• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:13
CEST 08:13
KST 15:13
  • 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
[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5TL.net Map Contest #21 - Finalists4Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High15
Community News
PartinG joins SteamerZone, returns to SC2 competition215.0.15 Balance Patch Notes (Live version)94$2,500 WardiTV TL Map Contest Tournament 151Stellar Fest: StarCraft II returns to Canada11Weekly Cups (Sept 22-28): MaxPax double, Zerg wins, PTR12
StarCraft 2
General
PartinG joins SteamerZone, returns to SC2 competition 5.0.15 Balance Patch Notes (Live version) ZvT - Army Composition - Slow Lings + Fast Banes Stellar Fest: StarCraft II returns to Canada Had to smile :)
Tourneys
Stellar Fest $2,500 WardiTV TL Map Contest Tournament 15 Sparkling Tuna Cup - Weekly Open Tournament LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025 Maestros of The Game—$20k event w/ live finals in Paris
Strategy
Custom Maps
External Content
Mutation # 493 Quick Killers Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight
Brood War
General
RepMastered™: replay sharing and analyzer site [ASL20] Ro8 Preview Pt2: Holding On BarrackS' ASL S20 Ro.8 Review&Power of Friendship Question regarding recent ASL Bisu vs Larva game BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro8 Day 4 [Megathread] Daily Proleagues [ASL20] Ro8 Day 3 Small VOD Thread 2.0
Strategy
TvZ Theorycraft - Improving on State of the Art Current Meta I am doing this better than progamers do. Simple Questions, Simple Answers
Other Games
General Games
ZeroSpace Megathread Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts The Automated Ban List BarCraft in Tokyo Japan for ASL Season5 Final
Blogs
[AI] From Comfort Women to …
Peanutsc
Mental Health In Esports: Wo…
TrAiDoS
Try to reverse getting fired …
Garnet
[ASL20] Players bad at pi…
pullarius1
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3096 users

Meta - Official discussion and VOD thread - Page 76

Forum Index > SC2 General
Post a Reply
Prev 1 74 75 76 77 78 Next
nkr
Profile Blog Joined November 2010
Sweden5451 Posts
July 29 2014 18:33 GMT
#1501
it's not a balance discussion, it's game discussions that sometimes touches on game balance ;p
ESPORTS ILLUMINATI
Frosthaze
Profile Joined October 2010
94 Posts
July 29 2014 19:23 GMT
#1502
Get the mp3 at http://esportpodcasts.st
caznitch
Profile Joined July 2012
Canada645 Posts
July 29 2014 19:30 GMT
#1503
On July 30 2014 04:23 Frosthaze wrote:
Get the mp3 at http://esportpodcasts.st


Thanks! Just made this afternoon at work tolerable.
why?
SC2Towelie
Profile Joined July 2014
United States561 Posts
July 29 2014 20:45 GMT
#1504
Xenocider is fucking hilarious haha, great show! Contrary to what others have said, I actually find the map discussion really interesting :D
Don't forget to bring a towel! (Towelie.635)
Frosthaze
Profile Joined October 2010
94 Posts
July 29 2014 21:00 GMT
#1505
On July 30 2014 04:30 caznitch wrote:
Show nested quote +
On July 30 2014 04:23 Frosthaze wrote:
Get the mp3 at http://esportpodcasts.st


Thanks! Just made this afternoon at work tolerable.


My pleasure sir!!! :D
Quidios
Profile Joined June 2013
Sweden74 Posts
Last Edited: 2014-07-30 13:57:03
July 30 2014 13:55 GMT
#1506
To everyone who disliked the mapdiscussion or think it should be shortened; new maps get added 3 times a year.

As a mapdesigner I always like to hear thoughts from the pros, but their perspectives are often narrow and ends up something like "This map is not fun for spectators, has balanceproblems, but I win on it so it's a good map, I like it."
They did touch upon the mappool perspective a few times, but it was very shallow and brief.

About 4 player map scouting I think the players have more influence on the situations than they'd like to admit. In Harstem's example he had obviously only himself to blame, but it's easier to blame the map and randomness. Players don't tailor builds to 4 player maps as much as they did in BW, where you often saw 2 scouting workers for example. I think the reason is that we've only had 2 true 4 player maps in SC2 that have been up to scratch, Whirlwind and Frost.

