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Do 'unorthodox' maps make the VIEWING experience for StarC…

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TL.net Bot
Profile Joined June 2004
TL.net133 Posts
Last Edited: 2021-05-04 22:43:22
May 04 2021 22:09 GMT
#1
TL Front Page Poll: Do 'unorthodox' maps make the VIEWING experience for StarCraft better?
Waxangel
Profile Blog Joined September 2002
United States33541 Posts
Last Edited: 2021-05-04 22:43:07
May 04 2021 22:11 GMT
#2
Testing moving poll discussion threads to dif forums, don't mind me
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
starvingbox
Profile Joined August 2020
United States44 Posts
May 04 2021 22:41 GMT
#3
Absolutely, yes.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 04 2021 22:56 GMT
#4
I think it's too easy to answer this with "yes" (I'm the sole "not sure" vote so far). Unorthodox maps could make it so that both sides are forced to go for a specific strategy, which might be neat at first but it would get old fast.
Then again, I haven't been doing much viewing recently so maybe I'm not the best authority on this.
Moderatorshe/her
TL+ Member
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-05-04 23:19:14
May 04 2021 23:00 GMT
#5
Of course. They are one way to get gameplay that you don't see on any other map (which is all the more important now that Blizzard isn't patching things anymore). 2000 Atmospheres or Lightshade are decent maps, but you see exactly the same type of stuff that you see on every other map. Whereas you get to see something entirely new on Golden Wall.

Unorthodox maps can go wrong and end up playing out very similarly a lot of the time (e.g Battle on the Boardwalk), but so can standard maps (e.g. Nightshade).
vyzion
Profile Joined August 2016
308 Posts
May 04 2021 23:09 GMT
#6
Yes, I loved Golden Wall
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
May 04 2021 23:22 GMT
#7
I am not sure about that, the reason I say that is because I really enjoy high level starcraft 2. Pros dont like unorthodox maps and that makes sense because they need to put it in a lot of practice to get good at stuff that is special for just that map. In regards to time invested its not very "worth it". What I am trying to say is that while I do enjoy really wonky weird games that comes from pros playing on maps they are usued to I prefer watching them play eachother doing what they are best at and trying to counter/mindgame eachother on "standard" maps.

What is the most enjoyable, a weird ladder like fiesta or a high level standardish straight up mano a mano between the best in the world. Obviously if standard becomes to stale that becomes boring as hell but I think we have a pretty good variation in builds and playstyles for most of lotv.

Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
nojok
Profile Joined May 2011
France15845 Posts
May 04 2021 23:42 GMT
#8
BW's tounrnaments regularly use unorthodox maps. It ranges from amazing strats only possible on that specific map to totally imbalanced and frustrating to watch. Just don't use too many of them and not every season and it's a great improvement for the viewing experience imo.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 04 2021 23:50 GMT
#9
Yes. It's probably more healthy for the game in the long term to have some standard maps in the pools as well, but a good map pool should have some maps that push the envelope a little and at least 1 meme map at all times
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Poopi
Profile Blog Joined November 2010
France12908 Posts
May 04 2021 23:52 GMT
#10
No, unorthodox maps are often not as balanced as the others and they rarely provide the highest level of StarCraft, although they can be nice from times to times in bo7. They often get vetoed.
WriterMaru
Blargh
Profile Joined September 2010
United States2103 Posts
May 05 2021 00:02 GMT
#11
I think sometimes, but I really don't feel like SC2 maps have the same kind of map design support that BW maps did/do. I also think that we try too hard to make maps balanced between the three races, rather than between any given pair. But I can see how for laddering purposes, it's gotta be that way.
antiheromarine
Profile Joined August 2020
11 Posts
May 05 2021 00:06 GMT
#12
Thinking it would have been very cool for the new map pool to have been 100% fresh maps so vetos are not so automatic in tournament series since even the more standard ones might feel fishy for a while.

