• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:47
CET 19:47
KST 03:47
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win SC2 Proleague Discontinued; SKT, KT, SGK, CJ disband
Tourneys
RSL Offline Finals Info - Dec 13 and 14! Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) Sea Duckling Open (Global, Bronze-Diamond) $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation
Brood War
General
Data analysis on 70 million replays BW General Discussion Foreign Brood War MBCGame Torrents [ASL20] Ask the mapmakers — Drop your questions
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile ZeroSpace Megathread The Perfect Game
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine The Big Programming Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
I decided to write a webnov…
DjKniteX
Physical Exertion During Gam…
TrAiDoS
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1688 users

What does a zerg-favored map look like? - Page 7

Forum Index > SC2 General
Post a Reply
Prev 1 5 6 7 All
jazzbassmatt
Profile Joined August 2010
United States566 Posts
March 11 2011 22:19 GMT
#121
On March 10 2011 17:13 xbankx wrote:
Show nested quote +
On March 10 2011 17:12 jazzbassmatt wrote:
The people saying there is no such thing as a zerg favored map are wrong. If a map were, for example, extra large, and had no terrain at all (was a big blank square) with a couple expos, it would obviously be zerg favored, because it would be so hard for terran or toss to defend their expansions.


It is also hard to zerg to defend so your point is invalid.


No. Zerg's don't really benefit much from having a "choke" at their natural or main, at least when compared to other races.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2011-03-11 22:48:55
March 11 2011 22:22 GMT
#122
Close air distances, extremely far rush distances. Extremely open areas, almost no cliffs, very plain open field. Large overall map. Lots of expansions with only around 4-5 mineral patches per expansion. Main and natural might also have less overall mineral patches. Main also relatively small. Generally 4 player maps instead of 2 or 3. Ability to expand away from the enemy instead of towards.

On March 12 2011 07:19 jazzbassmatt wrote:
Show nested quote +
On March 10 2011 17:13 xbankx wrote:
On March 10 2011 17:12 jazzbassmatt wrote:
The people saying there is no such thing as a zerg favored map are wrong. If a map were, for example, extra large, and had no terrain at all (was a big blank square) with a couple expos, it would obviously be zerg favored, because it would be so hard for terran or toss to defend their expansions.


It is also hard to zerg to defend so your point is invalid.


No. Zerg's don't really benefit much from having a "choke" at their natural or main, at least when compared to other races.


They benefit quite a bit vs 2rax and 4gate, so I'm not sure why you're saying that.
Serpico
Profile Joined May 2010
4285 Posts
March 11 2011 22:24 GMT
#123
Zerg favored maps wont ever exist. The maps would be extremely plain for the most part.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
March 11 2011 22:31 GMT
#124
It really depends on the zerg player in my opinion, I know a lot of zergs hate 2 player maps like xel'naga just because it limits your options opening wise, but I like the high aggression early game. Inversely, I think it's boring to play on GSL's Tal'Darim because of the size and complete lack of aggression early game. Metalopolis is an ideal map in my opinion, even on close positions. The relative lack of cliffs and pathing obstructions makes it really fun to play, and comfortable to deal with. Steppes would also be a zerg map if the ramps were wider across the board, as well as making the rush distance a little bit bigger (increasing the middle plateau by 50% would make it better I think).

One thing that can completely make playing on a map super annoying are cliffs, I'm talking to you lost temple. Having to go out of your way to defend a drop that may come because it is so powerful when the T is just massing marines and planning on allining is frustrating. Not quite as annoying as the cliffs on temple are the backdoors on shakuras plateau, it was super difficult to engage a T or P army entrenched in the backdoor moving slowly forward.
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
ThaZenith
Profile Blog Joined October 2010
Canada3116 Posts
March 11 2011 22:32 GMT
#125
Any map that's just a big, flat circle is zerg favored. No ramps, cliffs, doodads. All the space in the world to surround with zerglings.
thesums
Profile Joined December 2010
Taiwan257 Posts
March 11 2011 22:33 GMT
#126
What about a large map with no chokes or cliffs, and with air space around the main base for mutalisks to camp. I think this will make it easy to surround and colossi and tanks will not be as effective.

