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Potential Map Balance Changes Next Week

Forum Index > SC2 General
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Gwavajuice
Profile Joined June 2014
France1810 Posts
Last Edited: 2016-02-02 00:50:00
February 02 2016 00:38 GMT
#1
Update from DK

http://us.battle.net/sc2/en/forum/topic/20420494720#1


Lerilak Crest
As many of you guys have suggested this last week, we also agree that replacing the Rock Towers at the third base with Destructible Rocks is a solid suggestion. It would still keep the rush heavy nature of this map, while making the balance much better due to players having to focus mostly on the one choke point in the earliest stages of the game.

Prion Terraces

We were impressed with the solution proposed by the community on this map, because of how brilliant it was. The suggestion was to reduce the gap between Zerg and the other races on this map in terms of gold bases by replacing the natural normal expansion with one of the gold bases.

Central Protocol

Feedback on this map was the most intriguing to us. We received extreme feedback along the lines of, "There's no change that can make the map better." We also received feedback going through the exact specifics of what makes this map difficult on a per map basis with detailed tuning suggestions that target those issues specifically. We were very impressed by the level of analysis and thought process that went through this type of feedback. Thank you so much.

The suggestions for this map boil down to two solutions: Disabling vertical spawn locations and removing the back door rocks.



Oh and conclusion is important too :
Please keep in mind that although none of these proposed changes are 100% final yet, we would really love to move quickly on them. Let's discuss these specific changes, call out other absolutely needed changes if there are any others, and nail down on the best direction for these maps. Thank you for your feedback.
Dear INno and all the former STX boys.
ejozl
Profile Joined October 2010
Denmark3380 Posts
Last Edited: 2016-02-02 00:55:28
February 02 2016 00:52 GMT
#2
Prion Terraces
We were impressed with the solution proposed by the community on this map, because of how brilliant it was. The suggestion was to reduce the gap between Zerg and the other races on this map in terms of gold bases by replacing the natural normal expansion with one of the gold bases.

Creative :O

Edit:
I think this might spark up some interesting 2 base allins, which isn't really that prevalent at the moment in LotV. It's mostly from 3 bases.

My suggestion was to place Rocks on the two closeby Gold Bases.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
CheddarToss
Profile Joined September 2015
534 Posts
February 02 2016 01:01 GMT
#3
On February 02 2016 09:52 ejozl wrote:
Show nested quote +
Prion Terraces
We were impressed with the solution proposed by the community on this map, because of how brilliant it was. The suggestion was to reduce the gap between Zerg and the other races on this map in terms of gold bases by replacing the natural normal expansion with one of the gold bases.

Creative :O

Edit:
I think this might spark up some interesting 2 base allins, which isn't really that prevalent at the moment in LotV. It's mostly from 3 bases.

My suggestion was to place Rocks on the two closeby Gold Bases.

My suggestion was to place Watchtowers on the two gold bases.
Penev
Profile Joined October 2012
28477 Posts
February 02 2016 01:04 GMT
#4
On February 02 2016 09:52 ejozl wrote:
Show nested quote +
Prion Terraces
We were impressed with the solution proposed by the community on this map, because of how brilliant it was. The suggestion was to reduce the gap between Zerg and the other races on this map in terms of gold bases by replacing the natural normal expansion with one of the gold bases.

Creative :O

Edit:
I think this might spark up some interesting 2 base allins, which isn't really that prevalent at the moment in LotV. It's mostly from 3 bases.

My suggestion was to place Rocks on the two closeby Gold Bases.

I was thinking about golden naturals myself for the map competition, I wouldn't be surprised if some are submitted.
I Protoss winner, could it be?
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
February 02 2016 01:33 GMT
#5
Good to hear they are busy on getting the maps better. Would be nice to see the GSL maps as well, but i have no idea if those are any good.
http://www.twitch.tv/pinokotsbeer
AdrianHealeyy
Profile Joined June 2015
114 Posts
February 02 2016 01:44 GMT
#6
A golden natural is hilarious. I am for.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
February 02 2016 01:47 GMT
#7
I'm not sure I like the natural expansion being gold minerals solution. The map definitely needs some change but I feel like you're going from one extreme to another. I feel like you're going from "zerg can too easily take a gold while the other race can't" to the reverse.

