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New Versus Maps for Season 3, 2018

Forum Index > SC2 General
52 CommentsPost a Reply
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ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 31 2018 19:17 GMT
#1

Source: https://starcraft2.com/en-us/news/21988397


Season 2 is approaching its end—which means Season 3 is just around the corner! Once the new season commences, we’ll be removing Catalyst LE, 16-Bit LE, Redshift LE, and Darkness Sanctuary LE from the ladder pool. In their place, we’re adding the following new maps, as well as new Team maps.

1v1

Fracture LE
[image loading]

This map features a lower base count than other 1v1 maps, and there is a direct attack path between the opponent’s expansion locations. You can destroy rocks to create additional pathways.

Blueshift LE
[image loading]

Attack along the central corridor for the fastest attack path or take the more open high ground routes to your opponent's expansions. Destroy the rocks to clear pathways between all three main attack routes.

Cerulean Fall LE
[image loading]

There are multiple options for the third and fourth base expansion locations. Also, the center has high ground expansions that can be an important acquisition in the later stages of a match.

Para Site LE
[image loading]

This macro map features non-linear expansion patterns, and there are multiple options for later expansions. In the beginning, it’ll be easier to hold multiple bases, but the bases tend to spread out more as the game progresses.

Team Maps

2v2

Ulzaan
[image loading]

You can easily fortify your starting area to defend from a direct attack, but there are other routes your enemy could take. Control the north xel’naga tower to monitor incoming air attacks and keep an eye on the destructible debris to the south to avoid any costly surprises.

3v3

Canyon of Tribulation
[image loading]

Your starting locations are well-fortified, but your opponents can open additional pathways to your base as the game progresses.

4v4

Sacred Grounds
[image loading]

Your starting location is well-protected and has a good number of resources, but cooperation with your allies is necessary to secure the additional resources you'll need to be victorious.




The final 1v1 map pool for Season 3 will be:

  • Acid Plant LE
  • Dreamcatcher LE
  • Lost and Found LE
  • Blueshift LE
  • Fracture LE
  • Para Site LE
  • Cerulean Fall LE


These maps are currently available for testing under the Custom tab, so feel free to jump in and start practicing strategies before new season begins on August 14. GLHF!
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ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 31 2018 19:20 GMT
#2
I'm a fan of these changes overall. Cerulean Fall and Para Site did poorly in the public voting, but were nevertheless some of the best maps of the contest. Blueshift is basically just an updated Catalyst, but is still a good map. Acid Plant staying isn't ideal, but I guess they only wanted to swap out four maps.
Elentos
Profile Blog Joined February 2015
55560 Posts
July 31 2018 19:32 GMT
#3
On August 01 2018 04:20 ZigguratOfUr wrote:
I'm a fan of these changes overall. Cerulean Fall and Para Site did poorly in the public voting, but were nevertheless some of the best maps of the contest. Blueshift is basically just an updated Catalyst, but is still a good map. Acid Plant staying isn't ideal, but I guess they only wanted to swap out four maps.

It's a tragedy, we've been robbed of Blueshift into Redshift at Blizzcon.
Every 60 seconds in Africa, a minute passes.
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
July 31 2018 19:48 GMT
#4
On August 01 2018 04:32 Elentos wrote:
Show nested quote +
On August 01 2018 04:20 ZigguratOfUr wrote:
I'm a fan of these changes overall. Cerulean Fall and Para Site did poorly in the public voting, but were nevertheless some of the best maps of the contest. Blueshift is basically just an updated Catalyst, but is still a good map. Acid Plant staying isn't ideal, but I guess they only wanted to swap out four maps.

It's a tragedy, we've been robbed of Blueshift into Redshift at Blizzcon.

It seemed so close, and yet now it seems so far away!