Only problem would be hellions, so maybe two chokes, one for main and one for natural, but with destructible rocks, which you can later destroy and remove the choke. Not to mention add an extra vespene gas at the main.
ALang
Profile Joined April 2010
Canada288 Posts
March 11 2011 22:36 GMT
#127
There are maps that are really strong for certain types of zerg plays. Like with typhon's wide open natural, a roach ling all in after a fast expo is almost free win vs sentry expand protoss. But once you get later in the game it evens out since bases are easy to take for both races. Narrow chokes make colossus strong but also make colossus hard to defend some corrupters coming in from the side.
terr13
Profile Joined April 2007
United States298 Posts
March 11 2011 22:40 GMT
#128
Many bases, very open middle, and the bases are fairly spread out. This way losing 1-2 expansions doesn't really much, but the strength of Zerg Mobility is greatly increased, especially with Nydus play allowing them to move entire armies across the map, as well as Mutalisk Harass being ridiculously strong in ZvT because Thors won't be mobile enough to defend against it, and the T would have to put up a dozen turrets per base. If you want something ridiculously Zerg-favored, you can have neutral Creep Tumors around the map and a super wide ramp, or no ramp at all.
ixi.genocide
Profile Blog Joined June 2010
United States981 Posts
Last Edited: 2011-03-12 07:18:48
March 12 2011 07:14 GMT
#129
The ultimate Z favored map would be a giant flat ground with no chokes and or ramps. That would make Zerg practically unstoppable, To get a balanced map or a map that does not let T or P take advantage of Z (and each other) you have to start w/ an open map and close it off bit by bit til you get something to work with.

[image loading]
I drew this up pretty quick, I imagine it being approximately the size of crevasse but that would be subject to change.

EDIT: I only made 1/4 bases but the still. Also the center gold expo is lowered with the middle ring being up higher, all of the red area is a ramp. their are 2 big wide ramp on each side of the center. the bases go down to the third, the second is same lvl as main circle and main is 1 lvl higher than center area. the extra ramps to the center area are supposed to be pretty small, like 4 hex's.
EunByuL
Profile Joined September 2010
Vietnam77 Posts
Last Edited: 2011-03-12 10:14:04
March 12 2011 10:10 GMT
#130
http://www.teamliquid.net/forum/viewmessage.php?topic_id=197812&currentpage=3#57
[image loading]
Tôi không
Zim23
Profile Joined August 2010
United States1681 Posts
March 12 2011 10:13 GMT
#131
Completely open map, expansions everywhere, no high-ground, ramps, or chokes, tons of open air around bases for mutas/overlord placement. Zerg would win every time.
Do an arranged marriage if she's not completely minging, and don't worry about dancing, get a go-kart, cheers.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
March 12 2011 11:14 GMT
#132
On March 10 2011 18:03 Arisen wrote:
Show nested quote +
On March 10 2011 17:48 xbankx wrote:
As cerebalz said, terran and toss isn't abusing open area when they do and they will. They will win.

Look, every game I lose I played better than my opponent. Every game I win, my opponent is either terrible and played bad or Im just lucky. My opponents are usually just terrible and you know how it feels like going into every game thinking there is no way to win no matter what you do? Maps isnt going to change anything. GSL is proof. Look bigger maps with open center and toss got stronger. Terran got weaker. Zerg is still the same. There is no winning with zerg. You can't win early game cause they can wall and ff, you can't win mid game cause they can timing pushes. You can't win late game. Zerg is fundamentally broken. Listen to the man idra. No map can change that


IdrA only has 2 real beefs with zerg that probably need to be adressed...

1) Poor hive tech
2) Lack of scouting early game to pin an opponent on a build.

