• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:07
CET 12:07
KST 20:07
  • 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
Behind the Blue - Team Liquid History Book15Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8herO wins SC2 All-Star Invitational14
Community News
LiuLi Cup: 2025 Grand Finals (Feb 10-16)6Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker7PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)11Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Behind the Blue - Team Liquid History Book Weekly Cups (Jan 12-18): herO, MaxPax, Solar win Rongyi Cup S3 - Preview & Info Nexon's StarCraft game could be FPS, led by UMS maker
Tourneys
LiuLi Cup: 2025 Grand Finals (Feb 10-16) Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Season 4 announced for March-April WardiTV Mondays
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
ACS replaced by "ASL Season Open" - Starts 21/02 Recent recommended BW games [ASL21] Potential Map Candidates BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Fighting Spirit mining rates Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta
Other Games
General Games
Diablo 2 thread Battle Aces/David Kim RTS Megathread Nintendo Switch Thread ZeroSpace Megathread EVE Corporation
Dota 2
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Sex and weight loss Russo-Ukrainian War Thread Ask and answer stupid questions here! YouTube Thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2988 users

Announcing the starcraft mapmaking association - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 Next All
BisuDagger
Profile Blog Joined October 2009
Bisutopia19306 Posts
September 02 2015 17:25 GMT
#21
On September 03 2015 01:25 NonY wrote:
What is your stance on 1v1 maps with four spawn locations?

I hate the chance involved in scouting, especially for PvP, though it's significant for many PvT and PvZ strategies as well. I also hate that many of the maps with four spawn locations are intended to be the plain macro map choices of the pool, even though it's not possible to get to that stage of the game without first dealing with the luck involved in scouting. As I see it, the apparent purpose of the map is undermined in the very first stages of every game played on it.

Personally I don't see the value in this map feature at all. I don't think players get satisfaction from winning because they got lucky with their scouting direction. They don't enjoy choosing their strategy from a limited selection, having crossed off any strategy that gets screwed by unlucky scouting (whether getting scouted first or scouting the opponent last). And similarly viewers aren't entertained by this facet of randomness. SC2 already forces players to take enough guesses in the dark. And while it's somewhat interesting to go into a map not knowing which way you'll have to play it, because you don't know which way the players will be oriented on it, I think map pools as big as 7 maps already give players enough opportunity to find different ways to play.

Do you like maps with four spawn locations? How frequently do you think they should appear in map pools? Am I correct in thinking that they're at cross purposes with macro maps? Do you think the current four spawn maps, Iron Fortress and Cactus Valley, would instantly be improved by making them three spawn or two spawn maps? If no, then why not?

Having complained so much about them, I still wouldn't mind a four spawn map making its way into the pool every once in a while. But I think the default should be none and I think a reasonable compromise is allowing 1-2 three spawn maps into every map pool.

Is this your stance for a map like fighting spirit in Brood War? Or is this just an SC2 feeling? I ask because you've played both at a high level and wonder if it's a feeling that has been carried on from those many years ago or if because SC2 is entirely different makes it a more punishing game for maps with 4 spawns.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 02 2015 17:38 GMT
#22
On September 03 2015 01:25 NonY wrote:
What is your stance on 1v1 maps with four spawn locations?

I hate the chance involved in scouting, especially for PvP, though it's significant for many PvT and PvZ strategies as well. I also hate that many of the maps with four spawn locations are intended to be the plain macro map choices of the pool, even though it's not possible to get to that stage of the game without first dealing with the luck involved in scouting. As I see it, the apparent purpose of the map is undermined in the very first stages of every game played on it.

Personally I don't see the value in this map feature at all. I don't think players get satisfaction from winning because they got lucky with their scouting direction. They don't enjoy choosing their strategy from a limited selection, having crossed off any strategy that gets screwed by unlucky scouting (whether getting scouted first or scouting the opponent last). And similarly viewers aren't entertained by this facet of randomness. SC2 already forces players to take enough guesses in the dark. And while it's somewhat interesting to go into a map not knowing which way you'll have to play it, because you don't know which way the players will be oriented on it, I think map pools as big as 7 maps already give players enough opportunity to find different ways to play.

