Is this the only way that balanced maps are possible? If so this is a serious flaw in game design. There should defintely be viable 4spawn / 3 spawn maps for all races.
Why only 2 Spawn?
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RandomPlayer416
84 Posts
Is this the only way that balanced maps are possible? If so this is a serious flaw in game design. There should defintely be viable 4spawn / 3 spawn maps for all races. | ||
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Elentos
55560 Posts
Additionally, cross spawns will always favor Zerg in non-mirror because of the sheer distance from one corner to the other and all the open ground in between. Close spawns will always be more favorable for the other races because they can get their pushes going quicker and usually have more favorable terrain along the way. It's not like it necessarily causes egregious balance issues that can't be overcome, it's just outside of a lot of players' comfort zone so we've slowly moved away from ever having them on ladder. GSL adds them to the tournament map pool every year though. | ||
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dbRic1203
Germany2655 Posts
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Elentos
55560 Posts
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 Yesterday's GSL broadcast had the 2nd game on it of the season. | ||
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dbRic1203
Germany2655 Posts
On May 24 2020 20:10 Elentos wrote: Yesterday's GSL broadcast had the 2nd game on it of the season. So in 20 Bo3 and 4 Bo5 series the Map was played twice. | ||
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sudete
Singapore3054 Posts
My best guess is that mapmakers, pro players and arguably many non-professional players (though I don't have the statistics on hand) have a preference for 2 player maps, and that is reflected in the maps which are shortlisted and entered into TLMC (and thereafter added to the pool). Imo a mapmaker who knows that people generally veto any map for >2 players wouldn't make a 3-4 player map for the competition anyway. Pro players probably don't enjoy the kind of randomness associated with it (as Elentos mentioned), although I'm guessing that having forced cross spawns or something like that would alleviate the issue slightly. Ngl I feel a tiny pang of yearning when I recall memories of some old 4 player maps: Xel'naga Fortress, Metalopolis, Antiga Shipyard and Nimbus especially. Special mention for Entombed 2 rax Valley as well | ||
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LHK
204 Posts
On May 24 2020 20:22 sudete wrote: When you say there "should definitely be viable 4 spawn / 3 spawn maps for all races", do you mean to say that these maps should definitely exist (or can be created) or do you mean to say that these maps should be included in the map pool? Off the top of my head, maps like Frost, Whirlwind, Honorgrounds, Iron Fortress are some of the most 'recent' ones before they fell out of fashion. Whirlwind was probably the most balanced one. Those were from years ago, I should add. My best guess is that mapmakers, pro players and arguably many non-professional players (though I don't have the statistics on hand) have a preference for 2 player maps, and that is reflected in the maps which are shortlisted and entered into TLMC (and thereafter added to the pool). Imo a mapmaker who knows that people generally veto any map for >2 players wouldn't make a 3-4 player map for the competition anyway. Pro players probably don't enjoy the kind of randomness associated with it (as Elentos mentioned), although I'm guessing that having forced cross spawns or something like that would alleviate the issue slightly. Ngl I feel a tiny pang of yearning when I recall memories of some old 4 player maps: Xel'naga Fortress, Metalopolis, Antiga Shipyard and Nimbus especially. Special mention for Entombed 2 rax Valley as well I'd really love forced spawns similar to Deadwing and having four player maps again. Force cross, or force top/down, or disable horizontal in the case of deadwing, etc. But one thing I love about watching Brood War is seeing other mains taken and how those are secured, and hidden bases. I'd love to see innovative play in the "securing and defending expansions" area, the game has changed a lot since Frost was in the pool for example! | ||
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ZigguratOfUr
Iraq16955 Posts
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: .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. | ||
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Vision_
870 Posts
So you had time to scout. What s wrong with trolls ? | ||
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Weavel
Finland9221 Posts
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Vision_
870 Posts
with 9+ workers, it was about 36 seconds sooner 36 seconds is actually the time to cross a map | ||
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[UoN]Sentinel
United States11320 Posts
I don't get what arguments can be made against rotational symmetry on these kinds of maps in LotV that couldn't have been made for the 6 or so years rotationally symmetric 3/4 player maps were alive and well in WoL/HotS. | ||
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Mettis
84 Posts
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 Probably because they cant practice on them on ladder... | ||
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brickrd
United States4894 Posts
not sure why you think map size wouldn't interact with the strength of units and races. it's like saying it's a "serious flaw" that protoss can't function on a map where you can't wall the natural. maps have to be a certain way. if not, what's your proposal then? what idea do you have that fixes this flaw? | ||
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Fanatic-Templar
Canada5819 Posts
On May 24 2020 20:13 dbRic1203 wrote: So in 20 Bo3 and 4 Bo5 series the Map was played twice. Yeah, but new maps always get vetoed regardless of whether they're good or not. Daybreak was one of the hallmark maps of its time, and it barely got vetoed less than Crossfire in its first GSL. If we depended on pros we'd have spent 22 years of playing nothing but Lost Temple. | ||
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alpenrahm
Germany629 Posts
Imagine playing on a map with no Ramps and completely open bases it just doesn´t work. It would be nice if the early to mid game unit balance was a bit more robust and allow for greater map variety. | ||
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algue
France1436 Posts
On May 24 2020 20:51 ZigguratOfUr wrote: 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: .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. A very simple fix to the RNG issue would be to get blizzard to modify those little crosshair that appear on the minimap at the start of the game so that they only appear where the players spawned instead of appearing at every spawn position. Doesn't change anything for 2p maps, makes a world of difference for maps with more than 2 spawns. | ||
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NewSunshine
United States5938 Posts
On May 25 2020 00:00 brickrd wrote: if it's a "serious flaw in game design" then post your proposal for how to make all matchups balanced with long base to base travel distance not sure why you think map size wouldn't interact with the strength of units and races. it's like saying it's a "serious flaw" that protoss can't function on a map where you can't wall the natural. maps have to be a certain way. if not, what's your proposal then? what idea do you have that fixes this flaw? The fix would be surprisingly simple. The reason there's not as much time to scout properly at the beginning of the game is because of the 12 worker start. Though algue's suggestion would work too. | ||
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Vision_
870 Posts
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TelecoM
United States10685 Posts
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ThunderJunk
United States713 Posts
On May 25 2020 02:57 GGzerG wrote: I agree, I miss the 4 player spawns. I also agree. 4 player spawns is awesome. | ||
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InfCereal
Canada1759 Posts
On May 24 2020 20:51 ZigguratOfUr wrote: 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: .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! | ||
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IMOrion
24 Posts
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JakePlissken
55 Posts
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. | ||
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franzji
United States583 Posts
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. | ||
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Dracover
Australia177 Posts
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. | ||
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Azzur
Australia6260 Posts
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. | ||
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life617
United States25 Posts
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deacon.frost
Czech Republic12129 Posts
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AusProbe
Australia235 Posts
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Teoita
Italy12246 Posts
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Ben...
