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Shared bases in team games

Forum Index > SC2 General
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intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
Last Edited: 2011-03-02 04:01:04
March 02 2011 02:09 GMT
#1
[image loading]

For those of you are not familiar with Brood War, this was the most popular 3v3/4v4 map, Big Game Hunters.

Look at this gorgeous map closely. Every player spawned in a random location. Note how certain positions are engineered to have natural tension with other positions, and how the expansion distribution and positioning is different for every base. Some bases have more space to fit buildings in, with a drawback of having to share an expo with another base. Other bases may have their own natural, only to have it be harder to wall off. "Balance" was something to be overcome by strategy, befitting an RTS.

This is how games felt then:
[image loading]


The Problem

Consider now maps such as Outpost:
[image loading]

This is what it feels like to play on this map:
[image loading]

With very little exception, the 2v2, 3v3, and 4v4 map pool follow this pattern of an already-split map with easily defended mutual chokes.

Implications:

1. Less need for adaptability
In SC2, you will never think to yourself: "Interesting. I see our opponents have decided to attack through the only viable attack path." The most you would consider at the beginning of the game is their races, and maybe worry a bit more if you are on one of the outside bases in a 4v4.

On the old maps, the considerations were far more numerous. A juicy target such as a teching protoss would become a terrible choice for an attack if he was far away from you, or if you had a zerg or two near you. Or or or, if you had a base with an easily secured expo, suddenly it became viable to sneak it in earlier than your opponents would expect. If you had a position that was easily cliffed by siege tanks... you get the idea. The current emphasis on perfectly symmetrical maps is a crutch.

Far more options were available each game and we enjoyed a higher skill ceiling for teamwork. There were countless scenarios to master, various permutations to be aware of on a single map. Good decision-making paid off many times more.

2. Reduced role of the individual
BGH games (or any BW multiplayer map, really, because of randomized spawns) often devolved into multiple simultaneous 1v1s or 2v2s all over the map. The ability to gather armies despite the chaos all over became a valuable skill in itself. The current shared base trend is like the No Child Left Behind movement of Starcraft.

Let us consider what it is like if you are the only one on your team that wants to attack early in SC2. You get to your target's base, and at the very least you are met with a 1v2 scenario in a 4v4. Their allies are just an expo or two away and in no time your heroic attack is destroyed by all 4 of them. Their units were going to be there anyway - it took no planning on their part to roflstomp your attack.

In Brood War, your decision to be the aggressor would mean that every member of the other team would have to move their units around the map to help, some quite far. Your allies could intercept or counter-attack. The defender's advantage is no longer overwhelming, and one player's actions may demand very drastic decisions from every other player. There is more opportunity to force errors in your opponents' play, and if there is a misstep or over-extension by anybody all players would have to react accordingly. This makes for more dynamic and fast-paced games, instead of both sides massing and then a-moving.

3. Limit on playstyle
These maps cater to complete beginners, who have a fucking blast simply not dying and stay in the game. That's fine, I really appreciate some of these maps every now and then too. The consequence of EVERY map being like this though is that any competent player is forced into playing out the same scenarios over and over.

The expected avenues of attack are obvious, and there is little tactical maneuvering besides holding 2 chokes. As a result, posturing your army, and scaring individual players doesn't matter as much. Everything is focused around those one or two pivotal large-scale battles, and from there the game is already basically decided.



Team play is amazing. I only play with people I know, so I think of it mostly as a chat room, except with units and stuff. It's fun seeing peoples' personalities come out in all the decisions they are forced to make. SC2's implementation of matchmaking, shared control and resources has been awesome, but I can't get rid of the sense that something is terribly wrong.

If you love team play and have only experienced it in SC2, you have been missing out.
This is something I feel very strongly about, since these are basically the only maps I play anymore. Here is what to take away from this post: At the VERY least, randomized spawns are necessary to for truly intricate team games.

Obligatory poll:
Poll: What do you think?

Non-shared base maps sound really fun. (227)
 
66%

Non-shared base maps would be too difficult. (67)
 
19%

Randomized spawns on shared-base maps! (28)
 
8%

Shared base maps are good enough as they are. (24)
 
7%

346 total votes

Your vote: What do you think?

(Vote): Non-shared base maps would be too difficult.
(Vote): Non-shared base maps sound really fun.
(Vote): Shared base maps are good enough as they are.
(Vote): Randomized spawns on shared-base maps!

Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
101toss
Profile Blog Joined April 2010
3232 Posts
Last Edited: 2011-03-02 02:26:22
March 02 2011 02:17 GMT
#2
I'm not too sure myself

Good:
-Shared bases means easier defending (i.e. faster wall, more defending units), thus less viable cheese=good.
-Easy coordination (can push out as team) as opposed to split up forces in BGH
-Easier expansions (can take your team's naturals much more safely than BGH's)
-In BGH, if you were isolated by 3 enemy bases (i.e. you're 6 oclock while your enemies are at 7 and 5 oclock), you would find yourself gang-raped from every angle

Bad:
-Long games devolve into whoever has more void rays/mutalisks/thors
-Harassment is very hard to pull off (although in 4v4 people don't know how to deal with harass :D)
-Know where your opponent is even without scouting (this also applied to 4v4 BGH/Fastest)
-Extra-large ramps are bitches
-No infinite resource maps (what was blizzard thinking???)
Math doesn't kill champions and neither do wards
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
March 02 2011 02:17 GMT
#3
ya i think it's just blizzard saying "we hate cool maps" so they put ones like this in...
I'm like badass squared | KeitZer.489
carbon_based
Profile Joined December 2010
United States46 Posts
Last Edited: 2011-03-02 02:26:47
March 02 2011 02:18 GMT
#4
the example you cite is actually a split base no mutual choke map and i have been playing it with my AT partner as a dual 1v1 and we are having much success on it.

here's the problem with split base tho, my friend, cheese. if u played lots of 2v2 u would know that if u were on that tiny desert tileset with 2 elevated watchtowers and split base (arid wastes)? that is now gone, any sort of ling/X cheese would ruin one person with the ally unable to reinforce. the result was over 90% of those games involved some kind of sling/rine rush or the ever popular overlord/proxy pylon sling warp gate rush. these sort of strats are too difficult to stop without a mutual choke and shared base and the more angles of attack/openings there are and the farther the bases the more ubiquitious the early game aggression, hence why maps like arid waste and war zone were awful and maps like twilight fortress were awesome. anyway i don't play 3s or higher so i can't comment on that but baically the map you cite in an example and appear to dislike actually is the PROPER way to do 2v2 split bases and arid wastes was NOT.

oops, the map you're citing is not the new 2s map i'm talking about, but looks like a 4:4 with similar architecture and split 2/2. regardless ya, the map needs to be split in team games or the team with a more "condensed" spawn will def. have a huge advantage.
http://www.sc2ranks.com/us/1830689/zugzwang
MuteZephyr
Profile Joined August 2010
Lithuania448 Posts
March 02 2011 02:20 GMT
#5
I voted that non-shared would be really fun.

BUT I have one BIG caveat: It has to be random spawns. The few maps that are currently single-base suffer from a huge drawback. What has happened to me 100000 times (especially that one 3v3 map where one ally sticks out farther for some weird reason), is that all 3 team up and go destroy the separated player, then promptly retreat back to their side. Our team is out of position, can't save them, and then the game progresses as a 2v3.

The reason this didn't happen so much on BGH is because people spawned randomly. All the bases weren't ALL the way on the other side of the map. If all 4 team up on one guy, I could just go next door and kill one of the guys. So could my teammate. All of the sudden, their gimmicky 4 person all-in results in them losing 2-3 teammates as we let ours go as a sacrifice.

There needs to be random spawns for non-shared bases. The way the maps are now, with 2 groups of bases across from each other, the bases HAVE to be shared or else one person gets killed/crippled by a triple/quadruple rush and the opponents retreat before we can counter-attack.

I want BGH back!
I don't Micro, I FEMTO. That's 9 orders of magnitude more extreme.
Agenda42
Profile Joined October 2009
United States112 Posts
March 02 2011 02:27 GMT
#6
I would love to see random spawn team game maps. I played a ton of these kinds of games in BW, and there was a lot more variety and activity in the game.
Chicane
Profile Joined November 2010
United States7875 Posts
Last Edited: 2011-03-02 02:29:38
March 02 2011 02:29 GMT
#7
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).
Mercury-
Profile Joined December 2010
Great Britain804 Posts
Last Edited: 2011-03-02 02:33:27
March 02 2011 02:32 GMT
#8
How many team games did you play in SC2? Non-shared bases means you lose people instantly to any kind of mass t1 allin + lings. Outpost is actually a great map btw since you can still rush but it's still defendable and later on the expo positions can lead to the game being spli into 2 seperate 2v2s.

Also the poll is biased, non-shared bases wouldn't be "too difficult", it would just dumb 4v4 down into mass lings + x, kinda like 2v2 and 3v3 mostly already is.
Z-R0E
Profile Joined April 2009
United States147 Posts
March 02 2011 02:32 GMT
#9
I've been doing nothing but 2v2 lately, and I've grown to really like the shared base maps. Or, to word it differently: the closer we are the better. However, I don't know if this is because I simply like the shared base play style, or if it's because aggression in SC2 comes so much faster than in BW, and so heavily, it feels like whoever attacks first wins when the bases aren't shared.

Just as defending an attack in BW took more organization among the team, so did making a joint attack.

On March 02 2011 11:18 carbon_based wrote:
here's the problem with split base tho, my friend, cheese.

Precisely my feeling. So I don't know if the joint base play is more fun, but it sure feels mandatory right now. "Bigger maps" seems to be everyone's answer to everything now days, but I can't help but think that would be the case here as well. I definitely agree with intrigue's general point: The games on Hunters and the like were much more interesting than the games I'm having on current 2v2 maps. Maybe joint bases are part of the reason, but I think they're the only counter to dual early game aggression on these size of maps.
The Z-g0d http://atZinc.org
101toss
Profile Blog Joined April 2010
3232 Posts
March 02 2011 02:33 GMT
#10
On March 02 2011 11:29 Chicane wrote:
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).

Are you defending blizzard's shitty map pool?

The reason he drew it as one color is because the armies (if well coordinated) become 1 massive deathball/army in shared base/non-random spawn maps. Compare this to BGH, where people end up fighting for themselves.
Math doesn't kill champions and neither do wards
Cider
Profile Joined July 2010
United States198 Posts
March 02 2011 02:35 GMT
#11
On March 02 2011 11:09 intrigue wrote:
"Balance" was something to be overcome by strategy, befitting an RTS.


i think this is the best sentence i've read on the forums here ever. And very insightful points overall.
You can't spell Courage without Rage
orotoss
Profile Joined September 2010
United States298 Posts
Last Edited: 2011-03-02 02:37:12
March 02 2011 02:35 GMT
#12
Non-shared base maps make cheesy rush builds even more viable, specifically in 2v2s. 1 player can never take on 2 players in the early game. Builds like speedling/hellion or speedling/zealot are very hard to stop if one of you is zerg and you don't share chokes. In 1v1, zvz it is already hard to stop mass speedling/baneling rushes (10/11 pool) and adding in zealots/hellions makes it nearly impossible. If your teammate leaves his wall to come help you, he leaves his base completely vulnerable. And if your ally is terran, his marines are completely exposed while they run to your base.

I think the more interesting 2v2 games always occur on the shared base maps, like twilight fortress. The real problem comes down to zerg's inability to wall off, which is perfectly balanced in 1v1s, but easily exploitable in 2v2s.
BLARRGHGHH
latan
Profile Joined July 2010
740 Posts
March 02 2011 02:40 GMT
#13
I like outpost because i usually go for nukes there :D

something i wouldn't dare try in a map with non shared bases.

but yeah... BGH: why not?
Drium
Profile Blog Joined December 2008
United States888 Posts
March 02 2011 02:41 GMT
#14
Come on Blizzard, even fastest has individual bases and randomized spawns...
KwanROLLLLLLLED
DSun
Profile Joined April 2010
United States26 Posts
March 02 2011 02:45 GMT
#15
the problem with cheesing on a split base map is that the cheeser's weakened economy leaves him vulnerable to counter-attacks by the teammates that werent cheesed. if all 3 players cut workers and lose a bunch of their units just to kill one player from the other team, the remaining two players on that team will simply crush the cheesers. this will be helped out by the fact that as long as the cheesed player keeps a worker alive he will always still be in the game.
Mercury-
Profile Joined December 2010
Great Britain804 Posts
March 02 2011 02:46 GMT
#16
On March 02 2011 11:35 Cider wrote:
Show nested quote +
On March 02 2011 11:09 intrigue wrote:
"Balance" was something to be overcome by strategy, befitting an RTS.


i think this is the best sentence i've read on the forums here ever. And very insightful points overall.

Except it doesn't work this way, unless your entire team is going for mass T1 too you WILL lose people to mass speedling + 4gate/3rax/Blinkstalkers/Hellis w/e.

Strategy doesn't do anything for you in that scenario and neither does micro.
Zombo Joe
Profile Joined May 2010
Canada850 Posts
March 02 2011 02:47 GMT
#17
The big problem is when all 3 enemies attack 1 dude.

You really do need to play with friends to strategize in team games.
I am Terranfying.
Chicane
Profile Joined November 2010
United States7875 Posts
March 02 2011 02:49 GMT
#18
On March 02 2011 11:33 101toss wrote:
Show nested quote +
On March 02 2011 11:29 Chicane wrote:
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).

Are you defending blizzard's shitty map pool?

The reason he drew it as one color is because the armies (if well coordinated) become 1 massive deathball/army in shared base/non-random spawn maps. Compare this to BGH, where people end up fighting for themselves.



Oh god it's you again... just read my post and you will know my thoughts on it. If that is still too difficult, then just read the first line of the second paragraph.
warshop
Profile Joined March 2010
Canada490 Posts
Last Edited: 2011-03-02 02:54:38
March 02 2011 02:49 GMT
#19
On March 02 2011 11:35 orotoss wrote:
Non-shared base maps make cheesy rush builds even more viable, specifically in 2v2s. 1 player can never take on 2 players in the early game. Builds like speedling/hellion or speedling/zealot are very hard to stop if one of you is zerg and you don't share chokes. In 1v1, zvz it is already hard to stop mass speedling/baneling rushes (10/11 pool) and adding in zealots/hellions makes it nearly impossible. If your teammate leaves his wall to come help you, he leaves his base completely vulnerable. And if your ally is terran, his marines are completely exposed while they run to your base.