Do you like maps with four spawn locations? How frequently do you think they should appear in map pools? Am I correct in thinking that they're at cross purposes with macro maps? Do you think the current four spawn maps, Iron Fortress and Cactus Valley, would instantly be improved by making them three spawn or two spawn maps? If no, then why not?

Having complained so much about them, I still wouldn't mind a four spawn map making its way into the pool every once in a while. But I think the default should be none and I think a reasonable compromise is allowing 1-2 three spawn maps into every map pool.


I don't think you can get the same answer from everyone on this, people have different views, and yours is probably represented under mapmakers as well.

personaly I don't view them as interesting in sc2, but not for the same reasons you do, 4players spawn symmetry and balance puts huge restrictions on what is done, making interesting 4players hard to pull off.

I find the randomness of scouts to be somewhat interesting, in the way that it makes you harder to get cheesed and therefor matches on 2players are somewhat more distinct in their more macro heavy setting, though I find this to be not that visible in current sc2 and don't see much reason to opt for 4p maps atm but variety.
"Not you."
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2015-09-02 17:41:48
September 02 2015 17:41 GMT
#23
On September 03 2015 02:38 Meavis wrote:
Show nested quote +
On September 03 2015 01:25 NonY wrote:
What is your stance on 1v1 maps with four spawn locations?

I hate the chance involved in scouting, especially for PvP, though it's significant for many PvT and PvZ strategies as well. I also hate that many of the maps with four spawn locations are intended to be the plain macro map choices of the pool, even though it's not possible to get to that stage of the game without first dealing with the luck involved in scouting. As I see it, the apparent purpose of the map is undermined in the very first stages of every game played on it.

Personally I don't see the value in this map feature at all. I don't think players get satisfaction from winning because they got lucky with their scouting direction. They don't enjoy choosing their strategy from a limited selection, having crossed off any strategy that gets screwed by unlucky scouting (whether getting scouted first or scouting the opponent last). And similarly viewers aren't entertained by this facet of randomness. SC2 already forces players to take enough guesses in the dark. And while it's somewhat interesting to go into a map not knowing which way you'll have to play it, because you don't know which way the players will be oriented on it, I think map pools as big as 7 maps already give players enough opportunity to find different ways to play.

Do you like maps with four spawn locations? How frequently do you think they should appear in map pools? Am I correct in thinking that they're at cross purposes with macro maps? Do you think the current four spawn maps, Iron Fortress and Cactus Valley, would instantly be improved by making them three spawn or two spawn maps? If no, then why not?

Having complained so much about them, I still wouldn't mind a four spawn map making its way into the pool every once in a while. But I think the default should be none and I think a reasonable compromise is allowing 1-2 three spawn maps into every map pool.

I don't think you can get the same answer from everyone on this, people have different views, and yours is probably represented under mapmakers as well.

personaly I don't view them as interesting in sc2, but not for the same reasons you do, 4players spawn symmetry and balance puts huge restrictions on what is done, making interesting 4players hard to pull off.

I find the randomness of scouts to be somewhat interesting, in the way that it makes you harder to get cheesed and therefor matches on 2players are somewhat more distinct in their more macro heavy setting, though I find this to be not that visible in current sc2 and don't see much reason to opt for 4p maps atm but variety.

you're more likely to get cheesed on 4p maps at least in ZvZ (PvP and PvT probably too) because you are likely simply not to scout in time.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
September 02 2015 17:48 GMT
#24
On September 03 2015 02:41 Ej_ wrote:
Show nested quote +
On September 03 2015 02:38 Meavis wrote:
On September 03 2015 01:25 NonY wrote:
What is your stance on 1v1 maps with four spawn locations?

I hate the chance involved in scouting, especially for PvP, though it's significant for many PvT and PvZ strategies as well. I also hate that many of the maps with four spawn locations are intended to be the plain macro map choices of the pool, even though it's not possible to get to that stage of the game without first dealing with the luck involved in scouting. As I see it, the apparent purpose of the map is undermined in the very first stages of every game played on it.

Personally I don't see the value in this map feature at all. I don't think players get satisfaction from winning because they got lucky with their scouting direction. They don't enjoy choosing their strategy from a limited selection, having crossed off any strategy that gets screwed by unlucky scouting (whether getting scouted first or scouting the opponent last). And similarly viewers aren't entertained by this facet of randomness. SC2 already forces players to take enough guesses in the dark. And while it's somewhat interesting to go into a map not knowing which way you'll have to play it, because you don't know which way the players will be oriented on it, I think map pools as big as 7 maps already give players enough opportunity to find different ways to play.

