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Why only 2 Spawn?

Forum Index > SC2 General
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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
55560 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
55560 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 States10685 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 States713 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
Belgium4031 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 States713 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.
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