Your view of zerg is just poor. Yes, they're very difficult, and I play zerg and I know how you feel, but saying that they're fundamentally broken is just wrong, and leads to more balance discussion and complaining which leads to a degradation of thread quality, which leads to a weaker community. Look, zergs are still doing well in a lot of tournaments, which wouldn't happen if they're fundamentally broken. It's OK to say you're frustrated and feel lost, and most zergs would agree with you, but just saying the game is broken is a poor view.

To address Protoss being better on the new maps, this has more to do with the easily accessible third/fourth gas which allow protoss's great T3 units to kick in en masse and create a very strong ball which is very hard to break. In terms of map architecture, though, wide open areas are less ideal for protoss. That isn't to say that it's bad for them, either, though. Closed spaces make it easy to dissect armies with forcefields and improves unit efficiency. The reason you want a wide open space for zerg is the largely melee/short range focused army of zerg is hindered when you can't surround an army because either your lings are only hitting a very small surface area, or all your roaches are not hitting the enemy at the same time where all the protoss/terran units can hit the zerg.

I love how xbankx is trolling you in a ridiculously obvious fashion and still there are Zergies that take him serious. For a Zerg favored map, take Shattered temple, remove the rocks blocking the entrance to the corner expos, widen the ramp between natural and main abit and give extra space behind the main and natural minerals.
sixzeros
Profile Joined December 2010
72 Posts
March 12 2011 13:13 GMT
#133
I like the idea of reducing minerals per base (6 patches), and only having 1 gas per base, but lots of expansions.

Once zerg captures map control, the turtles would be stuck on 1 or 2 base, while zerg takes 5 base and runs on 5+ gas vs 2 gas.

Also the 2 base turtle would only have 12 mineral patches mining effectively while zerg would have 30 patches.

Under these conditions you could let them choke up their ramps all day, there's no way they're coming out of it with a crap load of thor, banchee or collossus and the dreaded 3 base protoss would be no worries either.

Everyone would be forced to come out into the open or starve
Ageless
Profile Joined January 2011
United States67 Posts
March 13 2011 19:27 GMT
#134
I think it is important to note that Backwater Gulch is what people are describing as a Zerg favored map. Especially against Protoss. The distance between the natural and mian is incredible due to the ledge and ramp placement, and the wide bottom ramp maes it bad for Protoss to fast expand as lings get by very easliy. Needless to say I have down-voted it.
I will serve forever!
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
March 13 2011 19:30 GMT
#135
the GSL maps are pretty awesome
I'm like badass squared | KeitZer.489
S.O.L.I.D.
Profile Blog Joined September 2010
United States792 Posts
March 13 2011 19:33 GMT
#136
I see Shattered Temple as a Zerg favored map. The middle is HUGE and definitely favors Zerg as far as large engagements go. Back door rocks are helpful for 3rd bases in anything other that close positions. Bigger choke point helps out, along with no cliff. Close air is good for mutas. I have a tough time beating Z there, but that might just be me.
Fiel
Profile Joined March 2010
United States587 Posts
March 13 2011 19:43 GMT
#137
The number one most zerg favored map in all of history is God's Garden:

+ Show Spoiler [God's Garden] +

[image loading]


It's a close cousin to Fighting Spirit.

- Easy to defend natural
- Backdoor third
- If you can expand to another natural and defend it, you get an additional two bases. Much easier for Zerg to split the map up.
- Doom drops on another player's third is powerful and easy to do. Zerg can fly back with nydus.
Nerski
Profile Blog Joined November 2010
United States1095 Posts
March 13 2011 20:17 GMT
#138
here is the deal, you want a balanced map, but to do that there is beyond a few considerations you have to take into account.

For Zerg

-No Rush distance Can Take an enemy opponent less then 55 seconds to transverse to your natural...but no more either. (enough time to build a couple spines only, but not so big you can't spread creep across the map).

-The center needs to be open enough for surrounds, but not be able to be easily cut in half by tank lines. I suspect this is what makes slag pits cross spots work somewhat well, the middle is depressed with raised area around it.