Canada3485 Posts
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. | ||
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fLyiNgDroNe
Belgium4031 Posts
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. | ||
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arkedos
Germany1426 Posts
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NewSunshine
United States5938 Posts
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. | ||
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BonitiilloO
Dominican Republic627 Posts
BRING BACK 3/4 PLAYER MAPS | ||
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BonitiilloO
Dominican Republic627 Posts
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. | ||
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hpty603
United States262 Posts
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. | ||
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ThunderJunk
United States713 Posts
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Ben...
Canada3485 Posts
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. | ||
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deacon.frost
Czech Republic12129 Posts
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. Like how exactly do you play safe against a possible 12 pool and not fall extremly behind against a standard opening in PvZ if you scout zerg last? Let's move to practical examples. Let's just assume zerg isn't greedy as Rogue would be(while losing horribly to a cheese ) | ||
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Shathe
Hungary422 Posts
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Dracover
Australia177 Posts
On May 26 2020 02:27 BonitiilloO wrote: NOT TRUE, what people will do in this 4 spawn maps is just send a scout right after the game starts anyways. That's not soon enough. By the time say a probe gets to base 4 (even if you send a scout out immediately) the player would have already committed to the early build. Please get into an old 4 p map and see how long you actually take to go around. Even currently, you can see in PvZ all protosses send their pylon probe out. This typically gets there as you are planting your nexus. If you sent out your probe straight away, you can at best scout 2 bases. If you watch some older games, when a protoss wanted to guarantee a scout, on a 4P map they actually sent out 2 probes. | ||
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Dracover
Australia177 Posts
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. No it literally only favours zerg cheese. Both terran and toss needs to know where you are first. a 2 player map actually makes cheeses from T and P better because you know exacly where they are and therefore you know where you can hide things. In that scenario, Z has no reason to expect a cheese or at least a cheese they cant hold while playing normally whereas the other 2 races have to play safe. In effect T&P start the game behind. | ||
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deacon.frost
Czech Republic12129 Posts
On May 26 2020 10:33 Dracover wrote: No it literally only favours zerg cheese. Both terran and toss needs to know where you are first. a 2 player map actually makes cheeses from T and P better because you know exacly where they are and therefore you know where you can hide things. In that scenario, Z has no reason to expect a cheese or at least a cheese they cant hold while playing normally whereas the other 2 races have to play safe. In effect T&P start the game behind. IIRC there were cheeses, especially from Protoss, based on the fact, that either it was close, or at least closer or well hidden e.g. proxy stargate The player just guessed and placed them. So it's not like there were no cheeses mixed in. This still doesn't fix the early game though. | ||
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Dracover
Australia177 Posts
On May 26 2020 16:25 deacon.frost wrote: IIRC there were cheeses, especially from Protoss, based on the fact, that either it was close, or at least closer or well hidden e.g. proxy stargate The player just guessed and placed them. So it's not like there were no cheeses mixed in. This still doesn't fix the early game though.Yes it did happen, there's a few difference i think in these scenarios between HotS/WoL and LoTV. firstly usually 2 probes are sent to ensure you scout their location. Secondly the lower worker count means you don't need to place a pylon until you find out where they were and proxied. Currently even if you sent a probe as soon as the game starts, you will be supply capped before you find them. That's why builds like the maxpax builds a pylon at home first, you are supply capped already and can't wait to get to the other side. | ||
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deacon.frost
Czech Republic12129 Posts
On May 26 2020 21:52 Dracover wrote: Yes it did happen, there's a few difference i think in these scenarios between HotS/WoL and LoTV. firstly usually 2 probes are sent to ensure you scout their location. Secondly the lower worker count means you don't need to place a pylon until you find out where they were and proxied. Currently even if you sent a probe as soon as the game starts, you will be supply capped before you find them. That's why builds like the maxpax builds a pylon at home first, you are supply capped already and can't wait to get to the other side. Yeah, i was mostly talking about proxy starport/stargate/factory and such, not 2gate/2raxe. While these did happen it was rare. | ||
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RandomPlayer416
84 Posts
Its impossible to try to improve because people would sell their souls for ladder points. These maps just encourage this garbage type of play because the player knows EXACTLY where they need to hide buildings and where to attack. These maps just encourage cookie cutter builds and thats not what RTS is supposed to be. | ||
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