On an related note, Ulzaan is my favorite 2v2 map in a while. I might have to poke and prod my old 2v2 partner out of his depression and alcoholism, and back onto the ladder.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Yozora
Profile Joined March 2011
Finland65 Posts
July 31 2018 19:57 GMT
#5
Nice maps overall. More macro, less gimmicky.
Everyone lies
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2018-07-31 20:03:26
July 31 2018 20:01 GMT
#6
Pretty good maps I'd say. Dreamcatcher the odd one out, but solid map pool overall I'd say. I'm always a fan of standard maps. Let players play the game, don't force strategies on them.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
July 31 2018 20:20 GMT
#7
nice
Team Liquid
Velitey
Profile Joined September 2016
Canada13 Posts
July 31 2018 20:25 GMT
#8
That's a pretty solid map pool! This current season was the first one in quite a while that I had to use all three vetoes and all of the three maps are gone. Looking at this I'll probably play on 7 maps next season. NICE.
blunderfulguy
Profile Blog Joined April 2016
United States1415 Posts
July 31 2018 20:28 GMT
#9
Next season we better get a Oneshift and Twoshift.
Blunder Man doing everything thing a blunder can.
Boggyb
Profile Joined January 2017
2855 Posts
July 31 2018 20:32 GMT
#10
On August 01 2018 05:01 Olli wrote:
I'm always a fan of standard maps. Let players play the game, don't force strategies on them.

Macro is a strategy forced upon players by "standard" maps. It is literally impossible to make a map that doesn't influence how players play. Some iterations of that are just more vilified than others.
Olli
Profile Blog Joined February 2012
Austria24422 Posts
July 31 2018 20:41 GMT
#11
On August 01 2018 05:32 Boggyb wrote:
Show nested quote +
On August 01 2018 05:01 Olli wrote:
I'm always a fan of standard maps. Let players play the game, don't force strategies on them.

Macro is a strategy forced upon players by "standard" maps. It is literally impossible to make a map that doesn't influence how players play. Some iterations of that are just more vilified than others.


Yes and no, you can cheese or all-in just fine on most macro maps, but sure every map influences how players play. That should be kept to a minimum, though, as far as I'm concerned.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
SwankyPantsSC2
Profile Joined July 2018
2 Posts
August 01 2018 00:01 GMT
#12
Is there any info on which map will leave the 2v2 pool?
agripsss
Profile Joined June 2018
37 Posts
August 01 2018 00:56 GMT
#13
goooooooooooooooooodddddddddddddddd byeeeeeeeeeeeeee 16 bit
Adramelech1
Profile Joined March 2018
19 Posts
August 01 2018 01:39 GMT
#14
My prayers have been answered. A 3v3 map that allows all players to have more than 1 one base!
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
August 01 2018 06:54 GMT
#15
That's a pretty decent Map pool for season 3
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
Charoisaur
Profile Joined August 2014
Germany16017 Posts
August 01 2018 07:34 GMT
#16
Bit sad that 16 bit is gone but overall I'm quite happy. Bit surprised that Acid Plant stays for another season as I don't think the map is THAT good.
Many of the coolest moments in sc2 happen due to worker harassment
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
August 01 2018 07:50 GMT
#17
Am I the only one who wants Abyssal reef back?
Charoisaur
Profile Joined August 2014
Germany16017 Posts
August 01 2018 08:25 GMT
#18
On August 01 2018 16:50 Zaros wrote:
Am I the only one who wants Abyssal reef back?

Abyssal Reef, Daybreak, Pvergrowth and Akilon Waste
Many of the coolest moments in sc2 happen due to worker harassment
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
August 01 2018 10:06 GMT
#19
On August 01 2018 17:25 Charoisaur wrote:
Show nested quote +
On August 01 2018 16:50 Zaros wrote:
Am I the only one who wants Abyssal reef back?

Abyssal Reef, Daybreak, Pvergrowth and Akilon Waste


No just abyssal reef that map was very close to perfection I feel
JWD[9]
Profile Blog Joined November 2015
364 Posts
August 01 2018 10:34 GMT
#20
Looks great!
Krootie
Profile Joined April 2012
Sweden13 Posts
August 01 2018 11:47 GMT
#21
Wish they did add a few smaller maps and also i wish map makers would add some distance between expands.
Look at a map like frost. Its to easy to defend multiple bases with todays maps. Would be a lot more scirmish and action if they put the expansions farther away for each other and not so compact.
”Satan is in the house. He killed my mom... and turned her into a bull.”
TheMartyr1337
Profile Joined July 2018
1 Post
August 01 2018 13:01 GMT
#22
I really like the new maps i think we will see great games on them, i really like the way they handeling the 1v1 mappool atm

but im very sad blizz is just switching 1 team map in 2v2 3v3 4v4,
yes 1v1 is the main point but i als enjoy some team games with my friends but atm the team maps are so bad or old in my opinion and most of them didnt changed for ages, would be nice to see more changes there
Ej_
Profile Blog Joined January 2013
47656 Posts
August 01 2018 13:28 GMT
#23
On August 01 2018 20:47 Krootie wrote:
Wish they did add a few smaller maps and also i wish map makers would add some distance between expands.
Look at a map like frost. Its to easy to defend multiple bases with todays maps. Would be a lot more scirmish and action if they put the expansions farther away for each other and not so compact.


