matter what they produce (talking about steppes/meta on close positions/etc.) That changes once you play people who are good, good zerg players won't let you just throw mech repeatedly into them and win. On January 20 2011 19:00 Alpina wrote: How does big maps favours creep spread? I mean you will need much more time to spread creep in big map and then after opponent's push is incoming he will just clear every single creep tumor until your natural so all time you put on creep spreading was killed in 20 seconds. Creep takes forever to recede on this game. If you deal with their attack in a reasonable amount of time you just plop tumors back down. fair enough but I'm high diamond and still able to pull it off. I'm not remotely saying I'm great but I shouldn't be able to get away with that against people of equal skill level right? it doesn't seem appropriate. no matter how bad I am I'm facing people of my own skill level if the system works. so it's the map that's allowing me to play that sloppily. that's my point.
Metal close positions and steppes are definitely T favored. But this works in both directions, and stuff like Metal cross favors Zerg, and crazy maps like Gardens of Aiur are even more Z favored.
Also, the game isn't balanced at all levels of play. There are certain skill levels where certain races dominate. For example, protoss dominates the mid-masters level because that's approximately the skill level where everyone 4gates and most people don't have the timings down to defend it appropriately. I feel that Zerg has a strong advantage vs T at high masters because of the large mechanical skill required to marine split while targeting tanks on banelings and macroing, etc. This is around the point where Zs have near-perfect sling/bling/muta builds and T has huge mechanical requirements to fight it. However, this evens out higher up at the pro level, where this mechanical skill is commonplace. In the diamond level, I definitely feel like T has an advantage over Z because most Ts at this level have the pre-requisite skill to make a huge ball of crap and move with it, and Z takes a lot of knowledge about timings to defend these things, which aren't established yet.
The end goal is for the game to be balanced at a pro level. This means that you can eliminate any imbalance by increasing in skill. Unfortunately, that means that other races may dominate at certain points through the skill spectrum.
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Creep takes forever to recede on this game. If you deal with their attack in a reasonable amount of time you just plop tumors back down. Creep is more important vs T than P anyway because most people use scans - ravens are very costly and take valuable starport time.
So you want to say you cleaned like 20+ creep tumors and I will take my 5 queens and going all over the map putting creep tumors? xD
Anyway my point was that on big maps it's harder to spread creep (obviously) and creep is really needed for all zerg ground army, so big maps does not favour creep spreading.
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On January 20 2011 19:09 Alpina wrote:Show nested quote +Creep takes forever to recede on this game. If you deal with their attack in a reasonable amount of time you just plop tumors back down. Creep is more important vs T than P anyway because most people use scans - ravens are very costly and take valuable starport time. So you want to say you cleaned like 20+ creep tumors and I will take my 5 queens and going all over the map putting creep tumors? xD Anyway my point was that on big maps it's harder to spread creep (obviously) and creep is really needed for all zerg ground army, so big maps does not favour creep spreading.
PvZ you may be right. But speaking from a TvZ perspective, killing a ton of creep tumors either takes a lot of scans (in which case it was worthwhile anyway), or forces ravens to be built, which are very expensive and cost ineffective and cut into starport time (and almost always die because of their poor range and slow speed). I'm a T player so I'm biased towards TvZ in these discussions.
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yeah echoic I didn't mean it didn't go both ways, and maps can certainly get too big, I think I'd just rather see it in play after seeing so many that I feel may be too small.
thanks for your input on the matchups/divisions.
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On January 20 2011 19:16 Vari wrote: I think I'd just rather see it in play after seeing so many that I feel may be too small.
Don't get me wrong, I love to see long games, and I think huge maps are better for spectating and increase the skill required to play. The new GSL maps are actually awesome. But I do honestly think that the game isn't balanced to be played on maps like that, which is what the thread is about... If the thread was "how badass-looking at the new GSL maps" I'd be all positive.
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On January 20 2011 19:17 iEchoic wrote:Show nested quote +On January 20 2011 19:16 Vari wrote: I think I'd just rather see it in play after seeing so many that I feel may be too small. Don't get me wrong, I love to see long games, and I think huge maps are better for spectating and increase the skill required to play. The new GSL maps are actually awesome. But I do honestly think that the game isn't balanced to be played on maps like that, which is what the thread is about... If the thread was "how badass-looking at the new GSL maps" I'd be all positive. I agree. I think there's a happy medium (shakuras/metal cross positions/xelnaga probably come closest imo) and hopefully we will get there.
