• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:16
CEST 16:16
KST 23:16
  • 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
Team Liquid Map Contest #22: Results and Winners5Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? Team Liquid Map Contest #22: Results and Winners TL.net Map Contest #22 - Voting & Ladder Map Selection Oliveira Would Have Returned If EWC Continued Code S Season 2 (2026): RO4 and Finals Preview
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Douyu Cup 2026 Maestros of The Game 2 announcement and schedule ! GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Data needed Quality of life changes in BW that you will like ? BGH Auto Balance -> http://bghmmr.eu/ BW fans in southern Sweden, look here! 25 Years Since Brood War Patch 1.08
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor 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
Vanilla Mini Mafia
Community
General
Trading/Investing Thread US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] NBA General Discussion McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7291 users

The Close Spawning Position [poll] - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 26 27 28 Next All
askTeivospy
Profile Blog Joined March 2011
1525 Posts
Last Edited: 2011-03-30 23:31:29
March 30 2011 23:30 GMT
#41
what is the point of 4 player maps then if you're just going to arbitrarily say something is unbalanced? might as well only make 2 or 3 player ones.

build order A is easily scoutable and beats build order B, you don't do build order B
close enemy positions is easily scoutable and can beat build order B, you don't do build order B

deal with it, starcraft isn't a 1 build order game. learn builds based on whether or not you want to be aggressive, be safe, or be greedy and apply those based on specific locations
hihihi
LuckyMacro
Profile Joined July 2010
United States1482 Posts
March 30 2011 23:33 GMT
#42
I'd rather something else be fixed, I don't know how, but some other way than disabling close spawn positions. If there was a way to make it better so certain races (zerg) able to do better at close spawns, i'd rather have that.
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
March 30 2011 23:33 GMT
#43
On March 31 2011 08:30 ftwpker wrote:
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


Thats fun to you?

Close spawn make the game way less enjoyable, as opposed to games with reasonable rush distances. Taking out garbage maps like steppes was a step forward, as was removing close spawn on shakuras, the same should be done for metal, temple, etc.
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
brutality
Profile Joined August 2010
United States167 Posts
March 30 2011 23:34 GMT
#44
close positions don't give the option of more than 2 bases forcing players to play hyper aggressive. yes you can take a third but you have to be careful. generally no one likes to play close positions because they're boring games so don't really know why people would defend them
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
March 30 2011 23:35 GMT
#45
this combined with watch towers reallllly dumb the game down.

sure macro games are awesome, but just macro games can also get a little boring, alot of times the close spawn back and forth micro battles created many amazing games. in some instances sure they are TOO close but then the map becomes a LONG distance only map.
Angelbelow
Profile Joined September 2010
United States3728 Posts
March 30 2011 23:37 GMT
#46
YES! Ideally, they wouldn't have to, but in the past few months of playing and watching starcraftt, its painfully clear that spawning close and far result in 2 MASSIVELY different games. You might as well have 2 versions of the same map with one close and one far and let plays veto. Its just disgustingly different.
You may delay, but time will not. Current Music obsession: Opeth
Nerski
Profile Blog Joined November 2010
United States1095 Posts
March 30 2011 23:42 GMT
#47
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'.


Not a matter of macro or not macro it's a balance issue....if a balanced pool is a good one you can't have close positions...it's why they got rid of steppes.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
DuckS
Profile Joined September 2010
United States845 Posts
March 30 2011 23:50 GMT
#48
I want some variety. Do we really have to macro every game? The only thing I disagree in with tl's big-map sentiment is that a lot feel like we need to play on maps like Tal'Darim every game. A well-balanced map pool is ideal - not every map like Steppes, but also not every map like Tal'Darim.

It adds a particular dynamic in all match-ups; a different set of strategies and different concepts from your traditional macro style game.
"You foiled us this time Americans, but your liberty will not protect your Marilyn Monroe forever - our Queen must FEED!" - Deleuze
Sv1
Profile Joined June 2010
United States204 Posts
Last Edited: 2011-03-30 23:56:45
March 30 2011 23:54 GMT
#49
In tournament modes, consider this the home advantage for some races. You might select that map because you know you have a good pressure/close game, or you might veto it because you favor macro games. Sure everyone wants their best chance to win, but sometimes the game just can't be balanced in all aspects. Sure in baseball they will move outfield walls from time to time, but it isn't as if the visiting team starts complaining to the league commissioner about having to play at Team X's stadium because they have an advantage, or in basketball another team refuses to play because the opposing team's fans are too loud when shooting foul shots, or worse a football stadium is too WINDY.