Rush distances for season 3 from top of main ramp to the other (previous season right column) :

32s Fracture - 33s Darkness close position
33s Blueshift - 35s Redshift
35s Dreamcatcher -
36s Cerulean Fall - 36s Catalyst
39s Lost & found - 39s 16bits
42s Para Site -
43s Acid plant - 44s Dark cross position


The maps are the smallest they have been in a long time.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
August 01 2018 16:32 GMT
#24
I really like the colour scheme for Blueshift and Cerulean Fall. That canyon in Canyon of Tribulation is pretty eye-catching as well.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
Boggyb
Profile Joined January 2017
2855 Posts
August 01 2018 16:43 GMT
#25
Why couldn't Blizzard retire Acid Plant? Pros have been playing on it constantly because the other maps are worse, not because it is amazing.
Haighstrom
Profile Joined March 2011
United Kingdom207 Posts
August 01 2018 17:04 GMT
#26
Which 2v2 map is being retired?
HDRhineland
Profile Joined August 2012
Germany20 Posts
August 01 2018 17:06 GMT
#27
I like the first one, just because it is not a dark map again.
Please, map creators, more bright and shiny maps! <3
bearhug
Profile Joined September 2010
United States999 Posts
August 01 2018 17:08 GMT
#28
Confirmed:
Blizzard hate 4-person map, grass map, but like rocks.
We are dusts in the vast cosmic arena. Need to make the most out of life when we still have it.
Amazonic
Profile Joined September 2010
Sweden239 Posts
August 01 2018 18:23 GMT
#29
It makes me so sad there aren't any 4 player maps nowadays, i really miss them.
"Amazing how something so simple as a fat person and gravity can be so amusing. Classic!"
Avexyli
Profile Blog Joined April 2014
United States700 Posts
August 01 2018 18:33 GMT
#30
4 player maps are awful to make, awful for pro play.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
runn3r5uk
Profile Joined April 2018
13 Posts
August 01 2018 19:34 GMT
#31
antiga shipyard
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
August 01 2018 21:52 GMT
#32
On August 02 2018 02:08 bearhug wrote:
Confirmed:
Blizzard hate 4-person map, grass map, but like rocks.


Has there been a genuine desert map since late Wings of Liberty/early Heart of the Swarm?
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 02 2018 00:18 GMT
#33
On August 02 2018 06:52 Fanatic-Templar wrote:
Show nested quote +
On August 02 2018 02:08 bearhug wrote:
Confirmed:
Blizzard hate 4-person map, grass map, but like rocks.


Has there been a genuine desert map since late Wings of Liberty/early Heart of the Swarm?


Cactus Valley?
Ben...
Profile Joined January 2011
Canada3485 Posts
August 02 2018 00:32 GMT
#34
After two questionable map pools in a row we have a good one! All those maps look way better than what we have currently. Now I can use my vetoes for things other than blocking gimmicky maps.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
August 02 2018 00:48 GMT
#35
On August 02 2018 09:18 ZigguratOfUr wrote:
Show nested quote +
On August 02 2018 06:52 Fanatic-Templar wrote:
On August 02 2018 02:08 bearhug wrote:
Confirmed:
Blizzard hate 4-person map, grass map, but like rocks.


Has there been a genuine desert map since late Wings of Liberty/early Heart of the Swarm?


Cactus Valley?


True that.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 02 2018 02:21 GMT
#36
On August 02 2018 09:48 Fanatic-Templar wrote:
Show nested quote +
On August 02 2018 09:18 ZigguratOfUr wrote:
On August 02 2018 06:52 Fanatic-Templar wrote:
On August 02 2018 02:08 bearhug wrote:
Confirmed:
Blizzard hate 4-person map, grass map, but like rocks.


Has there been a genuine desert map since late Wings of Liberty/early Heart of the Swarm?


Cactus Valley?


