• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:39
CET 23:39
KST 07:39
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
BSL Season 2025 - Full Overview and Conclusion6Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)16Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 105
StarCraft 2
General
Stellar Fest "01" Jersey Charity Auction SC2 All-Star Invitational: Tournament Preview Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets When will we find out if there are more tournament SC2 Spotted on the EWC 2026 list?
Tourneys
SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
BW General Discussion [ASL21] Potential Map Candidates BGH Auto Balance -> http://bghmmr.eu/ Video Footage from 2005: The Birth of G2 in Spain BSL Season 2025 - Full Overview and Conclusion
Tourneys
[Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0 Azhi's Colosseum - Season 2
Strategy
Soma's 9 hatch build from ASL Game 2 Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026! Nintendo Switch Thread Mechabellum
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2402 users

Why only 2 Spawn?

Forum Index > SC2 General
Post a Reply
Normal
RandomPlayer416
Profile Joined January 2019
84 Posts
May 24 2020 08:44 GMT
#1
Seriously why are all the maps only 2 spawn ?

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.
Elentos
Profile Blog Joined February 2015
55566 Posts
Last Edited: 2020-05-24 10:10:34
May 24 2020 10:08 GMT
#2
They add an element of randomness progamers in particular are uncomfortable with. You can get completely boned because you scout in the wrong direction and get to your opponent last. In addition overlord scouting in ZvZ is essentially impossible and if your opponent is going 13/12 for instance you need insane luck to spot anything before they're killing you.

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.
Every 60 seconds in Africa, a minute passes.
dbRic1203
Profile Joined July 2019
Germany2655 Posts
Last Edited: 2020-05-24 11:01:01
May 24 2020 11:00 GMT
#3
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
MaxPax
Elentos
Profile Blog Joined February 2015
55566 Posts
May 24 2020 11:10 GMT
#4
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.
Every 60 seconds in Africa, a minute passes.
dbRic1203
Profile Joined July 2019
Germany2655 Posts
Last Edited: 2020-05-24 11:13:23
May 24 2020 11:13 GMT
#5
On May 24 2020 20:10 Elentos 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

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.
MaxPax
sudete
Profile Joined December 2012
Singapore3054 Posts
May 24 2020 11:22 GMT
#6
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
Year of MaxPax
LHK
Profile Joined May 2015
204 Posts
Last Edited: 2020-05-24 11:25:59
May 24 2020 11:25 GMT
#7
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!
-Laura
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 24 2020 11:51 GMT
#8
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.
Vision_
Profile Joined September 2018
870 Posts
May 24 2020 12:24 GMT
#9
... I get oftenly flamed here but the reason is simple, the meta shifted when HoTS economy model was 6 workers + less minerals per stack.
So you had time to scout.

What s wrong with trolls ?
Weavel
Profile Joined January 2010
Finland9221 Posts
May 24 2020 12:26 GMT
#10
I miss 4 spawns too... Made the game much more interesting(at casual level at least).
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2020-05-24 12:35:58
May 24 2020 12:34 GMT
#11
It s about 1 minutes and 12 seconds sooner in LoTV
with 9+ workers, it was about 36 seconds sooner

36 seconds is actually the time to cross a map
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 24 2020 14:32 GMT
#12
Would 3/4p maps work if the game was able to tell you your opponent's spawn location? No issues in scouting that way.

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.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Mettis
Profile Joined June 2019
84 Posts
May 24 2020 14:53 GMT
#13
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...
brickrd
Profile Blog Joined March 2014
United States4894 Posts
May 24 2020 15:00 GMT
#14
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?
TL+ Member
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
May 24 2020 15:11 GMT
#15
On May 24 2020 20:13 dbRic1203 wrote:
Show nested quote +
On May 24 2020 20:10 Elentos wrote:
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.