Do you like maps with four spawn locations? How frequently do you think they should appear in map pools? Am I correct in thinking that they're at cross purposes with macro maps? Do you think the current four spawn maps, Iron Fortress and Cactus Valley, would instantly be improved by making them three spawn or two spawn maps? If no, then why not?

Having complained so much about them, I still wouldn't mind a four spawn map making its way into the pool every once in a while. But I think the default should be none and I think a reasonable compromise is allowing 1-2 three spawn maps into every map pool.

I don't think you can get the same answer from everyone on this, people have different views, and yours is probably represented under mapmakers as well.

personaly I don't view them as interesting in sc2, but not for the same reasons you do, 4players spawn symmetry and balance puts huge restrictions on what is done, making interesting 4players hard to pull off.

I find the randomness of scouts to be somewhat interesting, in the way that it makes you harder to get cheesed and therefor matches on 2players are somewhat more distinct in their more macro heavy setting, though I find this to be not that visible in current sc2 and don't see much reason to opt for 4p maps atm but variety.

you're more likely to get cheesed on 4p maps at least in ZvZ (PvP and PvT probably too) because you are likely simply not to scout in time.

Just to pin point I wouldn't say that it is more likely for one to get cheesed, I would say that it is more like to die to cheese on 4p maps than otherwise because of the scout problem as you say.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 02 2015 17:53 GMT
#25
On September 03 2015 02:41 Ej_ wrote:
Show nested quote +
On September 03 2015 02:38 Meavis wrote:
On September 03 2015 01:25 NonY wrote:
What is your stance on 1v1 maps with four spawn locations?

I hate the chance involved in scouting, especially for PvP, though it's significant for many PvT and PvZ strategies as well. I also hate that many of the maps with four spawn locations are intended to be the plain macro map choices of the pool, even though it's not possible to get to that stage of the game without first dealing with the luck involved in scouting. As I see it, the apparent purpose of the map is undermined in the very first stages of every game played on it.

Personally I don't see the value in this map feature at all. I don't think players get satisfaction from winning because they got lucky with their scouting direction. They don't enjoy choosing their strategy from a limited selection, having crossed off any strategy that gets screwed by unlucky scouting (whether getting scouted first or scouting the opponent last). And similarly viewers aren't entertained by this facet of randomness. SC2 already forces players to take enough guesses in the dark. And while it's somewhat interesting to go into a map not knowing which way you'll have to play it, because you don't know which way the players will be oriented on it, I think map pools as big as 7 maps already give players enough opportunity to find different ways to play.

Do you like maps with four spawn locations? How frequently do you think they should appear in map pools? Am I correct in thinking that they're at cross purposes with macro maps? Do you think the current four spawn maps, Iron Fortress and Cactus Valley, would instantly be improved by making them three spawn or two spawn maps? If no, then why not?

Having complained so much about them, I still wouldn't mind a four spawn map making its way into the pool every once in a while. But I think the default should be none and I think a reasonable compromise is allowing 1-2 three spawn maps into every map pool.

I don't think you can get the same answer from everyone on this, people have different views, and yours is probably represented under mapmakers as well.

personaly I don't view them as interesting in sc2, but not for the same reasons you do, 4players spawn symmetry and balance puts huge restrictions on what is done, making interesting 4players hard to pull off.

I find the randomness of scouts to be somewhat interesting, in the way that it makes you harder to get cheesed and therefor matches on 2players are somewhat more distinct in their more macro heavy setting, though I find this to be not that visible in current sc2 and don't see much reason to opt for 4p maps atm but variety.

you're more likely to get cheesed on 4p maps at least in ZvZ (PvP and PvT probably too) because you are likely simply not to scout in time.


well yeah it depends a bit on what builds, some builds really need to be scouted in time, but theres also a large ammount of builds that suffer heavily under not being able to find the opponent straight away.
"Not you."
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 02 2015 18:33 GMT
#26
On September 03 2015 02:15 GGzerG wrote:
Cool! Templar you are an amateur mapper now? GL people

I've been an amateur mapmaker since 2010
Moderatorshe/her
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
September 02 2015 18:42 GMT
#27
Regarding 4p maps: I think the only real advantage is the simplicity of them. It's much easier to look at a 4p map and get the idea of what's going on, so if you have a larger map it makes in much "easier to learn". A very large 2p map with many bases can take a while to absorb from an overview, which is tougher for players or viewers when the map is new to them.