True that.

catalyst is also a desert... just with different colored rocky terrain than normal.
vibeo gane,
Kurao
Profile Joined April 2018
215 Posts
August 02 2018 11:02 GMT
#37
Map pool looking good so far, decent overall macro maps!
Also +1 for keeping Acid Plant!
Alan91
Profile Joined July 2018
2 Posts
August 02 2018 22:00 GMT
#38
Redshift gone and no other "crazy" map instead of it. I loved it, like Battle for Boardwalk. It created so many interesting situations, not only in my games, but also many more in progames I've watched. IMO SC2 is more interesting with less standard maps.
Alan91
Profile Joined July 2018
2 Posts
August 02 2018 22:03 GMT
#39
Redshift gone and no other "crazy" map instead of it. I loved it, like Battle for Boardwalk. It created so many interesting situations, not only in my games, but also many more in progames I've watched. IMO SC2 is more interesting with less standard maps.
Gomas
Profile Blog Joined March 2010
Poland312 Posts
August 03 2018 00:45 GMT
#40
If I'm to complain I would say the pool is a bit boring and there are too few grassy maps.
hegemony
Profile Joined September 2016
27 Posts
August 07 2018 04:43 GMT
#41
Is it just me or does Blueshift seem like a pretty safe/generic LOTV map? Is there something I'm missing? I want to like the new maps but just played on that and it feels like every other basic map I've played lately.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 07 2018 04:59 GMT
#42
On August 07 2018 13:43 hegemony wrote:
Is it just me or does Blueshift seem like a pretty safe/generic LOTV map? Is there something I'm missing? I want to like the new maps but just played on that and it feels like every other basic map I've played lately.


Yeah, it's (by the mapmaker's own admission) a rotated variation on Catalyst with some elements of Frozen Temple thrown in.
uummpaa
Profile Joined July 2018
238 Posts
August 07 2018 05:19 GMT
#43
tbh,

i always like a mappool with one or two "stupid" maps. while for a player of my level it is somewhat funny (some would say infuriating) to see what we noobs come up with, and at the pro lvl you get some pretty entertaining maps here and there (a lot of bad ones as well tbh).
redshift for example gave as a few crazy basetrades, maru vs soo was the most recent example. And we should not forget, that we can get bad matches on the more standard maps as well.
but i think blizzard had the blizzcon in mind with that pool

One thing i always wonder:
why aren't there more 3 player maps? the spawning issue is not as bad as for 4 player maps, but it still would result in different playstyles.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2018-08-07 05:41:17
August 07 2018 05:40 GMT
#44
On August 07 2018 14:19 uummpaa wrote:
tbh,

i always like a mappool with one or two "stupid" maps. while for a player of my level it is somewhat funny (some would say infuriating) to see what we noobs come up with, and at the pro lvl you get some pretty entertaining maps here and there (a lot of bad ones as well tbh).
redshift for example gave as a few crazy basetrades, maru vs soo was the most recent example. And we should not forget, that we can get bad matches on the more standard maps as well.
but i think blizzard had the blizzcon in mind with that pool

One thing i always wonder:
why aren't there more 3 player maps? the spawning issue is not as bad as for 4 player maps, but it still would result in different playstyles.


Three players maps are difficult to make due to symmetry issues. Ramps have to be at multiples of 45 degrees, mineral lines too to some extent, and while trying to maintain all that pseudo-symmetry you have to make sure the spacing and airpsace is approximately the same. The three player maps that we have had have only been mostly successful with that. And three player maps do still to some extent suffer from the spawn issues (though to a much lesser degree).
uummpaa
Profile Joined July 2018
238 Posts
August 07 2018 06:09 GMT
#45
On August 07 2018 14:40 ZigguratOfUr wrote:
Show nested quote +
On August 07 2018 14:19 uummpaa wrote:
tbh,

i always like a mappool with one or two "stupid" maps. while for a player of my level it is somewhat funny (some would say infuriating) to see what we noobs come up with, and at the pro lvl you get some pretty entertaining maps here and there (a lot of bad ones as well tbh).
redshift for example gave as a few crazy basetrades, maru vs soo was the most recent example. And we should not forget, that we can get bad matches on the more standard maps as well.
but i think blizzard had the blizzcon in mind with that pool

One thing i always wonder:
why aren't there more 3 player maps? the spawning issue is not as bad as for 4 player maps, but it still would result in different playstyles.