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On January 19 2011 11:29 Pl4t0 wrote: As BeMannerDuPenner said, it's simply far too early to judge these things, and this is largely pure speculation on the OP's part. I would say that it is just an application of common sense and fully agree with the OP. Larger maps are necessary, but not too large maps.
"Balancing" the units exclusively is a bad idea, because the units are over- or underpowered according to the situation and their effectiveness is totally influenced by the map.
Example 1 Sieged tanks are totally overpowered if all you have is Zerglings, but adjusting the damage of the tanks so that Zerglings can deal with that is a bad idea IMO. You simply arent supposed to charge in there with pure melee, but on small maps that is all you can do - if you are not switching to air. Steppes of War with its one assault path through the center is the prime example here and there isnt a chance to "go around the tanks in the middle" unless you are using risky Nydus Worms or Overlord drops. [In this example "tank" stands for any kind of defensive unit since Terrans have no cheap static defense.]
Example 2 On a larger map you will eventually reach the point where a Terran needs to defend more than one base and this means he either has undefended bases and all his units attacking or "a lower concentration of tanks" than is usual right now. With a lower concentration the "nerf" from 60 to 35+15 damage might not have been necessary and thus the maps "influence the numbers of the units". Speed changes affect a unit on a larger map much more than on a smaller map because a faster unit might have been "useful" on a large map, whereas small maps practically negate immobility disadvantages.
The major point of larger maps is that they simply delay early aggression and that is one thing which made the game somewhat boring / hard for Zerg and which made some changes to units and mechanics necessary to "fix it".
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On January 19 2011 11:12 neobowman wrote: I'm writing this because 1, I'm bored and 2, I want to get rid of a common misconception people have.
As people have seen in the GSL maps, the mapmakers obviously tried to increase the size in comparison to the GSL maps. I'm sure most people understood why they did this. To a point, the other iCCup mapmakers as well as myself, tried to do the same thing, make our maps a larger size to accomodate a more macro-centric playstyle. In testing however, this has shown several huge problems.
To get the credentials out of the way, I'm a 2600 master's league Zerg player (I barely play enough to keep my bonus pool at 0), and a mapmaker for iCCup as you probably have extrapolated by now. I made melee maps in Brood War as well and (unrelated) am a huge fan of Jaedong Oz.
Many people blindly assume that "Smaller maps = cheese. Bigger maps = less cheese = more macro = better games." To a certain point, they are correct. The small maps that Blizzard made are pretty ridiculous. As a Zerg player, playing on Steppes, Delta, or close positions meta/LT against a Terran or Toss is just stupid. Because of the short distances, even if you don't die to an early rush, you're still set wayyyyy back in the later game. The problem comes when you try to solve this problem by expanding the map.
Blizzard balanced the game around maps the size of Lost Temple or Metalopolis. Once you start to get significantly over that margin (which from experience, I have found to be 144x144 or so), the map becomes greatly imbalanced.
In StarCraft: Brood War, a general rule was that Zerg benifited from long rush distances because they can drone up more before having to make units to respond to a Terran or Protoss attack. The same principle goes into StarCraft II because the larva mechanic of the Zerg is still present, though slightly altered with the Queen. I can't talk about Terran vs Protoss as much because I don't play either and don't understand the matchup as well, but a longer rush distance favours Zerg over Terran and Protoss. Just look at why Terrans and Protoss hate playing Zerg on cross position 4 player maps (Minus Delta) or on Scrap Station.
Some may bring up the point of "Warp-In" for Protoss. Being able to make units anywhere on the map with warpgates. Yes, this is a benifit, but not nearly as much as the larva mechanic. Late-game Protoss armies cannot consist entirely of units warped in at the scene of the battle. The army is generally slow and static because you can't warp in 50 units at once, and you can't warp in colossi or immortals. In the early game, you can benifit for things such as the 6 warp gate or 4 warpgate push, but these are merely early game timing pushes that can be done with any length between bases anyway.
Now, an interesting thing I've heard about is Terrans making more than 1 orbital command per base on larger maps, taking advantage of the longer rush distance. This, I cannot say for certain, but I am relatively sure that it does not make a difference. The time it takes for an orbital to pay for itself, and the time it takes for a drone to pay for itself is worlds apart, not to mention the Zerg can just expand again if a Terran makes an extra orbital (Assuming the map does not have like 2 expansions for each side).