I'm not sure it's actually worth doing them just for that though. It's just fun to make 4p maps. And generally it's not fun to make 3p maps. But I'd be fine with all 2p maps at this point.
all's fair in love and melodies
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
September 02 2015 19:50 GMT
#28
The problem isn't the four spawn locations, but the fact that you don't know where the opponent is. What about having 4-player maps where you know your opponents start location? Map makers can make their 4-player macro maps, and some luck is eliminated from the game. Also some of the random-haters over in the other thread will be happy.

You could get a ping at the start or something.
NonY
Profile Blog Joined June 2007
8751 Posts
Last Edited: 2015-09-02 20:34:30
September 02 2015 20:33 GMT
#29
On September 03 2015 02:25 BisuDagger wrote:
Show nested quote +
On September 03 2015 01:25 NonY wrote:
What is your stance on 1v1 maps with four spawn locations?

I hate the chance involved in scouting, especially for PvP, though it's significant for many PvT and PvZ strategies as well. I also hate that many of the maps with four spawn locations are intended to be the plain macro map choices of the pool, even though it's not possible to get to that stage of the game without first dealing with the luck involved in scouting. As I see it, the apparent purpose of the map is undermined in the very first stages of every game played on it.

Personally I don't see the value in this map feature at all. I don't think players get satisfaction from winning because they got lucky with their scouting direction. They don't enjoy choosing their strategy from a limited selection, having crossed off any strategy that gets screwed by unlucky scouting (whether getting scouted first or scouting the opponent last). And similarly viewers aren't entertained by this facet of randomness. SC2 already forces players to take enough guesses in the dark. And while it's somewhat interesting to go into a map not knowing which way you'll have to play it, because you don't know which way the players will be oriented on it, I think map pools as big as 7 maps already give players enough opportunity to find different ways to play.

Do you like maps with four spawn locations? How frequently do you think they should appear in map pools? Am I correct in thinking that they're at cross purposes with macro maps? Do you think the current four spawn maps, Iron Fortress and Cactus Valley, would instantly be improved by making them three spawn or two spawn maps? If no, then why not?

Having complained so much about them, I still wouldn't mind a four spawn map making its way into the pool every once in a while. But I think the default should be none and I think a reasonable compromise is allowing 1-2 three spawn maps into every map pool.

Is this your stance for a map like fighting spirit in Brood War? Or is this just an SC2 feeling? I ask because you've played both at a high level and wonder if it's a feeling that has been carried on from those many years ago or if because SC2 is entirely different makes it a more punishing game for maps with 4 spawns.

Honestly can't remember how important I felt it was in BW. Personally in BW, in the most important tournaments I played (WCG USA, the TSL's, Courage, except vs idra and mondragon) I felt like I could open safe and outplay my opponents later on, even if they got an advantage from the openings. And actually for Courage, most players were aggressive-cheesy so playing super safe was actually winning the rock-paper-scissors. For SC2 my mechanics never have been good enough to put me in that position. So I'm not sure I can fairly evaluate it. But if I had to guess, I think it's a bigger issue in HotS than in BW. And it is impossible to tell how big of an issue it is in LotV until the final major changes go in and pros settle on standard strategies and we know how predictable openings are and how much they influence the rest of the game.

Mainly I posted about it here just to bring it to the front of mapmakers' attention. I don't know how much of a "given" it is that there are gonna be four spawn maps in the pool and I wanted to make sure that it's a variable being looked at like all other variables in maps and map pools. Historically, maps have been changed from four spawn to cross spawn only or three spawn only after discovering that there are racial imbalances with some spawn orientations. Either no one has cared enough or no one has thought to say maybe four spawn maps are a bit wacky in general and shouldn't be so common. So I jotted it down so the people who matter can mull it over. Maybe we'll actually want more four spawn maps in LotV for players to feel like they have an opportunity to play risky, if builds are so boring and predictable otherwise.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
September 03 2015 01:08 GMT
#30
On September 03 2015 05:33 NonY wrote:
Show nested quote +
On September 03 2015 02:25 BisuDagger wrote:
On September 03 2015 01:25 NonY wrote:
What is your stance on 1v1 maps with four spawn locations?

