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Active: 1496 users

Mandatory protected natural for every map?

Forum Index > SC2 General
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If you put in a pointless one-liner from now on, you will receive a mod action. If you're not going to give the OP an actual response that they or someone else can continue off of, then don't bother posting. This warning takes effect after post #31.
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
February 19 2018 09:29 GMT
#1
Do you think that if this were implemented this season, for example, that this would make the game more exciting or fun?

How would you play it? I'm wondering if this wouldn't be a great idea given the current meta state, because it would allow for more risks, as far as I can tell, and possibly at an earlier time.
Still diamond
Durnuu
Profile Joined September 2013
13320 Posts
February 19 2018 11:10 GMT
#2
Maps with inbase naturals (if that's what you mean) are almost always awful. Defending 3 bases behind one choke is NOT good gameplay.
The only map I can remember that did it kind of right was Vaani Research Station because 1) the 3rd was open 2) it wasn't on high ground (unlike Dusk Towers for example). But it had other issues.
BUNNYYYYYYYYY https://i.imgur.com/BiCF577.png
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
February 19 2018 11:43 GMT
#3
No.
ProgamerAustralian alcohol user follow @iaguzSC2
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
February 19 2018 12:24 GMT
#4
no
vibeo gane,
kugHop
Profile Joined January 2016
Luxembourg44 Posts
February 19 2018 12:31 GMT
#5
Protoss would turtle into an unbeatable air army, Terran would turtle into an unbeatable mech army and Zerg would have zerglings run in circles around hatchery while broodlors and other siege units set up Zerg-Woodstock outside the opponents bases, this would just bring back the "good" old days of swarmhost sieges.
...and on the final day, our Lord and Savior, Maru, and his disciples sOs and Rogue appeared before us and said: Don't worry my loyal fans for Proleague will forever be our Kingdom!"
RealityTheGreat
Profile Joined January 2018
China564 Posts
Last Edited: 2018-02-20 04:01:19
February 19 2018 12:50 GMT
#6
Do you want to hear "Carrier has arrived"?
Betrayed, forgotten, abandoned.
yubo56
Profile Joined May 2014
688 Posts
February 19 2018 13:11 GMT
#7
Agreed with above, all progamers have expressed annoyance at in base natural

A pattern i haven't seen explored much is the novice maps from the beginning of WoL. So short rush distance but rock protected. There's a lot of hate lately for small maps but maybe rocks could put the emphasis on 2 base play rather than one.

Probably still an awful idea but would probably be better than in base natural
Jung Yoon Jong fighting, even after retirement! Feel better soon.
JackONeill
Profile Joined September 2013
861 Posts
February 19 2018 13:30 GMT
#8
Problem with inbase natural is that it favors turtling. On the other hand, allins targeting naturals are notoriously too strong in SC2.

Overall having 1 map in the pool that has an inbase natural is fine, more than that orients the meta towards heavy turtle or silly cheeses.
xenonn40
Profile Joined October 2011
United States282 Posts
February 19 2018 14:08 GMT
#9
This would make the game extremely stale.
Zaxon
Profile Joined January 2011
Belgium209 Posts
February 19 2018 14:21 GMT
#10
No
Ej_
Profile Blog Joined January 2013
47656 Posts
February 19 2018 14:43 GMT
#11
No.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
algue
Profile Joined July 2011
France1436 Posts
February 19 2018 14:43 GMT
#12
I've always hated it since even regular naturals are already a "low risk, high reward" investment that often go uncontested. So a "no risk, high reward" natural is a pretty aweful idea.

Too bad the maps often turn into a all-in fest when the natural slighty harder to defend than average
rly ?
washikie
Profile Joined February 2011
United States752 Posts
February 19 2018 14:56 GMT
#13
I'm going to be a contrarian and say that I personally like inbase natural maps because you can be more greedy with your build and you don't have to play around allins as much, mabey it leads to turtle games but it also leads to quite a few fun games. I was very fond of dusk towers.
"when life gives Hero lemons he makes carriers" -Artosis
DSh1
Profile Joined April 2017
292 Posts
February 19 2018 15:00 GMT
#14
On February 19 2018 20:10 Durnuu wrote:
Maps with inbase naturals (if that's what you mean) are almost always awful. Defending 3 bases behind one choke is NOT good gameplay.
The only map I can remember that did it kind of right was Vaani Research Station because 1) the 3rd was open 2) it wasn't on high ground (unlike Dusk Towers for example). But it had other issues.