Three players maps are difficult to make due to symmetry issues. Ramps have to be at multiples of 45 degrees, mineral lines too to some extent, and while trying to maintain all that pseudo-symmetry you have to make sure the spacing and airpsace is approximately the same. The three player maps that we have had have only been mostly successful with that. And three player maps do still to some extent suffer from the spawn issues (though to a much lesser degree).


i'm no mapmaker, so sorry if i'm wrong with my basic math:

why not just make a "pizza-slice" with an inside angle 120° and take it times three, and fill the area required to make the map square with air(-blockers if needed) then it should be perfectly symmetrical.

as for the spawning issue:
it still might be there, but i think the whole point of some maps should be to add a little extra challange, and why not with spawns (terrans for example have a little RNG in every map with their addons)

and doesn't broodwar use them quite a bit? as far as ramps and so on go the requirements should me somewhat the same or is there something i miss?
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2018-08-07 06:33:52
August 07 2018 06:29 GMT
#46
On August 07 2018 15:09 uummpaa wrote:
Show nested quote +
On August 07 2018 14:40 ZigguratOfUr wrote:
On August 07 2018 14:19 uummpaa wrote:
tbh,

i always like a mappool with one or two "stupid" maps. while for a player of my level it is somewhat funny (some would say infuriating) to see what we noobs come up with, and at the pro lvl you get some pretty entertaining maps here and there (a lot of bad ones as well tbh).
redshift for example gave as a few crazy basetrades, maru vs soo was the most recent example. And we should not forget, that we can get bad matches on the more standard maps as well.
but i think blizzard had the blizzcon in mind with that pool

One thing i always wonder:
why aren't there more 3 player maps? the spawning issue is not as bad as for 4 player maps, but it still would result in different playstyles.


Three players maps are difficult to make due to symmetry issues. Ramps have to be at multiples of 45 degrees, mineral lines too to some extent, and while trying to maintain all that pseudo-symmetry you have to make sure the spacing and airpsace is approximately the same. The three player maps that we have had have only been mostly successful with that. And three player maps do still to some extent suffer from the spawn issues (though to a much lesser degree).

and doesn't broodwar use them quite a bit? as far as ramps and so on go the requirements should me somewhat the same or is there something i miss?

Brood War is a completely different game and the 2 shouldn't ever be compared when it comes to maps.
Also, BW does use ramps that are a multiple of 30 degrees which, besides different absolutely different expanding patterns and strength of particular types of units, is a big help with symmetry.
The asymmetry for example is a gamebreaker. You can't compare being unable to wallground wall with a rax, because of the add-on position to being close to an unwinnable spot when the game starts because you spawned on the wrong side of your enemy (and it happened on MGR and Catallena which were the 2 3p maps we had in HotS map pools).
"Technically the dictionary has zero authority on the meaning or words" - Rodya
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 07 2018 06:41 GMT
#47
On August 07 2018 15:09 uummpaa wrote:
Show nested quote +
On August 07 2018 14:40 ZigguratOfUr wrote:
On August 07 2018 14:19 uummpaa wrote:
tbh,

i always like a mappool with one or two "stupid" maps. while for a player of my level it is somewhat funny (some would say infuriating) to see what we noobs come up with, and at the pro lvl you get some pretty entertaining maps here and there (a lot of bad ones as well tbh).
redshift for example gave as a few crazy basetrades, maru vs soo was the most recent example. And we should not forget, that we can get bad matches on the more standard maps as well.
but i think blizzard had the blizzcon in mind with that pool

One thing i always wonder:
why aren't there more 3 player maps? the spawning issue is not as bad as for 4 player maps, but it still would result in different playstyles.


Three players maps are difficult to make due to symmetry issues. Ramps have to be at multiples of 45 degrees, mineral lines too to some extent, and while trying to maintain all that pseudo-symmetry you have to make sure the spacing and airpsace is approximately the same. The three player maps that we have had have only been mostly successful with that. And three player maps do still to some extent suffer from the spawn issues (though to a much lesser degree).


i'm no mapmaker, so sorry if i'm wrong with my basic math:

why not just make a "pizza-slice" with an inside angle 120° and take it times three, and fill the area required to make the map square with air(-blockers if needed) then it should be perfectly symmetrical.

as for the spawning issue:
it still might be there, but i think the whole point of some maps should be to add a little extra challange, and why not with spawns (terrans for example have a little RNG in every map with their addons)

and doesn't broodwar use them quite a bit? as far as ramps and so on go the requirements should me somewhat the same or is there something i miss?


