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An Examination of the History of the Map Pool - Page 3

Forum Index > SC2 General
104 CommentsPost a Reply
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geokilla
Profile Joined May 2011
Canada8244 Posts
April 05 2016 16:16 GMT
#41
I don't know why but reading articles on TL that have a black background hurts my eyes. Yet I have good eye sight...

Too much time spent on the computer?!
Charoisaur
Profile Joined August 2014
Germany16021 Posts
April 05 2016 16:17 GMT
#42
On April 06 2016 01:15 Aocowns wrote:
Great read, great perspective, solid opinions. Let's see if blizzard does more than acknowledge it's existence!

"we saw this TL thread and disagree with it"
Many of the coolest moments in sc2 happen due to worker harassment
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
April 05 2016 16:18 GMT
#43
And even standard maps could be open to incredibly creative cheeses like Polar Night where Has 7 pylon rushed Jaedong—back when pylons didn't even shoot lasers.


stuchiu -.-


As pointed out in the article the term "standard map" is pretty vague to begin with, in the end it probably comes down to maps where "standard builds" can be used successfully (aka macro oriented builds) from every race in every matchup.
That doesn't mean that every map plays out the same no matter what though, it just gives the players the option to fall back to "standard play" if they so desire.

One big problem in sc2 and map design always were features (and the lack of features) which make it hard to have a "balanced" map. For most of sc2 forcefields pretty much denied a lot of possibilities because mapmakers simply couldn't do anything about it.
The lack of a stronger high ground feature, the general pathing (blob) and the basically 3 base cap (at any given time) also add to this somewhat. LoTV tackled the economy a little bit, so i think there is definitely potential for mapmakers there, but personally i would like blizzard to go a step further and open up the possibilites even more.

In the end it's pretty hard to say that balance determines maps or the other way around though, both things are too closely related. Do you want to balance the game around maps? Or the maps around the game?
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 05 2016 16:20 GMT
#44
I wholeheartedly agree that standard vs creative is the wrong way to look at maps, and that there is no way to adequately or objectively define what standard is. You can have both good "standard" maps and good "creative" maps, or bad "standard" maps and bad "creative" maps. Even standard maps can lead to players being pigeon-holed into some particular play-styles. There really isn't any value at making that distinction.

That being said I hate the idea of splitting the map pools on ladder, since it leads to splitting the playerbase as well as a ton of logistical (matchmaking for example) problems. Having tournaments run different map pools is of course fine, but players who get most of their practice from ladder are of course resistant to that idea.
CynicalDeath
Profile Joined January 2012
Italy3524 Posts
April 05 2016 16:23 GMT
#45
..something to read on the way home! nice!
ModeratorSC2 LP Admin - My Life for Aiur - Let the Metal flow - @Cynical_Death
OSCEWiNtER
Profile Joined May 2015
Hungary20 Posts
April 05 2016 16:24 GMT
#46
2015 season 1 maps: Probably the only time I didn't veto any maps. That was jsut amazing mappool!

Iron Fortress
Expedition Lost
Vaani Research Station
Cactus Valley
Coda
Terraform
Echo

My life for Aiur! My love for Starcraft
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2016-04-05 16:39:18
April 05 2016 16:32 GMT
#47
On April 06 2016 01:08 Charoisaur wrote:
Show nested quote +
On April 06 2016 00:56 Big J wrote:
On April 06 2016 00:45 Charoisaur wrote:
On April 06 2016 00:38 Big J wrote:
Hm, just deleted 20 mins of textwall. I guess the clue of what I wanted to write is that this is - as we are used to from stu at this point - a very well written text about very minor things. Obviously every map is different and you can strategize around that. The question is, are two balanced HotS maps different enough so that players can actually take advantage of superior strategic decision making? My opinion is no, you could pretty much play the very same standard build on all maps. My very hope would be that blizzard just steps out at some point and balances the game in a way that 60% Orbital Shipyard winrate for Terran and 60% Lerilak Crest winrate for Zerg go away out of the respective matchups, because the underperforming race got improved tools to strategize with to also use the features they have trouble with.

yes you could play the same build on every map. but you could also play EVERY build on EVERY map. ( so if the player chooses to do just one build every game he can do it of course)
I think the players choosing which style they want to play is better than the map forcing a playstyle on the player.