Creep spread is also not a problem. Ever play a Zerg player who goes mutalisks? Mutalisks don't tend to get speed boosts from creep. Also, speed doesn't really matter if you have vision of the map like Zerg should with overlords and zerglings.
Tl;Dr: Yes, larger maps are needed, but not by much. If you go overboard like some of the GSL maps (cough, Tal'darim thingy and Aiur thingy), then it's just overwhelmingly Zerg favoured. I know this from experience of having played both these GSL maps, and some maps I made myself back around the beta when I had no idea of this concept in SC2.
So zerg can take a FE with less risk. What stops P or T from going Nexus/CC first? Give the maps some time.
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On January 20 2011 06:10 Fizbin wrote:Show nested quote +On January 20 2011 05:07 Ansinjunger wrote:On January 19 2011 14:22 jamesmax wrote: LOL, anyone that says they are too big is just scared to actually have to control multiple armies ya'll are probably just trying to deathball the whole map every-time, played a few games on these maps watched a few games on these maps and they were by far the most entertaining games I've seen action everywhere on the map controlling multiple forces harassing looked like a bw game even, tldr its not like they'll end up in the ladder anyways so what do you all care. The supply cap is actually kind of low for maps that are too large. The protoss "deathball" isn't just something bad players do; it's simply how protoss are strongest at the moment, because of sentries and unit size (and the vulnerability of HT and colossi and all that jazz). Also, because of the supply cap, I seriously doubt protoss can support two separate "deathballs" that wouldn't get easily surrounded and picked off on ultra large maps. Take it to an extreme where Zerg can relatively easily get up 10 bases and 120 drones (just throwing those numbers out there). You can probably just spam mutalisks, broodlords, and static defense and make horribly cost inefficient attacks until you finally wear down the toss. That sounds like an awfully boring and exhausting game, no matter how much macro skills are required to do that. umm just throwing those numbers out there makes ur argument contradictory. for example if a zerg gets 120 drones its army will be pitiful. ur never going to want more then around 90 drones. or your army wont be able to trade even 50% cost effective. only exception to this is as terran with mules. who after getting enough orbital’s they can suicide half there miners. and make their 200 army much better. and again as toss ur never going to want more then 94 or so workers. it cuts into your army to much. i get what ur trying to say using static defence but it wouldnt be cost effective at ALL for a zerg. as well as make it way to easy for the protoss too just 1a and win with a few void rays stalkers and collossi. static defence is moot in sc2
The point was not for you to argue my arbitrary numbers, but that the supply cap limits the ability of protoss to make more than one blob of death.
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Larger maps change the metagame, and therefore change the perceived balance of the various matchups.
If the larger GSL Candidate maps are introduced, Zerg will absolutely dominate for a period of time. Then the metagame will evolve and it will even out.
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On January 19 2011 17:04 Paperscraps wrote:Show nested quote +On January 19 2011 16:58 ReachTheSky wrote:On January 19 2011 11:49 AlphaIIOmega wrote: You are correct in your speculation but INCORRECT in your logic that big maps aren't good. Of course zerg are favored on the big maps. Zerg are overpowered. Now, I'm not just going to blindly comment that zerg are OP; I will explain exactly why this is so and how to fix it:
On small maps where zerg have to 14 gas 14 pool first, they are held in check. But on maps where zerg can go 14-15 hatch safely because of long rush distances, zerg are absolutely overpowered. This is because on an infinitely large map, zerg can grow their economy faster than the other 2 races if left to build JUST workers/expansions/macro units.
What you fail to acknowledge is that zerg need a nerf AFTER the maps get bigger. Easy balance process:
-make all maps as large or larger than LT -make MINIMUM rush distance on all competitive maps equal to LT cross positions rush distance -nerf zerg opening: Hatchery costs 350 and queen costs 200.
Bam, you have balance.
Another problem with map making is that Blizz made protos incredibly OP in certain positions. I think morrow mentioned that a good map needs a balance of open space and narrower passages. Too many choke points will cause protoss to dominate. i really feel like a hatchery should just cost 400 minerals. i mean come on, it can produce any unit and doubles as base lol. other race's home cost 400. zerg should cost the same. It does cost 40050 - minerals for the drone 300 - for the hatchery building 50 - minerals to remake the drone that was just lost = 400 minerals total
Man, your math is amazing.
Anyway, on larger maps, I'm pretty sure protoss can keep up with a zerg economy when they have the freedom to 15nexus, at least up to the ~40 drone mark, if they focus their chronoboosts on probes.
