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Is rocks on 3rd just bad map design? - Page 6

Forum Index > SC2 General
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Incognoto
Profile Blog Joined May 2010
France10239 Posts
January 01 2012 10:06 GMT
#101
I'm sorry this is slightly off topic but I thought this thread was about 3rd Rock from the Sun.

I think (as a Zerg player) that blocking 3rd rocks can be OK as long as the 3rd base is relatively close to the 2nd (ie Taldarim Altar).
maru lover forever
ZenithM
Profile Joined February 2011
France15952 Posts
January 01 2012 10:09 GMT
#102
Balance wise, I don't mind them in PvZ, Zerg can really get out of control otherwise, and it makes them play "reasonable" once in a while.
However, how annoying it is when you're in the middle of a fight and you want to slip in a quick expand to capitalize on your position, and there it is, you forgot to destroy the rocks (or simply didn't have the time or the possibility to put ressources in its removal). No Nexus for you...ever...
This shit has obviously been designed for Terran (as most of this game I guess ;D), you just put down a command center wherever and deal with the rocks afterwards...and start raining mules on gold minerals.
I consider gold minerals to be kind of the same problem. On maps like Antiga (not anymore I think?) and Metalopolis, when the Zerg just takes the gold as his third (or even second), you know you're on a timer and you're going to have to do something drastic really quickly or this shit is getting out of hand. Zerg knows that too and is just watching you struggle with a big toothless smile on his face, greasy sticky hair, while spamming SDDDDDDDDDDD (that's how I picture Zerg players who take the gold, yup). You can try light pressure, but you're on a razor thin edge and if the pressure doesn't do enough it's gg roach spam k thx, so most of the time you have to 2 base all in. It's not that it's imbalanced, but it's forcing too easily a certain form of gameplay from Protoss, and I think that's bad design.

So I would say, no more rocks, but no more gold bases. Rocks put Zerg at a disadvantage, and gold put Protoss at a disadvantage.
BrosephBrostar
Profile Blog Joined December 2009
United States445 Posts
January 01 2012 10:12 GMT
#103
On January 01 2012 18:57 Talic_Zealot wrote:
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.


Unfortunately that's impossible since Blizzard decided the only zerg unit with splash damage should kill itself when it attacks.
Meega
Profile Joined May 2011
Germany35 Posts
January 01 2012 10:18 GMT
#104
I think rocks on the third are just as bad as cliffs on key locations (e.g. natural expansion on Lost Temple)
they are bad map design and are bad for gameplay and balance. Therefor i strongly agree with removing rocks or at least removing rocks from third bases.
I also think gold minerals should be removed like GSL already did or they should just fix the MULEs.

I think Blizzard is going to remove gold bases and rocks, its just a matter of time - because blizzards always needs months to realize what the community and tournament map makers allready know.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
January 01 2012 10:21 GMT
#105
well i thought we agreed long time ago that rocks and gold bases are bad (at least in gsl there's no gold anymore). thank god we are getting new rocks mechanics in hots eh
http://www.twitch.tv/czelpredy
hypnossc2
Profile Joined November 2011
144 Posts
January 01 2012 10:25 GMT
#106
Hate rocks on 3rd as Protoss (vZ)
Thats the reason i veto Taldarim

Im ok if rocks block the path to 3rd
Joefish
Profile Joined July 2010
Germany314 Posts
January 01 2012 10:28 GMT
#107
On January 01 2012 15:28 mastergriggy wrote:
I think the better question is are rocks really needed in starcraft 2 at all?


This.
Let's think about one year back when maps were as big as one fourth of tal'darim.
Everybody cheesed or built 48645 cannons to survive early rushes.
More macro oriented maps emerged => hour of FEs. Nowadays Zerg can even sometimes take 3rd before 7min mark Oo
Imagine what could be possible without rocks!
No rocks, no gold => more interesting games imho..
BlitzerSC
Profile Joined May 2011
Italy8800 Posts
Last Edited: 2012-01-01 10:54:15
January 01 2012 10:46 GMT
#108
On January 01 2012 19:28 Joefish wrote:
Show nested quote +
On January 01 2012 15:28 mastergriggy wrote:
I think the better question is are rocks really needed in starcraft 2 at all?


This.
Let's think about one year back when maps were as big as one fourth of tal'darim.
Everybody cheesed or built 48645 cannons to survive early rushes.
More macro oriented maps emerged => hour of FEs. Nowadays Zerg can even sometimes take 3rd before 7min mark Oo
Imagine what could be possible without rocks!
No rocks, no gold => more interesting games imho..


No rocks = Zerg max out at the 12 minutes mark = Terran and Toss just macro in their base and don't attack until maxed ( 20 minutes )

Fun game...
ZenithM
Profile Joined February 2011
France15952 Posts
January 01 2012 10:47 GMT
#109
On January 01 2012 19:28 Joefish wrote:
Show nested quote +
On January 01 2012 15:28 mastergriggy wrote:
I think the better question is are rocks really needed in starcraft 2 at all?