However in TLMC they said, maps where 3rd is not defendable are downright vetoed... .
orvinreyes
Profile Joined June 2007
577 Posts
February 19 2018 15:27 GMT
#15
why not go further and just skip the first 5 minutes of the game then. boring AF
http://youtu.be/LfmrHTdXgK4
ReachTheSky
Profile Joined April 2010
United States3294 Posts
Last Edited: 2018-02-19 16:41:17
February 19 2018 16:19 GMT
#16
These types of maps lead to the most boring stagnant gameplay. It's not fun to play these and it's also not fun to watch as a spectator. I think you are looking for no rush 10 minute games which is the opposite of what sc2 lotv is.
TL+ Member
Fango
Profile Joined July 2016
United Kingdom8987 Posts
February 19 2018 18:33 GMT
#17
Free naturals just lead to boring gameplay. Same with free third bases.

I am however a fan of variation in the map pool. So having one map with a backdoor or whatever is fine. But not all of them.
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
GothGirlGames
Profile Joined September 2017
167 Posts
February 19 2018 19:52 GMT
#18
I wouldn't mind if had a semi-protected natural.
A none-gold abit closer then on boardwalk but with same small area and small exit blocked by a rock.

1. It would be safe to take directly but make a bad military base.
2. Give safe economy but not really allow you to turtle since an attack would overwelm the base if did that.

Or more like a normal natural but with tiny rocks to shot down. Normal rocks is 2000 hitpoints? These could be like 500 just to give that tiny wall without needing to put alot of buildings down.
ReachTheSky
Profile Joined April 2010
United States3294 Posts
Last Edited: 2018-02-19 20:03:20
February 19 2018 20:03 GMT
#19
On February 20 2018 04:52 GothGirlGames wrote:
I wouldn't mind if had a semi-protected natural.
A none-gold abit closer then on boardwalk but with same small area and small exit blocked by a rock.

1. It would be safe to take directly but make a bad military base.
2. Give safe economy but not really allow you to turtle since an attack would overwelm the base if did that.

Or more like a normal natural but with tiny rocks to shot down. Normal rocks is 2000 hitpoints? These could be like 500 just to give that tiny wall without needing to put alot of buildings down.


Why do you think there needs to be rocks? What purpose will this serve? Why do people think we need a protected/semi-protected natural? All races have the tools to secure all the bases they need provided they utilize their race properly. Why do people want this again?
TL+ Member
GothGirlGames
Profile Joined September 2017
167 Posts
February 19 2018 20:15 GMT
#20
On February 20 2018 05:03 ReachTheSky wrote:

Why do you think there needs to be rocks? What purpose will this serve? Why do people think we need a protected/semi-protected natural? All races have the tools to secure all the bases they need provided they utilize their race properly. Why do people want this again?


1. I have claimed no need, but most maps seems to have rocks that be removed or shot down to change the pathways temporarly, it seems the most natural way to use what the game already got.
2. A wall serve the purpose of delaying the time in which your enemy can start attack you.
3. Nobody else then the thread starter has said it good. You are confusing people who choose to debate the topic with people who want it/think it is a good idea.
Obamarauder
Profile Joined June 2015
697 Posts
February 19 2018 20:39 GMT
#21
I thought maps like nimbus were pretty good, not much turtling on that map
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 19 2018 20:56 GMT
#22
On February 20 2018 05:39 Obamarauder wrote:
I thought maps like nimbus were pretty good, not much turtling on that map


Nimbus was a rushfest because of the ramp to the main.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 19 2018 20:56 GMT
#23
The ultimate evolution of SC2: every game starts with 200 workers, players must kill them to free up supply for army.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Charoisaur
Profile Joined August 2014
Germany15977 Posts
Last Edited: 2018-02-19 21:29:43
February 19 2018 21:17 GMT
#24
I personally like inbase-naturals. The ease of securing expansions gets kinda counter-acted by the fact that the in-base natural is usually very vulnerable to harassment. Still every map shouldn't have an in-base natural, just a few.

People use Dusk Towers as an example why in-base naturals are bad but it was actually the map which gave us by far the most entertaining games in 2016. (Maru vs Zest Code A, Maru vs Zest Proleague, TY vs Zest, Nerchio vs Showtime with the 3-pronged attack from Nerchio, TaeJa vs Zest, Stats vs Maru, TY vs Dark, Dark vs Classic, INnoVation vs Dark etc)
Many of the coolest moments in sc2 happen due to worker harassment
LTCM
Profile Joined May 2017
174 Posts
February 19 2018 21:42 GMT
#25
I'm not understanding all the hate for inbase naturals. Sure I dont think we need all maps to have them but they should at least be present in the game. I find them to be pretty harassable by air and a nice change up.