I think the more interesting 2v2 games always occur on the shared base maps, like twilight fortress. The real problem comes down to zerg's inability to wall off, which is perfectly balanced in 1v1s, but easily exploitable in 2v2s.


orotoss summed it up (my opinion that is). It is way too hard to defend early game in 2v2s against aggressive (all-in) build.

I'll edit my post to add this :

I have to agree that such map (4v4 or 3v3) are uninteresting in SC2 (I agree with the 3 points you mentioned). BGH gave a lot more depth and variance in tactics than Outpost for instance. Although, I do want to emphasize on 2v2s, as I think shared base are a welcome addition. In 4v4, losing an ally is not always dramatic, as perhaps some of us are teching and hoping to do enough damage to recover from this lost.

Anyhow, I do agree that BGH play style was a lot more fun.
Mercury-
Profile Joined December 2010
Great Britain804 Posts
March 02 2011 02:50 GMT
#20
On March 02 2011 11:45 DSun wrote:
the problem with cheesing on a split base map is that the cheeser's weakened economy leaves him vulnerable to counter-attacks by the teammates that werent cheesed. if all 3 players cut workers and lose a bunch of their units just to kill one player from the other team, the remaining two players on that team will simply crush the cheesers. this will be helped out by the fact that as long as the cheesed player keeps a worker alive he will always still be in the game.

It doesn't work that way. By the time tech kicks in you will be down at least one person and the enemy will have a solid position. Unless it's some stuff like quad 6pool but that's retarded anyway.

And lol @ being in the game with 1 worker
Marl
Profile Joined January 2010
United States692 Posts
March 02 2011 02:51 GMT
#21
I totally agree with this. I've been thinking about it pretty much since 4v4s came out. I HATE having to watch the 3 or 4 entrances to our base on Extinction and the other shared main maps. Also it pretty much eliminates you from being able to counter attack because if they attack your ally, and aren't stopped, you're just as screwed.
sushiman
Profile Joined September 2003
Sweden2691 Posts
March 02 2011 02:55 GMT
#22
Wow, lots of people doesn't seem to have played BW at all, or they wouldn't whine about people ganging up on others. ~~

I've been seriously pissed about the shared bases since late beta, when they removed the only maps that didn't have super-close positions in 2v2 from the pool. 3v3 and 4v4 maps have always been bad due to the fortress style of them, which makes gameplay really stale.
They should at least mix it up and make some hunters-style maps - if people are so worried about rushing, make the paths between bases longer. Or just force people to scout and react. Actually, it should cut down on cheesing since countering would be way way stronger.
1000 at least.
101toss
Profile Blog Joined April 2010
3232 Posts
March 02 2011 02:58 GMT
#23
On March 02 2011 11:55 sushiman wrote:
They should at least mix it up and make some hunters-style maps - if people are so worried about rushing, make the paths between bases longer. Or just force people to scout and react. Actually, it should cut down on cheesing since countering would be way way stronger.

There is a BGH on custom maps for SC2

Too bad it's impossible to find
Math doesn't kill champions and neither do wards
woowoo
Profile Joined May 2010
France164 Posts
March 02 2011 03:06 GMT
#24
I remember having a blast in 3v3 Hunters, spawning at top left position, holding the 3v1 enough time to see my teammates flank the enemy.

Since we are discussing maps, I think Xel naga towers favor deathballs and thus should be destructible like rocks.
wooooo
Sein
Profile Blog Joined September 2010
United States1811 Posts
March 02 2011 03:09 GMT
#25
I agree and I actually made a post similar to this myself a few months ago. I really miss those non-shared base maps. I will just quote that post and add a couple more points to it.

On December 01 2010 05:41 Sein wrote:

I was wondering if there are many other people who would like more variety in 2v2 ladder maps, or if I was in a small minority wanting this. Currently, almost every single 2v2 map is "shared base" type.

I personally prefer maps where the four players are about equally distanced from one another, because it makes counterattacking your opponent bases while your ally is under attack a much more potent option than in shared base maps. "Shared base" maps make either helping your ally or sitting in your base building up an army while your ally is dying almost always better choices than trying to attack your enemy bases at the same time.

Why? Your ally's base is 5 steps away, so why not just help him when your enemy bases are so far away? Chances are the opponent players will have a good number of reinforcement units by the time you get to their bases, and since the two enemy bases are very close to each other, you are basically attacking two players instead of one, which put you at a disadvantage. It also puts your own base in a very vulnerable position because if the opponent units are attacking your ally, that means they are also right in front of your own base. Quick air units like mutas and banshees are a few exceptions.

Of course, people have different preferences. Some of my friends really like these shared base maps, and I respect their opinions. However, I would just like to see more variety, as in a good mix of shared base and non-shared base type (where the four players are about equally distanced from one another) maps. I liked LT and Metalopolis when they were in the 2v2 map pool, and I don't really understand why they were taken out.


Yes, 2v2 on non-shared base maps are T1 fests especially at the higher levels because whichever team gathers up first and attacks usually gains an advantage, but you know, these T1 battles sometimes turn out to be pretty exciting because it is a nonstop skirmish in the middle of the map and you rarely get a "break" where your units are sitting in your base while you macro up nicely. It's a different style of play. I remember I actually quite liked watching and playing this type of games back in the bw days.

I'm not suggesting (and I don't think OP is either) that Blizz should replace the entire map pool with non-shared base maps. Just mix in 2-3 of these maps and I think this will add some nice variety to the team games.
Leeto
Profile Joined August 2007
United States1320 Posts
March 02 2011 03:14 GMT
#26
The poll option for randomized spawns on shared base maps is funny. I don't know if it's been fixed, but a while ago you could play custom 1v1s on Twilight Fortress and stuff and spawn right next to the opponent. That led to some crazy worker rushes.

On topic, I'm also disappointed in the team map pool. Even if they just added Metal or LT to the 2v2 pool I'd be happy. It leads to more dynamic games, and different styles of play for shared base, close base, and regular base maps.
Railxp
Profile Blog Joined February 2008
Hong Kong1313 Posts
March 02 2011 03:16 GMT
#27
[image loading]

this picture of yours perfectly describes how awesome sc 3v3 should be. You nailed it right on the head, as imba as BGH was it has fucking awesome games.

i hope blizzard notices >.<
~\(。◕‿‿◕。)/~,,,,,,,,>
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
Last Edited: 2011-03-02 03:30:09
March 02 2011 03:17 GMT
#28
On March 02 2011 11:29 Chicane wrote:
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).

i was depicting what i felt the games felt like, and the pictures were clearly labeled. of course my post is biased, i have a strong opinion on this. i give ample analysis, and posted the original map pictures. i don't understand why you are nitpicking.

On March 02 2011 11:32 Mercury- wrote:
How many team games did you play in SC2? Non-shared bases means you lose people instantly to any kind of mass t1 allin + lings. Outpost is actually a great map btw since you can still rush but it's still defendable and later on the expo positions can lead to the game being spli into 2 seperate 2v2s.

Also the poll is biased, non-shared bases wouldn't be "too difficult", it would just dumb 4v4 down into mass lings + x, kinda like 2v2 and 3v3 mostly already is.

i have played easily 1000+ team games in sc2, not that that number means anything, but at a decent level, too. combined with brood war team games, pretty sure i have at least 10k. i do not believe that it is possible to "dumb 4v4 down" any more than it already has been.



for those of you concerned about cheese, a cheese on a map with randomized spawns and individual bases would mean travel between your targets is very long. it is more difficult than proxying somewhere where you can kill one person after another extremely easily.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Whitewing
Profile Joined October 2010
United States7483 Posts
March 02 2011 03:20 GMT
#29
BGH wasn't on a ladder system.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
Last Edited: 2011-03-02 03:24:44
March 02 2011 03:24 GMT
#30
I fully support non-shared maps. Arid Wastes is a great map for this reason, because it's very hard to help defend your teammate. I'm happy they removed Tarsonis Assault (most generic map of all time) and War Zone, but the new 2v2 maps just make for 2-base all ins gogogogo lameness. So while it's great that they're huge for the most part, there's just not enough resources on them to make for awesome games.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
March 02 2011 03:24 GMT
#31
On March 02 2011 12:20 Whitewing wrote:
BGH wasn't on a ladder system.

please explain why this is relevant.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Sein
Profile Blog Joined September 2010
United States1811 Posts
March 02 2011 03:25 GMT
#32
On March 02 2011 12:20 Whitewing wrote:
BGH wasn't on a ladder system.


The Hunters was though, wasn't it?
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
Last Edited: 2011-03-02 03:26:07
March 02 2011 03:25 GMT
#33
I have fond memories of playing 3v3 @ Hunters in SC:BW. Anyone who played with a set team in pubbies may remember the glorious horrors of attempting to join and host games. Most people couldn't host games, battle.net seemed finicky in this regard. Although most of these people probably didn't understand basic port forwarding. This lack of hosts sometimes caused the classic 3 man join maneuver. Attempting to join a pub game and beg the host to put you on the same team as your buddies. It was annoying for the host, and a big hassle for players trying to play on the same team.

For teams that could host games, it was easier, but there were still hardships. Constantly people will join and instantly quit your games. They either realized you were a set team about to crush 3 pub players, or they were too impatient to wait more than 3 seconds for more players to join. Every attempt to play a 3v3 was a journey, a mission, a battle of Man vs. Battle.net
The glory of the first battle in the middle of the map was unmatched. It was a beautiful thing, and I hope it shall continue in SC2. Everyone sent out their first zealot or lings. The problem is that the maps in sc2 team games just straight up suck for early game micro games. I don't know, I'm sure they are just trying to be noob friendly -_-

Thanks to the excellent matchmaker, we no longer have the joining and hosting problems but they introduced a whole new problem with the map pool.

I actually wrote that thing about joining and hosting games a while ago, I just thought it was too stupid to actually make a blog or thread based on that.

That being said, I completely and fully agree with intrigue
I can only play starcraft when I am shit canned. IPXZERG is a god.
Alou
Profile Blog Joined March 2010
United States3748 Posts
March 02 2011 03:30 GMT
#34
I've been finding 4s boring too whenever I play. Most of the time it's just massing up units and then A moving. Only ever have fun on SC2 in team games when we're messing around and only making one unit or doing really weird builds.
Life is Good.
Sein
Profile Blog Joined September 2010
United States1811 Posts
March 02 2011 03:31 GMT
#35
On March 02 2011 12:25 Rotodyne wrote:
I have fond memories of playing 3v3 @ Hunters in SC:BW. Anyone who played with a set team in pubbies may remember the glorious horrors of attempting to join and host games. Most people couldn't host games, battle.net seemed finicky in this regard. Although most of these people probably didn't understand basic port forwarding. This lack of hosts sometimes caused the classic 3 man join maneuver. Attempting to join a pub game and beg the host to put you on the same team as your buddies. It was annoying for the host, and a big hassle for players trying to play on the same team.

For teams that could host games, it was easier, but there were still hardships. Constantly people will join and instantly quit your games. They either realized you were a set team about to crush 3 pub players, or they were too impatient to wait more than 3 seconds for more players to join. Every attempt to play a 3v3 was a journey, a mission, a battle of Man vs. Battle.net
The glory of the first battle in the middle of the map was unmatched. It was a beautiful thing, and I hope it shall continue in SC2. Everyone sent out their first zealot or lings. The problem is that the maps in sc2 team games just straight up suck for early game micro games. I don't know, I'm sure they are just trying to be noob friendly -_-

Thanks to the excellent matchmaker, we no longer have the joining and hosting problems but they introduced a whole new problem with the map pool.

I actually wrote that thing about joining and hosting games a while ago, I just thought it was too stupid to actually make a blog or thread based on that.

That being said, I completely and fully agree with intrigue


We're going a bit off topic here, but man, I agree with you. It was so hard to play 3's (on the US server at least) due to the reasons you've mentioned and also because some hosts were paranoid and randomly kicked people out for not having enough games (apparently it means you're a maphacker according to them).
Kyadytim
Profile Joined March 2009
United States886 Posts
Last Edited: 2011-03-02 03:34:21
March 02 2011 03:31 GMT
#36
The problem with split base maps is that they actually kills creativity. In Brood War, pro 2v2 died because there was a single strategy for PZ which dominated every possible strategy for every other race combination. Thus, more or less every 2v2 was PZvPZ, with both Zergs opening 9-pool speed into 1-hatch muta with no further drones pumped, while the Protoss both opened 2-gate into 3-gate Dragoon into Templar tech. There were a few TZ teams that tried, but Mutalisks force the Terran to play MM + Vessels, and Templar + Dark Archons shut that down hard. There was one 2v2 map, however, that didn't follow this pattern. Hunters. Hunters was even worse. Whichever team had a player that tried to tech past Zerglings, Zealots, or Marines first, lost.

The principles which caused this problem exist in SC2, as well. Mass speedling yields map control. This prevents players on the other team from moving out without being immediately faced with a 2v1 situation. They can't join armies and fight together. The only unit that can match the threat and mobility of Zerglings is Zerglings of your own. Furthermore, Mutalisks force every player to be able to defend against Mutalisks, unless that team has an equal air force. Their are some units that could match the mobility of the mutalisk (corsair, phoenix), but they don't match the threat, so the Mutalisks were always the aggressive group, which gives them the advantage.

As an addendum, proleague rules didn't allow teams to have both players select Zerg. There were some teams that played Zerg Random in hopes of getting two Zergs, because two Zerg far and away dominated 2v2, for the principles described above.
In general, these principles apply to 3v3 and 4v4 as well. A team with 1 Zerg will almost always have that Zerg killed by early aggression of 2 Zergs on the other team, and from there, that team is down a player and down map control, and the non-zerg on the team that has map control can essentially have opened Nexus or CC first (in fact, in BW 2v2, PZ against TT, if the Zerg opened 9-pool speed, the Protoss could open Nexus first and then tech right to Dragoons, because of the map control provided by the mass speedling), or tech rapidly to something which will crush players forced to play against mass ling, such as cloaked Banshees, DTs, or Colossi. This works because every player on the team with less Zerg players is forced to have enough units to defend against Speedlings, while the players on the team with more Zergs can often cut units for econ or tech.

Shared bases alleviates more or less all of these problems, allowing a variety of strategies to be effective, and making the game more about player skill and decision making than ability to execute the one superior strategy.

TL;DR
Shared base maps allow for more varied play because of the mechanics of pressure and map control.

Also, the poll sucks. There's no option for non-shared base maps are worse than shared base maps.
Highways
Profile Joined July 2005
Australia6103 Posts
Last Edited: 2011-03-02 03:47:48
March 02 2011 03:35 GMT
#37
It much more better having allies on the same side as you.