As long as there's at least one small map and maybe one Newkirk/Blackburn style map it's fun, and the mythical game 7s on the map that never gets air time is usually great fare.



also ASL heads if you're reading this please bring back Third World. <3
Obamarauder
Profile Joined June 2015
697 Posts
Last Edited: 2021-05-05 00:20:34
May 05 2021 00:20 GMT
#13
Just depends on the player to viewer ratio. If a very high percentage of the viewers actually play the game, they would understand how imbalanced some maps are, submarine/backett are great examples, and it might be frustrating watching some of the games. But purely as a viewer, it is more entertaining than something like romanticide/deathaura where turtle games happen more often
jomamasophat
Profile Joined April 2021
2 Posts
May 05 2021 00:32 GMT
#14
Maps that DO NOT promote passive playstyles are good for the game. Maps that promote passive playstyles are bad for the game. But i think the issues partially stems from the players/leadership in the "community". Seeing "community leaders" shame their opponents on stream for not attempting to play a boring passive game for the first ten minutes is a culture issue that probably should get solved sooner than later.

You know what made BW popular? Exciting to watch micro oriented gameplay. Action.

It also doesn't help that static defense in this game is stronger than it should be, specifically shield battery overcharge or whatever it is called, imo.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-05-05 00:58:29
May 05 2021 00:53 GMT
#15
On May 05 2021 09:20 Obamarauder wrote:
Just depends on the player to viewer ratio. If a very high percentage of the viewers actually play the game, they would understand how imbalanced some maps are, submarine/backett are great examples, and it might be frustrating watching some of the games. But purely as a viewer, it is more entertaining than something like romanticide/deathaura where turtle games happen more often


Personally I wouldn't consider Submarine or Beckett as 'unorthodox'. They don't do anything creative or different layout-wise--they're just rush maps i.e. smaller standard maps. Likewise large macro maps like Ice and Chrome aren't non-standard--they're just larger standard maps.

Maps of all sizes can be orthodox/unorthodox. Submarine is an example of an orthodox rush map, and Zen would be an example of an unorthodox rush map.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2021-05-05 03:09:47
May 05 2021 02:45 GMT
#16
Golden Wall was an amazing map, we need more like it.
Not only because the layout is unique, but because it has incorporated many elements that make BW maps great, and also re-incorporated elements that have been phased out of SC2 maps for a while.

LotV games too often are ending in 1 push. We get a large variety of games which is great, the early game is dynamic and many games are short, but it's fine as there are many interesting builds and strategies and it's cool to see how they match up against each other.

I feel we are not getting many long macro games anymore. Part of what makes BW, and even many early WoL macro games, great is because of being able to take many bases and having that "spread out" feeling where players are trying to keep their shit together and "constantly putting out fires" as Tastosis puts it. Gameplay where the battle is across the map and not just players deciding to go for 1 push after an early advantage that ends the game.

This may be a bit off topic as what I'm advocating for isn't really "unorthodox", but rather elements that I think would bring back the kind of epic macro games we had in SC2 as well as the kind of macro game that is representative of BW's gameplay. Elements that have phased out for some reason, perhaps unintentionally as time passed.

What I'd like to see is maps with many viable expo paths and viable far away expos. This creates for more dynamic gameplay and positional play. Intercepting attack routes, reinforcing positions or cutting reinforcements off, trying to siege a position, etc. We had this with Tal'darim in WoL for example, even if the sentiment was that games dragged on too long and didn't end easily enough on it. (As a quick example, skip to the 2nd half of this game if you want a refresher of what long drawn out macro games looked like back then. Even though army comps were so boring back then, the amount of back and forth and fighting all over the map made it interesting. Players didn't try to just push and the end the game immediately, because they can't. There was much more room for creative plays and "big plays" and making comebacks: https://www.youtube.com/watch?v=oykq2dyPTak).