I hate the chance involved in scouting, especially for PvP, though it's significant for many PvT and PvZ strategies as well. I also hate that many of the maps with four spawn locations are intended to be the plain macro map choices of the pool, even though it's not possible to get to that stage of the game without first dealing with the luck involved in scouting. As I see it, the apparent purpose of the map is undermined in the very first stages of every game played on it.

Personally I don't see the value in this map feature at all. I don't think players get satisfaction from winning because they got lucky with their scouting direction. They don't enjoy choosing their strategy from a limited selection, having crossed off any strategy that gets screwed by unlucky scouting (whether getting scouted first or scouting the opponent last). And similarly viewers aren't entertained by this facet of randomness. SC2 already forces players to take enough guesses in the dark. And while it's somewhat interesting to go into a map not knowing which way you'll have to play it, because you don't know which way the players will be oriented on it, I think map pools as big as 7 maps already give players enough opportunity to find different ways to play.

Do you like maps with four spawn locations? How frequently do you think they should appear in map pools? Am I correct in thinking that they're at cross purposes with macro maps? Do you think the current four spawn maps, Iron Fortress and Cactus Valley, would instantly be improved by making them three spawn or two spawn maps? If no, then why not?

Having complained so much about them, I still wouldn't mind a four spawn map making its way into the pool every once in a while. But I think the default should be none and I think a reasonable compromise is allowing 1-2 three spawn maps into every map pool.

Is this your stance for a map like fighting spirit in Brood War? Or is this just an SC2 feeling? I ask because you've played both at a high level and wonder if it's a feeling that has been carried on from those many years ago or if because SC2 is entirely different makes it a more punishing game for maps with 4 spawns.

Honestly can't remember how important I felt it was in BW. Personally in BW, in the most important tournaments I played (WCG USA, the TSL's, Courage, except vs idra and mondragon) I felt like I could open safe and outplay my opponents later on, even if they got an advantage from the openings. And actually for Courage, most players were aggressive-cheesy so playing super safe was actually winning the rock-paper-scissors. For SC2 my mechanics never have been good enough to put me in that position. So I'm not sure I can fairly evaluate it. But if I had to guess, I think it's a bigger issue in HotS than in BW. And it is impossible to tell how big of an issue it is in LotV until the final major changes go in and pros settle on standard strategies and we know how predictable openings are and how much they influence the rest of the game.

Mainly I posted about it here just to bring it to the front of mapmakers' attention. I don't know how much of a "given" it is that there are gonna be four spawn maps in the pool and I wanted to make sure that it's a variable being looked at like all other variables in maps and map pools. Historically, maps have been changed from four spawn to cross spawn only or three spawn only after discovering that there are racial imbalances with some spawn orientations. Either no one has cared enough or no one has thought to say maybe four spawn maps are a bit wacky in general and shouldn't be so common. So I jotted it down so the people who matter can mull it over. Maybe we'll actually want more four spawn maps in LotV for players to feel like they have an opportunity to play risky, if builds are so boring and predictable otherwise.

The thing Nony is that we don't have control of the WCS map pool, Blizzard developers are the one in charge of cherry picking the maps they think will be interesting for the WCS pool, and the point of SMA is to aid and advice Blizzard and other organizations into thinking amount maps not as an after thought but as an asset that can really help improve the quality of games.

Blizzard has steadily been moving forward regarding maps, and it is very clear that there are conflicts of opinions regarding how the WCS map pool and the maps that go into it should be handled, but because before SMA there was no real organism that could serve as a beacon for Mapmakers to speak up, the map pools would be handled by players and tournament organizers, which both not only have conflict of interests but these interests at the same time also collide with the ones Blizzard has, and as I said SMA hopes to alleviate these problems by delivering maps and ideas that can help all parties involved.