BGH was massively lucked based depending where everybody spwans. I mean if your ally spawns all the way at the top and you spawn at the bottom surrounded by your enemies then you are totally fucked.
#1 Terran hater
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 02 2011 03:36 GMT
#38
Totally agree. Blizzard doesn't realize how much more fun it is when bases are seperate

Gogo custom maps though!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Mercury-
Profile Joined December 2010
Great Britain804 Posts
March 02 2011 03:37 GMT
#39
On March 02 2011 12:31 Kyadytim wrote:
The problem with split base maps is that they actually kills creativity. In Brood War, pro 2v2 died because there was a single strategy for PZ which dominated every possible strategy for every other race combination. Thus, more or less every 2v2 was PZvPZ, with both Zergs opening 9-pool speed into 1-hatch muta with no further drones pumped, while the Protoss both opened 2-gate into 3-gate Dragoon into Templar tech. There were a few TZ teams that tried, but Mutalisks force the Terran to play MM + Vessels, and Templar + Dark Archons shut that down hard. There was one 2v2 map, however, that didn't follow this pattern. Hunters. Hunters was even worse. Whichever team had a player that tried to tech past Zerglings, Zealots, or Marines first, lost.

The principles which caused this problem exist in SC2, as well. Mass speedling yields map control. This prevents players on the other team from moving out without being immediately faced with a 2v1 situation. They can't join armies and fight together. The only unit that can match the threat and mobility of Zerglings is Zerglings of your own. Furthermore, Mutalisks force every player to be able to defend against Mutalisks, unless that team has an equal air force. Their are some units that could match the mobility of the mutalisk (corsair, phoenix), but they don't match the threat, so the Mutalisks were always the aggressive group, which gives them the advantage.

As an addendum, proleague rules didn't allow teams to have both players select Zerg. There were some teams that played Zerg Random in hopes of getting two Zergs, because two Zerg far and away dominated 2v2, for the principles described above.
In general, these principles apply to 3v3 and 4v4 as well. A team with 1 Zerg will almost always have that Zerg killed by early aggression of 2 Zergs on the other team, and from there, that team is down a player and down map control, and the non-zerg on the team that has map control can essentially have opened Nexus or CC first (in fact, in BW 2v2, PZ against TT, if the Zerg opened 9-pool speed, the Protoss could open Nexus first and then tech right to Dragoons, because of the map control provided by the mass speedling), or tech rapidly to something which will crush players forced to play against mass ling, such as cloaked Banshees, DTs, or Colossi. This works because every player on the team with less Zerg players is forced to have enough units to defend against Speedlings, while the players on the team with more Zergs can often cut units for econ or tech.

Shared bases alleviates more or less all of these problems, allowing a variety of strategies to be effective, and making the game more about player skill and decision making than ability to execute the one superior strategy.

TL;DR
Shared base maps allow for more varied play because of the mechanics of pressure and map control.

Also, the poll sucks. There's no option for non-shared base maps are worse than shared base maps.
Exactly. Thank you.
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
Last Edited: 2011-03-02 03:47:02
March 02 2011 03:39 GMT
#40
i don't think it's as bad as you say, certainly not at the casual gamer level. the # of zergs per team determining the entire early game dynamic is a bit different in sc2, too, because spine crawlers and banelings both offer a much earlier defense to mass ling. how viable this is has yet to be determined, but i dare say it is definitely easier on the lone z in sc2 than in brood war.

even if this were not the case, i think shared bases are still too drastic of a "solution". i strongly doubt these were blizzard's considerations in the current map pool. i do not think professional 2v2 in brood war would have survived even if everything were shared bases.

On March 02 2011 12:35 Highways wrote:
It much more better having allies on the same side as you.

BGH was massively lucked based depending where everybody spwans.

so instead you prefer perfectly symmetrical maps every single game with no differing variables? you guys are overstating the effect of how "lucked based" and balanced a map is on a non-professional level. sure you'll probably be surrounded by three protosses as zerg a few times, but the vast majority of scenarios are surmountable by experience and skill.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Manifesto7
Profile Blog Joined November 2002
Osaka27139 Posts
March 02 2011 03:39 GMT
#41
On March 02 2011 11:29 Chicane wrote:
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).


The point of an essay is to argue a point.
ModeratorGodfather
Lunchador
Profile Joined April 2010
United States776 Posts
Last Edited: 2011-03-02 03:49:39
March 02 2011 03:47 GMT
#42
Totally agree. Blizzard doesn't realize how much more fun it is when bases are seperate


They're really not, unless if all you love is cheesing and T1 aggression every single time.

There's a reason I have almost every split base map possible veto'd from my map selection, especially since 80% of my team games played are random team: It's just way too simple to cheese and outright kill one player before your allies can even react. Surely you've run into PZ teams that do 8-10 pool to force your team to block off, only to find that they used a spotter overlord to warp in zealots at the back of your base, killing off your workers while keeping you occupied in the front. Surely you've run into pre-patch reaperling BS. That stuff really only works because no way in hell can one stop two.

And SC1, 1vx defense was possible because terrans didn't have marauders and zerg didn't have roaches. Also, hydras with no upgrades were terrible. And the old high ground advantage really does scare away any early attacks.
Defender of truth, justice, and noontime meals!
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
March 02 2011 03:50 GMT
#43
On March 02 2011 12:47 Lunchador wrote:
Show nested quote +
Totally agree. Blizzard doesn't realize how much more fun it is when bases are seperate


They're really not, unless if all you love is cheesing and T1 aggression every single time.

There's a reason I have almost every split base map possible veto'd from my map selection, especially since 80% of my team games played are random team: It's just way too simple to cheese and outright kill one player before your allies can even react. Surely you've run into PZ teams that do 8-10 pool to force your team to block off, only to find that they used a spotter overlord to warp in zealots at the back of your base, killing off your workers while keeping you occupied in the front. Surely you've run into pre-patch reaperling BS. That stuff really only works because no way in hell can one stop two.

And SC1, 1vx defense was possible because terrans didn't have marauders and zerg didn't have roaches. Also, hydras with no upgrades were terrible. And the old high ground advantage really does scare away any early attacks.


I love split bases. I like T1.5 aggression every single game.
I can only play starcraft when I am shit canned. IPXZERG is a god.
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 02 2011 03:52 GMT
#44
On March 02 2011 12:50 Rotodyne wrote:
Show nested quote +
On March 02 2011 12:47 Lunchador wrote:
Totally agree. Blizzard doesn't realize how much more fun it is when bases are seperate


They're really not, unless if all you love is cheesing and T1 aggression every single time.

There's a reason I have almost every split base map possible veto'd from my map selection, especially since 80% of my team games played are random team: It's just way too simple to cheese and outright kill one player before your allies can even react. Surely you've run into PZ teams that do 8-10 pool to force your team to block off, only to find that they used a spotter overlord to warp in zealots at the back of your base, killing off your workers while keeping you occupied in the front. Surely you've run into pre-patch reaperling BS. That stuff really only works because no way in hell can one stop two.

And SC1, 1vx defense was possible because terrans didn't have marauders and zerg didn't have roaches. Also, hydras with no upgrades were terrible. And the old high ground advantage really does scare away any early attacks.


I love split bases. I like T1.5 aggression every single game.


Have you played any non-split base maps? I'm talking about rotational symmetry maps with forced TvB spawns in particular.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
March 02 2011 03:54 GMT
#45
On March 02 2011 12:47 Lunchador wrote:
And SC1, 1vx defense was possible because terrans didn't have marauders and zerg didn't have roaches. Also, hydras with no upgrades were terrible. And the old high ground advantage really does scare away any early attacks.

i do not agree at all with the rest of your post, but this is a very good point and a major concern of mine. there might be TOO little defender's advantage when marauders, roaches, and banelings come into the picture.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Kyadytim
Profile Joined March 2009
United States886 Posts
Last Edited: 2011-03-02 03:59:09
March 02 2011 03:57 GMT
#46
On March 02 2011 12:39 intrigue wrote:
i don't think it's as bad as you say, certainly not at the casual gamer level. the # of zergs per team determining the entire early game dynamic is a bit different in sc2, too, because spine crawlers and banelings both offer a much earlier defense to mass ling. how viable this is has yet to be determined, but i dare say it is definitely easier on the lone z in sc2 than in brood war.

even if this were not the case, i think shared bases are still too drastic of a "solution". i strongly doubt these were blizzard's considerations in the current map pool.


Banelings are nice, but they still don't help a single Zerg defend against 2 Zergs who pooled at around 8 to 10, because even if he matches that timing, there are still twice as many lings in his base, give or take, as he has. Furthermore, spine crawlers are worse against this sort of early aggression, because they can't be half produced before the pool finishes like sunken colonies could. Also, it was harder to fight drones with Zerglings in BW than it is in SC2, because drones had enough range to shoot over each other, and Zerglings would ignore them if there was any real combat unit attacking them.


You're right, though. At the casual level, players don't know how to take advantage of the holes maps like Hunters provide. Anyone who plays 2v2 competitively, though, quickly learns them and becomes frustrated at being forced into one of the few strategies that work. I don't know about you, but I'd put the cutoff for casual player between gold and platinum, give or take. Of course, shared base maps are also more casual friendly, because no one likes getting 2v1ed while their ally refuses to move from behind his wall-in.

On the other hand, I can't count how many games I've lost on BGH because I was fighting a player who was aggressively fighting me, and one of his allies joined in against me, while too many players on my team were passively teching. They may not understand the principle, but they apply it just fine.

Also, to directly contradict the original post, I play 4s with some friends on and off, and our games on outpost are absolutely nothing like what he described. Proper use of terrain and defensive advantages such as forcefields and/or siege tanks will easily allow 2 or 3 players to hold off all 4 of the other team's players, while the ones not involved in that battle can go wreck stuff on the other side of the map. If his games turn into "turtle to giant joint army and a-move" it's because he lets them. Shared base maps tend to follow the same principles as 1v1 games, but they're more complex.
Sein
Profile Blog Joined September 2010
United States1811 Posts
March 02 2011 03:57 GMT
#47
On March 02 2011 12:47 Lunchador wrote:
Show nested quote +
Totally agree. Blizzard doesn't realize how much more fun it is when bases are seperate


They're really not, unless if all you love is cheesing and T1 aggression every single time.

There's a reason I have almost every split base map possible veto'd from my map selection, especially since 80% of my team games played are random team: It's just way too simple to cheese and outright kill one player before your allies can even react. Surely you've run into PZ teams that do 8-10 pool to force your team to block off, only to find that they used a spotter overlord to warp in zealots at the back of your base, killing off your workers while keeping you occupied in the front. Surely you've run into pre-patch reaperling BS. That stuff really only works because no way in hell can one stop two.

And SC1, 1vx defense was possible because terrans didn't have marauders and zerg didn't have roaches. Also, hydras with no upgrades were terrible. And the old high ground advantage really does scare away any early attacks.


People aren't suggesting that every map on the pool should be non-shared base. You have your preferences. Fair enough. We also have ours and we'd like to have a more diverse map pool.
Kyadytim
Profile Joined March 2009
United States886 Posts
March 02 2011 04:02 GMT
#48
On March 02 2011 12:57 Sein wrote:
Show nested quote +
On March 02 2011 12:47 Lunchador wrote:
Totally agree. Blizzard doesn't realize how much more fun it is when bases are seperate


They're really not, unless if all you love is cheesing and T1 aggression every single time.

There's a reason I have almost every split base map possible veto'd from my map selection, especially since 80% of my team games played are random team: It's just way too simple to cheese and outright kill one player before your allies can even react. Surely you've run into PZ teams that do 8-10 pool to force your team to block off, only to find that they used a spotter overlord to warp in zealots at the back of your base, killing off your workers while keeping you occupied in the front. Surely you've run into pre-patch reaperling BS. That stuff really only works because no way in hell can one stop two.

And SC1, 1vx defense was possible because terrans didn't have marauders and zerg didn't have roaches. Also, hydras with no upgrades were terrible. And the old high ground advantage really does scare away any early attacks.


People aren't suggesting that every map on the pool should be non-shared base. You have your preferences. Fair enough. We also have ours and we'd like to have a more diverse map pool.


Something to consider is that maps where luck can really influence the outcome of the game, such as a 4v4 on Hunters in BW, are detrimental to a ladder that accurately reflects the skill of the players on it.
MichaelJLowell
Profile Blog Joined January 2010
United States610 Posts
March 02 2011 04:08 GMT
#49
I played Warcraft III for eight years and continue to play the game. Most of that time is spent playing Four vs. Four Random Team. Warcraft III teams are absolutely superior to Starcraft games because you can rush, you can tech, you can expand, you can turtle, you can play harassment styles, you can play a gigantic number of gimmick and feeding strategies. You can do this because Warcraft III is predicated on soft counters. If the enemy floods one side and your allies are on the other side, they can Town Portal. And since static base defense assures the defending base can be protected long enough that his teammates can determine a course of action, it works.

Starcraft II is entirely predicated on hard counters and those hard counters were built for the One vs. One gametype. Every map has a ramp because Zerglings can get into the inside of a Terran or Protoss base and wreak havoc. Every map has an easily-defendable natural expansion because Zerg basically requires it. Blizzard strategy games are built on the philosophy of "bend but don't break" and Starcraft is far more rigid than Warcraft III. The game is balanced around the idea that an individual player is only capable of defending against the range of tactics and strategies being employed by another individual player. He is not capable of defending himself against multiple threats from multiple players simultaneously. This is the same reason that free-for-alls are so awful in Starcraft. The player isn't given the options to deal with it. He has no free base defense. His buildings are made out of paper. And skilled micromanagement can't be parlayed into massive gains like it can in Warcraft III. In most standard early-game Starcraft situations, your units have to take some kind of damage in order to deal it back. That limits how long a player can hold out against a much larger force. Thus, this reduces the complexity in team games because specific team-oriented strategies will always defeat or seriously maim a single player, no matter how talented he or she is. This funnels team games into a series of the "most efficient" timing pushes and rushes predicated on seriously harming a single player before his teammates can adequately respond to the threat. There's nothing complex about that.