What do you mean with that? Semantically speaking: You can play any build on any map if you just choose to. It's just not going to be good on any map. Which is what I am talking about when I say you *can* do them.
An aggressive opening that uses the rush distance of Ulrena is surely not going to be good on a map like Overgrowth. So no, you cannot reasonably say you can do "that Ulrena build" on any map. You cannot do a spine crawler backdoor rush like on Expedition Lost on Overgrowth. You cannot do a good gangnam style opening on Frost. So no, I disagree. You couldn't do any build on any map. Most builds were plain garbage on most maps. You could do a few builds, that we then called standard builds.

I see I didn't articulate myself accurately enough.
my point is that although you can do the same build on every map there is still a huge variety of builds you can do. It's not like in every overgrowth game we see the same build.
In fact the numbers of different viable build orders is higher than on most unique maps. On prion for example you have to open 3 rax reaper every game if you don't want to play from behind, on ulrena you have to open with an early tank in tvz etc...


On any HotS map zerg had to open 3 hatch against Protoss. Terran had to open 3 CC/hellions against Zerg. Protoss had to open 2 base colossus on any map against Terran and so on.
The variations you are talking about are adjustments or metagames to these builds that come after you have studied them for months or years and that will naturally arise in any strategy.

"3 rax reaper" is not the end of the build order evolution if this build stays good. At some point it may split into variations like "2 rax 5 reaper" or "3rax 8 reaper" or "3 rax reaper until you die". In the same manner that 3 CC/hellion evovled into various builds like 3CC hellion/banshee-->Mech or Bio or 3CC hellion double ebay or even the metagaming "he won't baneling bust me because it's bad against 3CC/hellion" gasless 3CC Bomber build. But the skeleton opening was always the same and very similar. Radically new maps have the potential to spawn radically new builds to call standard on these maps. The prerequisite for this is a robust balance and design of the races so that you don't have to rely on the gimmicks-that-have-become-standard like a 9-wide ramps and X-rush distance.
Spyridon
Profile Joined April 2010
United States997 Posts
April 05 2016 16:46 GMT
#48
Amazing article.

Makes me sad though... because Blizzard's statements are not anything other than PR. They are going to keep doing what they are doing regardless of beautiful posts like this.

They obviously know their own statements are BS anyway. From their own words they state if they added 4 standard maps, they know people would veto all the others and you would never see them in play. They know people are not happy with their "creative" maps. They just don't care and are posting PR statements to cover the truth.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2016-04-05 16:49:12
April 05 2016 16:48 GMT
#49
Long read!

"Standard" IMO is just a map style where you can reasonably play aggressively, economically or anything in between.

If you put a map where you spawn next to your opponent, aggression will always win out. If you have 3 bases and your opponent is in the next country over, you'll always want those 3 minute thirds unless there is some kind of crazy proxy everything all in. Standard is the middle ground between that, and we have many great examples of it.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Charoisaur
Profile Joined August 2014
Germany16021 Posts
April 05 2016 16:51 GMT
#50
Terran had to open 3 CC/hellions against Zerg.

reactor hellion 3CC, hellion banshee, 2 base tank allin, hellbat timing, 3 rax stim + hellion timing, wm drops, Polt-style marauder drops.

Protoss had to open 2 base colossus on any map against Terran

proxy oracle, dt drop, blink pressure, immortal allin
Many of the coolest moments in sc2 happen due to worker harassment
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-04-05 16:57:13
April 05 2016 16:53 GMT
#51
On April 06 2016 01:48 Cyro wrote:
Long read!

"Standard" IMO is just a map style where you can reasonably play aggressively, economically or anything in between.

If you put a map where you spawn next to your opponent, aggression will always win out. If you have 3 bases and your opponent is in the next country over, you'll always want those 3 minute thirds unless there is some kind of crazy proxy everything all in. Standard is the middle ground between that, and we have many great examples of it.


Most people seem to consider maps that favour easily turtling on four bases "standard" though. Additionally there are several maps most people would call non-standard where you can play aggressively, economically, or anything in between, though the games play out very differently. So your definition falls short in several respects.
Linear
Profile Blog Joined August 2015
60 Posts
April 05 2016 16:57 GMT
#52
I was waiting for a mention of Fruitland and Maze at least you mentioned Gwangali Beach.
I think for certain tournament styles off the wall maps that require unique thinking in how to approach them create some interesting and memorable games, not that this would translate well to the ladder map pool.
I liked Gwangali Beach it was one of those maps that made the game very frantic and action packed lots of posturing and fighting.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2016-04-05 17:03:36
April 05 2016 17:02 GMT
#53
On April 06 2016 01:53 ZigguratOfUr wrote:
Show nested quote +
On April 06 2016 01:48 Cyro wrote:
Long read!