Also, i know that the "sizes" of the maps are not always as big as they appear - how big is the playable area on, say, GSL Terminus Re? How bout the rush distances [measured in worker-seconds]?
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On January 19 2011 17:04 Paperscraps wrote:Show nested quote +On January 19 2011 16:58 ReachTheSky wrote:On January 19 2011 11:49 AlphaIIOmega wrote: You are correct in your speculation but INCORRECT in your logic that big maps aren't good. Of course zerg are favored on the big maps. Zerg are overpowered. Now, I'm not just going to blindly comment that zerg are OP; I will explain exactly why this is so and how to fix it:
On small maps where zerg have to 14 gas 14 pool first, they are held in check. But on maps where zerg can go 14-15 hatch safely because of long rush distances, zerg are absolutely overpowered. This is because on an infinitely large map, zerg can grow their economy faster than the other 2 races if left to build JUST workers/expansions/macro units.
What you fail to acknowledge is that zerg need a nerf AFTER the maps get bigger. Easy balance process:
-make all maps as large or larger than LT -make MINIMUM rush distance on all competitive maps equal to LT cross positions rush distance -nerf zerg opening: Hatchery costs 350 and queen costs 200.
Bam, you have balance.
Another problem with map making is that Blizz made protos incredibly OP in certain positions. I think morrow mentioned that a good map needs a balance of open space and narrower passages. Too many choke points will cause protoss to dominate. i really feel like a hatchery should just cost 400 minerals. i mean come on, it can produce any unit and doubles as base lol. other race's home cost 400. zerg should cost the same. It does cost 40050 - minerals for the drone 300 - for the hatchery building 50 - minerals to remake the drone that was just lost = 400 minerals total
That math is wrong, you're double counting the drone, but hatcheries are arguably MORE expensive than command centers since a hatchery only gives 2 supply but a CC gives 11 supply. So you could say: 50 - drone 300 - hatch 100 - overlord = 450 minerals and now you have new base, 10 supply aux: (17 seconds lost mining time rebuilding drone)
terran: 400 minerals - command center = 400 minerals and now you have a new base, 11 supply aux: (100 seconds of lost mining time) If you consider the lost mining time, they're overall pretty close in cost per value which isn't even really necessary because they're different. In fact there are legitimate reasons to build more hatches and CC's than you have bases, but so far I've never seen someone so desperate for chrono boost that they've built and extra nexus.
A nexus by the way is the cheapest expansion in a sense since it gives 10 supply and a new base at 0 lost mining time so it really is 400 minerals.
Anyways, all this analysis is pretty stupid, different races are different, if you don't like it, go play the original warcraft and place everything next to your cobbled road.
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I would disagree, on Auir garden or w/e. ( in ZvP at least ) me and my buddy played this map around 10 times an di only beat him once, though i regularly beat him on blizz ladder maps. Due to the fact that zerg cannot stay 1 base ahead ( 2 free explains ) and if you power drone the way you need to, you don't have enough units to break down the rocks. I think adding rocks to EVERY EXPANSION that isn't the natual is the wrong way to do it, maybe the 4th or other expos like golds ect.
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If Starcraft 1 is capable of having large maps, so should SC2. If that cannot be allowed to happen then there is something wrong with the game.
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Larger maps without gimmicky back doors or any destructible rocks would make me happy. And maps without stupid expanding (close positions on LT or Metal, where your 3rd is either not taken, or is not defendable).
I don't see what the problem with simply rebalancing zerg with the larger maps is. It would make for a much better game.
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Ok, now that I'm unbanned, I'll explain some more for people who don't get it.
If you're not in master's league, I honestly don't think you can say anything about maps or even strategy. That's just how it is. Kind of how like no one below C- in Brood War was worth listening to.
WHY, do Zergs like Scrap station or cross positions on Lost Temple and Metalopolis? WHY do they hate close positions on those maps or Delta OR Steppes. It's because they're BIG. If you don't think this benifits Zerg and you're NOT better than me, then nothing you say will convince me.
Now, for the solution provided where the maps become bigger and Blizzard patches to fix the balance afterwards, I'd be perfectly fine with that. It's the best solution there is. However, that's IF Blizzard switches over to big maps. The period of time where everyone's using big maps and when/(if) Blizzard balances will be so terrible that unless Blizzard changes the maps and makes the balance change at once, it won't be good for the scene.
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Maps which force players to not just timing attack off 2-base and win - so you have 1 confrontation in the whole match that wins or looses it - will be a blessed relief.
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