Golden Wall presented multiple expo paths, but also far away expos had something that has has been super uncommon in SC2 maps, but is so common in BW maps: small chokes and ramps. These make static defense more viable especially in the lategame (think of BW games where you have a base defended by 15 sunkens and there's barely any space to move in there or drop). Making static defense more viable lategame is important because it frees up more army supply to be doing things around the map. Since Golden Wall had far bases with small-ish ramps and chokes (the 2 upper-center expos with the rocks), it was viable to take those as expos whereas normally you would almost always only expo to "connecting" bases. These bases were interesting because they also served as potential forward positions to siege the opponent's bases if they expanded along the top.

I'm really curious as to why SC2 maps always have such open areas for large expos. Occasionally you get somewhat of a choke, or a bridge, or a ramp, but it's always a medium size ramp or 2 bridges, etc. Why not a small choke? It's easy enough to move large armies in SC2, and especially in LotV there are so many ways to drop, teleport, etc. into a position to attack it. Part of what made BW slower and less volatile than SC2 is that you had to slowly dismantle those expos with small chokes by picking apart its defenses, which took time and gave the defender time to send reinforcements to counter. It was a back and forth battle, meanwhile the rest of your army would be doing other things. In SC2, usually you just move most of your army and A-click the expo and that's it. It promotes balling up your army because it's so easy to take out expos that way if your opponent is slightly out of position. This also makes it easy to just end the game, especially if there's a base trade situation, which is very common. When a base trade starts, usually the game won't stabilize because all the bases are very easy to take out. Which is a shame, even though LotV has introduced ways to help stabilize a base trade situation (Nexus Recall, etc.)

I like the short dynamic games and the variety of builds in the early game, but I feel there is rarely truly great macro games that are 20-30 minutes where there is much fighting all over the map. We get it in TvZ as it's very back and forth and TvT as it's very positional with lots of ways to defend and attack, and recently PvP even as Shield Batter Overcharge has helped open up the lategame. But we rarely get it in the other MUs, and I feel even many TvZs are stale because of the boring expo paths on maps. Each player just takes their half of the map and that's it, there is little interesting variety in expo paths or diversity of attack routes, and if you lose one big fight then the game is over because all your bases are close together and the opponent will wipe them all out right after winning the battle.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Waxangel
Profile Blog Joined September 2002
United States33541 Posts
Last Edited: 2021-05-05 04:15:01
May 05 2021 03:34 GMT
#17
I've made several versions of this argument before, but I think our memories are biased to remember the unique/interesting games on unorthodox maps over the bad/one-sided ones.

Like, the very unusual, very dramatic Neeb vs Pet game on Dasan Station was only possible because of the map, but it only stuck around for one season for a reason.

Obviously Golden Wall is the gold standard (har har) for making a quirky map that actually produces interesting games on a regular basis, but it's pretty hard to predict which maps are going to turn out that way.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-05-05 04:09:58
May 05 2021 04:09 GMT
#18
On May 05 2021 12:34 Waxangel wrote:
I think I've made several versions of this argument before, but I think our memories are biased to remember the unique/interesting games on unorthodox maps over the bad/one-sided ones.

Like, the very unusual, very dramatic Neeb vs Pet game on Dasan Station was only possible because of the map, but it only stuck around for one season for a reason.

Obviously Golden Wall is the gold standard (har har) for making a quirky map that actually produces interesting games on a regular basis, but it's pretty hard to predict which maps are going to turn out that way.