It feels like its much easier for Terran/Protoss to pressure a zerg's natural than the other way around, meaning that while both players will have access to the gold it will be much easier for Terran/Protoss to punish a zerg at their natural than the other way around. This is all assuming that the closer to the main gold base is the one that becomes normal. I think I'd like to see the farther away gold be a normal base so zergs can't almost instantly take 2 golds
Terence Chill
Profile Joined November 2011
Germany112 Posts
Last Edited: 2016-02-02 01:55:51
February 02 2016 01:53 GMT
#8
since there was discussion about criticism on feedback and communication now the community gets buttered to hear "solid" and "brilliant"...

predictable
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2016-02-02 02:04:34
February 02 2016 01:58 GMT
#9
Thanks Gwavajuice for posting it here, here are my proposals for Prion and Central Protocol

Prion Terraces

+ Show Spoiler +
[image loading]

Changed the Natural for the forward 3rd


If they want to swap the Bases the best way I would go around it, it would be to swap the near 3rd with the natural instead of what would be 4th with the natural, because in ZvP Zerg would have easy access to the 2 gold bases if the Z goes for a quick 3 hatch while the toss player will stay with a single gold base, and given the high extra income given by gold bases in low worker scenarios, leaving the frontal base as a third would only increase the income differential between the two races which atm is already problematic on the map (the reason for this change).

PvT is also a problematic MU in the map, and usually before this change P player would take the frontal 3rd base compared to the "fourth", with this change you are creating a new dynamic in the map where players can create new strategies that allow require them to stretch a bit more and take the far away 4th and gain the extra income from it which would otherwise not happen.

As a nail in the coffin for the idea of swapping the natural for the near 3rd we also have the max worker efficiency as a cap which for gold bases is 12, this means that for players to efficiently take 3 bases they require to have around 40 workers as a minimum, and that's a threshold of income enough for some pretty nasty timing pushes.




Central Protocol

Option A: + Show Spoiler +
[image loading]

♦ Reduced the size of the ramps to 1x, not a necessity, but it helps a bit.
♦ Moved the rocks from the far away ramps to the Natural's ramp.
♦ Slightly rotated & moved the mineral in the main base to account for the new entrance to the main (not a necessity either, but it also helps).


Option B: + Show Spoiler +
[image loading]

Same as before, but here I also lowered the entire natural base because of possible issues with the rocks having too few HP to stop big armies and the defensive player needs a second choke point to aid himself agaisnt enemy armies attacking is natural.


Change the backdoor into giving the players a third base, with this change the map will still have issues, and given the layout of central protocol there are no fixes to that without things like half bases or rocks with extra HP, which on their own could fairly easily solve the issues of the map but I digress . With these changes the map flow would be quite altered, but because the map was conceived with a backdoor in mind there are no other heavier changes needed (such as moving or splitting bases), yet there still would be other issues like the difference between the attacker and defender distances when the defender is trying to take his 3rd, and the map would need to lose the horizontal spawn capabilities.

There are other ideas I have flying around, but the issue is that I don't know how much are they willing to change the map, I could fairly easy do things like fix the flow/disntace to the third by adding a set of half bases, or strengthen the problems with the backdoors by reducing the size of the ramp that's placed there, or even increase the HP of the rocks to more than just 2000, but my main problem as I said, I simply don't know how much do they want to change the map, and I'm hard pressed by time already with their submission contest as it is.


