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Is rocks on 3rd just bad map design? - Page 5

Forum Index > SC2 General
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bubblegumbo
Profile Blog Joined July 2008
Taiwan1296 Posts
January 01 2012 08:42 GMT
#81
Close 3rd expos need to have rocks or it would be too good, especially on these crappy medium size maps that Blizzard keep putting out. Easy to take 3rd expos should be allowed on massive maps but Blizzard does not want those kind of maps. Calm Before the Storm isn't exactly newbie friendly, but its the one map that has the easiest 3rd with no rocks too.
Gold expansions should be removed, even though as Terran I can abuse the hell out of them.
"I honestly think that whoever invented toilet paper is a genius. For man to survive, they need toilet paper!"- Nal_rA
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-01-01 08:53:23
January 01 2012 08:52 GMT
#82
The problem is that Zerg can't take a distance 3rd because no lurker/muta-micro/defiler/slower nydus (unit-trans speed).

Rocks wouldn't be a problem then, but it is still bad map design. Its just so boring.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
mapleleafs791
Profile Joined September 2010
United States225 Posts
Last Edited: 2012-01-01 09:11:43
January 01 2012 09:04 GMT
#83
On January 01 2012 17:42 bubblegumbo wrote:
Close 3rd expos need to have rocks or it would be too good, especially on these crappy medium size maps that Blizzard keep putting out. Easy to take 3rd expos should be allowed on massive maps but Blizzard does not want those kind of maps. Calm Before the Storm isn't exactly newbie friendly, but its the one map that has the easiest 3rd with no rocks too.
Gold expansions should be removed, even though as Terran I can abuse the hell out of them.


I agree early 3rds can be too good, both for Zerg and t/p in the correct scenario however I do not think rocks are the solution. It is better maps imho

Better maps=more gg=more skill= less whining
Amirite?

I am fine with rocks just not on top of expo locations
Spor.534 Master Zerg NA
shadowboxer
Profile Joined November 2010
United States224 Posts
January 01 2012 09:08 GMT
#84
Yes, it's incredibly bad map design, especially in a game where certain races have to stay one up on the other to stay in the game.
"Hear that? That's God laughing at your plans."
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
January 01 2012 09:09 GMT
#85
Any rocks preventing a base being put down is silly and should be removed. Rocks that block/open pathways are okay. Gold bases should be gone too.
Stropheum
Profile Joined January 2010
United States1124 Posts
January 01 2012 09:10 GMT
#86
On January 01 2012 15:37 CecilSunkure wrote:
I think rocks are just fuckin annoying. If something in a map is legitimately annoying me as a player, the design has failed at least for me.

Gold minerals are kinda okay, would be more fine if there were rich vespene as well (protoss player) as what the hell am I ganna do with a shitload of Zealots? Drop my army's pop efficiency, that's what.

Owning a gold gives you liberty to drop excessive amounts of cannons with no penalty on your macro, to be fair
shizna
Profile Joined April 2011
United Kingdom803 Posts
January 01 2012 09:18 GMT
#87
On January 01 2012 15:25 Jermstuddog wrote:
I think it would be considered fair to say that rocks blocking bases is considered anti-zerg and pro-terran. If I am overstepping on my assumption here, let me know.

As the game evolves, double expand openers are becoming more and more common for zerg, and many maps put zerg in a horrible position simply due to there being rocks.

For those who don't now, 3 hatch before pool was a common opener in BW, so it's not unrealistic to expect the same in SC2.

Is rocks on 3rd bad for SC2 in general? or am i just a biased zerg?


in BW terran could barracks before depot...

the blocked base is bad map design. from memory, most of the proleague broodwar maps were at least twice as big as taldarim... to the point where each player having about 5-6 bases is completely normal. sc2 is a completely different ball game, as indicated by the only 3 'safe' bases to take and any extra are almost always in super boring passive games.
DeepElemBlues
Profile Blog Joined January 2011
United States5079 Posts
January 01 2012 09:20 GMT
#88
look at a map that does have a relatively easily takeable fast third, metalopolis, short rush distance to compensate. you need something to balance it out or a zerg can just drone up on 3 bases and hold off early pressure no problem.
no place i'd rather be than the satellite of love
Macpo
Profile Joined September 2010
453 Posts
January 01 2012 09:22 GMT
#89
To all my zerg fellows: why not just sending 5 or 6 zerglings in the beginning to kill rocks? then you are exchanging a strategical problem for a slight delay in your bo, which is completely fair knowing that easy thirds favor zergs...
"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
Let it Raine
Profile Joined August 2010
Canada1245 Posts
January 01 2012 09:26 GMT
#90
On January 01 2012 18:22 Macpo wrote:
To all my zerg fellows: why not just sending 5 or 6 zerglings in the beginning to kill rocks? then you are exchanging a strategical problem for a slight delay in your bo, which is completely fair knowing that easy thirds favor zergs...


how does that favor zerg exactly

but yeah, sen does this on taldarim zvp.

Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
mapleleafs791
Profile Joined September 2010
United States225 Posts
Last Edited: 2012-01-01 09:28:22
January 01 2012 09:26 GMT
#91
On January 01 2012 18:20 DeepElemBlues wrote:
look at a map that does have a relatively easily takeable fast third, metalopolis, short rush distance to compensate. you need something to balance it out or a zerg can just drone up on 3 bases and hold off early pressure no problem.


But what about maps like daybreak? No rocks on bases on that map and you see alot of multi base vs mutli base in ZvT and ZvP. not trying to argue because i totally get your point, but i feel like this should be fixed by better map design. not gimmicks like rocks on expansions which is like a band-aid on a gaping wound. Why no fix the main problem rather than try to cover it up?
Spor.534 Master Zerg NA
Fyrewolf
Profile Joined January 2010
United States1533 Posts
January 01 2012 09:26 GMT
#92
On January 01 2012 17:31 mapleleafs791 wrote:
i am not whining, i am stating a point. When i play zerg and rocks exist my only option is cutting econ to kill the rocks. no problem if my opponent opens with an aggressive build but what if he opens eco? he doesnt have to cut shit as non zerg races have linear worker production.

Um.. what? Are you saying that if you aren't converting 100% of your larva to drones, you are cutting econ? It's not that hard to saturate 2 bases, and you need some army so you don't die.
When i offrace my opinion on rocks completely changes. When i play terran i dont care as i can just in base CC kill the rocks and lift over. NO OTHER RACE can do this.

so a terran builds an in base CC early and uses the army they will have due to linear production to kill the rocks and lifts their expansion. Zergs cannot do this... Protoss cannot do this that is a clear disadvantage.

As someone pointed out, zerg can make a hatch next to the rocks that will become a macro hatch, but will give you another gas geyser and at least a few close mineral patches before the rocks go down and another hatch goes up.


Whenever i offrace i LOVE it when i have maps vs zerg with a 3rd that has rocks because i can just 1 rax expand and laugh as the zerg has to play 2 base vs 2 base. If they take an early 3rd and i use a timing attack its even more fucked than usual as that couldn't play economical and had to make useless lings.

Lings are only useless if you don't use them. If they try to push off two base, lings can easily counter.

I do have a response to rocks and it is
A. you better than them so just out macro them or
B. All in them because its not looking good. why do you think leenock all-ined naniwa so much on that map pool.

Leenock all-inned so much because Naniwa was playing extremely greedy and never changed to respond to it game after game.
I just think its silly that when i offrace i can play macro or early game timing regardless of rocks but when i play zerg its pretty much "play from behind or all in them".

Zerg has plenty of potent 2 base timings in addition to 3 base play. It's not so black and white that you will always be behind, unless your playstyle consistently puts you in that position. It's interesting how many zerg players seem to think that if they aren't ahead in bases, that must mean they are behind. It just means you aren't ahead in bases. If you are always playing inherently greedy(not in the dangerous way, just in the always trying to get more bases/drones than the opponent way) is it really a surprise when the opponent has more fighting units?

I do take 3rd's somewhere else and competent opponents make its almost impossible to defend. Its fine when i ladder due to the variation in skill but why do you think the gsl doesnt have rocks all over the place? hnmm?

Yes my opinion seems zerg biased but even when i offrace rocks piss me off unless i am playing a zerg then i love them, unless i am playing pvt, then i hate them (as well as golds, which i love golds vs FFE protoss as zerg but i undestand why protoss players think this is bullshit and i also think they should be removed)

Once again look at gsl maps. There is a reason that they are made that way

TLDR: i have a solution, on maps with rocks on 3rds and i dont just wine, if my opponent opens economical to play a late game i will all in them EVERY time because im not going to play from behind due to a map feature, Similarly if im offracing and i get a map with rocks, you better believe im gonna open nex first/1 rax expand because good luck taking a 3rd. This is poor map design


I noted that I think the rocks happen too often, thus I agree with gsl removing them on some maps, but having rocks is not so gamebreaking as to force you into only one option, nor is it inherently bad map design. It just means you actually have to plan taking your expansion a little more than normal, while leaving it just as easy to defend. In BW there were some maps that had harder to take and defend thirds, and they didn't block any with rocks. But people still had to take that into account about the map when they planned their strategy and build order. I don't think rocks are inherently better or worse for any race. But I think maps with and without rocks are both necessary, they promote different strategies for their situations and are overall better for balance and the metagame.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
January 01 2012 09:28 GMT
#93
I dislike rocks for blocking expo's , great for making alternative attack paths though.