Yeah there's a host of possible cognitive biases and selective memory at work, because we're really dealing with two fairly fuzzy things: "how non-standard is a map" and "how good was a map". People might perceive good maps are being more standard than they were or conversely perceive maps as being worse for being non-standard. Balance can be measured objectively (if not necessarily very accurately), but even that only loosely correlates with how much people "appreciate" a map. Golden Wall was roughly middle of the pack or slightly worse in terms of how balanced it was.
playnice
Profile Joined October 2011
Malaysia302 Posts
May 05 2021 04:57 GMT
#19
Map pools need not to be completely new to be interesting. I think it would be more interesting to have older popular maps tweaked and reintroduced to current pool. The standard bearer WoL and HotS maps can be classified as unorthodox at this point. That and the rich history would really help with the commentary and thus improving viewing experience.
Ben...
Profile Joined January 2011
Canada3485 Posts
May 05 2021 05:08 GMT
#20
It depends on the map. If the thing that causes the map to be unorthodox either forces certain play styles or discourages some play styles, then no since often those maps end up having a lot of same-y games, despite the odd standout game or two. If the map's like Golden Wall where the unorthodox bits create multiple, completely different ways to play the map then yeah it does enhance viewing. Golden Wall had a ton of different memorable games, and in general had a lot of variety in the games that were played on it.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-05-05 05:12:41
May 05 2021 05:12 GMT
#21
On May 05 2021 13:57 playnice wrote:
Map pools need not to be completely new to be interesting. I think it would be more interesting to have older popular maps tweaked and reintroduced to current pool. The standard bearer WoL and HotS maps can be classified as unorthodox at this point. That and the rich history would really help with the commentary and thus improving viewing experience.


A number of HotS and WoL maps were played in LotV though, and mostly weren't very good. And no it did not improve the commentary--there's not a lot of mileage out of relaying old anecdotes and saying "hey there were a lot of brood lord infestors on this map in the good old days".
Cricketer12
Profile Blog Joined May 2012
United States13990 Posts
May 05 2021 05:48 GMT
#22
100% yes. Golden Wall was great. Dasan Station was artistry. Hellish for pros? Sure. Do i give a fuck? No, because they're funny.
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
MineraIs
Profile Joined September 2020
United States846 Posts
May 05 2021 06:10 GMT
#23
Some maps can be fun, some can be annoying.
In brood war, Plasma would be considered annoying and Sparkle would be considered fun.
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Weavel
Profile Joined January 2010
Finland9221 Posts
Last Edited: 2021-05-05 06:20:36
May 05 2021 06:20 GMT
#24
Yes. Feels like I've been watching same maps for years. Luckily GSL still has that 1 interesting 4 spawn map every now and then.
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
Waxangel
Profile Blog Joined September 2002
United States33541 Posts
May 05 2021 06:59 GMT
#25
On May 05 2021 15:20 Weavel wrote:
Yes. Feels like I've been watching same maps for years. Luckily GSL still has that 1 interesting 4 spawn map every now and then.


Yeah I can't say I've enjoyed the games where one player lost because radial symmetry worked against their favor
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
GTR
Profile Blog Joined September 2004
51531 Posts
May 05 2021 07:02 GMT
#26
when i was actively casting my favourite games were those on unorthodox maps because you see situations and strategies you won't find on the standard boring 4 player macro maps.

definitely shed a tear when ulrena was chopped from proleague after a season.
Commentator
Charoisaur
Profile Joined August 2014
Germany16033 Posts
Last Edited: 2021-05-05 07:20:34
May 05 2021 07:12 GMT
#27
Blizzard tried adding a lot of "experimental" maps during the end of HotS/beginning of Lotv and it was universally hated. Of course you get the occasional Golden Wall that works really great but most of the time unorthodox maps lead to shit and stale gameplay. and imbalanced
Many of the coolest moments in sc2 happen due to worker harassment
AbouSV
Profile Joined October 2014
Germany1278 Posts
May 05 2021 07:12 GMT
#28
Templar has a good point.
It can definitively lead to awesome viewing content, but it can also terribly fail, either in the first place, or after a bit, once every TvX become preventing T to place a tank and a turret on this specific spot (almost) in range of the B1 (*ahem*) or something similar
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-05-05 07:24:48
May 05 2021 07:24 GMT
#29
On May 05 2021 16:12 Charoisaur wrote:
Blizzard tried adding a lot of "experimental" maps during the end of HotS/beginning of Lotv and it was universally hated. Of course you get the occasional Golden Wall that works really great but most of the time unorthodox maps lead to shit and stale gameplay. and imbalanced