If Blizzard folk wanna contact me or other mapmakers so we could help them, you guys know where to easily find us.
@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.
royalroadweed
Profile Joined April 2013
United States8301 Posts
February 02 2016 02:02 GMT
#10
I can see a lot of habitation station style gangnam terran on prion terraces. Fun times are here again.
"Nerfing Toss can just make them stronger"
Big J
Profile Joined March 2011
Austria16289 Posts
February 02 2016 02:03 GMT
#11
If the rock towers get replaced on Lerilak, will it be with one huge rock, or with a 6x6 rock and the place where the indestructible part of rock tower sits stays choked? I'm for the second solution, otherwise the third base will be incredibly open once the rocks are destroyed.

I think the solution for Prion is indeed interesting, yet, obviously risky too. Especially since the ramp is so incredibly easy to wall off with only 2 3x3 buildings. (e.g. in the reaper rushes 2 barracks do the trick)
I think it would be wise to increase the size of the natural ramp in this scenario.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 02 2016 02:06 GMT
#12
On February 02 2016 11:03 Big J wrote:
If the rock towers get replaced on Lerilak, will it be with one huge rock, or with a 6x6 rock and the place where the indestructible part of rock tower sits stays choked? I'm for the second solution, otherwise the third base will be incredibly open once the rocks are destroyed..

The way I asume it would be is to add the rocks AND the collapsible rocks, and in case that's not done the chokepoint size will be reduced to snugly accommodate the new set of 6x6 rocks.
@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.
Wintex
Profile Blog Joined July 2011
Norway16838 Posts
February 02 2016 02:07 GMT
#13
On February 02 2016 10:53 Terence Chill wrote:
since there was discussion about criticism on feedback and communication now the community gets buttered to hear "solid" and "brilliant"...

predictable

oh chill the fukc off
The Bomber boy
Big J
Profile Joined March 2011
Austria16289 Posts
February 02 2016 02:20 GMT
#14
On February 02 2016 11:06 Uvantak wrote:
Show nested quote +
On February 02 2016 11:03 Big J wrote:
If the rock towers get replaced on Lerilak, will it be with one huge rock, or with a 6x6 rock and the place where the indestructible part of rock tower sits stays choked? I'm for the second solution, otherwise the third base will be incredibly open once the rocks are destroyed..

The way I asume it would be is to add the rocks AND the collapsible rocks, and in case that's not done the chokepoint size will be reduced to snugly accommodate the new set of 6x6 rocks.


But then players would just collapse the rocks (they need 500 damage) to deal 500 damage to the other rocks and use up the tower, no?
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
February 02 2016 02:26 GMT
#15
i absolutely hate central protocol even though i have a good winrate on it
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 02 2016 02:33 GMT
#16
On February 02 2016 11:20 Big J wrote:
Show nested quote +
On February 02 2016 11:06 Uvantak wrote:
On February 02 2016 11:03 Big J wrote:
If the rock towers get replaced on Lerilak, will it be with one huge rock, or with a 6x6 rock and the place where the indestructible part of rock tower sits stays choked? I'm for the second solution, otherwise the third base will be incredibly open once the rocks are destroyed..

The way I asume it would be is to add the rocks AND the collapsible rocks, and in case that's not done the chokepoint size will be reduced to snugly accommodate the new set of 6x6 rocks.


But then players would just collapse the rocks (they need 500 damage) to deal 500 damage to the other rocks and use up the tower, no?

Yeah, and I see nothing wrong with that, I actually find it kind of cool, because you are exposing yourself to inflict (at the time) indirect damage to your opponent that will only take shape later in the game.
@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.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2016-02-02 03:03:14
February 02 2016 03:02 GMT
#17
On February 02 2016 11:33 Uvantak wrote:
Show nested quote +
On February 02 2016 11:20 Big J wrote:
On February 02 2016 11:06 Uvantak wrote:
On February 02 2016 11:03 Big J wrote:
If the rock towers get replaced on Lerilak, will it be with one huge rock, or with a 6x6 rock and the place where the indestructible part of rock tower sits stays choked? I'm for the second solution, otherwise the third base will be incredibly open once the rocks are destroyed..