Hardcore Starcraft players didn't want any change to that model so the only conceivable option is to let players "share bases". Shared bases are the only thing that allow a team ample room to bend but not break when they're caught out of position. Shared bases are the only thing that discourage the idea of immediate and constant harassment or rush play and removing those shared bases is only going to further reduce the number of interesting strategies that can be played. We already know that the Korean leagues used to play team games in Brood War and then decided they couldn't hold up to the same scrutiny. Diminishing the ability for teams to play as a team isn't going to help that.
http://www.learntocounter.com - I'm a "known troll" so please disconnect your kid's computer when I am on the forums.
RinconH
Profile Joined April 2010
United States512 Posts
March 02 2011 04:09 GMT
#50
On March 02 2011 12:31 Kyadytim wrote:
The problem with split base maps is that they actually kills creativity. In Brood War, pro 2v2 died because there was a single strategy for PZ which dominated every possible strategy for every other race combination. Thus, more or less every 2v2 was PZvPZ, with both Zergs opening 9-pool speed into 1-hatch muta with no further drones pumped, while the Protoss both opened 2-gate into 3-gate Dragoon into Templar tech. There were a few TZ teams that tried, but Mutalisks force the Terran to play MM + Vessels, and Templar + Dark Archons shut that down hard. There was one 2v2 map, however, that didn't follow this pattern. Hunters. Hunters was even worse. Whichever team had a player that tried to tech past Zerglings, Zealots, or Marines first, lost.

The principles which caused this problem exist in SC2, as well. Mass speedling yields map control. This prevents players on the other team from moving out without being immediately faced with a 2v1 situation. They can't join armies and fight together. The only unit that can match the threat and mobility of Zerglings is Zerglings of your own. Furthermore, Mutalisks force every player to be able to defend against Mutalisks, unless that team has an equal air force. Their are some units that could match the mobility of the mutalisk (corsair, phoenix), but they don't match the threat, so the Mutalisks were always the aggressive group, which gives them the advantage.

As an addendum, proleague rules didn't allow teams to have both players select Zerg. There were some teams that played Zerg Random in hopes of getting two Zergs, because two Zerg far and away dominated 2v2, for the principles described above.
In general, these principles apply to 3v3 and 4v4 as well. A team with 1 Zerg will almost always have that Zerg killed by early aggression of 2 Zergs on the other team, and from there, that team is down a player and down map control, and the non-zerg on the team that has map control can essentially have opened Nexus or CC first (in fact, in BW 2v2, PZ against TT, if the Zerg opened 9-pool speed, the Protoss could open Nexus first and then tech right to Dragoons, because of the map control provided by the mass speedling), or tech rapidly to something which will crush players forced to play against mass ling, such as cloaked Banshees, DTs, or Colossi. This works because every player on the team with less Zerg players is forced to have enough units to defend against Speedlings, while the players on the team with more Zergs can often cut units for econ or tech.

Shared bases alleviates more or less all of these problems, allowing a variety of strategies to be effective, and making the game more about player skill and decision making than ability to execute the one superior strategy.

TL;DR
Shared base maps allow for more varied play because of the mechanics of pressure and map control.

Also, the poll sucks. There's no option for non-shared base maps are worse than shared base maps.


This guys wins the thread. No other posts needed.
FLuE
Profile Joined September 2010
United States1012 Posts
March 02 2011 04:12 GMT
#51
It is about variety, that is the spice of life after all right?

I'd love if there were a few maps that had 6-8 spawn locations and it was random. I remember in BW part of the strategy on Hunters was quickly identifying certain things :

A - Who was isolated and could be attacked first. Do we save him or counter.

B - Who was close together and could share defense and perhaps expand or one player could defend another while teching.

C - Who can we take out first.

Yes it did open up ganging up on one player if isolated, but then your team had to either save you or they could easily counter. I also do like the shared bases, and more set spawn locations.

I don't see why everything in SC2 always has to be absolutes. Both options are fun why can't we just get both?
Hokay
Profile Joined May 2007
United States738 Posts
March 02 2011 04:15 GMT
#52
I like shared bases (the game plays more like a more complex 1v1). The maps they took out for 2v2 were too biased for army compositions of speed and it was frustrating helping your ally out at time. The new maps have better open field battles are huge and tons of fun during macro games as well.
Marou
Profile Blog Joined April 2010
Germany1371 Posts
Last Edited: 2011-03-02 04:23:21
March 02 2011 04:17 GMT
#53
Men i had this feeling, i was also enjoying the team games a lot bore in BW rather than in SC2. I also wondered why The Hunters or Big Game Hunters were not there at the release of sc2, that's the first map i have been looking for just after launching the game !

I fully support you and i think you should post this on blizzard's forum !

Edit : after reading a little bit more about the thread i have to say he made a good point :

On March 02 2011 13:08 MichaelJLowell wrote:
+ Show Spoiler +
I played Warcraft III for eight years and continue to play the game. Most of that time is spent playing Four vs. Four Random Team. Warcraft III teams are absolutely superior to Starcraft games because you can rush, you can tech, you can expand, you can turtle, you can play harassment styles, you can play a gigantic number of gimmick and feeding strategies. You can do this because Warcraft III is predicated on soft counters. If the enemy floods one side and your allies are on the other side, they can Town Portal. And since static base defense assures the defending base can be protected long enough that his teammates can determine a course of action, it works.

Starcraft II is entirely predicated on hard counters and those hard counters were built for the One vs. One gametype. Every map has a ramp because Zerglings can get into the inside of a Terran or Protoss base and wreak havoc. Every map has an easily-defendable natural expansion because Zerg basically requires it. Blizzard strategy games are built on the philosophy of "bend but don't break" and Starcraft is far more rigid than Warcraft III. The game is balanced around the idea that an individual player is only capable of defending against the range of tactics and strategies being employed by another individual player. He is not capable of defending himself against multiple threats from multiple players simultaneously. This is the same reason that free-for-alls are so awful in Starcraft. The player isn't given the options to deal with it. He has no free base defense. His buildings are made out of paper. And skilled micromanagement can't be parlayed into massive gains like it can in Warcraft III. In most standard early-game Starcraft situations, your units have to take some kind of damage in order to deal it back. That limits how long a player can hold out against a much larger force. Thus, this reduces the complexity in team games because specific team-oriented strategies will always defeat or seriously maim a single player, no matter how talented he or she is. This funnels team games into a series of the "most efficient" timing pushes and rushes predicated on seriously harming a single player before his teammates can adequately respond to the threat. There's nothing complex about that.

Hardcore Starcraft players didn't want any change to that model so the only conceivable option is to let players "share bases". Shared bases are the only thing that allow a team ample room to bend but not break when they're caught out of position. Shared bases are the only thing that discourage the idea of immediate and constant harassment or rush play and removing those shared bases is only going to further reduce the number of interesting strategies that can be played. We already know that the Korean leagues used to play team games in Brood War and then decided they couldn't hold up to the same scrutiny. Diminishing the ability for teams to play as a team isn't going to help that.


I enjoyed bw the most with BGH and i loved war3 which i mastered far more than bw where i were a total noob, i think we should just try out and see how it goes, maybe it will be broken, maybe it won't....or maybe Blizzard already noticed that it was indeed broken and that's why there is no BGH in blizzard's map pool =(
twitter@RickyMarou
Chicane
Profile Joined November 2010
United States7875 Posts
March 02 2011 04:19 GMT
#54
On March 02 2011 12:39 Manifesto7 wrote:
Show nested quote +
On March 02 2011 11:29 Chicane wrote:
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).


The point of an essay is to argue a point.


I'll quote myself. "Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts)."

Facts should be presented as facts, and opinions should be separate, even if they are along side them. Do you disagree?

Either way I am not looking to get into an argument over it, but drawing out all the possible paths with the same criteria seems most logical to me. It allows for people to draw their own conclusions based on facts and to also read the opinion of the original poster. Also just in case you feel like going there... no I don't think the "facts" need to be perfect, but I don't think anyone would deny that there is obvious bias in the diagrams that tries to push people in one direction.
stink123
Profile Blog Joined November 2009
United States241 Posts
March 02 2011 04:24 GMT
#55
I have to admit, I don't know what kind of BGH games you played, because every non-pub BGH game i played involved controlling the center, and then killing whomever wasn't Terran. After that, expand and win. Sometimes, you build defense in order to survive your opponents dt tech, but only because you dealt massive or fatal damage to one of his allies.
A good way to illustrate this point is to play TTTT vs PPPP teams. Terrans almost always lose (unless they get a good BBS off) because they can never control the center of the map while protoss masses goons and picks off the terrans one by one.
Iron curtain is probably the only map that made games extremely interesting, but it was also a coin toss for zerg players. Non shared base meant they dominated the skies with mutas, but shared base meant they died to Mass wraith/corsair.

However I do agree team games can get stale when there's only one attack path, but you can have shared base maps and still keep the variety by having multiple attack paths.
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
Last Edited: 2011-03-02 04:43:52
March 02 2011 04:34 GMT
#56
On March 02 2011 13:19 Chicane wrote:
Show nested quote +
On March 02 2011 12:39 Manifesto7 wrote:
On March 02 2011 11:29 Chicane wrote:
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).


The point of an essay is to argue a point.


I'll quote myself. "Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts)."

Facts should be presented as facts, and opinions should be separate, even if they are along side them. Do you disagree?

Either way I am not looking to get into an argument over it, but drawing out all the possible paths with the same criteria seems most logical to me. It allows for people to draw their own conclusions based on facts and to also read the opinion of the original poster. Also just in case you feel like going there... no I don't think the "facts" need to be perfect, but I don't think anyone would deny that there is obvious bias in the diagrams that tries to push people in one direction.

i already addressed this. are you trying to say you don't understand what a map looks like unless i draw out every possible drop path? be constructive or get out.

On March 02 2011 13:08 MichaelJLowell wrote:
+ Show Spoiler +
I played Warcraft III for eight years and continue to play the game. Most of that time is spent playing Four vs. Four Random Team. Warcraft III teams are absolutely superior to Starcraft games because you can rush, you can tech, you can expand, you can turtle, you can play harassment styles, you can play a gigantic number of gimmick and feeding strategies. You can do this because Warcraft III is predicated on soft counters. If the enemy floods one side and your allies are on the other side, they can Town Portal. And since static base defense assures the defending base can be protected long enough that his teammates can determine a course of action, it works.

Starcraft II is entirely predicated on hard counters and those hard counters were built for the One vs. One gametype. Every map has a ramp because Zerglings can get into the inside of a Terran or Protoss base and wreak havoc. Every map has an easily-defendable natural expansion because Zerg basically requires it. Blizzard strategy games are built on the philosophy of "bend but don't break" and Starcraft is far more rigid than Warcraft III. The game is balanced around the idea that an individual player is only capable of defending against the range of tactics and strategies being employed by another individual player. He is not capable of defending himself against multiple threats from multiple players simultaneously. This is the same reason that free-for-alls are so awful in Starcraft. The player isn't given the options to deal with it. He has no free base defense. His buildings are made out of paper. And skilled micromanagement can't be parlayed into massive gains like it can in Warcraft III. In most standard early-game Starcraft situations, your units have to take some kind of damage in order to deal it back. That limits how long a player can hold out against a much larger force. Thus, this reduces the complexity in team games because specific team-oriented strategies will always defeat or seriously maim a single player, no matter how talented he or she is. This funnels team games into a series of the "most efficient" timing pushes and rushes predicated on seriously harming a single player before his teammates can adequately respond to the threat. There's nothing complex about that.

Hardcore Starcraft players didn't want any change to that model so the only conceivable option is to let players "share bases". Shared bases are the only thing that allow a team ample room to bend but not break when they're caught out of position. Shared bases are the only thing that discourage the idea of immediate and constant harassment or rush play and removing those shared bases is only going to further reduce the number of interesting strategies that can be played. We already know that the Korean leagues used to play team games in Brood War and then decided they couldn't hold up to the same scrutiny. Diminishing the ability for teams to play as a team isn't going to help that.

excellent post. teamgames revolve more around lower tech units though, where hard counters don't factor as heavily (except for the marauder, the stupidest unit in any game i've ever played). i think the maps i want may end up playing out like you've described, but we haven't even had the option to move beyond theorycraft. judging from their 1v1 map pool, blizzard certainly does make errors in gauging what kind of maps work and what don't. it can't possibly hurt to introduce some new-styled maps.

people concerned about the "purity" of the ladder have to keep in mind the blatantly imbalanced maps that were in circulation long before this. do people care more about team-game ladder rank more or having a variety of maps to have a good time on? the fixation on rank and balance shouldn't apply as much to non-1v1 formats.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Kyadytim
Profile Joined March 2009
United States886 Posts
Last Edited: 2011-03-02 05:04:41
March 02 2011 05:03 GMT
#57
On March 02 2011 13:34 intrigue wrote:
Show nested quote +
On March 02 2011 13:19 Chicane wrote:
On March 02 2011 12:39 Manifesto7 wrote:
On March 02 2011 11:29 Chicane wrote:
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).


The point of an essay is to argue a point.


I'll quote myself. "Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts)."

Facts should be presented as facts, and opinions should be separate, even if they are along side them. Do you disagree?

Either way I am not looking to get into an argument over it, but drawing out all the possible paths with the same criteria seems most logical to me. It allows for people to draw their own conclusions based on facts and to also read the opinion of the original poster. Also just in case you feel like going there... no I don't think the "facts" need to be perfect, but I don't think anyone would deny that there is obvious bias in the diagrams that tries to push people in one direction.

i already addressed this. are you trying to say you don't understand what a map looks like unless i draw out every possible drop path? be constructive or get out.


First, I think the point that Chicane was making was that the BGH image might have looked something like this:
[image loading]
while the Outpost image might looked like this:
[image loading]

Suddenly, the Outpost game looks a whole lot more interesting than the BGH game.
Chicane
Profile Joined November 2010
United States7875 Posts
March 02 2011 05:03 GMT
#58
On March 02 2011 13:34 intrigue wrote:
Show nested quote +
On March 02 2011 13:19 Chicane wrote:
On March 02 2011 12:39 Manifesto7 wrote:
On March 02 2011 11:29 Chicane wrote:
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).


The point of an essay is to argue a point.


I'll quote myself. "Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts)."

Facts should be presented as facts, and opinions should be separate, even if they are along side them. Do you disagree?

Either way I am not looking to get into an argument over it, but drawing out all the possible paths with the same criteria seems most logical to me. It allows for people to draw their own conclusions based on facts and to also read the opinion of the original poster. Also just in case you feel like going there... no I don't think the "facts" need to be perfect, but I don't think anyone would deny that there is obvious bias in the diagrams that tries to push people in one direction.

i already addressed this. are you trying to say you don't understand what a map looks like unless i draw out every possible drop path? be constructive or get out.

Show nested quote +
On March 02 2011 13:08 MichaelJLowell wrote:
+ Show Spoiler +
I played Warcraft III for eight years and continue to play the game. Most of that time is spent playing Four vs. Four Random Team. Warcraft III teams are absolutely superior to Starcraft games because you can rush, you can tech, you can expand, you can turtle, you can play harassment styles, you can play a gigantic number of gimmick and feeding strategies. You can do this because Warcraft III is predicated on soft counters. If the enemy floods one side and your allies are on the other side, they can Town Portal. And since static base defense assures the defending base can be protected long enough that his teammates can determine a course of action, it works.