Then again I don't really ever veto maps cause I like the change and I just want to have fun. I suck at the game so it's not like 100 point higher mmr from better map selection means crap at my level.
Byun is a convicted match-fixer.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 19 2018 22:04 GMT
#26
On February 20 2018 06:17 Charoisaur wrote:
I personally like inbase-naturals. The ease of securing expansions gets kinda counter-acted by the fact that the in-base natural is usually very vulnerable to harassment. Still every map shouldn't have an in-base natural, just a few.

People use Dusk Towers as an example why in-base naturals are bad but it was actually the map which gave us by far the most entertaining games in 2016. (Maru vs Zest Code A, Maru vs Zest Proleague, TY vs Zest, Nerchio vs Showtime with the 3-pronged attack from Nerchio, TaeJa vs Zest, Stats vs Maru, TY vs Dark, Dark vs Classic, INnoVation vs Dark etc)


2016 was a complete train-wreck for maps, the worst year on record (2010-2011 could be argued to be worse, but they deserve more leeway). Dusk Towers stood out as a 6/10 map in a map pool of 3/10s.
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
Last Edited: 2018-02-19 23:30:13
February 19 2018 22:48 GMT
#27
On February 20 2018 01:19 ReachTheSky wrote:
These types of maps lead to the most boring stagnant gameplay. It's not fun to play these and it's also not fun to watch as a spectator. I think you are looking for no rush 10 minute games which is the opposite of what sc2 lotv is.


Well, my idea was just that a mid-game might be more likely.
Still diamond
Loccstana
Profile Blog Joined November 2012
United States833 Posts
February 20 2018 00:07 GMT
#28
Anyone here want to see more semi island maps? I really loved those kind of maps from broodwar
[url]http://i.imgur.com/lw2yN.jpg[/url]
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 20 2018 00:12 GMT
#29
On February 20 2018 09:07 Loccstana wrote:
Anyone here want to see more semi island maps? I really loved those kind of maps from broodwar


Semi-island maps tend to be rather imbalanced (both in BW and SCII), and most people feel like air play is already too prevalent in SCII.
Avexyli
Profile Blog Joined April 2014
United States697 Posts
February 20 2018 01:57 GMT
#30
On February 19 2018 21:24 -NegativeZero- wrote:
no

AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Creager
Profile Joined February 2011
Germany1900 Posts
Last Edited: 2018-02-20 02:24:42
February 20 2018 02:17 GMT
#31
On February 20 2018 00:27 orvinreyes wrote:
why not go further and just skip the first 5 minutes of the game then. boring AF


Like they did by introducing the 12 worker start?

On topic, while I prefer macro games and usually don‘t shy away from being on the defensive side, I‘d rather not see inbase naturals on every map.
... einmal mit Profis spielen!
NoobSkills
Profile Joined August 2009
United States1599 Posts
February 20 2018 06:09 GMT
#32
The game has already taken out the "early game" of broodwar. The early "all in" is almost done, even though they evolved into pressure + harass + expand, so they weren't all the way in. Giving someone more free time eliminates this even further. The time lost between starting workers and your choice of expand, "all in", or somewhere in between, has not made the game more interesting to watch, only given one avenue to start your game. A protected natural further narrows your decision path on a game that is still new, and still could have seen many amazing moves. I wish they would revert, but this would just be too much.
SHODAN
Profile Joined November 2011
United Kingdom1128 Posts
February 20 2018 08:05 GMT
#33
I don't even know anymore. I probably didn't even know in the first place
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
February 20 2018 08:14 GMT
#34
It wouldn't encourage the aggressive play one would think of, but rather greed play as was already stated. But let's revert it - do you have any examples of pro games where this helped? Give us examples of pros using this for the aggression! Maybe there's a map with some concept that could work

I generally don't count 2 rax proxy or another 1 base all-ins as this would happen on any map as the player doesn't have any intentions of using the in-base natural.

Thanks!
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2018-02-20 10:01:40
February 20 2018 10:00 GMT
#35
This also raises issue of map makers not being able to really test their maps which greatly limits how creative they can be.