This.
Let's think about one year back when maps were as big as one fourth of tal'darim.
Everybody cheesed or built 48645 cannons to survive early rushes.
More macro oriented maps emerged => hour of FEs. Nowadays Zerg can even sometimes take 3rd before 7min mark Oo
Imagine what could be possible without rocks!
No rocks, no gold => more interesting games imho..


More like before 5 min. Double Blizzard achievement unlocked!
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2012-01-01 10:57:29
January 01 2012 10:56 GMT
#110
On January 01 2012 19:09 ZenithM wrote:
Balance wise, I don't mind them in PvZ, Zerg can really get out of control otherwise, and it makes them play "reasonable" once in a while.
However, how annoying it is when you're in the middle of a fight and you want to slip in a quick expand to capitalize on your position, and there it is, you forgot to destroy the rocks (or simply didn't have the time or the possibility to put ressources in its removal). No Nexus for you...ever...
This shit has obviously been designed for Terran (as most of this game I guess ;D), you just put down a command center wherever and deal with the rocks afterwards...and start raining mules on gold minerals.
disadvantage.


Wow, this is a CLASSIC "Rock is fine, but scissors are op - Regards, paper".
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
January 01 2012 11:05 GMT
#111
On January 01 2012 19:46 BlitzerSC wrote:
Show nested quote +
On January 01 2012 19:28 Joefish wrote:
On January 01 2012 15:28 mastergriggy wrote:
I think the better question is are rocks really needed in starcraft 2 at all?


This.
Let's think about one year back when maps were as big as one fourth of tal'darim.
Everybody cheesed or built 48645 cannons to survive early rushes.
More macro oriented maps emerged => hour of FEs. Nowadays Zerg can even sometimes take 3rd before 7min mark Oo
Imagine what could be possible without rocks!
No rocks, no gold => more interesting games imho..


No rocks = Zerg max out at the 12 minutes mark = Terran and Toss just macro in their base and don't attack until maxed ( 20 minutes )

Fun game...

Just like any pvz on shakuras ?
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
January 01 2012 11:09 GMT
#112
you couldnt beat zerg in tvz on taldarim
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2012-01-01 11:10:43
January 01 2012 11:10 GMT
#113
On January 01 2012 19:56 vOdToasT wrote:
Show nested quote +
On January 01 2012 19:09 ZenithM wrote:
Balance wise, I don't mind them in PvZ, Zerg can really get out of control otherwise, and it makes them play "reasonable" once in a while.
However, how annoying it is when you're in the middle of a fight and you want to slip in a quick expand to capitalize on your position, and there it is, you forgot to destroy the rocks (or simply didn't have the time or the possibility to put ressources in its removal). No Nexus for you...ever...
This shit has obviously been designed for Terran (as most of this game I guess ;D), you just put down a command center wherever and deal with the rocks afterwards...and start raining mules on gold minerals.
disadvantage.


Wow, this is a CLASSIC "Rock is fine, but scissors are op - Regards, paper".


Haha well put, it does sound like this, even if it was not my intention.
Tl;dr; Rocks: bad for Zerg, good for Terran, annoying for everyone.
+ Show Spoiler +
But less for Terran ;D


I don't mind rocks to temporarily constrict paths in a map however, those I find a good idea. In a 2v2 map there are even rocks to block the early access to a Xel Naga, that's an interesting feature.
TuElite
Profile Blog Joined March 2010
Canada2123 Posts
January 01 2012 11:11 GMT
#114
On January 01 2012 15:30 shishy wrote:
Rocks and gold minerals are more or less the only things I have issues with lol, and I think they should both be removed (Even GSL maps are amazing without gold minerals!)

I would add watch towers to that list as well.
Always Smile - Jung Nicole - Follow Nicole on Twitter @_911007 and me @TuElite
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2012-01-01 11:17:25
January 01 2012 11:12 GMT
#115
On January 01 2012 20:10 ZenithM wrote:
Show nested quote +
On January 01 2012 19:56 vOdToasT wrote:
On January 01 2012 19:09 ZenithM wrote:
Balance wise, I don't mind them in PvZ, Zerg can really get out of control otherwise, and it makes them play "reasonable" once in a while.
However, how annoying it is when you're in the middle of a fight and you want to slip in a quick expand to capitalize on your position, and there it is, you forgot to destroy the rocks (or simply didn't have the time or the possibility to put ressources in its removal). No Nexus for you...ever...
This shit has obviously been designed for Terran (as most of this game I guess ;D), you just put down a command center wherever and deal with the rocks afterwards...and start raining mules on gold minerals.
disadvantage.


Wow, this is a CLASSIC "Rock is fine, but scissors are op - Regards, paper".

In a 2v2 map there are even rocks to block the early access to a Xel Naga, that's an interesting feature.