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.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
alpenrahm
Profile Blog Joined December 2010
Germany629 Posts
May 24 2020 15:51 GMT
#16
Honestly though Sc2 and BW have some serious issues with how precisely maps need to be catered to fit all races.
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.
algue
Profile Joined July 2011
France1436 Posts
May 24 2020 16:08 GMT
#17
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.


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.
rly ?
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2020-05-24 16:41:41
May 24 2020 16:41 GMT
#18
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.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Vision_
Profile Joined September 2018
870 Posts
Last Edited: 2020-05-24 17:48:27
May 24 2020 17:47 GMT
#19
I miss longer lanes and more complex network. Now we have summarized maps diversity with this map-pool.
TelecoM
Profile Blog Joined January 2010
United States10688 Posts
May 24 2020 17:57 GMT
#20
I agree, I miss the 4 player spawns.
AKA: TelecoM[WHITE] Protoss fighting
ThunderJunk
Profile Joined December 2015
United States723 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
Australia6260 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 Republic12129 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
Italy12246 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
Belgium4037 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 States723 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
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
May 25 2020 22:10 GMT
#41
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 )
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Shathe
Profile Joined July 2017
Hungary422 Posts
May 25 2020 22:54 GMT
#42
I would live some 3 and 4 spawn maps. By the way 6 and 12 worker starts are not the only options, what if it was 9 or 10 ? Would that give enough time to scout on such maps?
Dracover
Profile Joined October 2010
Australia177 Posts
May 26 2020 01:27 GMT
#43
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.
Don't stop
Dracover
Profile Joined October 2010
Australia177 Posts
May 26 2020 01:33 GMT
#44
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.
Don't stop
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
Last Edited: 2020-05-26 07:33:58
May 26 2020 07:25 GMT
#45
On May 26 2020 10:33 Dracover wrote:
Show nested quote +
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.

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.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Dracover
Profile Joined October 2010
Australia177 Posts
May 26 2020 12:52 GMT
#46
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.
Don't stop
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
May 26 2020 13:03 GMT
#47
On May 26 2020 21:52 Dracover wrote:
Show nested quote +
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.

Yeah, i was mostly talking about proxy starport/stargate/factory and such, not 2gate/2raxe. While these did happen it was rare.

I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
RandomPlayer416
Profile Joined January 2019
84 Posts
May 29 2020 02:41 GMT
#48
Honestly this game is beyond frustrating to play on maps like this. I'm in the unfortunate spot of MMR hell which is between 3800-4000. Every single game is some kind of blind all in build or garbage proxy cheese.

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.
Normal
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
Non-Korean Championship - D4
Bonyth vs Sziky
Mihu vs QiaoGege
Sziky vs XuanXuan
eOnzErG vs QiaoGege
Mihu vs DuGu
Dewalt vs Bonyth
ZZZero.O262
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 494
JuggernautJason132
StarCraft: Brood War
Shuttle 628
ZZZero.O 262
Dota 2
syndereN300
Pyrionflax234
LuMiX1
Super Smash Bros
Westballz19
Other Games
tarik_tv17404
gofns9428
summit1g7583
FrodaN6165
Grubby3448
Liquid`RaSZi2722
Fnx 1461
fl0m1210
B2W.Neo820
Liquid`Hasu264
ToD253
XaKoH 213
KnowMe142
ArmadaUGS142
Organizations
Other Games
gamesdonequick2030
EGCTV1178
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• HeavenSC 38
• Hupsaiya 37
• musti20045 21
• RyuSc2 14
• Reevou 10
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21244
League of Legends
• TFBlade1318
Other Games
• imaqtpie2917
• Scarra1282
Upcoming Events
Replay Cast
10h 21m
Wardi Open
13h 21m
Monday Night Weeklies
18h 21m
OSC
1d 12h
The PondCast
2 days
OSC
2 days
Big Brain Bouts
4 days
Serral vs TBD
BSL 21
5 days
BSL 21
6 days
Liquipedia Results

Completed

Escore Tournament S1: W4
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Proleague 2026-01-18
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.