The way I asume it would be is to add the rocks AND the collapsible rocks, and in case that's not done the chokepoint size will be reduced to snugly accommodate the new set of 6x6 rocks.


But then players would just collapse the rocks (they need 500 damage) to deal 500 damage to the other rocks and use up the tower, no?

Yeah, and I see nothing wrong with that, I actually find it kind of cool, because you are exposing yourself to inflict (at the time) indirect damage to your opponent that will only take shape later in the game.

hm, care to elaborate the scenario?
Specifically taking down the tower so that the opponent doesn't have the option to close it later on is the exact same as just inflicting 500 damage to a regular rock entrance, unless the defender wants to open the path, no? Given how the map plays these days, the defenders either want the rocks closed or used up and open (when you take the next base). That means that you always want to kill the tower first, regardless whether you are attacker ordefender of the location, which makes it just a complicated version of a regular rock imo.
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 02 2016 03:20 GMT
#18
On February 02 2016 11:26 lichter wrote:
i absolutely hate central protocol even though i have a good winrate on it


Yeah funny thing about central protocol. I have like an 80% win rate on it, but every time I see the loading screen I consider leaving immediately.
Cereal
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
February 02 2016 03:27 GMT
#19
Did I read that correctly... A gold base natural?
.....
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
fezvez
Profile Blog Joined January 2011
France3021 Posts
February 02 2016 03:52 GMT
#20
I really like Blizzard's approach this time

I like exploring new things, and I hope they notice that we do too.
Sweetness.751
Profile Joined April 2011
United States225 Posts
February 02 2016 04:37 GMT
#21
On February 02 2016 10:47 chipmonklord17 wrote:
This is all assuming that the closer to the main gold base is the one that becomes normal.


This is very confusing grammar. Please try again.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
Cool C
Profile Joined November 2011
United States69 Posts
February 02 2016 04:50 GMT
#22
I'm really excited to see how that natural gold base plays out on PT. All the changes seem pretty good to me.
http://www.youtube.com/watch?v=u7KD6L23MUQ
frostalgia
Profile Joined March 2011
United States178 Posts
February 02 2016 05:08 GMT
#23
Love these changes. However, Central Protocol could use Rock Towers on the natural ramps.

Then the main destructible rocks ramps could stay. Not sure if that would still mean vertical spawns would need to be removed or not, though.
we are all but shadows in the void
Ulargg
Profile Joined December 2010
Netherlands33 Posts
February 02 2016 05:22 GMT
#24
On prion I feel it would be better to change the natural to a gold and to either:

-change the two existing gold bases close to the main base to regular blue bases Or
-keep the gold bases outside the natural as they are.

If you change one of the outside gold bases you force every race to take the same 3rd base and that I think is not good.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
February 02 2016 06:50 GMT
#25
Sounds good. The natural gold is going to be interesting.
Head Coach Park: "They should buff tanks!"
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
February 02 2016 07:04 GMT
#26
Fuck gold base naturals, I want a map that has a 10-patch starting gold base with 3 geysers.

Has would go nuts.
Lunareste
Profile Joined July 2011
United States3596 Posts
February 02 2016 07:12 GMT
#27
Awwwww yiiiissssss Gangnam Terran is back!!
KT FlaSh FOREVER
Beelzebub1
Profile Joined May 2015
1004 Posts
February 02 2016 07:20 GMT
#28
This is cool, I've had Prion vetoed for quite awhile now but this might make me give it a go with everyone having a free gold base.

These all seem like sensible little fixes on all the maps, but what I'm really waiting for is just better maps in general, not "unique" maps.

Wanna know what was so "unique" about Overgrowth? It was simple and very balanced. What's wrong with just that?
ejozl
Profile Joined October 2010
Denmark3380 Posts
Last Edited: 2016-02-02 07:47:09
February 02 2016 07:46 GMT
#29
On February 02 2016 16:20 Beelzebub1 wrote:
Wanna know what was so "unique" about Overgrowth? It was simple and very balanced. What's wrong with just that?