At the moment any new map concept has to be done right on first try because the only way to get your map played is to get it on the ladder and if it's considered cancerous by the players you can bet your ass that any new iteration of your map or your concept will never make it again.

Pocket expansions and backdoors are the only two weird/innovative concepts that were given a few tries on the ladder and even then it was like 3 or 4 tries at best.

It's understandable though since ladder maps are tournament maps and there's money on the line, players, especially pros don't wanna be a random mapmaker's guinea pig. However Blizzard isn't doing much to allow more maps to be tested. I think CS:GO style operations would do a lot of good to Sc2.
rly ?
leublix
Profile Joined May 2017
493 Posts
February 20 2018 11:04 GMT
#36
Inbase naturals suck so hard for PvP, it makes every game a coinflip.

For the other match-ups I don't mind it too much as long as the third isn't too easy to wall. If one map in the map pool has this feature it's ok imo. It doesn't make the game more fun though.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
February 20 2018 13:40 GMT
#37
dunno if this was mentioned but what if the in-base natural building was able to be scouted by a nearby watch tower to assist in knowing whether the opponent invested in a second base
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
themusic246
Profile Joined December 2012
United States213 Posts
Last Edited: 2018-02-20 20:31:40
February 20 2018 17:42 GMT
#38
Inbase maps are good if done correctly and if there is only one in the pool imo. As long as the inbase nat is exposed to drops/easy nydus (again imo).. it creates very different games and completely different builds which is refreshing, but shouldnt replace "standard" setups completely. Another reason why we dont see a lot of them is the fact that they are natoriously hard to balance against the turtletoss golden armada.

Its like salt in a meal, maybe just add a little to spice up the map pool every now and then (same with pocket thirds, unique rush maps etc), but dont eat a spoonfull of salt at once :3
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
RogerChillingworth
Profile Joined March 2010
3003 Posts
Last Edited: 2018-02-20 20:55:12
February 20 2018 20:54 GMT
#39
I would just like to see crazier maps with weirder features instead of the insta-3-base maps we've been seeing a lot of. There are ways to make bases that are more spread out not so terrible for Terran, for example, by messing with high ground and so forth. I'm not a map maker, but the TL finalists don't excite me that much, as a viewer, barring one or two.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
February 20 2018 20:56 GMT
#40
The thing about a safe natural is that the benefit it provides is asymmetric across different races. In a ZvX matchup, unless the matchup is a ZvZ the other race is going to benefit much more heavily from the protected base than the Zerg is. They'll be able to execute a few more dirty timings faster than they normally would and the Zerg doesn't really derive any benefit (we might even prefer a forward natural since it lets us get creep out onto the map faster).

I'm not a fan of free bases. One of the most general principles of map design is that as you expand, you should be expanding outwards (that is, further and further towards the middle/perimeter of the map) and each successive expansion should be riskier than the previous.

Obviously at this point in the game's life cycle natural expansions are considered to be a given. However giving all maps safe naturals removes an entire stage of the game from consideration that is an essential part of keeping players honest and on top of their fundamentals.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2018-02-20 21:10:42
February 20 2018 21:09 GMT
#41
could the ZvX issue be resolved by having a high hit point creep source at a 3rd base? or perhaps some sort of creep dynamic within the 2 base setup that affects income rate?
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
February 21 2018 06:56 GMT
#42
On February 21 2018 06:09 mishimaBeef wrote:
could the ZvX issue be resolved by having a high hit point creep source at a 3rd base? or perhaps some sort of creep dynamic within the 2 base setup that affects income rate?


That's a really interesting idea, but I think that Blizzard (and hence mapmakers, for the most part) are going to shy away from it because it's less elegant a solution than designing the map with an open natural (or some other design) in the first place (new/beginning players would be very confused, think about how long Blizzard waited before adding neutral depots/destructable rocks). Depending on how it is implemented it could be hard to balance, either giving Zerg players a huge advantage or end up being utterly useless. It's a very clever idea nonetheless.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
YourFavoriteTerran
Profile Joined November 2017
33 Posts
February 21 2018 10:59 GMT
#43
On February 19 2018 21:31 kugHop wrote:
Protoss would turtle into an unbeatable air army, Terran would turtle into an unbeatable mech army and Zerg would have zerglings run in circles around hatchery while broodlors and other siege units set up Zerg-Woodstock outside the opponents bases, this would just bring back the "good" old days of swarmhost sieges.


Did you just say Terran and unbeatable mech army in the same sentence? Terran is down by 5-8% in every matchup at Grandmaster level.
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