Starcraft II is entirely predicated on hard counters and those hard counters were built for the One vs. One gametype. Every map has a ramp because Zerglings can get into the inside of a Terran or Protoss base and wreak havoc. Every map has an easily-defendable natural expansion because Zerg basically requires it. Blizzard strategy games are built on the philosophy of "bend but don't break" and Starcraft is far more rigid than Warcraft III. The game is balanced around the idea that an individual player is only capable of defending against the range of tactics and strategies being employed by another individual player. He is not capable of defending himself against multiple threats from multiple players simultaneously. This is the same reason that free-for-alls are so awful in Starcraft. The player isn't given the options to deal with it. He has no free base defense. His buildings are made out of paper. And skilled micromanagement can't be parlayed into massive gains like it can in Warcraft III. In most standard early-game Starcraft situations, your units have to take some kind of damage in order to deal it back. That limits how long a player can hold out against a much larger force. Thus, this reduces the complexity in team games because specific team-oriented strategies will always defeat or seriously maim a single player, no matter how talented he or she is. This funnels team games into a series of the "most efficient" timing pushes and rushes predicated on seriously harming a single player before his teammates can adequately respond to the threat. There's nothing complex about that.

Hardcore Starcraft players didn't want any change to that model so the only conceivable option is to let players "share bases". Shared bases are the only thing that allow a team ample room to bend but not break when they're caught out of position. Shared bases are the only thing that discourage the idea of immediate and constant harassment or rush play and removing those shared bases is only going to further reduce the number of interesting strategies that can be played. We already know that the Korean leagues used to play team games in Brood War and then decided they couldn't hold up to the same scrutiny. Diminishing the ability for teams to play as a team isn't going to help that.

excellent post. teamgames revolve more around lower tech units though, where hard counters don't factor as heavily (except for the marauder, the stupidest unit in any game i've ever played). i think the maps i want may end up playing out like you've described, but we haven't even had the option to move beyond theorycraft. judging from their 1v1 map pool, blizzard certainly does make errors in gauging what kind of maps work and what don't. it can't possibly hurt to introduce some new-styled maps.

people concerned about the "purity" of the ladder have to keep in mind the blatantly imbalanced maps that were in circulation long before this. do people care more about team-game ladder rank more or having a variety of maps to have a good time on? the fixation on rank and balance shouldn't apply as much to non-1v1 formats.


I am being constructive. Notice I am not flaming you and I never even said I disagreed with your statement. My comments are completely valid and I feel I am being fair about it. It is alright that you don't like my input, but that doesn't mean you have to claim it is not constructive. Most people would agree that being fair to both view points (whether needed or not) is perfectly acceptable to bring up as criticism.

I was hoping to bring this up for you to consider in future posts so that they seem more valid... it is simply how arguments are traditionally supposed to go. My intention was not to get people upset over it.
101toss
Profile Blog Joined April 2010
3232 Posts
Last Edited: 2011-03-02 05:10:14
March 02 2011 05:07 GMT
#59
Marauders are actually terrible in team games. As you mentioned, it starts with low-tech units (lings/lots/rines), all of which fare well against Marauders. Then come the longer games, which end up focusing on air due to higher mobility and the ability for all your forces to attack simultaneously. Players on shared bases can actually afford to tech since taking expansions is easier when you have 4 defenders.

Also, team games are inherently broken, and obviously blizzard doesn't focus on this. Perhaps the best example of this is letting a Zerg ally use your medivacs with their units. Zergs w/ medics is completely OP.
Math doesn't kill champions and neither do wards
manicshock
Profile Joined November 2010
Canada741 Posts
March 02 2011 05:09 GMT
#60
My main complaint with the current team map pool isn't really base design but the lack of 3rds. Several of the maps it's just you take the gold or you 2 base allin. In 4v4 it's just difficult to take one.
Never argue with an idiot. They will just drag you down to their level and beat you with experience.
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2011-03-02 05:15:38
March 02 2011 05:11 GMT
#61
Any of the maps where the players in a team spawn too far from each other are decided in a 5-7 minute rush 95% of the games I've played in. Your teammate just can't get to your base to help fast enough. Randomized spawns would just make this problem even worse.
kamui8899
Profile Joined September 2010
81 Posts
March 02 2011 05:14 GMT
#62
This is one of my pet peeves tbh. Seperate bases, like the ICCUP maps, lead to very early rushes against a single partner which usually gg's the game right there. It is hard for the other partner to make up for it in "tech" as a simple scan can hard counter most reprisals till appropriate counters/tech is done. I'm all for diversity, to each his own and all that, but from a sheer competitive/tournament stand point, separate bases seems like a death sentence to all one base all-ins...

RyuChus
Profile Blog Joined August 2010
Canada442 Posts
Last Edited: 2011-03-02 05:26:39
March 02 2011 05:23 GMT
#63
On March 02 2011 14:03 Chicane wrote:
Show nested quote +
On March 02 2011 13:34 intrigue wrote:
On March 02 2011 13:19 Chicane wrote:
On March 02 2011 12:39 Manifesto7 wrote:
On March 02 2011 11:29 Chicane wrote:
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).


The point of an essay is to argue a point.


I'll quote myself. "Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts)."

Facts should be presented as facts, and opinions should be separate, even if they are along side them. Do you disagree?

Either way I am not looking to get into an argument over it, but drawing out all the possible paths with the same criteria seems most logical to me. It allows for people to draw their own conclusions based on facts and to also read the opinion of the original poster. Also just in case you feel like going there... no I don't think the "facts" need to be perfect, but I don't think anyone would deny that there is obvious bias in the diagrams that tries to push people in one direction.

i already addressed this. are you trying to say you don't understand what a map looks like unless i draw out every possible drop path? be constructive or get out.

On March 02 2011 13:08 MichaelJLowell wrote:
+ Show Spoiler +
I played Warcraft III for eight years and continue to play the game. Most of that time is spent playing Four vs. Four Random Team. Warcraft III teams are absolutely superior to Starcraft games because you can rush, you can tech, you can expand, you can turtle, you can play harassment styles, you can play a gigantic number of gimmick and feeding strategies. You can do this because Warcraft III is predicated on soft counters. If the enemy floods one side and your allies are on the other side, they can Town Portal. And since static base defense assures the defending base can be protected long enough that his teammates can determine a course of action, it works.

Starcraft II is entirely predicated on hard counters and those hard counters were built for the One vs. One gametype. Every map has a ramp because Zerglings can get into the inside of a Terran or Protoss base and wreak havoc. Every map has an easily-defendable natural expansion because Zerg basically requires it. Blizzard strategy games are built on the philosophy of "bend but don't break" and Starcraft is far more rigid than Warcraft III. The game is balanced around the idea that an individual player is only capable of defending against the range of tactics and strategies being employed by another individual player. He is not capable of defending himself against multiple threats from multiple players simultaneously. This is the same reason that free-for-alls are so awful in Starcraft. The player isn't given the options to deal with it. He has no free base defense. His buildings are made out of paper. And skilled micromanagement can't be parlayed into massive gains like it can in Warcraft III. In most standard early-game Starcraft situations, your units have to take some kind of damage in order to deal it back. That limits how long a player can hold out against a much larger force. Thus, this reduces the complexity in team games because specific team-oriented strategies will always defeat or seriously maim a single player, no matter how talented he or she is. This funnels team games into a series of the "most efficient" timing pushes and rushes predicated on seriously harming a single player before his teammates can adequately respond to the threat. There's nothing complex about that.

Hardcore Starcraft players didn't want any change to that model so the only conceivable option is to let players "share bases". Shared bases are the only thing that allow a team ample room to bend but not break when they're caught out of position. Shared bases are the only thing that discourage the idea of immediate and constant harassment or rush play and removing those shared bases is only going to further reduce the number of interesting strategies that can be played. We already know that the Korean leagues used to play team games in Brood War and then decided they couldn't hold up to the same scrutiny. Diminishing the ability for teams to play as a team isn't going to help that.

excellent post. teamgames revolve more around lower tech units though, where hard counters don't factor as heavily (except for the marauder, the stupidest unit in any game i've ever played). i think the maps i want may end up playing out like you've described, but we haven't even had the option to move beyond theorycraft. judging from their 1v1 map pool, blizzard certainly does make errors in gauging what kind of maps work and what don't. it can't possibly hurt to introduce some new-styled maps.

people concerned about the "purity" of the ladder have to keep in mind the blatantly imbalanced maps that were in circulation long before this. do people care more about team-game ladder rank more or having a variety of maps to have a good time on? the fixation on rank and balance shouldn't apply as much to non-1v1 formats.


I am being constructive. Notice I am not flaming you and I never even said I disagreed with your statement. My comments are completely valid and I feel I am being fair about it. It is alright that you don't like my input, but that doesn't mean you have to claim it is not constructive. Most people would agree that being fair to both view points (whether needed or not) is perfectly acceptable to bring up as criticism.

I was hoping to bring this up for you to consider in future posts so that they seem more valid... it is simply how arguments are traditionally supposed to go. My intention was not to get people upset over it.



Dear God, his OP wasn't biased what so ever jeezus. You should get over it. Be constructive, saying that he's biased isn't constructive at all. You're also quietly flaming him by saying he's biased. What are you trying to say anyways with your post? Besides him being "biased".

The reason he presented his information like that, is because oh i dunno it actually is like that?

Think about it first. BGH was crazy. Ridiculously crazy. Units everywhere, and depending on where the people were on the map they were attacked.

Now Outpost. There's like, 2 attack paths, but everyone uses that one that Intrigue showed, because its pretty much the closest one.

Also, if you haven't noticed its Intrigue, he has like 20k posts, I think he knows what are good posts and what aren't.


Now on topic: Totally agree That's actually what it feels like. Thank you. My only problem is that without shared bases in SC2 someone gets rushed and its just too hard to help the people hold off against that rush, so I guess its okay for it to be shared bases, because it makes sense, to have everyone close together, so that the games aren't like 5 minutes long. Just to make it easier for the more casual players.

EDIT: Grossly overestimated the amount of posts Intrigue has but still, that's a lot.
I have an announcement to make, "Moo!" That is all.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
March 02 2011 05:26 GMT
#64
The thing I miss from BGH the most is the absolute chaos, with the random spawns shit is happening all over the map and it happens constantly. That happens way less often in SC2 even though everyone I play with goes out of their way to make each game different and crazy.

It would be nice to see some maps bring that back but I really don't see it happening .
@RealHeyoka | ESL / DreamHack StarCraft Lead
Chicane
Profile Joined November 2010
United States7875 Posts
Last Edited: 2011-03-02 05:39:34
March 02 2011 05:36 GMT
#65
On March 02 2011 14:23 RyuChus wrote:
Show nested quote +
On March 02 2011 14:03 Chicane wrote:
On March 02 2011 13:34 intrigue wrote:
On March 02 2011 13:19 Chicane wrote:
On March 02 2011 12:39 Manifesto7 wrote:
On March 02 2011 11:29 Chicane wrote:
I really dislike biased posts like this. You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).


The point of an essay is to argue a point.


I'll quote myself. "Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts)."

Facts should be presented as facts, and opinions should be separate, even if they are along side them. Do you disagree?

Either way I am not looking to get into an argument over it, but drawing out all the possible paths with the same criteria seems most logical to me. It allows for people to draw their own conclusions based on facts and to also read the opinion of the original poster. Also just in case you feel like going there... no I don't think the "facts" need to be perfect, but I don't think anyone would deny that there is obvious bias in the diagrams that tries to push people in one direction.

i already addressed this. are you trying to say you don't understand what a map looks like unless i draw out every possible drop path? be constructive or get out.

On March 02 2011 13:08 MichaelJLowell wrote:
+ Show Spoiler +
I played Warcraft III for eight years and continue to play the game. Most of that time is spent playing Four vs. Four Random Team. Warcraft III teams are absolutely superior to Starcraft games because you can rush, you can tech, you can expand, you can turtle, you can play harassment styles, you can play a gigantic number of gimmick and feeding strategies. You can do this because Warcraft III is predicated on soft counters. If the enemy floods one side and your allies are on the other side, they can Town Portal. And since static base defense assures the defending base can be protected long enough that his teammates can determine a course of action, it works.

Starcraft II is entirely predicated on hard counters and those hard counters were built for the One vs. One gametype. Every map has a ramp because Zerglings can get into the inside of a Terran or Protoss base and wreak havoc. Every map has an easily-defendable natural expansion because Zerg basically requires it. Blizzard strategy games are built on the philosophy of "bend but don't break" and Starcraft is far more rigid than Warcraft III. The game is balanced around the idea that an individual player is only capable of defending against the range of tactics and strategies being employed by another individual player. He is not capable of defending himself against multiple threats from multiple players simultaneously. This is the same reason that free-for-alls are so awful in Starcraft. The player isn't given the options to deal with it. He has no free base defense. His buildings are made out of paper. And skilled micromanagement can't be parlayed into massive gains like it can in Warcraft III. In most standard early-game Starcraft situations, your units have to take some kind of damage in order to deal it back. That limits how long a player can hold out against a much larger force. Thus, this reduces the complexity in team games because specific team-oriented strategies will always defeat or seriously maim a single player, no matter how talented he or she is. This funnels team games into a series of the "most efficient" timing pushes and rushes predicated on seriously harming a single player before his teammates can adequately respond to the threat. There's nothing complex about that.

Hardcore Starcraft players didn't want any change to that model so the only conceivable option is to let players "share bases". Shared bases are the only thing that allow a team ample room to bend but not break when they're caught out of position. Shared bases are the only thing that discourage the idea of immediate and constant harassment or rush play and removing those shared bases is only going to further reduce the number of interesting strategies that can be played. We already know that the Korean leagues used to play team games in Brood War and then decided they couldn't hold up to the same scrutiny. Diminishing the ability for teams to play as a team isn't going to help that.

excellent post. teamgames revolve more around lower tech units though, where hard counters don't factor as heavily (except for the marauder, the stupidest unit in any game i've ever played). i think the maps i want may end up playing out like you've described, but we haven't even had the option to move beyond theorycraft. judging from their 1v1 map pool, blizzard certainly does make errors in gauging what kind of maps work and what don't. it can't possibly hurt to introduce some new-styled maps.

people concerned about the "purity" of the ladder have to keep in mind the blatantly imbalanced maps that were in circulation long before this. do people care more about team-game ladder rank more or having a variety of maps to have a good time on? the fixation on rank and balance shouldn't apply as much to non-1v1 formats.