I'm looking forward to next week's show and new guests.
Hider
Profile Blog Joined May 2010
Denmark9405 Posts
Last Edited: 2014-07-30 15:12:05
July 30 2014 14:13 GMT
#1507
Harstem's example he had obviously only himself to blame, but it's easier to blame the map and randomness. Players don't tailor builds to 4 player maps as much as they did in BW, where you often saw 2 scouting workers for example.

That misses the point. When you increase the costs required to play safe your still making the game more coinflippy.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-07-30 14:27:01
July 30 2014 14:21 GMT
#1508
On July 30 2014 23:13 Hider wrote:
Show nested quote +
I think the reason is that we've only had 2 true 4 player maps in SC2 that have been up to scratch, Whirlwind and Frost.


That misses the point. When you increase the costs required to play safe your still making the game more coinflippy.


Also it makes no sense that people wouldn't change up their build for a map that is not "up to scratch". If they have to play a game on it, it doesn't matter if the map is top notch or just so-so, you are still trying to do what's best. And we definitely didn't suffer from a lack of 4p maps in the past. Some of them were actually quite good for the time they were being played - e.g. Tal'darim Altar or Tempest, as well as spawn-restricted ones like Entombed Valley or Shakuras Plateau.

Harstem's example is just one extreme that can happen. There are much more subtile problems with distances like on Alterzim or if Deathwing was not restricted to 3spawns. E.g. rallying your first overlords is a problem, because even if you additionally drone scout, the rerally takes so long that you do not have the "standard vision" as zerg, in particular against a FFE. From there you have to completely coinflip on the possibility of a 7-8min gateway timing or similar timings, since you don't have standard intell like gas or fast techbuildings. Pretty sure other races have similar problems scouting as well. (thinking of fullwall Terrans with backdoor expansions, that you don't know about as Protoss for a long time)
Quidios
Profile Joined June 2013
Sweden74 Posts
July 30 2014 14:56 GMT
#1509
It is still true that the experience on true 4 player maps (not spawn-restricted) have been sparsely and the image of 4 player maps have been damaged by flawed designs. Ofcourse it matters if a map has extra long distances and an inbase natural, especially when scouting.
Big J
Profile Joined March 2011
Austria16289 Posts
July 30 2014 15:25 GMT
#1510
On July 30 2014 23:56 Quidios wrote:
It is still true that the experience on true 4 player maps (not spawn-restricted) have been sparsely and the image of 4 player maps have been damaged by flawed designs. Ofcourse it matters if a map has extra long distances and an inbase natural, especially when scouting.


But what's the point in making 4p maps? What are the differences?
For a player:
- the opponent can spawn in 3 positions. You have to scout it. Once scouted (early in the game), it is the same as a 2p map with 16bases.
For a mapmaker:
- instead of making a spawn area with the required 3-4 bases and then designing extra bases, you make a main area with 3-4bases, put it in far corners so that the rushdistances aren't broken and copy it 4times.

So why not just create a 2player map with a lot of bases instead? It doesn't restrict you to designing the later bases so that they are symmetrical to the ones you spawn on --> you can make them better.
It doesn't restrict you to balancing rush distances to every corner.
And you don't introduce the scouting roulette.
The only thing you can't do with a 2p map that a 4p map can, is to have the scouting randomness. Which isn't good for the game to begin with.
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
July 30 2014 15:33 GMT
#1511
On July 31 2014 00:25 Big J wrote:
Show nested quote +
On July 30 2014 23:56 Quidios wrote:
It is still true that the experience on true 4 player maps (not spawn-restricted) have been sparsely and the image of 4 player maps have been damaged by flawed designs. Ofcourse it matters if a map has extra long distances and an inbase natural, especially when scouting.


But what's the point in making 4p maps? What are the differences?
For a player:
- the opponent can spawn in 3 positions. You have to scout it. Once scouted (early in the game), it is the same as a 2p map with 16bases.
For a mapmaker:
- instead of making a spawn area with the required 3-4 bases and then designing extra bases, you make a main area with 3-4bases, put it in far corners so that the rushdistances aren't broken and copy it 4times.

So why not just create a 2player map with a lot of bases instead? It doesn't restrict you to designing the later bases so that they are symmetrical to the ones you spawn on --> you can make them better.
It doesn't restrict you to balancing rush distances to every corner.
And you don't introduce the scouting roulette.
The only thing you can't do with a 2p map that a 4p map can, is to have the scouting randomness. Which isn't good for the game to begin with.



