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Blizzard's map team and positional imbalance. - Page 4

Forum Index > SC2 General
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XenoX101
Profile Joined February 2011
Australia729 Posts
December 21 2011 03:25 GMT
#61
Since tournaments usually use their own version of these maps, I think we can already fix these issues in tournament play.
DarkDolphin
Profile Joined October 2010
United States102 Posts
December 21 2011 03:50 GMT
#62
I'd like to see this fixed in Ladder vesions though
SoulWager
Profile Joined August 2010
United States464 Posts
December 21 2011 03:57 GMT
#63
Well, even if this doesn't get fixed in ladder maps, it needs to be brought to the attention of people that make tournament maps.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
December 21 2011 03:59 GMT
#64
i always knew metal had really shit gas imbalances. they really need to be fixed. for now, i always instinctively take the horizontal or vertical ones as my first
get rich or die mining
TL+ Member
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
December 21 2011 04:54 GMT
#65
"Blizzard's map team" in the title is assuming that blizzard has dedicated employees making maps. If they only have david kim and dustin browder working on balance, why would they have an entire map team?
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
lazyitachi
Profile Blog Joined December 2011
1043 Posts
December 21 2011 04:59 GMT
#66
It is true that there is a slight imbalance in the placement of geysers but same can be said of mineral patches.

However, I believe that this arbitrage is far more offset by the macro ability of the player to keep constant worker production and expanding, pressuring, defending etc and thus will have minimal impact to the outcome of the game.
CounterOrder
Profile Joined August 2010
Canada457 Posts
December 21 2011 05:06 GMT
#67
The gas imbalance is nothing compared to other positional imbalances. Like when one players expo is towards the opponent while his is away from yours. The walling issue on some maps as mentioned. The fact sometimes addons are inside your base(safe) or outside towards ramp, big deal in mirror if his addons are safe and yours are vulnerable. The shitty list goes on.

I dont understand why they ignore this or how they are blind to it. >.<'
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 21 2011 05:11 GMT
#68
This is,really minimal compared to the other map imbalaces, and stuff like having bad luck and scouting the enemy base last.
PenguinWithNuke
Profile Blog Joined January 2011
250 Posts
December 21 2011 05:12 GMT
#69
On December 21 2011 01:46 aksfjh wrote:
Show nested quote +
On December 21 2011 00:17 SoulWager wrote:
On December 21 2011 00:15 Kfcnoob wrote:
While differences in geysers are evident, the differences in mining rates are probably insignificant. In the most drastic example, in fifteen minutes or so, one player mines 100 more gas overall from one of the geysers. Is this really significant and game changing? I don't think you should feel gimped if u g et the weaker geyser spawn

1 extra baneling in zvz or 5 seconds on a sentry in pvp can have huge consequences.

So can manually forcing workers on specific mineral patches earlier in the game, but we see time and time again that bigger decisions make or break the game. This "bug" is something so insignificant that you people are splitting hairs. Stop nitpicking Blizzard maps and just play the damn game.



That's not the point. The point is that Blizzard should fix these things, or put more time and effort into making maps so that these things don't happen. For me, it's more a matter of "seriously, Blizzard, you couldn't have put more time into making your maps perfect for me, the consumer", rather than "OMGWTF IMBA IMBA IMBA!!111!one".
Silidons
Profile Blog Joined September 2010
United States2813 Posts
December 21 2011 05:12 GMT
#70
On December 21 2011 14:11 Sea_Food wrote:
This is,really minimal compared to the other map imbalaces, and stuff like having bad luck and scouting the enemy base last.

so you're saying it's ok to have a better income based purely on the % chance that you have to spawn in a certain position on a map?
"God fights on the side with the best artillery." - Napoleon Bonaparte
Zero.Tha.Hero
Profile Joined August 2010
Canada155 Posts
December 21 2011 05:20 GMT
#71
On December 20 2011 23:58 a176 wrote:at the same time, i wish you people would stop supporting blizzard's maps. time and time again they have proven they make fucking terrible maps. favouring the community made maps can ensure fast resolution of issues like these (if possible), help to get community maps on the ladder, and play less of these imbalanced pieces of crap.