I am being constructive. Notice I am not flaming you and I never even said I disagreed with your statement. My comments are completely valid and I feel I am being fair about it. It is alright that you don't like my input, but that doesn't mean you have to claim it is not constructive. Most people would agree that being fair to both view points (whether needed or not) is perfectly acceptable to bring up as criticism.

I was hoping to bring this up for you to consider in future posts so that they seem more valid... it is simply how arguments are traditionally supposed to go. My intention was not to get people upset over it.



Dear God, his OP wasn't biased what so ever jeezus. You should get over it. Be constructive, saying that he's biased isn't constructive at all. You're also quietly flaming him by saying he's biased.



What? Well then can you please inform me how I am supposed to claim someone is biased without "quietly flaming them"?


What are you trying to say anyways with your post? Besides him being "biased".


That's about it. I clearly stated that I am not even disagreeing, but in order to make an argument look more valid to everyone (especially those who disagree but may be convinced by this kind of post) he may want to change some things. I really didn't think so many people would get so pissed about it... my god.



The reason he presented his information like that, is because oh i dunno it actually is like that?


Alright, I really didn't want to get this literal, but do you really think that there is only one path to go on that map for all 4 players who don't even spawn in the same section of the map? Do you really think that there is only 1 place to do a drop? No. More importantly, do you think every single path was used in BGH for battles? No. Often they were controlled by a team.

I am not saying he should draw every single path, but he should be more fair with both the maps. It really is easy to see, someone else on the previous page even drew out a good picture of what I am saying.

On March 02 2011 14:03 Kyadytim wrote:
First, I think the point that Chicane was making was that the BGH image might have looked something like this:
[image loading]
while the Outpost image might looked like this:
[image loading]

Suddenly, the Outpost game looks a whole lot more interesting than the BGH game.



Think about it first. BGH was crazy. Ridiculously crazy. Units everywhere, and depending on where the people were on the map they were attacked.

Now Outpost. There's like, 3 attack paths, but everyone uses that one in the middle, because its the easiest, direct path to the base, the others just are not really necessary, because they are around the outside of the bases, and natural.


Again... this doesn't have anything to do with my argument. I agree BGH has more viable paths to go which caused for "crazier" games.


Also, if you haven't noticed its Intrigue, he has like 20k posts, I think he knows what are good posts and what aren't.


This has no relevance to what I am saying.



Seriously guys... I didn't think this would get people pissed off. It really isn't a big deal. I am bringing up my points, and if you would like to say why I am wrong go ahead (AND BE SPECIFIC) but other than that forget it. This is still a good and relevant thread for many reasons and the topic is an interesting one.
warshop
Profile Joined March 2010
Canada490 Posts
March 02 2011 05:49 GMT
#66
On March 02 2011 14:36 Chicane wrote:

What? Well then can you please inform me how I am supposed to claim someone is biased without "quietly flaming them"?

Show nested quote +

What are you trying to say anyways with your post? Besides him being "biased".


That's about it. I clearly stated that I am not even disagreeing, but in order to make an argument look more valid to everyone (especially those who disagree but may be convinced by this kind of post) he may want to change some things. I really didn't think so many people would get so pissed about it... my god.


Show nested quote +

The reason he presented his information like that, is because oh i dunno it actually is like that?


Alright, I really didn't want to get this literal, but do you really think that there is only one path to go on that map for all 4 players who don't even spawn in the same section of the map? Do you really think that there is only 1 place to do a drop? No. More importantly, do you think every single path was used in BGH for battles? No. Often they were controlled by a team.

I am not saying he should draw every single path, but he should be more fair with both the maps. It really is easy to see, someone else on the previous page even drew out a good picture of what I am saying.


To be honest, claiming his post is biased honestly doesn't bring anything to the topic.

On March 02 2011 11:29 Chicane wrote:
You drew each individual player as their own color for the first one to look like there was even more action, and you drew across water all the time, which I suppose would be drops, but didn't draw all the drop locations on the second one. Instead you drew it as one big blob and still didn't even draw out the 2 locations to go to.

While I agree there aren't many options for the second map, you should at least be fair to both sides if you want your argument to seem valid. Saying "WOW Look at all these different paths!!!!!!" for the first one and then saying "meh... there is only like 1 spot... I *guess* you could do a small drop over here if you wanted..." clearly shows the side you are taking. Instead you should present the information and leave the opinion up to other people (while also including your own if you'd like... but NOT as you present the facts).


This post serves the same purpose as as your post, except I edited the part about being biased and does not attack the poster.

Back to the subject, if you actually look at the implications and forget the images (since they were drawn probably in less than a minute or two), you'll notice some very good points are raised, which do in fact exists in 4vs4 play.

In order words, forget the images, look at the implications.
Kyadytim
Profile Joined March 2009
United States886 Posts
Last Edited: 2011-03-02 05:59:45
March 02 2011 05:56 GMT
#67
I agree with Chicane here. There is a relevant discussion here, but I think it's being overshadowed by shared base vs separate base. Manicshock did mention, it, though, when he mentioned that there's a lack of thirds.
The problem isn't shared base or not, it's map design. Compared to 1v1 maps, there is a real lack of expansions per player in the 4v4 maps. The fewest bases per player any single player map currently in the ladder map pool has is 5, on Slag Pits. Outpost doesn't even have 4 per player. A good number of the problems with 4v4 maps would probably be alleviated if they had similar complexity to maps like Xel'Naga Caverns or Typhon Peaks.

Yes, Warshop, those images were drawn in a few minutes total, but I did assign races, builds, and strategies to each of the players in both fictitious games.
idonthinksobro
Profile Joined December 2010
3138 Posts
Last Edited: 2011-03-02 06:21:13
March 02 2011 06:19 GMT
#68
I used to play broodwar and good 3v3/4v4 maps (and funmaps) is what i miss the most. Sad enough that possi maps survived trough all this and they are even worse than they used to be in broodwar. But for someone who doesnt know what to expect from random spawn locations should try out some of the so called possi maps (fastest map possible) to get some insight how teamgames should feel.

I hate that all 4v4 games are going the same way - everyone sits back turtles up to get a deathball both armys a move and the one with the better composition wins. Or one team allins. There are drops and harrassment possibilities but everything is expected, there is a zerg in the opponents team?- scan at about 10 minutes to look at his spire and prepare... Blizzard has to do something about the current state of 3v3/4v4 play - but iam pretty sure they wont be able to fix that unless they remove/nerf warpgate and or macromechanics in generell.

Because of that i think its hard to translate BGH 1:1 into Sc2 just because macromechanics give you units faster - warpgate technology can be abused ridicilously. BGH in Bw worked because you couldnt warp in 12 units at the doorstep of your opponent base. Especially problematic is the ZvZ problem in teamgames. If its nonshared bases and your team is ZZP and the other team ZPT - you can almost always kill the other Zerg, and you dont need to pool early - you can just go your standard speedling expand (or speedling baneling) and run into the zergs main and kill him.

warshop
Profile Joined March 2010
Canada490 Posts
March 02 2011 06:21 GMT
#69
On March 02 2011 14:56 Kyadytim wrote:
I agree with Chicane here. There is a relevant discussion here, but I think it's being overshadowed by shared base vs separate base. Manicshock did mention, it, though, when he mentioned that there's a lack of thirds.
The problem isn't shared base or not, it's map design. Compared to 1v1 maps, there is a real lack of expansions per player in the 4v4 maps. The fewest bases per player any single player map currently in the ladder map pool has is 5, on Slag Pits. Outpost doesn't even have 4 per player. A good number of the problems with 4v4 maps would probably be alleviated if they had similar complexity to maps like Xel'Naga Caverns or Typhon Peaks.

Yes, Warshop, those images were drawn in a few minutes total, but I did assign races, builds, and strategies to each of the players in both fictitious games.


While it is true that Output does not have an easy natural expansion, I do not think this is the problem (as opposed to shared-base vs randomize spawn locations).

I think the biggest difference between these maps and BGH, is the fact that positions have a lesser impact on strategies. In BGH, if you were bottom right and your allies were top left, you knew you had to survive. On the contrary, the one that was top left, knew he could probably tech up and do some damage to the one that was right under him. Randomized positions actually brought forward some interesting strategies and had a bigger impact on your playstyle, which shared-base seem to always end up the same way. While it is true that late game is probably similar on both ends, it feels the early game in BGH was a lot more interesting. The only problem is that the aggressor seems to have the edge in SC2. Warp-ins/Queen Larva/Reactors seems to make (as Idra pointed out) the aggression come too fast.

Oh, and I was referring to Intrigue's images, not yours. But I guess it goes for both. The images are not the important point here.
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
Last Edited: 2011-03-02 06:36:03
March 02 2011 06:25 GMT
#70
On March 02 2011 11:09 intrigue wrote:
This is how games felt then:
This is what it feels like to play on this map:

implying subjective depiction. i did not say that this is how every single game in the entire history of these maps has been played out, and that every outpost game has exactly one drop occurring along the top left position. i did not say that 11 o'clock on bgh always spawns as teal and first takes his natural and then cliffs 9 o'clock (his own ally) inexplicably and then takes 12 and then moves around outside top mid and then drops around right right side to 6 o'clock to defend his teammate who always spawns as blue against the attacks of the players at 7 and 3 and 1, while everyone on sc2 maps spawn as white.

at worst this is "artistic" hyperbole, to create emphasis. you guys really stress me out.


and of course i'm biased, you're saying that like it's taboo. that is why people talk, because everyone is biased and we work it out. we do not just tell each other we think they are biased. i had a lot of fun on these maps and i think other people should get the chance, too. do they teach you in school to be completely objective and passionless in everything you write these days? do you want me to say "while bgh is fucking fun, outpost may possibly also be fucking fun, and in conclusion we maybe may not need any new maps at all?" do you think i am unfairly representing outpost? i considered that i might have been, so i posted the originals first. are the paint scribbles really that offensive? is this the only thing you can see when you read my post? are you going to answer every single one of these questions?
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
lofung
Profile Joined October 2010
Hong Kong298 Posts
March 02 2011 06:48 GMT
#71
they really should provide these kind of maps where you are free to veto them regardless of others so you can have some freaking lulz games
How do you counter 13 carriers? Well first of all you gave me brain cancer. -Tasteless
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
March 02 2011 07:02 GMT
#72
I quit caring about 2v2s a while ago, but damn, this writeup has so many good points. I remember BGH back in the day, sometimes getting hit by early pressure from two players when I was isolated from my team. Felt really intense trying to repair those bunkers..
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Moutas
Profile Joined April 2007
Greece158 Posts
Last Edited: 2011-03-02 07:12:00
March 02 2011 07:10 GMT
#73
On March 02 2011 12:31 Kyadytim wrote:
The problem with split base maps is that they actually kills creativity. In Brood War, pro 2v2 died because there was a single strategy for PZ which dominated every possible strategy for every other race combination. Thus, more or less every 2v2 was PZvPZ, with both Zergs opening 9-pool speed into 1-hatch muta with no further drones pumped, while the Protoss both opened 2-gate into 3-gate Dragoon into Templar tech. There were a few TZ teams that tried, but Mutalisks force the Terran to play MM + Vessels, and Templar + Dark Archons shut that down hard. There was one 2v2 map, however, that didn't follow this pattern. Hunters. Hunters was even worse. Whichever team had a player that tried to tech past Zerglings, Zealots, or Marines first, lost.

The principles which caused this problem exist in SC2, as well. Mass speedling yields map control. This prevents players on the other team from moving out without being immediately faced with a 2v1 situation. They can't join armies and fight together. The only unit that can match the threat and mobility of Zerglings is Zerglings of your own. Furthermore, Mutalisks force every player to be able to defend against Mutalisks, unless that team has an equal air force. Their are some units that could match the mobility of the mutalisk (corsair, phoenix), but they don't match the threat, so the Mutalisks were always the aggressive group, which gives them the advantage.

As an addendum, proleague rules didn't allow teams to have both players select Zerg. There were some teams that played Zerg Random in hopes of getting two Zergs, because two Zerg far and away dominated 2v2, for the principles described above.
In general, these principles apply to 3v3 and 4v4 as well. A team with 1 Zerg will almost always have that Zerg killed by early aggression of 2 Zergs on the other team, and from there, that team is down a player and down map control, and the non-zerg on the team that has map control can essentially have opened Nexus or CC first (in fact, in BW 2v2, PZ against TT, if the Zerg opened 9-pool speed, the Protoss could open Nexus first and then tech right to Dragoons, because of the map control provided by the mass speedling), or tech rapidly to something which will crush players forced to play against mass ling, such as cloaked Banshees, DTs, or Colossi. This works because every player on the team with less Zerg players is forced to have enough units to defend against Speedlings, while the players on the team with more Zergs can often cut units for econ or tech.

Shared bases alleviates more or less all of these problems, allowing a variety of strategies to be effective, and making the game more about player skill and decision making than ability to execute the one superior strategy.

TL;DR
Shared base maps allow for more varied play because of the mechanics of pressure and map control.

Also, the poll sucks. There's no option for non-shared base maps are worse than shared base maps.


Yes, PZ was considered to be the best race combination in the Proleague, but look at the 2v2 maps they were using. Hunters had spawning position imbalances (the map had 8 starting positions and wasn’t symmetrical at all) along with 10 mineral fields in each main base (which favors Protoss over Terran and Zerg), Seongangil and Vampire had 2 vespene geysers in the mains (which again favors Protoss), Hannibal not only had 2 vespene geysers but a record 14 mineral patches in each main (LOL), Chariots of Fire was a semi-island map, Iron Curtain was also a semi-island map which was split in half by walls and minerals (you either had your ally on the same side, or on the opposite side), and good ol’ Usan Nation had two entrances to your base with no apparent natural expo.

The fact that one team or another was declared imbalanced is because all of these maps were rubbish to begin with; they weren’t even consistent in design so that the map makers could learn from their mistakes and create new and improved maps based on previous ones. The Korean map makers know a ton about balancing 1v1 maps, but hardly have any clue about 2v2. They were oh so happy when they added DMZ into the 2v2 map pool (which had permanent Disruption Webs, two entrances to each main and ridiculously short rush distances), but when they were forced to remove it mid-season because every single match turned into 6pool & SCV rush, they looked like complete idiots. You can’t use the results of Proleague 2v2 matches to claim that “PZ is imba”, because clearly the maps are to blame in this case.