"Standard" IMO is just a map style where you can reasonably play aggressively, economically or anything in between.

If you put a map where you spawn next to your opponent, aggression will always win out. If you have 3 bases and your opponent is in the next country over, you'll always want those 3 minute thirds unless there is some kind of crazy proxy everything all in. Standard is the middle ground between that, and we have many great examples of it.


Most people seem to consider maps that favour easily turtling on four bases "standard" though. Additionally there are several maps most people would call non-standard where you can play aggressively, economically, or anything in between, though the games play out very differently. So your definition falls short in several respects.


You need relatively fast bases in LOTV for any map style that's not aggressively biased, at least for some matchups. 3 hatch before pool is a standard opening.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Big J
Profile Joined March 2011
Austria16289 Posts
April 05 2016 17:05 GMT
#54
On April 06 2016 01:51 Charoisaur wrote:
Show nested quote +
Terran had to open 3 CC/hellions against Zerg.

reactor hellion 3CC, hellion banshee, 2 base tank allin, hellbat timing, 3 rax stim + hellion timing, wm drops, Polt-style marauder drops.

Show nested quote +
Protoss had to open 2 base colossus on any map against Terran

proxy oracle, dt drop, blink pressure, immortal allin


Sry, but I find your argumentation pretty unfair. You comenout saying how you have to do build X on map Y nowadays or you will be behind and then refer to garbage like 2 base tank allins as viable on HotS maps. I give examples of how builds can be varied, and then you basically hold all examples I didnt give (like protoss oracle or dt openings before colossus turtle) as an argument against me. Those are obviously included in my argumentation about evolving builds around skeleton builds. Furthermore I don't see how there aren't similar builds for today's maps. A 2 base tank hellbat timing isnt overly map dependant for example.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-04-05 17:09:45
April 05 2016 17:09 GMT
#55
On April 06 2016 02:02 Cyro wrote:
Show nested quote +
On April 06 2016 01:53 ZigguratOfUr wrote:
On April 06 2016 01:48 Cyro wrote:
Long read!

"Standard" IMO is just a map style where you can reasonably play aggressively, economically or anything in between.

If you put a map where you spawn next to your opponent, aggression will always win out. If you have 3 bases and your opponent is in the next country over, you'll always want those 3 minute thirds unless there is some kind of crazy proxy everything all in. Standard is the middle ground between that, and we have many great examples of it.


Most people seem to consider maps that favour easily turtling on four bases "standard" though. Additionally there are several maps most people would call non-standard where you can play aggressively, economically, or anything in between, though the games play out very differently. So your definition falls short in several respects.


You need relatively fast bases in LOTV for any map style that's not aggressively biased, at least for some matchups. 3 hatch before pool is a standard opening.


To take a concrete example Dusk Towers heavily favours economic play over aggression moreso than most standard maps, but is still a very standard map.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
April 05 2016 17:22 GMT
#56
The definition of a "standard map" is clearly lacking here, especially since you consider Vaani to be standard and Habitation or Foxtrot to be non-standard.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
April 05 2016 17:36 GMT
#57
Awesome writeup as always! The map diagrams in particular are nice, it's good to flesh out some of the comments we always take about only in extremely vague terms.
@RealHeyoka | ESL / DreamHack StarCraft Lead
Aron Times
Profile Blog Joined March 2011
United States312 Posts
April 05 2016 17:51 GMT
#58
I liked the factual, informative bits.

I disagree with the opinions expressed in the article, especially the part about embracing the hardcore aspects of the game. Dark Souls is primarily a singleplayer game, which means that people can have fun with it despite not having anyone else to play with. Starcraft is primarily a multiplayer game which is dependent on a large and healthy player pool.

I'm firmly in the camp that believes that different maps should have different gameplay. Most of us aren't good enough to make a living through esports, so why can't we have fun and silly and weird maps to make things more interesting? Starcraft isn't just about showing how much better you are than your opponent; it's also about a three-war space war between three different spacefaring species. The terrain on Earth is much more varied than what you would expect in Starcraft, which is set far away from the Blue Planet.