You do make some great points. The only thing about 4 player maps that I like is the fact there is an unknown factor of where people spawned so you it may change how you decide to open the game, which can be interesting. Assuming it isn't forced spawns of course. I do think map makers should keep experimenting with map design. I think it is important to keep trying to innovate and change the rules of maps. Players will always find a way to play their best on the map.
Quidios
Profile Joined June 2013
Sweden74 Posts
July 30 2014 15:51 GMT
#1512
On July 31 2014 00:25 Big J wrote:
Show nested quote +
On July 30 2014 23:56 Quidios wrote:
It is still true that the experience on true 4 player maps (not spawn-restricted) have been sparsely and the image of 4 player maps have been damaged by flawed designs. Ofcourse it matters if a map has extra long distances and an inbase natural, especially when scouting.


But what's the point in making 4p maps? What are the differences?
For a player:
- the opponent can spawn in 3 positions. You have to scout it. Once scouted (early in the game), it is the same as a 2p map with 16bases.
For a mapmaker:
- instead of making a spawn area with the required 3-4 bases and then designing extra bases, you make a main area with 3-4bases, put it in far corners so that the rushdistances aren't broken and copy it 4times.

So why not just create a 2player map with a lot of bases instead? It doesn't restrict you to designing the later bases so that they are symmetrical to the ones you spawn on --> you can make them better.
It doesn't restrict you to balancing rush distances to every corner.
And you don't introduce the scouting roulette.
The only thing you can't do with a 2p map that a 4p map can, is to have the scouting randomness. Which isn't good for the game to begin with.

A true 4 player map is 3 maps in one, requiring you to adapt (or better yet, plan) depending on the spawnlocations, keeping the mapmeta dynamic and produces varying games.
Hider
Profile Blog Joined May 2010
Denmark9405 Posts
Last Edited: 2014-07-30 16:13:00
July 30 2014 16:12 GMT
#1513
On July 31 2014 00:51 Quidios wrote:
Show nested quote +
On July 31 2014 00:25 Big J wrote:
On July 30 2014 23:56 Quidios wrote:
It is still true that the experience on true 4 player maps (not spawn-restricted) have been sparsely and the image of 4 player maps have been damaged by flawed designs. Ofcourse it matters if a map has extra long distances and an inbase natural, especially when scouting.


But what's the point in making 4p maps? What are the differences?
For a player:
- the opponent can spawn in 3 positions. You have to scout it. Once scouted (early in the game), it is the same as a 2p map with 16bases.
For a mapmaker:
- instead of making a spawn area with the required 3-4 bases and then designing extra bases, you make a main area with 3-4bases, put it in far corners so that the rushdistances aren't broken and copy it 4times.

So why not just create a 2player map with a lot of bases instead? It doesn't restrict you to designing the later bases so that they are symmetrical to the ones you spawn on --> you can make them better.
It doesn't restrict you to balancing rush distances to every corner.
And you don't introduce the scouting roulette.
The only thing you can't do with a 2p map that a 4p map can, is to have the scouting randomness. Which isn't good for the game to begin with.

A true 4 player map is 3 maps in one, requiring you to adapt (or better yet, plan) depending on the spawnlocations, keeping the mapmeta dynamic and produces varying games.


Keeping a metagame "dynamic" because players need to invest more to be safe which increases the reward of players that choose to cut corners (?) Sry, but that's not the way to go about making the gameplay more "dynamic".

Instead, what you have to look for are maps such as King Sejung Station where the map layout makes different types of tactics available which adds for new micro interactions.
Big J
Profile Joined March 2011
Austria16289 Posts
July 31 2014 06:30 GMT
#1514
On July 31 2014 01:12 Hider wrote:
Show nested quote +
On July 31 2014 00:51 Quidios wrote:
On July 31 2014 00:25 Big J wrote:
On July 30 2014 23:56 Quidios wrote:
It is still true that the experience on true 4 player maps (not spawn-restricted) have been sparsely and the image of 4 player maps have been damaged by flawed designs. Ofcourse it matters if a map has extra long distances and an inbase natural, especially when scouting.