This is quoted for eternal truths. The community has frequently been the best solution to game issues overlooked by a developer. Look at the modding ability in some early and middle-generation FPS engines, which was utilized by the game community to spawn new franchises (and even genres). We have tons of dedicated mappers working tirelessly to create artwork that is occupied as an intergalactic battleground. They yearn to make fun, playable, and most importantly, entertaining maps, for both players and spectators! More active community support for custom map usage in tournaments would result in increased map exposure and distribution in casual or organized practice play. A more active community also provides better cumulative input towards the design aspects. Support your local maps.
Jaeger
Profile Joined December 2009
United States1150 Posts
December 21 2011 05:27 GMT
#72
The Gas Issue, second edition
https://www.dotabuff.com/players/8137911
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-12-21 05:36:26
December 21 2011 05:29 GMT
#73
Sick find. Time to start mirroring gas and minerals at every base like in BW

[edit] The issue is that Nexus/CC/Hatcheries take up a square of hexes but the radius for placing the gas geyser is a circle. So some places are farther than others. The solution is to either copy+paste gases or to always place the gases parallel to the starting location.
https://liquipedia.net/starcraft2/Monitor
XenoX101
Profile Joined February 2011
Australia729 Posts
December 21 2011 05:29 GMT
#74
On December 21 2011 14:20 Zero.Tha.Hero wrote:
Show nested quote +
On December 20 2011 23:58 a176 wrote:at the same time, i wish you people would stop supporting blizzard's maps. time and time again they have proven they make fucking terrible maps. favouring the community made maps can ensure fast resolution of issues like these (if possible), help to get community maps on the ladder, and play less of these imbalanced pieces of crap.


This is quoted for eternal truths. The community has frequently been the best solution to game issues overlooked by a developer. Look at the modding ability in some early and middle-generation FPS engines, which was utilized by the game community to spawn new franchises (and even genres). We have tons of dedicated mappers working tirelessly to create artwork that is occupied as an intergalactic battleground. They yearn to make fun, playable, and most importantly, entertaining maps, for both players and spectators! More active community support for custom map usage in tournaments would result in increased map exposure and distribution in casual or organized practice play. A more active community also provides better cumulative input towards the design aspects. Support your local maps.


The last post showed that Tal'Darim, Daybreak and Calm before the Storm all also have this problem; it can definitely be fixed by the community but it is not only Blizzard that are at fault.
wunsun
Profile Joined October 2010
Canada622 Posts
December 21 2011 05:34 GMT
#75
I have noticed that some geysers are closer than others, and this data confirms it. However, this is a somewhat small difference, as I am assuming the numbers mean that when one geyser is mined out, there is X amount of gas left. I think that we just have to know which geyser is closer and make sure we take those ones.
DGenerate
Profile Joined June 2010
Canada140 Posts
December 21 2011 05:43 GMT
#76
Damn, I really hope they fix this because I can't believe memorizing which gysers to take first could impact the game so much
GMonster
Profile Blog Joined May 2011
686 Posts
December 21 2011 05:46 GMT
#77
yeah i've noticed that i would randomly be able to afford my 12 barracks and 13 barracks without skipping any scv's when i 2 rax a zerg. They really need to fix this. Horrible practice. And as for blizzards map team. They should GET ONE. Im pretty sure its just one guys sitting around drawing a picture and then puts it into a map editor.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
Vei
Profile Joined March 2010
United States2845 Posts
December 21 2011 05:46 GMT
#78
Fantastic post. This is pretty silly of Blizzard =p
www.justin.tv/veisc2 ~ 720p + commentary
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
December 21 2011 06:24 GMT
#79
So basically even GSL maps have this problem. Perhaps a simple fix would be to allow geysers and mineral patches to be placed out of the grid, and whatever square they are on count as occupied.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
hehe
Profile Joined April 2009
United States132 Posts
December 21 2011 06:41 GMT
#80
On December 21 2011 15:24 Yoshi Kirishima wrote:
So basically even GSL maps have this problem. Perhaps a simple fix would be to allow geysers and mineral patches to be placed out of the grid, and whatever square they are on count as occupied.


ive thought of this back in broodwar because it had a problem similiar to this, this would fix it
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