Three player maps are essentially made of three 120 degree slices, and often do have air blockers (for example Merry Go Round does) to make sure the airspace is the same (Catallena didn't and had issues with airspace). Airblockers are somewhat buggy though.

And this doesn't fix the bigger issue that ramps would still have to point at multiples of 45 degrees and can't simply be mirrored, and mineral lines likewise have to be composed of 1x2 patches and can't simply be rotated which means you have to be careful with the amount of space behind them, and the distances etc. Brood War has had some three player maps (though not that many in the grand scheme of things), but many of them aren't very symmetrical (for example Rush Hour). Because of bad pathing and how units move in BW, maps there are a lot more tolerant of asymmetry imo.

None of these problems I mention are insurmountable, but they do mean that most mapmakers avoid three player maps. Timmay (mapmaker of Catallena and Dreamcatcher) does like three player maps (and is probably the only mapmaker who does) and did submit Marshmallow to the contest, but in general 3p maps are far and few between.
uummpaa
Profile Joined July 2018
238 Posts
August 07 2018 06:51 GMT
#48
On August 07 2018 15:29 Ej_ wrote:
...
Brood War is a completely different game and the 2 shouldn't ever be compared when it comes to maps.
Also, BW does use ramps that are a multiple of 30 degrees which, besides different absolutely different expanding patterns and strength of particular types of units, is a big help with symmetry.
The asymmetry for example is a gamebreaker. You can't compare being unable to wallground wall with a rax, because of the add-on position to being close to an unwinnable spot when the game starts because you spawned on the wrong side of your enemy (and it happened on MGR and Catallena which were the 2 3p maps we had in HotS map pools).


first of all:

no, they are not COMPLETELY different games, both are RTS and have similiar ideas behind it, i don't see a reason why ideas from one game can't be used in the other one, with some modification of course, since they are still different games, i don't argue there.

as for the degrees of the ramps, are those given for the games, or can they be changed if one wants to do that? if not, thats a pretty good reason against 3 player maps i agree.

as for catallena:
i just looked at the winrates on liquipedia, and they didn't look to onesideded there, and i can recall having good games there for myself as well (which doesn't say too much).


uummpaa
Profile Joined July 2018
238 Posts
August 07 2018 06:54 GMT
#49
On August 07 2018 15:41 ZigguratOfUr wrote:
Show nested quote +
On August 07 2018 15:09 uummpaa wrote:
On August 07 2018 14:40 ZigguratOfUr wrote:
On August 07 2018 14:19 uummpaa wrote:
tbh,

i always like a mappool with one or two "stupid" maps. while for a player of my level it is somewhat funny (some would say infuriating) to see what we noobs come up with, and at the pro lvl you get some pretty entertaining maps here and there (a lot of bad ones as well tbh).
redshift for example gave as a few crazy basetrades, maru vs soo was the most recent example. And we should not forget, that we can get bad matches on the more standard maps as well.
but i think blizzard had the blizzcon in mind with that pool

One thing i always wonder:
why aren't there more 3 player maps? the spawning issue is not as bad as for 4 player maps, but it still would result in different playstyles.


Three players maps are difficult to make due to symmetry issues. Ramps have to be at multiples of 45 degrees, mineral lines too to some extent, and while trying to maintain all that pseudo-symmetry you have to make sure the spacing and airpsace is approximately the same. The three player maps that we have had have only been mostly successful with that. And three player maps do still to some extent suffer from the spawn issues (though to a much lesser degree).


i'm no mapmaker, so sorry if i'm wrong with my basic math:

why not just make a "pizza-slice" with an inside angle 120° and take it times three, and fill the area required to make the map square with air(-blockers if needed) then it should be perfectly symmetrical.

as for the spawning issue:
it still might be there, but i think the whole point of some maps should be to add a little extra challange, and why not with spawns (terrans for example have a little RNG in every map with their addons)

and doesn't broodwar use them quite a bit? as far as ramps and so on go the requirements should me somewhat the same or is there something i miss?


Three player maps are essentially made of three 120 degree slices, and often do have air blockers (for example Merry Go Round does) to make sure the airspace is the same (Catallena didn't and had issues with airspace). Airblockers are somewhat buggy though.