But yeah Nony, if you have ideas or concerns regarding maps we will be more that happy to discuss them, we make the maps you play on, but sadly atm we don't choose which these maps are, still your and the other guys (pros) feedback is more than welcome as always has been.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
knOxStarcraft
Profile Joined March 2012
Canada422 Posts
September 03 2015 03:21 GMT
#31
At first I misread it as "Announcing the starcraft maphacking association", which left me very confused by the positive reponses.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-09-03 05:42:03
September 03 2015 05:25 GMT
#32
On September 03 2015 05:33 NonY wrote:
Show nested quote +
On September 03 2015 02:25 BisuDagger wrote:
On September 03 2015 01:25 NonY wrote:
What is your stance on 1v1 maps with four spawn locations?

I hate the chance involved in scouting, especially for PvP, though it's significant for many PvT and PvZ strategies as well. I also hate that many of the maps with four spawn locations are intended to be the plain macro map choices of the pool, even though it's not possible to get to that stage of the game without first dealing with the luck involved in scouting. As I see it, the apparent purpose of the map is undermined in the very first stages of every game played on it.

Personally I don't see the value in this map feature at all. I don't think players get satisfaction from winning because they got lucky with their scouting direction. They don't enjoy choosing their strategy from a limited selection, having crossed off any strategy that gets screwed by unlucky scouting (whether getting scouted first or scouting the opponent last). And similarly viewers aren't entertained by this facet of randomness. SC2 already forces players to take enough guesses in the dark. And while it's somewhat interesting to go into a map not knowing which way you'll have to play it, because you don't know which way the players will be oriented on it, I think map pools as big as 7 maps already give players enough opportunity to find different ways to play.

Do you like maps with four spawn locations? How frequently do you think they should appear in map pools? Am I correct in thinking that they're at cross purposes with macro maps? Do you think the current four spawn maps, Iron Fortress and Cactus Valley, would instantly be improved by making them three spawn or two spawn maps? If no, then why not?

Having complained so much about them, I still wouldn't mind a four spawn map making its way into the pool every once in a while. But I think the default should be none and I think a reasonable compromise is allowing 1-2 three spawn maps into every map pool.

Is this your stance for a map like fighting spirit in Brood War? Or is this just an SC2 feeling? I ask because you've played both at a high level and wonder if it's a feeling that has been carried on from those many years ago or if because SC2 is entirely different makes it a more punishing game for maps with 4 spawns.

Honestly can't remember how important I felt it was in BW. Personally in BW, in the most important tournaments I played (WCG USA, the TSL's, Courage, except vs idra and mondragon) I felt like I could open safe and outplay my opponents later on, even if they got an advantage from the openings. And actually for Courage, most players were aggressive-cheesy so playing super safe was actually winning the rock-paper-scissors. For SC2 my mechanics never have been good enough to put me in that position. So I'm not sure I can fairly evaluate it. But if I had to guess, I think it's a bigger issue in HotS than in BW. And it is impossible to tell how big of an issue it is in LotV until the final major changes go in and pros settle on standard strategies and we know how predictable openings are and how much they influence the rest of the game.

Mainly I posted about it here just to bring it to the front of mapmakers' attention. I don't know how much of a "given" it is that there are gonna be four spawn maps in the pool and I wanted to make sure that it's a variable being looked at like all other variables in maps and map pools. Historically, maps have been changed from four spawn to cross spawn only or three spawn only after discovering that there are racial imbalances with some spawn orientations. Either no one has cared enough or no one has thought to say maybe four spawn maps are a bit wacky in general and shouldn't be so common. So I jotted it down so the people who matter can mull it over. Maybe we'll actually want more four spawn maps in LotV for players to feel like they have an opportunity to play risky, if builds are so boring and predictable otherwise.

For the record i completely agree with you, not only from the perspective of spawn randomness but in terms of the actual layout as well - design-wise, 4p maps are very limited in what you can do. For rotational 4p maps, in order to keep rush distances high enough while keeping 3rds close enough, 16 bases are necessary, which automatically relegates 4p maps to the role of "big macro map". To ensure positional balance, there must be a viable, symmetrical 3rd in either direction, which severely limits the choices of base placement. And at this point, you've used up all 16 bases, so unless you want to add 4 more (hint: this is generally a bad idea, 20 base maps have a history of being turtlefests) then this is pretty much your fixed base pattern for every map. A basic ring of expansions around the map with the possibility of maybe a little bit of creative stuff in the middle - which, although definitely possible, is harder to do when you have to mirror it 4 ways.

