• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:56
CET 18:56
KST 02:56
  • 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: 1804 users

The Close Spawning Position [poll] - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 26 27 28 Next All
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
March 29 2011 23:56 GMT
#21
DUHHHHHH. Of course they should. Close positions takes no skill kill an opponent with a completely generic timing attack. At least on longer positions any timing attacks need to be well-planned
Micro your Macro
Gecko
Profile Joined August 2010
United States519 Posts
March 29 2011 23:59 GMT
#22
On March 30 2011 08:42 Striding Strider wrote:
Slag Pits close spawns should definitely be disabled..


Slag pits should not exist lol
Deleted User 124618
Profile Joined November 2010
1142 Posts
Last Edited: 2011-03-30 00:03:41
March 30 2011 00:03 GMT
#23
Close positions provide variety to gameplay. If a race has a problem dealing with close position spawns, the race should be changed. Not the maps.
darklordjac
Profile Joined July 2010
Canada2231 Posts
March 30 2011 00:04 GMT
#24
Don't get rid of them, both have what they had in broodwar where it decreased the time by a bit, but not nearly as much as they have now.
i_am_immure
Profile Joined February 2011
United States67 Posts
March 30 2011 00:49 GMT
#25
On March 30 2011 08:59 Gecko wrote:
Show nested quote +
On March 30 2011 08:42 Striding Strider wrote:
Slag Pits close spawns should definitely be disabled..


Slag pits should not exist lol


Yeah I agree, slag pits should have never been added into the map pool.
FinestHour
Profile Joined August 2010
United States18466 Posts
March 30 2011 00:54 GMT
#26
On March 30 2011 09:04 darklordjac wrote:
Don't get rid of them, both have what they had in broodwar where it decreased the time by a bit, but not nearly as much as they have now.


This. I really dont want to play a 20-30 minute game, every game. There needs to be variety and flavor. You cant really expect to play greedy every game and be safe from any kind of retaliation.
thug life.                                                       MVP/ex-
FuzzyLord
Profile Joined September 2010
253 Posts
March 30 2011 00:54 GMT
#27
Nah, i think they should still keep the maps in the map pool. They are maps that play to terran and protoss strengths, just like how large maps play to zerg strength. If all the maps were macro-oriented, Zerg would have favorable games.
Aequos
Profile Joined October 2010
Canada606 Posts
March 30 2011 00:56 GMT
#28
I'd say just design maps that are symmetric instead of rotationally symmetric. The rotational symmetry sets certain spawn positions on 4 person maps to obscenely close vs obscenely far.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
shadowboxer
Profile Joined November 2010
United States224 Posts
March 30 2011 00:57 GMT
#29
On March 30 2011 08:24 Tump wrote:
Don't eliminate close positions. Just make less rush maps. A balanced map pool is a good one.

Game would be boring if every single game was played on a macro map (and vice versa!). Just sayin'.


I hope you're joking. It's not like it's hard to cheese on a macro map, it's just not a free win for Terran/Protoss like it is if it's close positions vs. zerg.
"Hear that? That's God laughing at your plans."
Slago
Profile Joined August 2010
Canada726 Posts
March 30 2011 00:57 GMT
#30
theres a TvZ push that will kill a zerg every single time on close position on Shattered temple
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Carras
Profile Joined August 2010
Argentina860 Posts
March 30 2011 00:58 GMT
#31
ok, close positions are really stupid.. THERES ABSOLUTELY NO WAY TO BEAT A TERRAN OR TOSS (WITH ZERG) IF THEY TAKE THEIR NATURAL... no fucking way... only by going with a very good all in vs a noob..
u cant even take a 3rd base..
HEROwithNOlegacy
Profile Joined June 2010
United States850 Posts
March 30 2011 01:54 GMT
#32
Although I think it's good for a game to have close aggressive positions, these are just to close and to be honest completely imbalanced for zerg. Not being able to take and reasonable third base is ridiculous and having your opponent one attack command to your front door is ridiculous. However, because ladder matches are ladder matches and are not tournament games it really isn't that big of a deal as long as you don't make money from ladder.
SlayerS Fighting!
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-03-30 05:20:48
March 30 2011 05:18 GMT
#33
Metalopolis is bad for the same reasons of shattered temple, but Shattered temple is even worse than metal due to the 3rd in the corner that means instant death. Opponent just needs to wall/defend main a bit, expand through the corner expo, and make a super small push to destroy zerg's natural.

Personally I don't mind slag pits TOO MUCH. It's close positions have got to be the closest damn positions around making it terrible for ZvP, but at least it's not as bad if you play cautious vs terran.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Amandil
Profile Joined May 2010
United States58 Posts
March 30 2011 07:23 GMT
#34
Close spawns are good to practice all ins as zerg, thats about it. Keeping a third base is ridiculously hard as any drop or zealot warp in is so far away you cant defend it without droping a good amount of money on static defense, nydus, or units that are not with your main army. Also there is no time to react against opponents agression, so you are forced to cut some econ for defense.
And no, 4 gate is much scarier close spawns then far. I'm assuming most zergs have learned by now that at least 1 of the 4 lings they spawn at the beginning of zvp have nothing better to do then search for lost probes and hidden pylons. If the army has to move out with the probe and wait for pylon to warp in for reinforcements thats a significant amount of reaction time you dont have when they can warp in at there base and be at your natural in 10 seconds.
Buddhist
Profile Joined April 2010
United States658 Posts
March 30 2011 07:46 GMT
#35
Even if close positions don't disfavor Zerg, I still don't like the luck factor involved, ever.
Swede
Profile Joined June 2010
New Zealand853 Posts
Last Edited: 2011-03-30 07:55:36
March 30 2011 07:55 GMT
#36
On March 30 2011 08:40 Spekulatius wrote:
Show nested quote +
On March 30 2011 08:24 Toadvine wrote:
In all honesty, if a map requires certain natural spawn positions to be "disabled" in order to produce good games, then it's a bad map. I'd much rather see a 2 player map with the basic design of Metalopolis than disabled close positions.