Perhaps it would be better to have blue and gold mineral expansions mixed instead of having a full gold expansion. Although I'm not sure if something like that is doable in the map maker.
mapleleafs791
Profile Joined September 2010
United States225 Posts
Last Edited: 2012-01-01 09:41:19
January 01 2012 09:32 GMT
#94
On January 01 2012 18:26 Fyrewolf wrote:
Show nested quote +
On January 01 2012 17:31 mapleleafs791 wrote:
i am not whining, i am stating a point. When i play zerg and rocks exist my only option is cutting econ to kill the rocks. no problem if my opponent opens with an aggressive build but what if he opens eco? he doesnt have to cut shit as non zerg races have linear worker production.

Um.. what? Are you saying that if you aren't converting 100% of your larva to drones, you are cutting econ? It's not that hard to saturate 2 bases, and you need some army so you don't die.
Show nested quote +
When i offrace my opinion on rocks completely changes. When i play terran i dont care as i can just in base CC kill the rocks and lift over. NO OTHER RACE can do this.

so a terran builds an in base CC early and uses the army they will have due to linear production to kill the rocks and lifts their expansion. Zergs cannot do this... Protoss cannot do this that is a clear disadvantage.

As someone pointed out, zerg can make a hatch next to the rocks that will become a macro hatch, but will give you another gas geyser and at least a few close mineral patches before the rocks go down and another hatch goes up.


Show nested quote +
Whenever i offrace i LOVE it when i have maps vs zerg with a 3rd that has rocks because i can just 1 rax expand and laugh as the zerg has to play 2 base vs 2 base. If they take an early 3rd and i use a timing attack its even more fucked than usual as that couldn't play economical and had to make useless lings.

Lings are only useless if you don't use them. If they try to push off two base, lings can easily counter.

Show nested quote +
I do have a response to rocks and it is
A. you better than them so just out macro them or
B. All in them because its not looking good. why do you think leenock all-ined naniwa so much on that map pool.

Leenock all-inned so much because Naniwa was playing extremely greedy and never changed to respond to it game after game.
Show nested quote +
I just think its silly that when i offrace i can play macro or early game timing regardless of rocks but when i play zerg its pretty much "play from behind or all in them".

Zerg has plenty of potent 2 base timings in addition to 3 base play. It's not so black and white that you will always be behind, unless your playstyle consistently puts you in that position. It's interesting how many zerg players seem to think that if they aren't ahead in bases, that must mean they are behind. It just means you aren't ahead in bases. If you are always playing inherently greedy(not in the dangerous way, just in the always trying to get more bases/drones than the opponent way) is it really a surprise when the opponent has more fighting units?

Show nested quote +
I do take 3rd's somewhere else and competent opponents make its almost impossible to defend. Its fine when i ladder due to the variation in skill but why do you think the gsl doesnt have rocks all over the place? hnmm?

Yes my opinion seems zerg biased but even when i offrace rocks piss me off unless i am playing a zerg then i love them, unless i am playing pvt, then i hate them (as well as golds, which i love golds vs FFE protoss as zerg but i undestand why protoss players think this is bullshit and i also think they should be removed)

Once again look at gsl maps. There is a reason that they are made that way

TLDR: i have a solution, on maps with rocks on 3rds and i dont just wine, if my opponent opens economical to play a late game i will all in them EVERY time because im not going to play from behind due to a map feature, Similarly if im offracing and i get a map with rocks, you better believe im gonna open nex first/1 rax expand because good luck taking a 3rd. This is poor map design


I noted that I think the rocks happen too often, thus I agree with gsl removing them on some maps, but having rocks is not so gamebreaking as to force you into only one option, nor is it inherently bad map design. It just means you actually have to plan taking your expansion a little more than normal, while leaving it just as easy to defend. In BW there were some maps that had harder to take and defend thirds, and they didn't block any with rocks. But people still had to take that into account about the map when they planned their strategy and build order. I don't think rocks are inherently better or worse for any race. But I think maps with and without rocks are both necessary, they promote different strategies for their situations and are overall better for balance and the metagame.