Things are a little better with reflectional 4p, 4p with disabled spawns, or 2 in 1 forced cross spawn 4p, but generally they're still a lot more restricted in layout design than 2p maps, and they still tend to have too many bases.

edit: oh and
On September 02 2015 17:28 Jenia6109 wrote:
I thought that Foxtrot Labs and Terraform were made by the same author (Uvantak)...

last time i checked i am not uvantak
vibeo gane,
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
September 03 2015 06:28 GMT
#33
I like this idea. Good luck guys, will be looking out for your stuff.
"Trash Micro but Win. Its Marin." - Min Chul
Raistlin141
Profile Joined May 2015
4 Posts
September 03 2015 19:43 GMT
#34
Good luck guys! Maps do not get enough attention for balancing the game in sc2. I have two questions for you:

1) Have you tried to make maps with un-creepable/un-forcefieldable areas? Do you think Blizzard would ever allow those kinds of maps into the map pool?

2) What do you think about the liberators ability to snipe workers from the dead space behind bases. Do you see this causing a problem in map making?
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 03 2015 21:13 GMT
#35
On September 04 2015 04:43 Raistlin141 wrote:
Good luck guys! Maps do not get enough attention for balancing the game in sc2. I have two questions for you:

1) Have you tried to make maps with un-creepable/un-forcefieldable areas? Do you think Blizzard would ever allow those kinds of maps into the map pool?

2) What do you think about the liberators ability to snipe workers from the dead space behind bases. Do you see this causing a problem in map making?


1) no, this is to confusing for casual players, blizzard is against anything that requires knowing the map before playing on it.

2) this will likely be something to account for in LotV, main bases tend to usualy positioned in corners however so it's not to tough to balance around, the problem here would be cutting down on possible main spawn locations on a map.
"Not you."
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2015-09-04 03:53:32
September 04 2015 03:52 GMT
#36
On September 04 2015 04:43 Raistlin141 wrote:
Good luck guys! Maps do not get enough attention for balancing the game in sc2. I have two questions for you:


On September 04 2015 04:43 Raistlin141 wrote:
1) Have you tried to make maps with un-creepable/un-forcefieldable areas? Do you think Blizzard would ever allow those kinds of maps into the map pool?


Don't listen to Meavis,! Yes, Superouman and other guys (Crux) have messed around with unforcefieldable areas, specially unforcefieldable choke points and ramps, I have also toyed around with the idea, but never published a full map with it, they are very very fun to play around with and open a good amount of designs, the bad thing as Meavis said is that Blizzard does not want things like areas where you can't Force Field on because by Blizzard design normatives maps should be very simple to play on without needing to learn different custom things for each map.


On September 04 2015 04:43 Raistlin141 wrote:
2) What do you think about the liberators ability to snipe workers from the dead space behind bases. Do you see this causing a problem in map making?

I think that it will be a pretty big concern, Liberators can hit very very very early, and because they had 15 range as you know they can park in areas where ground units simply can't reach them, to me atm they are a considerable concern regarding map design, diagonally symmetric maps which are relatively unseen by the community in general (Dash and Terminal and Scrap Stations are bad examples of solid standard diagonal maps but I think they are the only examples you will be familiar with) could suffer greatly from liberators, also I'm worried about certain 4P mirrored symmetry (Like Frost) maps and some certain 4P rotational symmetry ones.

Other LotV interesting thoughts and concerns of mine include faster mid game Medivacs (TvP), Ravager Speedling allins (ZvT), Natural size to help stabilize ZvZ early game, Open airspace near main bases (2 Second Warp Prisms/Disruptor drops (?)), maybe it is possible for open nats to be slightly viable under certain circumstances (2P maps with cannonable mineral lines), there are other things, but these are the ones at the top of my head atm.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2015-09-08 09:09:43
September 08 2015 06:49 GMT
#37
NonY/SMA map
Genuine hype!

----------------------------------------------------------------------------------------------------

any questions are welcome

Not even close: hash tag sarcasm!

----------------------------------------------------------------------------------------------------

Would the members of sma be willing to accept a modest challenge?