I see everyone keep mentioning Close Meta and Close Shattered temple. With so much ire generated towards these maps one would think these are the ONLY maps people ever spawn on. The days of steppes and blistering are gone, and thumbing down DQ and Slag Pits are probably most people's 1-2. It's still a 1:3 chance, which is kind of favorable towards spawning NOT in close positions (DQ/slag pits as an exception).

If anything I think the major problem lies in the limited nature of zerg vs the slightly more early game versatility of the other 2 races, you can't exactly 1 base tech and delay an expansion as zerg without sacrificing just about everything else.

You'd think also by now that most people would have a strategy for close positions to give them an advantage rather then the auto-loss that most people accept them as.

On the other end of the spectrum, I may start rotating Tal Darim in and out of my bans because I honestly can't keep playing 35+ minute macro games 4x in a row. If you think about it, a 1:3 chance will be close position on meta/st, but a 1:1 chance will be a relatively far walk any time you draw Tal Darim in your ladder.
hidiliho
Profile Joined September 2004
Canada685 Posts
March 30 2011 23:55 GMT
#50
No.

It adds to the match ups.
I have a dream, that some day I wouldn't see any imba comments in GSL threads.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 30 2011 23:56 GMT
#51
It really depends on the map itself.

Close positions on GSL maps and many of BW's maps is not as punishing as close positions on Blizzard maps. It does give the rusher a slight advantage and thus forces safer builds, but unlike on Blizzard maps, it does not reward rushes and cheese as much.

Cross-positions-only on many of the Blizzard maps, such as Metalopolis and the new ladder maps, would be quite good at this point since close positions are too flawed on many of them. Close positions on many Blizzard maps rewards rushes and punishes defenders too much with short rush distances to a point where it really limits the variety of openings in the game.
ㅇㅅㅌㅅ
Lmui
Profile Joined November 2010
Canada6223 Posts
March 30 2011 23:58 GMT
#52
Close positions shattered ZvP is absolutely stupid. I tried playing multiple games against my brother(mid masters protoss), and if he did a nice safe 3 gate expo, cannoned up + broke down rocks and cannoned the high ground before expanding there, there's almost nothing I could do beyond allining before this was possible. Especially with good forcefields and 5+ cannons at the top of the ramp, it's very hard if not impossible to break him. Considering how long it takes to tech to broods vs how long it takes for the protoss to get a deathball off of 3 bases that's almost impossible to kill in one go with a zerg mass, it's stupid.
Sceptor87
Profile Joined October 2010
Canada266 Posts
March 31 2011 00:02 GMT
#53
Generally yeah. Close positions are retarded to deal with. Meta close is almost as short of a rush distance as Steppes (maybe shorter), but at least Steppes had an expansion that you might be able to defend. Meta is about as open as a whore's legs. I don't think it should be straight up cross though. It should be like Shakura's and basically turned into a 3 player map. At least there would be some randomization for scouting instead of just always knowing where your opponent is.
Standard,
Ftwpker
Profile Joined January 2011
United States165 Posts
March 31 2011 00:09 GMT
#54
On March 31 2011 08:33 Megaliskuu wrote:
Show nested quote +
On March 31 2011 08:30 ftwpker wrote:
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


Thats fun to you?

Close spawn make the game way less enjoyable, as opposed to games with reasonable rush distances. Taking out garbage maps like steppes was a step forward, as was removing close spawn on shakuras, the same should be done for metal, temple, etc.


Yes thats fun for me. Although I'm not the best cheeser or rusher, I like to some of those builds. These builds are simply part of the game and do them once in a while especially on close spawn will force opponents to play safe rather then being greedy and quickly expanding,
¯\_(ツ)_/¯
Dommk
Profile Joined May 2010
Australia4865 Posts
March 31 2011 00:11 GMT
#55
For the longest time, why Terran was perceived to be imbalanced was due to close rush distances, and the newer maps have solved that yet we keep maps with ridiculously close rush distances which obviously favor Terran greatly. Even MYM.Cloud said during the HEAT show match series that Protoss were at a big disadvantage if they spawned close positions vs Terran.