It had the Gold that Zerg could take, even offensively with Spinecrawler rush. It had the behind the natural area where you can place Siege Tanks, Pylon to warp in and the likes. And it had no Blink area entering the main. It also had a very defensive 4th. I know what you mean though, it was a fine map, but for my liking it was in the map pool for way too long. It's really not up there as one of the best IMO.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Penev
Profile Joined October 2012
28477 Posts
February 02 2016 09:10 GMT
#30
On February 02 2016 16:04 EngrishTeacher wrote:
Fuck gold base naturals, I want a map that has a 10-patch starting gold base with 3 geysers.

Has would go nuts.

Where is Has? I mean we got shooting pylons and everything.

Has?
I Protoss winner, could it be?
Elentos
Profile Blog Joined February 2015
55550 Posts
February 02 2016 09:46 GMT
#31
On February 02 2016 18:10 Penev wrote:
Show nested quote +
On February 02 2016 16:04 EngrishTeacher wrote:
Fuck gold base naturals, I want a map that has a 10-patch starting gold base with 3 geysers.

Has would go nuts.

Where is Has? I mean we got shooting pylons and everything.

Has?

Has will be playing at IEM Katowice.
Every 60 seconds in Africa, a minute passes.
thePunGun
Profile Blog Joined January 2016
598 Posts
February 02 2016 09:52 GMT
#32
On February 02 2016 16:04 EngrishTeacher wrote:
Fuck gold base naturals, I want a map that has a 10-patch starting gold base with 3 geysers.

Has would go nuts.


I second that. But a minor change: starting base gold, but no geysers. In fact only 1 geyser on the whole map! Whoever gets it and holds it the longest wins!
"You cannot teach a man anything, you can only help him find it within himself."
Penev
Profile Joined October 2012
28477 Posts
February 02 2016 12:40 GMT
#33
On February 02 2016 18:46 Elentos wrote:
Show nested quote +
On February 02 2016 18:10 Penev wrote:
On February 02 2016 16:04 EngrishTeacher wrote:
Fuck gold base naturals, I want a map that has a 10-patch starting gold base with 3 geysers.

Has would go nuts.

Where is Has? I mean we got shooting pylons and everything.

Has?

Has will be playing at IEM Katowice.

Yes!
I Protoss winner, could it be?
Gwavajuice
Profile Joined June 2014
France1810 Posts
February 02 2016 13:22 GMT
#34
On February 02 2016 16:12 Lunareste wrote:
Awwwww yiiiissssss Gangnam Terran is back!!


Not sure at all it's worth it with the new economy, you'll delay your gazes so much for not such a big return

When floating, the natural is actually not closer than the third btw, so this change alone won't make gangam terran more viable that it is now.

But I would be curious to see this wonderful article updated with new economy.

Any brave nerd out there?
Dear INno and all the former STX boys.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
February 02 2016 13:24 GMT
#35
Blizz listening to the community about the problems of their maps is pretty nice news IMO.

Small steps.
Revolutionist fan
Mightygear
Profile Joined November 2015
81 Posts
February 02 2016 16:24 GMT
#36
[image loading]

#Switching Gold Bases
Questions ? Hook me up on Twitter MightyGear@TLForum - @SandIsSoTasty
Elentos
Profile Blog Joined February 2015
55550 Posts
February 02 2016 16:36 GMT
#37
On February 02 2016 22:22 Gwavajuice wrote:
Show nested quote +
On February 02 2016 16:12 Lunareste wrote:
Awwwww yiiiissssss Gangnam Terran is back!!


