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Why only 2 Spawn? - Page 2

Forum Index > SC2 General
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ThunderJunk
Profile Joined December 2015
United States741 Posts
Last Edited: 2020-05-25 00:18:23
May 25 2020 00:17 GMT
#21
On May 25 2020 02:57 GGzerG wrote:
I agree, I miss the 4 player spawns.


I also agree. 4 player spawns is awesome.
I am free because I know that I alone am morally responsible for everything I do.
InfCereal
Profile Joined December 2011
Canada1759 Posts
May 25 2020 00:50 GMT
#22
On May 24 2020 20:51 ZigguratOfUr wrote:
Show nested quote +
On May 24 2020 20:00 dbRic1203 wrote:
In GSL the 4 Player map also get s Vetoed way more often. I only recal one game on it this season between Stats and TY. There were probably more, but not many


To be fair the non-ladder maps would end up more vetoed regardless just out of pros being more familiar with the ladder maps. Rak'Shir and Sky Shield were also vetoed quite a bit for example (though still less than Cobalt or Obsidian or Darkness Sanctuary).

As for why there aren't 4p maps on ladder, well, maps usually go through the TLMC and the pro judges hate anything non-standard and most of all hate 4p maps. Here's actual judge responses to a 4p map: [image loading].

Mind you there are some ways to make 4p maps that avoid most of the scouting RNG issues. Obviously 'fake' 4p maps, such as cross-only 2 in 1 maps (e.g. Waystation, Foxtrot Labs LE) don't have that issue though some pros dislike the aspect of there possibly being a good anv bad set of spawns. A map with spawns and layout similar to Shakuras Plateau could be made so that the scouting RNG is very minimal--maybe only ~15 seconds of extra scout time if you scout the wrong way as opposed to the ~80 seconds of regular 4p maps.

However while those possible solutions fix some of the concrete issues with 4p maps, it doesn't fix 4p maps' PR issues. I assume people would still look at those maps and reject them out of hand for being a 4p map without looking at the details.


There's so much wrong with that image.

"Does not work in the current meta". Really? You don't say?

I wonder what would happen to the meta if a map didn't conform to it. Would it change? Could that happen? Is it possible?

Surely not!
Cereal
IMOrion
Profile Joined September 2016
24 Posts
May 25 2020 02:14 GMT
#23
Frost was an amazing map just make maps like that
JakePlissken
Profile Joined August 2018
55 Posts
May 25 2020 02:30 GMT
#24
The problem with 2-player maps is that a perfect scout is almost guaranteed. Even if a player tries a proxy, the professionals know enough to determine that a certain amount of minerals are missing from the opponent's main base and to deduce that they're being rushed. 2, 3, and 4 player maps all have their own meta, with 2-player maps having the most restrictive set of viable builds because your opponent can scout you at will. While it tends to force the long macro games that viewers like to see, it also leads to stale metas where a small number of optimized builds are used every game. Starcraft is supposed to be a game of imperfect information where a cunning player can hide their build to beat a superior foe. But it's been moving further and further away from that with early units that provide free, complete scouting, and no random spawns.

The over-abundance of two player maps, and the general lack of map variety is what led me to quit SC2 permanently. Thankfully Brood War still uses 2, 3, 4, even occasional 5 player maps, and has for years, with no adverse balance concerns.
franzji
Profile Joined September 2013
United States583 Posts
Last Edited: 2020-05-25 04:06:58
May 25 2020 04:06 GMT
#25
1. People whine about it because it favors cheese/strategy more than 2 player maps do
2. Map makers aren't good enough to make 4 player maps, or don't want to, and have no incentive to.
3. Protoss is seriously boned if they scout a 12 pool late.

My opinion is they should reintroduce 4 player maps but at the start of the game, it should show you their spawn position. I wish we had 4 player maps to play on.
Dracover
Profile Joined October 2010
Australia177 Posts
May 25 2020 04:35 GMT
#26
For those saying have 4 player maps but show spawn locations...whats the point of a 4 player map in that scenario? Will play exactly the same as a 2 player map.

As others have already said, main problem atm is if you are being cheesed and they happen to be in the last position, you'll never have a chance to scout it. It's not about having perfect information but at least making it possible to see or suspect somethings up.

In HoTS and WoL, lower worker numbers meant it took longer to build up to the rax, gateway timing. This meant even if you scouted them last you can still see the missing pylong or rax. LoTV it's impossible if you scout them last.
Don't stop
Azzur
Profile Blog Joined July 2010
Australia6267 Posts
May 25 2020 05:03 GMT
#27
I think the OP has a point - having random spawns in a 4-player map is an indirect buff towards allin/proxy/aggressive opening playstyles.

I don't quite the randomness of 4 players map though - I think that 2 spawns make superior maps, but I can see the point.
life617
Profile Joined July 2012
United States25 Posts
May 25 2020 08:37 GMT
#28
As far as I can recall, 4 player maps were removed due to balance issues, I want to say it was specifically for toss having a difficult time finding a build that kept them safe while not putting them economically behind early game.
deacon.frost
Profile Joined February 2013
Czech Republic12132 Posts
May 25 2020 09:19 GMT
#29
To all those 4p maps nostalgic persons - just fix the PvZ opening and you have much higher chance of seeing such maps. Until then you're out of luck
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
AusProbe
Profile Joined July 2012
Australia235 Posts
May 25 2020 11:26 GMT
#30
I would like to see 4 player maps return, but with restricted spawns. Even if it is just cross only, the maps play out differently to 2 spawn maps.
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
May 25 2020 12:31 GMT
#31
I do miss 4 player maps as well, but honestly it just can't happen. The pacing of LotV with the 12 worker start doesn't really allow for 4 player maps. The game just evolves too quickly and scouting is too random. 3 player maps might be viable though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Ben...
Profile Joined January 2011
Canada3485 Posts
May 25 2020 14:49 GMT
#32
On May 25 2020 13:06 franzji wrote:
My opinion is they should reintroduce 4 player maps but at the start of the game, it should show you their spawn position. I wish we had 4 player maps to play on.