Also, I really don't understand how you can call the maps bad when it's only been a short time since their addition to the ladder. They're different and non-standard, I'll give you that, but that mostly means that you cannot play the same way on them as you would on older, more standard maps. I feel like the community is pretty much proving David Kim right (wow that feels weird to say) when he says that people just want to play the same way they're used to.

The point behind adding these non-standard maps is that they force you to play in a different way. If you're unable to secure a third, or even your natural, then why don't you adapt to the map and do a 1-base or 2-base all-in? I know TL.net hates all-ins but they are part of the game. If all-ins weren't viable, no one would use them. It's like this community is married to a specific way of playing and dismiss other ways of playing as less skilled or gimmicky.

Back in my day, you adapted to the map. You didn't force mapmakers to adapt to the popular ways of playing. Eventually, some map types were retired because they were too difficult to balance, but players were much more open to alternative map styles back then.
"The drums! The drums! The drums! The neverending drumbeat! Open me, you human fool! Open the light and summon me and receive my majesty!"
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 05 2016 18:07 GMT
#59
On April 06 2016 02:51 Eternal Dalek wrote:
I liked the factual, informative bits.

I disagree with the opinions expressed in the article, especially the part about embracing the hardcore aspects of the game. Dark Souls is primarily a singleplayer game, which means that people can have fun with it despite not having anyone else to play with. Starcraft is primarily a multiplayer game which is dependent on a large and healthy player pool.

I'm firmly in the camp that believes that different maps should have different gameplay. Most of us aren't good enough to make a living through esports, so why can't we have fun and silly and weird maps to make things more interesting? Starcraft isn't just about showing how much better you are than your opponent; it's also about a three-war space war between three different spacefaring species. The terrain on Earth is much more varied than what you would expect in Starcraft, which is set far away from the Blue Planet.

Also, I really don't understand how you can call the maps bad when it's only been a short time since their addition to the ladder. They're different and non-standard, I'll give you that, but that mostly means that you cannot play the same way on them as you would on older, more standard maps. I feel like the community is pretty much proving David Kim right (wow that feels weird to say) when he says that people just want to play the same way they're used to.

The point behind adding these non-standard maps is that they force you to play in a different way. If you're unable to secure a third, or even your natural, then why don't you adapt to the map and do a 1-base or 2-base all-in? I know TL.net hates all-ins but they are part of the game. If all-ins weren't viable, no one would use them. It's like this community is married to a specific way of playing and dismiss other ways of playing as less skilled or gimmicky.

Back in my day, you adapted to the map. You didn't force mapmakers to adapt to the popular ways of playing. Eventually, some map types were retired because they were too difficult to balance, but players were much more open to alternative map styles back then.


You (and much of the community) are conflating two ideas: how good the map is, and how non-standard it is.

You are right to say that part of the backlash against the new maps is that they force people to play in ways that they don't like, and that to keep the game fresh it is necessary to do that. Players are way too attached to maps that allow them to safely macro no matter what. However that isn't the only issue. The other issue is that the maps we've seen so far mostly aren't that good.

The complaints that some of the maps are grossly imbalanced are accurate, and that some of the maps force similar playstyles ever game are also correct (though even that is tainted by the fact that the playstyles they force are very sharp playstyles on the agressive side of things. There aren't nearly that many complaints (though there should be) when maps force turtly macro play every game).

Those issues stem from the fact that the maps are bad though, not that they are creative (though of course maps being creative do result in greater risk that maps are bad).
Gwavajuice
Profile Joined June 2014
France1810 Posts
April 05 2016 18:08 GMT
#60
I'd like to point out that "standard" is an award maps wins over time.

For instantce, KSS was NOT seen as a standard map when it first came out. It had (and still has) some revolutionary features that we had never seen before : the rocks at the natural were just brilliant in the way it changed the map in late game, the forward 4th was pure genius and the general configuration of the map that allowed both ultra agressive proxy (I think the 10 first televised games on KSS must have involved some sort of proxy - reapers, oracles, banshees,...) and ultra long macro games (soO vs Reality anyone?) makes it above any other map in terms of games variety.

KSS was just a map too brilliant to be seen as just "standard".

I also think it's a bit, too easy when you write this kind of article to pick the best or most favored maps ever and call them "standard" just to prove your point. As a matter of fact many of the maps analysed weren't called standard back in the days.



The conclusion of all this is I'm pretty sure the author, the people posting comments, the players, the map makers and blizzard staff all have their own definition of "standard", this word is way overused and hardly means anything anymore.
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