But what's the point in making 4p maps? What are the differences?
For a player:
- the opponent can spawn in 3 positions. You have to scout it. Once scouted (early in the game), it is the same as a 2p map with 16bases.
For a mapmaker:
- instead of making a spawn area with the required 3-4 bases and then designing extra bases, you make a main area with 3-4bases, put it in far corners so that the rushdistances aren't broken and copy it 4times.

So why not just create a 2player map with a lot of bases instead? It doesn't restrict you to designing the later bases so that they are symmetrical to the ones you spawn on --> you can make them better.
It doesn't restrict you to balancing rush distances to every corner.
And you don't introduce the scouting roulette.
The only thing you can't do with a 2p map that a 4p map can, is to have the scouting randomness. Which isn't good for the game to begin with.

A true 4 player map is 3 maps in one, requiring you to adapt (or better yet, plan) depending on the spawnlocations, keeping the mapmeta dynamic and produces varying games.


Keeping a metagame "dynamic" because players need to invest more to be safe which increases the reward of players that choose to cut corners (?) Sry, but that's not the way to go about making the gameplay more "dynamic".

Instead, what you have to look for are maps such as King Sejung Station where the map layout makes different types of tactics available which adds for new micro interactions.


I think what he means is that you only make one map and can have 3 different scenarios depending on where you spawn, since horizontal/vertical/diagonal all play differently.
Which imo is a weak argument, since we have more than enough potent mapmakers to make 3maps instead
Artosis *
Profile Blog Joined June 2004
United States2140 Posts
August 03 2014 14:37 GMT
#1515
New episode this Tuesday!

3:30pm CEST / 10:30pm KST

Targa, MaNa, and Dayshi will join me!

The channel will once again be www.twitch.tv/scdojosite
Commentatorhttp://twitter.com/Artosis
zanga
Profile Joined September 2011
659 Posts
August 03 2014 14:49 GMT
#1516
Artosis! \o/ <3
(:
Mahtasooma
Profile Joined November 2010
Germany475 Posts
August 03 2014 19:19 GMT
#1517
The current meta is not to hit the ladder as much.
This is ONE mine:

http://www.twitch.tv/fenn3r/c/4807838

http://twitch.tv/mahtasooma
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
August 05 2014 13:47 GMT
#1518
Meta is live!
Missing a Terran since Dayishi did not show up - pros asked to join
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
August 05 2014 13:57 GMT
#1519
Get Bunny on the case.
Undead1993
Profile Joined January 2012
Germany17651 Posts
August 05 2014 14:07 GMT
#1520
wtf dayshi T_T

glad meta is back though, the artosis passion
SEKO SEKO SEKO SEKO SEKO
Prev 1 74 75 76 77 78 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 47m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft888
StarCraft: Brood War
sorry 114
Leta 103
ToSsGirL 41
League of Legends
JimRising 637
Counter-Strike
Stewie2K1173
Super Smash Bros
Mew2King192
Other Games
summit1g9216
XaKoH 186
Nina75
Models1
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH135
• OhrlRock 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Sparkling Tuna Cup
3h 47m
BSL Team Wars
12h 47m
Team Bonyth vs Team Dewalt
Dewalt vs kogeT
JDConan vs Tarson
RaNgeD vs DragOn
StRyKeR vs Bonyth
Aeternum vs Hejek
IPSL
12h 47m
DragOn vs Fear
Radley vs eOnzErG
Replay Cast
1d 3h
Map Test Tournament
2 days
PiGosaur Monday
2 days
Map Test Tournament
3 days
Tenacious Turtle Tussle
3 days
The PondCast
4 days
Map Test Tournament
4 days
[ Show More ]
Map Test Tournament
5 days
OSC
5 days
Korean StarCraft League
5 days
CranKy Ducklings
6 days
Map Test Tournament
6 days
OSC
6 days
[BSL 2025] Weekly
6 days
Safe House 2
6 days
Liquipedia Results

Completed

KCM Race Survival 2025 Season 3
Maestros of the Game
HCC Europe

Ongoing

BSL 20 Team Wars
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
Acropolis #4 - TS2
C-Race Season 1
IPSL Winter 2025-26
EC S1
ESL Pro League S22
Frag Blocktober 2025
Urban Riga Open #1
FERJEE Rush 2025
Birch Cup 2025
DraculaN #2
LanDaLan #3
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
WardiTV TLMC #15
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 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.