I agree. They already highlight the opponent's spawn location for 2 player maps, so it isn't a stretch to think they could do the same for 4 player as well.

The only other option I can think of is to have a smaller ramp at the natural expansion so that protoss could get a 2 building wall up in time for a 12 pool even if they don't scout it, but that doesn't seem like a good solution to the problem.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
fLyiNgDroNe
Profile Joined September 2005
Belgium4113 Posts
Last Edited: 2020-05-25 15:01:03
May 25 2020 14:59 GMT
#33
On May 25 2020 13:06 franzji wrote:
My opinion is they should reintroduce 4 player maps but at the start of the game, it should show you their spawn position. I wish we had 4 player maps to play on.


yep
This allows for both variety and creativity minus the downside of being handicapped by incorrect scouting path.
The perfect solution.
Drone is a way of living
arkedos
Profile Joined July 2011
Germany1426 Posts
May 25 2020 16:56 GMT
#34
But isn't an incorrect scouting path part of the game? I mean in BW you can also get unlucky with scouting and yet there seem to be some maps with mroe than 2 spawn poitns?
love esports - hate homophobia
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 25 2020 17:21 GMT
#35
On May 25 2020 13:06 franzji wrote:
1. People whine about it because it favors cheese/strategy more than 2 player maps do
2. Map makers aren't good enough to make 4 player maps, or don't want to, and have no incentive to.
3. Protoss is seriously boned if they scout a 12 pool late.

My opinion is they should reintroduce 4 player maps but at the start of the game, it should show you their spawn position. I wish we had 4 player maps to play on.

Mapmakers kind of got funneled out of making any 4p maps. It is marginally harder to make one, but mostly people just complain about having to scout, mostly because now it's a 12 worker start. When it was 6 you had time to find your opponent before you both committed to your builds.

It's a much easier life as a mapmaker when people aren't complaining about everything you make. I agree though, I want them back too.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
May 25 2020 17:26 GMT
#36
that why i will always favor Wing of Liberty map design, is so boring right now just 2 spawn location, 3/4 maps add diversity to the map pool, add more strategies, add suspense to the game, add some random things we need for exiting MU.

BRING BACK 3/4 PLAYER MAPS
How may help u?
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
May 25 2020 17:27 GMT
#37
On May 25 2020 13:35 Dracover wrote:
For those saying have 4 player maps but show spawn locations...whats the point of a 4 player map in that scenario? Will play exactly the same as a 2 player map.

As others have already said, main problem atm is if you are being cheesed and they happen to be in the last position, you'll never have a chance to scout it. It's not about having perfect information but at least making it possible to see or suspect somethings up.

In HoTS and WoL, lower worker numbers meant it took longer to build up to the rax, gateway timing. This meant even if you scouted them last you can still see the missing pylong or rax. LoTV it's impossible if you scout them last.


NOT TRUE, what people will do in this 4 spawn maps is just send a scout right after the game starts anyways.
How may help u?
hpty603
Profile Blog Joined September 2010
United States262 Posts
May 25 2020 17:34 GMT
#38
But isn't an incorrect scouting path part of the game? I mean in BW you can also get unlucky with scouting and yet there seem to be some maps with mroe than 2 spawn poitns?


Ya, but the difference is that in BW if you scout last, you're a bit behind because you have to play safe to cover aggressive openings. If you scout last in LotV, there are ravagers in your base. The game is just too much faster in the beginning to allow for 4 player maps.
I only play 2v2 to see how much of the map I can turn purple ~ Jinro
ThunderJunk
Profile Joined December 2015
United States741 Posts
May 25 2020 17:35 GMT
#39
If there's an increased risk of getting cheesed, then players adapt by playing safer / less greedy, which makes for strategic diversity across maps. So it's better to have some 4-player maps mixed in.
I am free because I know that I alone am morally responsible for everything I do.
Ben...
Profile Joined January 2011
Canada3485 Posts
May 25 2020 20:33 GMT
#40
On May 26 2020 02:35 ThunderJunk wrote:
If there's an increased risk of getting cheesed, then players adapt by playing safer / less greedy, which makes for strategic diversity across maps. So it's better to have some 4-player maps mixed in.

This creates a massively unfavourable position for protoss in PvZ. Protoss cannot play safe against an unscouted 12 pool and not be behind against pretty much any other opening since it requires delaying economy to get a full wall up in time. It's a lose/lose situation for protoss. Either play safe and automatically be behind against any standard opener but safe against one specific build, or play standard and have a proportion of your games be literally unstoppable losses that you cannot prevent due to being able unable to scout the 12 pool in time.

It's one thing to have to play a certain way based on scouted information. It's an entirely different thing to have to play from a substantial disadvantage from the start because of something entirely out of your control.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
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