-Must be plenty of places to expand to IE: at least, 12 bases on the map. This is why shak cross and metal cross have provided some of the best games zerg have been in.

For Protoss

-Absolutely must be chokes where FF, Psi Storm, And colossus can do damage.

-Must be just enough distance they have time to get their initial gateway up and cybercore without getting bum rushed...but not more distance or the immobile nature of their army makes leaving home base more difficult.

-Need enough take able bases to get to 3 bases in order to make an effective death ball and not be out of resources after they engage with it.

For Terran

- Need cliffs where siege tanks can be more effective.

- Need as little distance to their opponent as possible.

-Need areas not transversable by ground for their air units and drops.

These are over generalizations, but to balance what the races need is beyond difficult. All 3 need things the others don't want on the large part. Making a map that has all things good for the races would be difficult.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
HavoK.
Profile Joined March 2010
United States172 Posts
March 13 2011 20:21 GMT
#139
Im looking at the drawn map of yours and all i saw was that if it was TvZ T would love this with taking a forward third and seigeing you nat at the same time. xD seems like more pain than pleasure for a Z if you ask me.
frozt_
Profile Joined January 2011
United States234 Posts
March 13 2011 21:29 GMT
#140
Map looks horrible for zergs, the positions even cross map the ramps are almost touching one another. Close positions would be a train wreck
Practice and dedication reveals the greatness within a player
Prev 1 5 6 7 All
Please log in or register to reply.
Live Events Refresh
IPSL
17:00
Ro8 Set 1
Dewalt vs ZZZero
Liquipedia
PSISTORM Gaming Misc
16:55
FSL TeamLeague: ASH vs IC
Freeedom38
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 208
Livibee 92
trigger 87
BRAT_OK 82
MindelVK 16
StarCraft: Brood War
Calm 3650
EffOrt 695
firebathero 260
Bonyth 165
Rush 131
Larva 115
Rock 34
Dota 2
Gorgc5660
qojqva4645
Fuzer 400
420jenkins384
Counter-Strike
fl0m5528
zeus1289
chrisJcsgo36
Super Smash Bros
Mew2King81
Heroes of the Storm
Khaldor443
Liquid`Hasu374
Other Games
Grubby3676
Mlord734
DeMusliM243
RotterdaM212
Hui .148
KnowMe89
Sick85
Trikslyr71
Organizations
Other Games
EGCTV1514
StarCraft 2
WardiTV1079
Other Games
gamesdonequick427
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• printf 23
• LUISG 16
• Dystopia_ 1
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 5
• Pr0nogo 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3231
Other Games
• imaqtpie976
• Shiphtur177
• tFFMrPink 15
Upcoming Events
BSL 21
1h 14m
Sziky vs OyAji
Gypsy vs eOnzErG
OSC
3h 14m
Solar vs Creator
ByuN vs Gerald
Percival vs Babymarine
Moja vs Krystianer
EnDerr vs ForJumy
sebesdes vs Nicoract
Sparkling Tuna Cup
15h 14m
WardiTV 2025
17h 14m
OSC
20h 14m
IPSL
22h 14m
Bonyth vs KameZerg
BSL 21
1d 1h
Bonyth vs StRyKeR
Tarson vs Dandy
Replay Cast
1d 14h
Wardi Open
1d 17h
StarCraft2.fi
1d 21h
[ Show More ]
Monday Night Weeklies
1d 22h
Replay Cast
2 days
WardiTV 2025
2 days
StarCraft2.fi
2 days
PiGosaur Monday
3 days
StarCraft2.fi
3 days
Tenacious Turtle Tussle
4 days
The PondCast
4 days
WardiTV 2025
4 days
StarCraft2.fi
4 days
WardiTV 2025
5 days
StarCraft2.fi
6 days
RSL Revival
6 days
IPSL
6 days
Sziky vs JDConan
Liquipedia Results

Completed

Proleague 2025-12-04
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
Acropolis #4 - TS3
WardiTV 2025
META Madness #9
Light HT
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
Kuram Kup
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.