Im not trying to start a huge internet argument with you to be honest. Alot of your points are valid. I still fundamentally do not agree with rocks on expansions. Rocks covering minerals sure but not on expansion. You raise good points so i dont want this to turn into another one of those stupid arguments but my issues arnt as a zerg with rocks [although i play zerg so its hard to ignore :D] i just think rocks are an excuse for bad maps. we seem to have some similar point with alot of forum fury in between lol. No hard feeling though. Gotta go to sleep though this shouldnt be keeping me up haha

i agree with the bolded part and when i play thats exactly how i think. my personal opinion is different unfortunately :S. New years alcohol make make it seem otherwise lol. Im sure people hated on lurker eggs at some point (purley speculation as i didnt BW it up) but they were accepted. Maybe im in that group

PS: I still think rocks are awful
Spor.534 Master Zerg NA
Hossinaut
Profile Joined June 2011
United States453 Posts
January 01 2012 09:36 GMT
#95
IMO, rocks with that many hitpoints/ that much armor @ 3rds is bad
IMO, gold bases are imba for T with mules

IIRC, GSL doesn't have rocks blocking expos aside from the possible 4th location @ Xel'Naga Fortress, but I could be wrong
http://wiki.teamliquid.net/starcraft2/GSL_Maps

If its balanced at the highest level of play to NOT have rocks, why do we need them on ladder? I understand @ golds and stuff, but beyond that, it seems stupid. I think destructible rocks and the upcoming (HotS) area-blocking rocks are really bad for the game, as they add ways for lesser players to beat better players via some gimmick. In this case, not being able to take a third and then losing because all of your units are WAY less cost-efficient (ZvP Tal'Darim specifically). This feels gimmicky to me. Ofc, the whole
seems just as gimmicky. If those colossus were say marines and the roach/ling were say colossus, then Terran is screwed. Likewise, if those colossus are roach/ling and the roach/ling is colossus or tanks, Zerg is screwed. These seem like really bad game design to me.
jjhchsc2
Profile Joined December 2010
Korea (South)2393 Posts
January 01 2012 09:37 GMT
#96
They are not bad.
THEY ARE TERRIBLE!!!!
Lee Ssang/ Lee Shin/ Kim Jung Woo/ Kim Min Chul/Jun Tae Yang/Park Soo Ho/Lee Jung Hoon/Choi Sung Hoon/ Moon Sung Won/Park Ji Soo/ Lee Ho Joon/ Jang Min Chul/ Kim Seung Chul/SaSe/IdrA/Ret Fighting! BW4Life
Fyrewolf
Profile Joined January 2010
United States1533 Posts
January 01 2012 09:54 GMT
#97
On January 01 2012 18:32 mapleleafs791 wrote:

Im not trying to start a huge internet argument with you to be honest. Alot of your points are valid. I still fundamentally do not agree with rocks on expansions. Rocks covering minerals sure but not on expansion. You raise good points so i dont want this to turn into another one of those stupid arguments but my issues arnt as a zerg with rocks [although i play zerg so its hard to ignore :D] i just think rocks are an excuse for bad maps. we seem to have some similar point with alot of forum fury in between lol. No hard feeling though. Gotta go to sleep though this shouldnt be keeping me up haha

i agree with the bolded part and when i play thats exactly how i think. my personal opinion is different unfortunately :S. New years alcohol make make it seem otherwise lol. Im sure people hated on lurker eggs at some point (purley speculation as i didnt BW it up) but they were accepted. Maybe im in that group


It s'all good, it's been fun, sorry if I was a little harsh at first. Rocks covering minerals sounds interesting, even though gas is the more important resource expansions give you. I definitely agree that the rocks sometimes feel like an excuse for bad maps, though one of the things I truly love about starcraft is that there are so many different maps that the game never feels stale. I never liked those lurker eggs in bw, but it was different, and that in and of itself was cool. It's getting way late here now though, it be time to go. Happy New Year Everybody!
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
Last Edited: 2012-01-01 09:58:40
January 01 2012 09:57 GMT
#98
They should revert to what the BW inspiration for them was. For instance the stacked temples on the BW map (Wiki)Medusa multiple stacked neutral buildings with a ton of health, requiring midgame splash damage units to take down.
There are three types of people in the universe: those who can count, and those who cant.
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
January 01 2012 10:02 GMT
#99
I think they are absolutely necessary to as a map feature, and bring a whole new dynamic to the game. I may be the only one *holds hands up as shield


When they block the only viable natural 3rd though (TA), terrans and especially protosses have an advantage by easily knowing the playstyles a zerg is forced into.
Micro your Macro
Shiger
Profile Joined March 2008
Sweden118 Posts
January 01 2012 10:03 GMT
#100
It depends entirely on the mapconcept and layout. Take Calm before the storm for example, with three easy bases and a distant fourth. In that case it's required. But I don't like that type of mapconcept anyway because it doesn't promote dynamic gameplay, in my opinion. Make maps that doesn't require them.
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