Shows come and go in the tiny communities we "live" in. One definite thing that has been glaringly missing from those multiskype streaming sessions has been a map pro players can jump into (having set up a replay that would allow showcasing the matter at hand being debated) and make a "showmatch" live debate between them
WHILE PLAYING SC2!

This "PatchMAP" needs to be done, and has needed to be done for 5 years

Who better than the "special class SMA" to haul the gauntlet in the pros face and proclame:
"PatchMAP is balanced", it allows for every build order to be carried out and favors only randoms but no particular race (a mirror match up proof map)!
PatchMAP allows testing of any change in game features (design/balance/skill required) FOR ANY PATCH CHANGE!"

Challenge accepted?


TLDR: I would paypal / stake 50€ for such a map, whoever does it.. I am convinced that others would chip in too.

#The Patch is brought to you by root gaming
"not enough rights"
Whitewing
Profile Joined October 2010
United States7483 Posts
September 09 2015 17:27 GMT
#38
Let me know if I can help you guys out with anything when you need it, this seems like a great initiative.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
September 10 2015 01:18 GMT
#39
Thanks for the offer Whitewing, atm we are finishing some coordination things, and soon we will start actively working on SMA maps and start publishing them alongside some other cool things, so look forward to that! :3
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 10 2015 01:33 GMT
#40
Legitimate question, what steps have you taken to ensure this doesn't just end up as another all-talk no-action map making team.
Administrator~ Spirit will set you free ~
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
LiuLi Cup
11:00
Group C
Scarlett vs TriGGeR
ByuN vs herO
RotterdaM209
TKL 82
Rex51
BRAT_OK 14
Liquipedia
The PondCast
10:00
Episode 81
CranKy Ducklings40
LiquipediaDiscussion
PiG Sty Festival
22:20
PiG Sty Final Qualifier
Rogue vs NightMareLIVE!
ShoWTimE vs Krystianer
PiGStarcraft476
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft476
RotterdaM 209
SortOf 163
ProTech116
TKL 82
Livibee 56
Rex 51
BRAT_OK 14
IndyStarCraft 0
StarCraft: Brood War
Britney 36862
Calm 7868
Flash 2428
Sea 2073
Bisu 938
actioN 596
Jaedong 518
Leta 265
Soulkey 227
Mini 213
[ Show more ]
Stork 196
Snow 193
Soma 189
Mong 166
Last 132
Light 127
ZerO 125
Pusan 117
Larva 116
Barracks 113
Shine 101
Sharp 86
JulyZerg 65
Rush 53
GoRush 47
Killer 43
Free 38
ToSsGirL 32
Sea.KH 31
Backho 29
Sacsri 28
sorry 20
Yoon 20
Hm[arnc] 19
Hyuk 15
scan(afreeca) 15
Terrorterran 14
ajuk12(nOOB) 11
Movie 6
Dota 2
NeuroSwarm116
XcaliburYe62
League of Legends
JimRising 329
Counter-Strike
shoxiejesuss1745
byalli1007
x6flipin194
zeus160
allub55
kRYSTAL_52
Super Smash Bros
Mew2King132
Other Games
Liquid`RaSZi979
ceh9535
B2W.Neo215
XaKoH 192
Fuzer 158
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 1082
Other Games
gamesdonequick717
StarCraft: Brood War
UltimateBattle 28
lovetv 15
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Response 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1319
• Stunt487
Upcoming Events
Replay Cast
12h 53m
Online Event
22h 53m
LiuLi Cup
23h 53m
Serral vs Zoun
Cure vs Classic
Big Brain Bouts
1d 5h
Serral vs TBD
RSL Revival
1d 15h
RSL Revival
1d 22h
LiuLi Cup
1d 23h
uThermal 2v2 Circuit
2 days
RSL Revival
2 days
Replay Cast
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
LiuLi Cup
2 days
Replay Cast
3 days
Replay Cast
3 days
LiuLi Cup
3 days
Wardi Open
4 days
Monday Night Weeklies
4 days
OSC
4 days
WardiTV Winter Champion…
5 days
Replay Cast
5 days
WardiTV Winter Champion…
6 days
Replay Cast
6 days
The PondCast
6 days
KCM Race Survival
6 days
Liquipedia Results

Completed

Proleague 2026-02-10
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 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.