This. Removing close spawn possibility indicates the map is flawed. They shouldn't be removed, Blizzard should solve the problem by balancing the close spawn problem or remove the map itself.


That doesn't make sense. Judging the map as 'flawed' based on a position being disabled is illogical. That judgment is entirely based on the knowledge that the position wasn't disabled at some point. In other words if Metalopolis was released for the first time tomorrow with no close positions you couldn't say the same thing.

The only thing a map should be judged on is whether or not is produces good games. Close positions on some maps don't produce good games, thus they shouldn't be enabled.
ALPINA
Profile Joined May 2010
3791 Posts
March 30 2011 08:22 GMT
#37
On March 30 2011 08:26 Skillz_Man wrote:
I want to ask, what difference does close or cross positions on shattered temple make in zvp? As a protoss I'll have a close pylon anyways. I'm personally really enjoy close positions so I'm againsts it... I think it's fine - Until you're top top masters a push arriving 5-10 seconds earlier would have killed you either way and it's way overdone.

If you have such a problem, don't play those maps.


Of course you enjoy close positions in PvZ lol. The difference is that toss gets his collosus ball up and breaks the rocks and comes though the rocks into zerg natural and then zerg must fight in super small choke. Even if protoss does not know what forcefields are it would be extremelly hard.

But overall the longer the distance the easier for zerg to prepare to any kind of push - that's obvious I think.
You should never underestimate the predictability of stupidity
Tookie22
Profile Joined May 2010
United States187 Posts
March 30 2011 23:26 GMT
#38
I think changes to zerg would be ideal but i would take this since that wolnt happen...
"Its a race between software designers to create more idiot proof software and the universe to create bigger idiots. So far the universe is winning"
ScythedBlade
Profile Joined May 2010
308 Posts
March 30 2011 23:29 GMT
#39
Close positions make it balanced. Have you ever seen zerg go all in? On big maps where they just sack 20 roaches when they have no economy and then after a good while, you try to counter attack, you can't punish zerg.

I think Zerg is pretty OPed when you can't punish zerg for all-inning or just sacking everything to try and kill you early on. (Because Protoss and Terran will definitely pay their own price for allinning and losing all their units.
Ftwpker
Profile Joined January 2011
United States165 Posts
March 30 2011 23:30 GMT
#40
Close spawns should be part of the game just like big rush distances. It varies the style and makes the game more interesting. No this does not mean a free Terran win. This can be abusable by zerg and toss. Zerg can just go all, bling bust, speedling while toss can go quick stalker rush or fast 5 gate attack
¯\_(ツ)_/¯
Prev 1 2 3 4 5 26 27 28 Next 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
Freeedom17
Liquipedia
WardiTV 2025
12:00
Group Stage 1 - Group A
WardiTV1032
ComeBackTV 481
IndyStarCraft 239
TaKeTV 231
Rex107
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 239
Rex 107
BRAT_OK 94
trigger 39
Livibee 34
MindelVK 29
StarCraft: Brood War
Calm 3605
EffOrt 707
Hyuk 287
firebathero 256
Bonyth 126
Larva 117
Rush 112
Rock 31
Terrorterran 14
Dota 2
Gorgc5933
qojqva4395
420jenkins468
Fuzer 403
Counter-Strike
fl0m5049
zeus1189
chrisJcsgo36
Super Smash Bros
Mew2King101
Heroes of the Storm
Khaldor472
Liquid`Hasu381
Other Games
Grubby1926
Mlord720
DeMusliM208
Hui .189
RotterdaM168
KnowMe105
Sick69
Trikslyr64
Organizations
Other Games
EGCTV1940
gamesdonequick110
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• poizon28 32
• Hinosc 13
• Reevou 12
• LUISG 5
• Dystopia_ 2
• IndyKCrew
• sooper7s
• intothetv
• Kozan
• AfreecaTV YouTube
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Airneanach53
• Michael_bg 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2560
Other Games
• Shiphtur142
• tFFMrPink 12
Upcoming Events
BSL 21
2h 4m
Sziky vs OyAji
Gypsy vs eOnzErG
OSC
4h 4m
Solar vs Creator
ByuN vs Gerald
Percival vs Babymarine
Moja vs Krystianer
EnDerr vs ForJumy
sebesdes vs Nicoract
Sparkling Tuna Cup
16h 4m
WardiTV 2025
18h 4m
OSC
21h 4m
IPSL
23h 4m
Bonyth vs KameZerg
BSL 21
1d 2h
Bonyth vs StRyKeR
Tarson vs Dandy
Replay Cast
1d 15h
Wardi Open
1d 18h
StarCraft2.fi
1d 22h
[ Show More ]
Monday Night Weeklies
1d 23h
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.