Testbug has rocks blocking xel naga towers as well. And rocks blocking gold minerals from being mined, but not a command center from landing in the optimal position.

I think testbug uses rocks in cool ways. Crevasse as well. All the blizzard maps with rocks always use them in very boring and unimaginative ways in comparison to ESV and GSL maps.

Blizzard rocks:

-Block expansions

-Block paths to your third base

Non blizzard rocks:

-Change the way the map is played when they are destroyed because they dramatically alter the architecture of the map. For example Crevasse. And not some path to your natural third - this is in the middle of the map. For example: Crevasse.

-Block half of a ramp or choke, providing early game defense by tightening the choke point without screwing over the attacker in the late game. For example: Daybreak

and many more things. Come on Blizzard, either use GSL maps, or make more interesting maps yourselves.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
w1nter
Profile Joined March 2011
Lithuania73 Posts
January 01 2012 11:13 GMT
#116
rocks and gold bases are a bad design choice
Deleuze
Profile Blog Joined December 2010
United Kingdom2102 Posts
January 01 2012 11:24 GMT
#117
On January 01 2012 15:29 Lebzetu wrote:
The only map where this is a problem is Taldarim Altar.
And there will never be such thing as even two hatch before pool because of the way buildings work in SC2. No matter what, every building when next to another is ling-tight, so it allows for easy ramp-blocking.


This is not true for spine crawlers and spore crawlers, see Walling:

http://wiki.teamliquid.net/starcraft2/Spine_Crawler

Also, I fail to see how it follows that there should be no such thing as two hatch because of ling tight wall-ins, please elaborate.
“An image of thought called philosophy has been formed historically and it effectively stops people from thinking.” ― Gilles Deleuze, Dialogues II
WarheadsByLink
Profile Joined May 2010
United Kingdom75 Posts
Last Edited: 2012-01-01 11:31:20
January 01 2012 11:30 GMT
#118
I wouldn't mind rocks so much as a Z if they removed the armour on them ^^ Other races have early access to +bonus vs armoured but Zerg don't really get much (apart from spines / ultra IIRC). Early game you're realistically looking to kill rocks with lings which are incredibly slow to do so because of the armour. I've tried getting lots of early creep spread going so I can re-root a spine to the 3rd on tal darim to help break rocks but still that's a bit wonky =p
HystericaLaughter
Profile Joined September 2011
Australia720 Posts
January 01 2012 11:32 GMT
#119
The only rocks on any map that I like are the rocks on Crevasse that turn a single ramp into a double ramp later on. Makes for some interesting tactics and decisions in game.

I don't like rocks blocking the third for Zerg on Taldarim because Protoss ffe on that map every single time, but the map is so big that you tend to be ok taking a distant third. On shattered temple I feel compelled to go two base muta w/macro hatch IdrA style every single game against Terran because taking the opposite natural as a fast third is just asking for trouble. And Protoss gets a fast, safe third at the back that is much more difficult for Zerg to take.

So yes OP I think that rocks blocking third bases hurts game balance by being a disadvantage to Zerg against Terran but especially Protoss on ffe maps.
My wife for hire! - Zealot
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2012-01-01 11:45:43
January 01 2012 11:41 GMT
#120
I feel like map features shouldn't be tossed into "good" and "bad" so neatly. Rocks on the third base make a map annoying for Zerg. It doesn't ruin the map; TA is slightly Z-favored. If there's a relatively easy 4th, the Zerg can expand there as the third in response to a forge FE and it's just a little dicier, and thus adds to the depth of the map ("Do I take a risky third now, or a safer third in thtee minutes?"). If a map is good but Zerg-favored, rocks on the third can alleviate that. If it's bad, then it doesn't help at all. A lot of the original maps were map for Zerg to start with, so the rock-blocking didn't help much there.

I'm actually a fan of the "third is easy to defend when the rocks is down, hard when they're up" variant, though. We see that on Entombed Valley, for instance. Steppes of War, for all it's faults, had the easiest third of the original map pool and for quite a while. I think a Steppes-style nat/third layout on a map bigger than a Pringle might be interesting. A lot of the bad old maps had individual aspects that were good, actually, even if the map as a whole failed.

I feel like rocks were overused so much that everyone's hating them on principle now, but rocks to open up paths (Daybreak, Entombed) are still a nifty idea.

On January 01 2012 20:12 vOdToasT wrote:
Blizzard rocks:

-Block expansions

-Block paths to your third base


In fairness, Shakuras 1.0 and Typhon Peaks had alternative attack paths blocked by rocks, but the paths themselves were so abusive that the rocks didn't help much on Typhon and actually hurt on Shakuras. Jungle Basin also had a backdoor entrance to the natural blocked by rocks, with the architecture on the map making that much less broken than it had been in Blistering Sands.

Blizzard maps tend to have a lot of poorly executed ideas, moreso I think then just bad ideas. They seem bad because they're not done well.
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