Not sure at all it's worth it with the new economy, you'll delay your gazes so much for not such a big return

You don't only delay the gas either. It used to be with Gangnam Terran that because of the income boost from the gold, your buildings wouldn't end up being significantly delayed. Imagine now in LotV, you start your first supply depot in a standard game at like 19 seconds. If you go Gangnam I'm not sure you'll even be mining yet at 19 seconds.
Every 60 seconds in Africa, a minute passes.
joshie0808
Profile Blog Joined March 2011
Canada1023 Posts
February 02 2016 16:40 GMT
#38
These sound like great updates, thanks DK!
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
February 02 2016 17:43 GMT
#39
I dont think 2 base allins will be particularly stronger with natural gold or not. Remember the defending player also has the defensive advantage of a gold base.
Any sufficiently cheesy build is indistinguishable in skill
jalstar
Profile Blog Joined September 2009
United States8198 Posts
February 02 2016 19:00 GMT
#40
Mules should mine 30-35 minerals per trip for gold patches to give Terran more of a chance on these gold base maps.
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
February 02 2016 22:24 GMT
#41
What was that Broodwar map back in the old days that had a 2 geysers and 10 or 11 patch main? I really think something similar could be added for SC2, a 9 or 10 patch starting gold base with 3 geysers, would make for some very interesting, albeit probably imbalanced maps to play on. Add other map features to reduce all-ins off your initial super base if possible, I really think we need some drastic changes in the SC2 map pool.
[PkF] Wire
Profile Joined March 2013
France24202 Posts
February 02 2016 22:55 GMT
#42
Am I the only one to think the gold natural approach is very risky ?
chipmonklord17
Profile Joined February 2011
United States11944 Posts
February 02 2016 22:59 GMT
#43
On February 03 2016 07:55 [PkF] Wire wrote:
Am I the only one to think the gold natural approach is very risky ?


No I posted the same concern on the first page. I don't think this solves anything but switch from being Zerg favor to being Protoss/Terran favored. I don't know what it will do to PvT but I don't even think its a problem, unless you're sOs
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 02 2016 23:05 GMT
#44
On February 03 2016 07:55 [PkF] Wire wrote:
Am I the only one to think the gold natural approach is very risky ?


I think it will favour 2 base all-in play from non-zerg races.
wjat
Profile Joined August 2015
385 Posts
February 02 2016 23:16 GMT
#45
We needed changes... and they gave it to us... THANKS DK, ME HAPPY <3
itsMAHVELbaybee
Profile Joined October 2008
292 Posts
February 02 2016 23:16 GMT
#46
1) lift CC
2) land at natural
3) profit

Don't think its a good idea unless you do something about the natural ramp. At the moment it takes 3 buildings to block.
I am boss. -Minami-ke
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
February 03 2016 00:08 GMT
#47
map change is very important. more important than small unit changes
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
Lockenshade
Profile Joined January 2016
2 Posts
February 03 2016 00:50 GMT
#48
I still don't understand why they have maps that are so overwhelmingly favored to one race. That just makes competition a joke...
But at least they are trying to fix their stupidity...
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
February 06 2016 17:59 GMT
#49
On February 02 2016 16:46 ejozl wrote:
Show nested quote +
On February 02 2016 16:20 Beelzebub1 wrote:
Wanna know what was so "unique" about Overgrowth? It was simple and very balanced. What's wrong with just that?

It had the Gold that Zerg could take, even offensively with Spinecrawler rush. It had the behind the natural area where you can place Siege Tanks, Pylon to warp in and the likes. And it had no Blink area entering the main. It also had a very defensive 4th. I know what you mean though, it was a fine map, but for my liking it was in the map pool for way too long. It's really not up there as one of the best IMO.

Those were things that made interesting games, IMO
To ease another's heartache is to forget one's own - Lincoln
jpg06051992
Profile Joined July 2015
United States580 Posts
February 06 2016 18:06 GMT
#50
Has the actual balance patch been released yet?

And btw, I'm preparing my anus for these map selections that Blizzard is going to be handling. Not favoring standard maps in favor of maps like Ulrena and Prion? Oh man -___-

Wanna know what the interesting feature of Overgrowth was? It was that it was super balanced across the board and it became a standard because of it.
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