And this doesn't fix the bigger issue that ramps would still have to point at multiples of 45 degrees and can't simply be mirrored, and mineral lines likewise have to be composed of 1x2 patches and can't simply be rotated which means you have to be careful with the amount of space behind them, and the distances etc. Brood War has had some three player maps (though not that many in the grand scheme of things), but many of them aren't very symmetrical (for example Rush Hour). Because of bad pathing and how units move in BW, maps there are a lot more tolerant of asymmetry imo.

None of these problems I mention are insurmountable, but they do mean that most mapmakers avoid three player maps. Timmay (mapmaker of Catallena and Dreamcatcher) does like three player maps (and is probably the only mapmaker who does) and did submit Marshmallow to the contest, but in general 3p maps are far and few between.


i see, thanks for the detailed answer.

and if Timmay reads this:
keep on with them, there are still players who like 3 player maps ^^
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
August 07 2018 06:58 GMT
#50
On August 07 2018 15:51 uummpaa wrote:
Show nested quote +
On August 07 2018 15:29 Ej_ wrote:
...
Brood War is a completely different game and the 2 shouldn't ever be compared when it comes to maps.
Also, BW does use ramps that are a multiple of 30 degrees which, besides different absolutely different expanding patterns and strength of particular types of units, is a big help with symmetry.
The asymmetry for example is a gamebreaker. You can't compare being unable to wallground wall with a rax, because of the add-on position to being close to an unwinnable spot when the game starts because you spawned on the wrong side of your enemy (and it happened on MGR and Catallena which were the 2 3p maps we had in HotS map pools).


first of all:

no, they are not COMPLETELY different games, both are RTS and have similiar ideas behind it, i don't see a reason why ideas from one game can't be used in the other one, with some modification of course, since they are still different games, i don't argue there.

as for the degrees of the ramps, are those given for the games, or can they be changed if one wants to do that? if not, thats a pretty good reason against 3 player maps i agree.

as for catallena:
i just looked at the winrates on liquipedia, and they didn't look to onesideded there, and i can recall having good games there for myself as well (which doesn't say too much).




Ramp angles are given and can't be changed.

And winrates aren't broken down by spawn, so they won't tell you that player X got screwed over in ZvZ because they got the bottom spawn where the natural can't be walled-off, or that player Y got dropped to high heaven since they got the spawn with too much airspace etc.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2018-08-07 21:46:23
August 07 2018 21:45 GMT
#51
until an extremely recent remastered patch, BW only had one official ramp per tileset/cliff level - the vast majority of ramps you see were created by mapmakers using a modded editor, cobbled together from various bits of cliff terrain and other tiles. that's how they can achieve ramps of any angle.

SC2's editor is much more capable by default, but since the engine is fully 3D and not tile/sprite based, it's impossible to pull off the same kind of hacks you can with BW.
vibeo gane,
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2018-08-07 21:59:16
August 07 2018 21:51 GMT
#52
I'm not a fan of acid planet, at this point I'm just tired of the map, unlike other maps that have stayed in the pool along time I just find it to be very generic as far as good maps go. It's not a bad map but it's also not a great one like an abysall reef. wish it had droped from the pool otherwise the pool looks good I look forward to trying out the new maps.
"when life gives Hero lemons he makes carriers" -Artosis
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2018-08-07 22:12:09
August 07 2018 22:10 GMT
#53
On August 07 2018 13:43 hegemony wrote:
Is it just me or does Blueshift seem like a pretty safe/generic LOTV map? Is there something I'm missing? I want to like the new maps but just played on that and it feels like every other basic map I've played lately.

Yeah the high ground low ground with rocks is kind of interesting since it uses that feature with a different lay out than other maps, the player who pushes low ground will have some interesting option to maneuver, also has somewhat large airspace, but other than that not a whole lot of new or interesting stuff. I would like the map a lot more if it did not have the lowground fairly secure 5th base for both players and instead player would have to take an edge or center base to get a 5th base up so we would see a bit more midgame action. As it stands I think this map will lead to a fair number of 5 base on 5 base into big air blob kind of games and also a fair number of 3 base timing games, it's probably just a little to straight forward since there's not many features that promote interesting strats on this map.
"when life gives Hero lemons he makes carriers" -Artosis
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