Similarly, PvZ,TvZ don't favor the Zerg when in close proximity...

They should just eliminate close positions once and for all from maps like Met and ST
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
March 31 2011 00:15 GMT
#56
I really wished that with these big maps and basically the removal of stupid short rush distances that Blizzard removes depot before rax. I mean, the main thing that depot before rax was removed was the stupid short rush distances...
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Fission
Profile Blog Joined August 2010
Canada1184 Posts
March 31 2011 00:17 GMT
#57
No because this kind of change serves only in the best interests of zerg players in particular, and it seems to me that zerg players do not need any more advantages than they already have in the matchups.
rysecake
Profile Joined October 2010
United States2632 Posts
March 31 2011 00:19 GMT
#58
I'm leaning more towards keeping them, though I consider myself neutral too. Cheese/rushes are all part of the game. You can't have everything be a macro game.
The Notorious Winkles
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
March 31 2011 00:21 GMT
#59
On March 31 2011 09:17 Fission wrote:
No because this kind of change serves only in the best interests of zerg players in particular, and it seems to me that zerg players do not need any more advantages than they already have in the matchups.

...
Care to elaborate?
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
CursedFeanor
Profile Joined August 2010
Canada539 Posts
March 31 2011 00:25 GMT
#60
With the recent patch, heavily nerfing terran's early game with the stupidly high stim upgrade time, I don't see why close position would be imbalanced in one way of another. I think the game also has evolved since the beginning and zergs now know how to hold rushes that were previously thought to be almost impossible to stop. Close positions are alright now imho.
Prev 1 2 3 4 5 26 27 28 Next All
Please log in or register to reply.
Live Events Refresh
Maestros of the Game
14:00
Playoffs
Classic vs MaruLIVE!
Serral vs herO
TBD vs Rogue
TBD vs Clem
RotterdaM725
IntoTheiNu 597
ComeBackTV 527
TaKeTV 283
Ryung 203
Rex103
SteadfastSC65
3DClanTV 53
EnkiAlexander 47
IndyStarCraft 40
CosmosSc2 20
LiquipediaDiscussion
OSC
13:00
King of the Hill #252
EmpressLilyy45
iHatsuTV 23
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 725
Ryung 203
Rex 103
SteadfastSC 65
IndyStarCraft 40
Vindicta 36
CosmosSc2 20
RushiSC 11
StarCraft: Brood War
Britney 57713
Sea 2870
Shuttle 1836
EffOrt 1315
BeSt 531
Soma 501
Jaedong 453
Hyuk 407
Light 373
ggaemo 194
[ Show more ]
Snow 172
Rush 164
Hyun 146
ToSsGirL 117
Mong 109
Barracks 102
PianO 95
Free 84
[sc1f]eonzerg 59
Sea.KH 54
sorry 51
Sacsri 42
soO 20
GoRush 18
Terrorterran 16
Rock 16
Shine 14
IntoTheRainbow 14
zelot 12
ajuk12(nOOB) 10
Icarus 8
Dota 2
Gorgc10410
qojqva1829
XcaliburYe221
League of Legends
Reynor44
Counter-Strike
fl0m8680
olofmeister2269
kRYSTAL_35
Other Games
gofns38253
tarik_tv7307
Lowko1599
B2W.Neo665
hiko451
Beastyqt438
crisheroes297
DeMusliM279
Sick186
mouzStarbuck178
KnowMe103
ArmadaUGS86
Happy33
Organizations
StarCraft: Brood War
UltimateBattle 1569
Other Games
BasetradeTV213
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• poizon28 15
• Kozan
• AfreecaTV YouTube
• intothetv
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis3622
• TFBlade865
Upcoming Events
Replay Cast
9h 44m
CranKy Ducklings
19h 44m
uThermal 2v2 Circuit
1d
BSL22 NKC (BSL vs China)
1d 4h
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
1d 19h
uThermal 2v2 Circuit
2 days
BSL22 NKC (BSL vs China)
2 days
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
OSC
2 days
Wardi Open
2 days
Replay Cast
4 days
[ Show More ]
The PondCast
5 days
Replay Cast
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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 © 2026 TLnet. All Rights Reserved.