However, on the iCCup server, there was a better balance between teams and races, simply because of the difference in maps. Their principal was to use maps with a consistent design for their 2v2 ladder (9 minerals and 1 gas per main, one ramp or narrow entrance point, long distances between mains, etc). Python, Luna, Othello, Colosseum, and many other standard 4-player 1v1 maps were used for 2v2 as well, and at the highest levels, most race combinations were considered to be balanced between them (ZZ, ZT and ZP, followed by PT, PP and finally TT). The fact that top teams, such as Yan and Capigui, could use any race combination and demolish any team they faced on numerous maps with consistent design patterns, is an indicator that maps play a major role in 2v2 balance. I can recall many 2v2 teams that either played ZZ, ZT, ZP or even PT at the highest ranks. Based on my experience playing on the iCCup 2v2 ladder, I would say that things are quite balanced when it comes to various race combinations.

Non-shared bases maps work in SC:BW and they have for a long time, I don’t know why you are claiming that they don’t. And I also don’t see why they wouldn’t work in SC2. I’ve been playing a lot of 3v3 lately, and with the current map pool that has shared-bases, close mains, and one attack route stuff, it gets really boring and monotonous after a while. I remember 3v3 games on imba Hunters way more exciting and intense than SC2 3v3, with multiple battles going on, counter-attacks, not knowing where to expo and all kinds of stuff. I agree with intrigue, team games in SC2 feel like snooze-fests.

With a decent amount of testing, maps with non-shared bases are possible.
aka DeA & GRC-DeathLink
DarkPlasmaBall
Profile Blog Joined March 2010
United States44102 Posts
March 02 2011 07:30 GMT
#74
Toxic Slums.

2v2.

No set starting locations.

Let the fun begin.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Genesis Brood
Profile Blog Joined May 2007
United States193 Posts
March 02 2011 07:42 GMT
#75
It's unfortunate that even though there are many custom made BGH maps, it's so hard to get a public game going. Not enough people know about them and it's even harder to join them given BNet's game creation system. The only way to get around this is for Blizzard to bring back BGH as an official Blizzard map and allow for creating games with our own titles such as "3v3 BGH JOIN NOW". Unfortunately, I don't think this is going to happen unless we make a significant collective effort to post on Blizzard forums.

The problem that I see with BGH on SC2 is with protoss being able to place a pylon at the edges of their own base or the base surrounding that of their enemy and warping units in directly into the opponent base. However, I haven't played enough BGH games on SC2 to see if that's imbalanced or not.

To all those who are afraid of being 2v1'd early in the game, there is one thing for which you need to account: In SC:BW, once you died to a 2v1 early push, it was very hard although not impossible for the remaining ally in the game to make a comeback. The difference in SC2 is that you can share money and control. In SC2, there have been several games where my partner or myself would get gangbanged and we would sit there and take it while collecting as much money as possible and then feed it to the living ally once our base was decimated. There is a brief window period where this money advantage can win you the game and we've done it several times.

Team play has indeed gotten stale. I miss the good old days of 3v3 or 2v2v2v2 BGH
I'll love you like I love the palm of my hand.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2011-03-02 07:48:52
March 02 2011 07:45 GMT
#76
Fuck voted the wrong option (accidental "too difficult").

I think all the 2v2+ maps in SC2 are a joke, but I also dont know how you would ever survive being 2on1ed in SC2 with things like warpgates or baneling busts coming so low tech.

The person saying WC3 had better team games, I agree completely. Him bringing up town portals tho, made me think that maybe neutral "warp gates" would solve this (like on that one WC3 map, that had two portals at 12 and 6 you could jump between) a little...

There could be lots of variations on this.

Would require some pretty fancy maps but that would be one way of making it a bit more fair while still not having it be shared bases camping.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Befree
Profile Joined April 2010
695 Posts
Last Edited: 2011-03-02 07:52:37
March 02 2011 07:49 GMT
#77
I may have missed it, but I didn't see anywhere where you gave a conclusion on what you actually want done, but for the purposes of my response I will assume your suggestion is for Blizzard to implement these types of maps into league games (edit: I also make the assumption by shared bases you mean the team is placed on one side of the map that is designed to be for a team, and that you don't specifically mean games where your bases are placed in such a way that two or more players would share a single ramp.)

I disagree. I don't think that having maps that result in "crazy" scenarios for the purpose of fun are a reasonable thing to implement into a competitive ladder system. Ideas like that should be reserved for playing custom games with your friends where you're fooling around.

I imagine in 1v1 we could make maps with large amounts of randomness and positional imbalances that could result in games where players would have to think on the fly and be creative, but such a map isn't fair and it certainly would never be implemented in the 1v1 map pool.

Perhaps you find team games to be on a less serious level and therefore have less serious standards for fairness, but I believe Blizzard as well as many players will continue to view team games as still being competitive rather than on the level of custom games. And as long Blizzard and a portion of the community continue to believe in some level of normalcy and fairness in their team games, I don't think it is okay to implement maps that would heavily take away from that.

I understand the nostalgic roots of your suggestion, craziness certainly did ensue in many BGH's. I can see how this would cause you to believe you'd rather have new maps in the league like this for more fun. But you have to appreciate the need for competitiveness and fairness in a ladder system. BW has many fun maps like BGH, but these maps just cannot be taken seriously in a competitive environment.

When you really look back on many of the maps from BW, it is almost silly how imbalanced and poorly made so many of them were. Fun then? Ya. Fun now? Maybe in the custom games section.
DarthXX
Profile Joined September 2010
Australia998 Posts
March 02 2011 08:19 GMT
#78
The problem with the current team maps is a serious lack of expos and just a general tiny-ness. Like all 3v3/4v4 maps have a complete lack of a 3rd base, which is extremely detrimental to certain races (read: Zerg) On almost every single map the 3rd base is a high-yield mineral patch located in the centre of the map, wide open to attack by 3/4 enemy players.

As for myself, I prefer non-shared maps, anyone who played on Twilight Fortress knows just how shit that gets, I think players should be close, but not sharing a base. Or alternatively if they are far away, you can't have a map like Arid Wastes where the bases are too far to reinforce your ally, and you're so far away from your enemies that you can't counter attack. That's what made BGH so awesome, if someone was attacking somewhere, you could hit them right away assuming they were ur neighbour.

That new 4v4 map is a step in the right direction, it's a lot larger and you can actually expo more than once, unfortunately it is still shared base. I think a lot of the problems in team games could be solved by simply increasing the map size. It's incredibly risky to cheese on massive maps, a combined rush from 4 players can be fended off by 2-3 players since reinforcement is so slow, and by the time you run across the map with your initial rush, a minute later, its not nearly as menacing. Right now the maps are so small its possible to sustain a rush with reinforcements running acorss the map, larger map = bigger defender's advantage, as it should be.

flodeskum
Profile Joined September 2010
Iceland1267 Posts
March 02 2011 09:48 GMT
#79
The SC2 team game maps in general are a bit of a mess.

Every single 2v2 map (I haven't tried the new ones tbf) is terrible and 2v2 is pretty messed up anyway. There's only one good 3v3 map (uulan deeps) but at least that map is fantastic and fairly common on ladder.

Most of the team maps that are tolerable are 4v4 maps and mostly the shared base ones. For reasons that have already been stated multiple times, the only way to get a team game to go into the late-game is by having shared bases. And team games that get to that stage are usually quite epic.
IdrA: " my fans are kinda retarded"
2Pacalypse-
Profile Joined October 2006
Croatia9491 Posts
March 02 2011 12:03 GMT
#80
I agree with you intrigue and I feel your pain reading this thread ^^

Oh well, at least the solution is obvious -.-
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
Stiver
Profile Joined April 2010
Canada285 Posts
March 02 2011 13:35 GMT
#81
No option to vote that I enjoy both styles of games.

My and some friends edit maps and remove the shared positions on maps to get the randomized feel to it. I also enjoy playing some RT off race when I'm bored. Both are really fun.
"The most difficult thing in the world is to know how to do a thing and to watch someone else do it wrong without comment."
sushiman
Profile Joined September 2003
Sweden2691 Posts
March 02 2011 15:06 GMT
#82
On March 02 2011 18:48 flodeskum wrote:
The SC2 team game maps in general are a bit of a mess.

Every single 2v2 map (I haven't tried the new ones tbf) is terrible and 2v2 is pretty messed up anyway. There's only one good 3v3 map (uulan deeps) but at least that map is fantastic and fairly common on ladder.

Most of the team maps that are tolerable are 4v4 maps and mostly the shared base ones. For reasons that have already been stated multiple times, the only way to get a team game to go into the late-game is by having shared bases. And team games that get to that stage are usually quite epic.

Then again, maps like Toxic Slums can lead to long games as well, and there's no shared bases on that map. If the layout is good you don't need shared bases to defend all-ins, and still have the option to counterattack. Quicksand is also quite interesting in that aspect - it's ridiculously small, but you can counter and help your allies very quickly. If you could actually go to late game on that map, e.g. if it were larger, it would actually be a decent map without needing shared bases.

It could also be possible to go for a middle route, such as introducing Tempest or similar maps in 4v4, maps where you're close to one of your allies, but the other half of the team is on another part of the map. Some 4v4 maps have something similar, like High Ground, but you're still closer to your allies than enemies. If shared bases is necessary, having the players in clusters of 2 on the opposite sides of the map would spice up games a bit at least.
1000 at least.
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
Last Edited: 2011-03-02 15:12:46
March 02 2011 15:07 GMT
#83
On March 02 2011 16:45 Liquid`Jinro wrote:
I think all the 2v2+ maps in SC2 are a joke, but I also dont know how you would ever survive being 2on1ed in SC2 with things like warpgates or baneling busts coming so low tech.

my primary concern also. i think increased map size and smaller individual chokes could address this though.

On March 02 2011 17:19 DarthXX wrote:
The problem with the current team maps is a serious lack of expos and just a general tiny-ness. Like all 3v3/4v4 maps have a complete lack of a 3rd base, which is extremely detrimental to certain races (read: Zerg) On almost every single map the 3rd base is a high-yield mineral patch located in the centre of the map, wide open to attack by 3/4 enemy players.

As for myself, I prefer non-shared maps, anyone who played on Twilight Fortress knows just how shit that gets, I think players should be close, but not sharing a base. Or alternatively if they are far away, you can't have a map like Arid Wastes where the bases are too far to reinforce your ally, and you're so far away from your enemies that you can't counter attack. That's what made BGH so awesome, if someone was attacking somewhere, you could hit them right away assuming they were ur neighbour.

That new 4v4 map is a step in the right direction, it's a lot larger and you can actually expo more than once, unfortunately it is still shared base. I think a lot of the problems in team games could be solved by simply increasing the map size. It's incredibly risky to cheese on massive maps, a combined rush from 4 players can be fended off by 2-3 players since reinforcement is so slow, and by the time you run across the map with your initial rush, a minute later, its not nearly as menacing. Right now the maps are so small its possible to sustain a rush with reinforcements running acorss the map, larger map = bigger defender's advantage, as it should be.

yeah! i like the new map a LOT, i think it's easily far better than all the other ones. agree with your conclusions on map size.
here is the map we are talking about, if you have not seen it:
[image loading]
what i like about this map is how large it feels, and the terrain gives you ample room to maneuver well.

On March 02 2011 16:49 Befree wrote:
I may have missed it, but I didn't see anywhere where you gave a conclusion on what you actually want done, but for the purposes of my response I will assume your suggestion is for Blizzard to implement these types of maps into league games (edit: I also make the assumption by shared bases you mean the team is placed on one side of the map that is designed to be for a team, and that you don't specifically mean games where your bases are placed in such a way that two or more players would share a single ramp.)

I disagree. I don't think that having maps that result in "crazy" scenarios for the purpose of fun are a reasonable thing to implement into a competitive ladder system. Ideas like that should be reserved for playing custom games with your friends where you're fooling around.

I imagine in 1v1 we could make maps with large amounts of randomness and positional imbalances that could result in games where players would have to think on the fly and be creative, but such a map isn't fair and it certainly would never be implemented in the 1v1 map pool.

Perhaps you find team games to be on a less serious level and therefore have less serious standards for fairness, but I believe Blizzard as well as many players will continue to view team games as still being competitive rather than on the level of custom games. And as long Blizzard and a portion of the community continue to believe in some level of normalcy and fairness in their team games, I don't think it is okay to implement maps that would heavily take away from that.

I understand the nostalgic roots of your suggestion, craziness certainly did ensue in many BGH's. I can see how this would cause you to believe you'd rather have new maps in the league like this for more fun. But you have to appreciate the need for competitiveness and fairness in a ladder system. BW has many fun maps like BGH, but these maps just cannot be taken seriously in a competitive environment.

When you really look back on many of the maps from BW, it is almost silly how imbalanced and poorly made so many of them were. Fun then? Ya. Fun now? Maybe in the custom games section.

judging from their 1v1 map pool, blizzard certainly does make errors in gauging what kind of maps work and what don't. it can't possibly hurt to introduce some new-styled maps.

people concerned about the "purity" of the ladder [this early in SC2s life] have to keep in mind the blatantly imbalanced maps that were in circulation long before this. do people care more about team-game ladder rank more or having a variety of maps to have a good time on? the fixation on rank and balance shouldn't apply as much to non-1v1 formats.

my point also is that this could raise the skill ceiling, making it more competitive in the long run. as for fairness, spawns on an imbalanced map become less and less important the more players you have. it won't be as bad as 1v1. you could also thumbs down the map before you queue.

also, there is one bgh map in the custom games section. nobody plays it.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
March 02 2011 16:44 GMT
#84
On March 02 2011 12:31 Kyadytim wrote:+ Show Spoiler +

The problem with split base maps is that they actually kills creativity. In Brood War, pro 2v2 died because there was a single strategy for PZ which dominated every possible strategy for every other race combination. Thus, more or less every 2v2 was PZvPZ, with both Zergs opening 9-pool speed into 1-hatch muta with no further drones pumped, while the Protoss both opened 2-gate into 3-gate Dragoon into Templar tech. There were a few TZ teams that tried, but Mutalisks force the Terran to play MM + Vessels, and Templar + Dark Archons shut that down hard. There was one 2v2 map, however, that didn't follow this pattern. Hunters. Hunters was even worse. Whichever team had a player that tried to tech past Zerglings, Zealots, or Marines first, lost.

The principles which caused this problem exist in SC2, as well. Mass speedling yields map control. This prevents players on the other team from moving out without being immediately faced with a 2v1 situation. They can't join armies and fight together. The only unit that can match the threat and mobility of Zerglings is Zerglings of your own. Furthermore, Mutalisks force every player to be able to defend against Mutalisks, unless that team has an equal air force. Their are some units that could match the mobility of the mutalisk (corsair, phoenix), but they don't match the threat, so the Mutalisks were always the aggressive group, which gives them the advantage.

As an addendum, proleague rules didn't allow teams to have both players select Zerg. There were some teams that played Zerg Random in hopes of getting two Zergs, because two Zerg far and away dominated 2v2, for the principles described above.
In general, these principles apply to 3v3 and 4v4 as well. A team with 1 Zerg will almost always have that Zerg killed by early aggression of 2 Zergs on the other team, and from there, that team is down a player and down map control, and the non-zerg on the team that has map control can essentially have opened Nexus or CC first (in fact, in BW 2v2, PZ against TT, if the Zerg opened 9-pool speed, the Protoss could open Nexus first and then tech right to Dragoons, because of the map control provided by the mass speedling), or tech rapidly to something which will crush players forced to play against mass ling, such as cloaked Banshees, DTs, or Colossi. This works because every player on the team with less Zerg players is forced to have enough units to defend against Speedlings, while the players on the team with more Zergs can often cut units for econ or tech.

Shared bases alleviates more or less all of these problems, allowing a variety of strategies to be effective, and making the game more about player skill and decision making than ability to execute the one superior strategy.

TL;DR
Shared base maps allow for more varied play because of the mechanics of pressure and map control.

Also, the poll sucks. There's no option for non-shared base maps are worse than shared base maps.


He is spot on. I am playing 2on2 competitively (topping out at rank 7 on sc2rank.com global diamond) as a ZT team. With the recent change in the map pool, the number of maps with shared bases is lowered significantly (I think 2 are remaining). This leads to a situation, that we see the map and a PZ opponent and we know we will lose. Split base and speed ling inbase zealot warp-in will kill you every time. Even if you mass marines and speedlings as a counter, you lose. Terran cannot defend the ramp against speedlings and the back of the base from a 5 zealot warpin except by coiling up and making bunkers at the mineral line and that leaves your teammate 1on2 with speedlings vs spling/lot combo. Also stalker/bling/sling combo is incredibly hard to hold without a shared choke. So we are currently trying out wierd shit in the hope that we might get the counter to the proxy pylon + overlord strat on split bases, but I'm afraid that's barely possible.

Shared bases (e.g. Tempest) allow for multiple options such as tech (e.g. fast muta feed), quicker expansion or aggression. Split bases neccesitates early aggression, because early 1 army is inferior to 2 armies. Less options = less interesting game.

I agree, that for a chaos and mayhem fun games (=custom games) BGH is better than shared base matches, I believe that for competitive team games (= ladder games) shared bases are better.

Also note, that you never mentioned 2on2 on BGH type maps, but only 3on3 and 4on4.
aeoliant
Profile Blog Joined June 2010
Canada361 Posts
March 02 2011 16:55 GMT
#85
i forgot how awesome BGH games were the strategies at the beginning of the game completely depended on where you spawned (ie if an enemy spawned between me and my teammate we could just 6 pool him and then take his base)
MichaelJLowell
Profile Blog Joined January 2010
United States610 Posts
Last Edited: 2011-03-02 21:15:50
March 02 2011 21:00 GMT
#86
On March 03 2011 00:07 intrigue wrote:

my point also is that this could raise the skill ceiling, making it more competitive in the long run. as for fairness, spawns on an imbalanced map become less and less important the more players you have. it won't be as bad as 1v1. you could also thumbs down the map before you queue.

That's like saying a poorly-designed game will become more competitive in the long run than a well-balanced game because players will have to struggle harder to deal with its limitations.

*cue Brood War comparisons*
http://www.learntocounter.com - I'm a "known troll" so please disconnect your kid's computer when I am on the forums.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 02 2011 23:55 GMT
#87
shared bases is a major reason why i avoid team games, it's just not as fun/interesting/thought-provoking as non-shared base games. the extreme example is a map like twilight fortress, games there are so boring
ModeratorBlame yourself or God
Neo.NEt
Profile Joined August 2010
United States785 Posts
March 03 2011 00:15 GMT
#88
If the bases aren't shared and both of the other guys 7 pool the same person that guy just dies. If it's Twilight Fortress... you have a fighting chance. Pretty much seems like whoever attacks first wins if the bases aren't shared.. am I wrong here?
Apologize.
Sein
Profile Blog Joined September 2010
United States1811 Posts
March 03 2011 01:58 GMT
#89
On March 03 2011 09:15 Neo.NEt wrote:
If the bases aren't shared and both of the other guys 7 pool the same person that guy just dies. If it's Twilight Fortress... you have a fighting chance. Pretty much seems like whoever attacks first wins if the bases aren't shared.. am I wrong here?


Sac your ally and try to take them on before they have enough time to recover their economy from doing 7pool. I believe Day9 has a daily about this. Non-shared base maps honestly aren't a 7pool fest a lot of people here seem to be worrying about. It does turn out to be a Tier 1 unit fest most of the time though, but it's fun to play those every once in a while rather than the turtle-up-and-advance-with-deathball type of game that occurs pretty often in shared base maps. What's wrong with having to play different styles in 2v2 games especially as a pretty good number of people do really like non-shared base maps?

I also have another suggestion. How about those island maps like Snowbound? It'd be fun to mix in just one island map into the map pool and see how it turns out.
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
March 03 2011 02:23 GMT
#90
On March 03 2011 06:00 MichaelJLowell wrote:
Show nested quote +
On March 03 2011 00:07 intrigue wrote:

my point also is that this could raise the skill ceiling, making it more competitive in the long run. as for fairness, spawns on an imbalanced map become less and less important the more players you have. it won't be as bad as 1v1. you could also thumbs down the map before you queue.

That's like saying a poorly-designed game will become more competitive in the long run than a well-balanced game because players will have to struggle harder to deal with its limitations.

*cue Brood War comparisons*

no, i am saying a map that gives rise to more complex situations will raise the skill level. i don't see how that is similar at all.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
March 03 2011 02:27 GMT
#91
On March 02 2011 12:20 Whitewing wrote:
BGH wasn't on a ladder system.


It was in ICCUP.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Sein
Profile Blog Joined September 2010
United States1811 Posts
March 03 2011 05:31 GMT
#92
"Team play maps where your base is too far from your ally tend to favor race compositions that can use mobile armies. This is the reason why we will avoid having maps like Arid Wastes in the team play ladder in the future."

This is Blizzard's official stance. I'm really going to miss those non-stop high aggression games..
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
March 03 2011 05:57 GMT
#93
Blizzard just removed Arid Wastes.. a split base 2v2 map which always ended in one side all-inning the back rocks and wiping out 1 player before anything could be done about it.. I have nothing against split-team maps but they need to get the design right..
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
oxxo
Profile Joined February 2010
988 Posts
March 03 2011 05:58 GMT
#94
On March 03 2011 14:31 Sein wrote:
"Team play maps where your base is too far from your ally tend to favor race compositions that can use mobile armies. This is the reason why we will avoid having maps like Arid Wastes in the team play ladder in the future."

This is Blizzard's official stance. I'm really going to miss those non-stop high aggression games..


That's good. Z + makes it impossible to win unless you also have a Z.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
March 03 2011 08:53 GMT
#95
On March 03 2011 14:31 Sein wrote:
"Team play maps where your base is too far from your ally tend to favor race compositions that can use mobile armies. This is the reason why we will avoid having maps like Arid Wastes in the team play ladder in the future."

This is Blizzard's official stance. I'm really going to miss those non-stop high aggression games..


That's ironic, as the latest change in the map pool increased the number of split base maps and drastically reduced the number of shared base maps.
manicshock
Profile Joined November 2010
Canada741 Posts
March 03 2011 16:13 GMT
#96
I think shared bases are interesting as they allow for more dynamic builds. For example, it's possible for me to open tank marine with my ally going fast chargelots. Split bases it's basically whoever dies first leaves the other guy to win the game (against cheese).
Never argue with an idiot. They will just drag you down to their level and beat you with experience.
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
March 03 2011 16:23 GMT
#97
I like to play team games, and with the shared bases it makes for games where no one really moves out until they hit the critical mass of unit x they decided to mass up on. I felt with the maps where you had seperate bases it made for more interesting games. If you partner gets all in'd and you played standard you can still win the game 1v2 because you are set up for the longer game and should have a larger army if your partner died slowly.

We will have to see what they do in the future, they could have made the map pool like this to get people used to team games.

Or have it so Arranged teams play against arranged teams with a map pool conisting of less shared bases and more open maps. Kulas Ravine was my favourite 2v2 map in the Beta.

Random (solo) 2v2 queuers can get a similar map pool but more heavy on shared bases and only play against other solo queuers.

Have to wait and see what happens in the future.
Brood War forever!
MichaelJLowell
Profile Blog Joined January 2010
United States610 Posts
March 03 2011 16:37 GMT
#98
On March 03 2011 11:23 intrigue wrote:
Show nested quote +
On March 03 2011 06:00 MichaelJLowell wrote:
On March 03 2011 00:07 intrigue wrote:

my point also is that this could raise the skill ceiling, making it more competitive in the long run. as for fairness, spawns on an imbalanced map become less and less important the more players you have. it won't be as bad as 1v1. you could also thumbs down the map before you queue.

That's like saying a poorly-designed game will become more competitive in the long run than a well-balanced game because players will have to struggle harder to deal with its limitations.

*cue Brood War comparisons*

no, i am saying a map that gives rise to more complex situations will raise the skill level. i don't see how that is similar at all.

You're assuming that the way units operate in Starcraft is balanced for team games. They are not. And as long as one race has a significant advantage in early-game mobility (as Zerg does), there needs to be a way for players to assist their teammates without risk. As far as I can tell, you're making the assumption that irregular starting points (with their own imbalances) will make for a more complicated map because the rotation of starting points from game-to-game will make sure teams will have to adapt on a game-to-game basis. But until Blizzard rectifies the issue of early-game all-ins and early-game Speedlings, that can't happen.
http://www.learntocounter.com - I'm a "known troll" so please disconnect your kid's computer when I am on the forums.
MasterOfChaos
Profile Blog Joined April 2007
Germany2896 Posts
Last Edited: 2011-03-03 18:56:21
March 03 2011 18:55 GMT
#99
On March 04 2011 01:37 MichaelJLowell wrote:
You're assuming that the way units operate in Starcraft is balanced for team games.

Up until high foreigner level team games work pretty well in Starcraft, perhaps a not so well at pro level, but that might be related to map pool issues too.
In particular high ground advantage with small chokes makes holding a 2on1 possible for long enough to have the ally support or counter.
In Starcraft 2 that might be different.

LiquipediaOne eye to kill. Two eyes to live.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 07 2011 20:17 GMT
#100
Variety is good, but too far in either direction is bad.
=========================================


Team games are good fun, but it does seem impossible sometimes. Split rock maps, that also include destructible rocks create a near guaranteed kill with certain unit combos.

Some of the game design features create scenarios that are virtually impossible to deal with. For instance, the ling+zealot double rush. There is just not enough mobility and DPS to deal with that.

Random Idea
==============

Since the game is primarily designed/balanced around competitive 1v1, but Blizzard still ranks team games and LOTS of people play them, maybe they should expand the unit availability for each race just for team games. This could help in reducing the amount of "perfect strats."

Might be a terrible, terrible idea, but maybe not. One thing is for sure, they MUST reconsider destructable rocks in split-base maps. It is impossible to defend some all-ins.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
BananaSlap
Profile Joined February 2011
United States11 Posts
March 11 2011 04:25 GMT
#101
I think that a a bunch of maps with random spawns would be sweet. Not all of them, but a few of them. Having a shared base does have perks and challenges, but I do agree that it starts to feel like the same thing over and over again. so i say add some random spawn maps. I do think the new maps have some neat elements but nothing as legendary as BGH.

One question: has there been any talk about adding BGH or one similar to it into the ladder? now that i'm thinking about it, I don't ever remember playing bgh on ladder on bw, wasn't it just playable on custom games?
Dental Floss
Profile Joined September 2009
United States1015 Posts
March 11 2011 04:30 GMT
#102
thank you for posting this. I used to *love* playing 2v2v2v2 or 3v3 BGH when I wasn't playing on iccup and the blizzard 3v3 and 4v4 is exactly as boring as you described.
Kim Tae Gyun.... never forget Perfectman RIP
DuneBug
Profile Joined April 2010
United States668 Posts
March 11 2011 04:42 GMT
#103
They should just put Hunters in the map pool, with adjacent spawns but randomly on the map.

The problem in any team game is when the other team manages to gang up and attack one person, killing that person. Gathering your armies together is super powerful.

Creating a map which prevents people from gathering their armies together (Hunters) would be interesting to play on just so it would open up 1v1 skirmishes.

Take a map like Hunters, where it's basically an 8 pointed star right? If all 4 or 3 players attack one, they're down one point of the star. The other players can gather together to flank them from behind or attack a different player.

Anyway I don't play 4v4, because it feels like individual play is completely worthless.

Also players can Thumbs down maps, so i'd like something like hunters to emphasize individual talent in a team atmosphere. But other people could T-Down it if they wanted.
TIME TO SAY GOODNIGHT BRO!
rexob
Profile Joined April 2010
Sweden202 Posts
March 18 2011 13:35 GMT
#104
i'd love to see more maps like the ones in BW, you would have to play more like a 1v1 and not count as much on teammates as in sc2, and the random spawn locations made you play differently every game.
...but yeah, it was maybe too unfair to be a ladder-map (atleast i think it wasn't?) but in sc2 where the only "serious" thing is 1v1 and considering that you can veto some maps i don't see any reason not to have a map as epic as BGH in the mappool (and similar maps, ofc). add a few, maybe put in few more veto:s and everything should be fine.


...ok not fine, AWESOME!
it's a good day to die
Bagi
Profile Joined August 2010
Germany6799 Posts
March 18 2011 13:41 GMT
#105
I don't think its a fair comparison, simply because staying on one base in a BGH was a perfectly valid option with the infinite resources you had. That means a player with a bad spawning location could just turtle.

If people are forced to expand, the people with the better spawns are in a much better position.
GP
Profile Blog Joined September 2010
United States1056 Posts
March 18 2011 13:46 GMT
#106
I think shared bases are much better for competitive team play, but random 1 player bases is much more fun and crazy. It's why we don't really have anything like BGH in SC2.
jeffs17
Profile Joined February 2010
United States1 Post
March 21 2011 12:55 GMT
#107
correct me if im wrong but these so called "crazy" games must only happen in silver league because every game ive ever played on a split base map is ling + warpgate/helion instawin.
a rolling stone gathers no moss
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