Blizzard's standard maps were shit too, so maybe we should stop having standard maps. I wouldn't go off of what Blizzard tried.
MJG
Profile Joined May 2018
United Kingdom1391 Posts
May 05 2021 08:14 GMT
#30
Maybe, but I'm going to veto them on the ladder regardless.
puking up frothing vitriolic sarcastic spittle
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
May 05 2021 08:21 GMT
#31
Yep, for sure.
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JustPassingBy
Profile Blog Joined January 2011
10776 Posts
May 05 2021 08:22 GMT
#32
People are rightfully bringing up balance concerns. What if those maps were only used for mirror matches?
Waxangel
Profile Blog Joined September 2002
United States33541 Posts
Last Edited: 2021-05-05 09:08:15
May 05 2021 09:07 GMT
#33
On May 05 2021 17:22 JustPassingBy wrote:
People are rightfully bringing up balance concerns. What if those maps were only used for mirror matches?


I think match-up specific maps is a REALLY interesting idea, but it seems like something that won't happen because fans and players tend to really hate this kind of institutional change (there's a lot of inertia to keep things the way they are, regardless of the actual pros and cons).
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
AbouSV
Profile Joined October 2014
Germany1278 Posts
May 05 2021 09:28 GMT
#34
This is a way too true comment, and not just for SC2 :x
Quincel
Profile Joined August 2012
119 Posts
Last Edited: 2021-05-05 09:39:48
May 05 2021 09:38 GMT
#35
Yes, so long as they remain a clear minority of maps. They add some variety and randomness in builds/strategies, which is great so long as the baseline is always standard maps. Also expect them to only last 1 season or 2 at most, since most will be unbalanced and need to be removed as they start to get solved.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
May 05 2021 09:51 GMT
#36
No. Because we cannot predict if the map will be balanced. And non standard maps can go balance broke very fast. Which isn't exactly a trait I would like to seek. If there would be some long time testing to ensure the map pool itself is balanced even with these nonstandard maps, we can talk about that, but hey, we all know this isn't going to happen
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Teoita
Profile Blog Joined January 2011
Italy12246 Posts
May 05 2021 13:52 GMT
#37
I think it strongly depends on the tournament format. If it's a week-long thing a-la IEM, then imo no because they mostly just get vetoed and/or pros ignore them to the point where they only get played in the final bo7 and the games end up being just bad.

If it's something that allows for more preparation, like GSL or especially in team leagues like Proleague, then yeah, it can be pretty fun.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Slydie
Profile Joined August 2013
1929 Posts
Last Edited: 2021-05-05 14:19:10
May 05 2021 14:18 GMT
#38
Yes, as long as the non-standard map isn't possible to "solve" and the games become different but predictable, I am all for it.

GW is mentioned many times already, but I remember enjoying games on many older non-standard maps as well, like King Seejong Station and Frost.
Buff the siegetank
StasisField
Profile Joined August 2013
United States1086 Posts
May 05 2021 15:04 GMT
#39
It depends. For me, maps like Golden Wall create unique games that don't feel frustrating to watch because it feels like the player who comes with the most creative build is the one who most often wins. However, maps like Dasan Station annoy me to no end because they highlight the worst features of each match up so clearly for me.
What do you mean Immortals can't shoot up?
True_Spike
Profile Joined July 2004
Poland3426 Posts
May 05 2021 16:00 GMT
#40
Hell yes! I really detest the current sc2 maps, they all look and play the same.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-05-05 16:24:39
May 05 2021 16:23 GMT
#41
Can anyone come up with a good way to classify maps as "standard" or "non-standard" without too much subjectivity? It's pretty obvious on the fringes (e.g Dasan and Redshift are non-standard, Catalyst and Blackpink are standard), but it gets pretty ambiguous closer to the middle.

I think you need a third bucket for "rush map" as it doesn't make much sense not to group Submarine as a "standard rush map" with Turbo Cruise as a "non-standard rush map". But even that leaves a lot of cases that could go either way (even if you add a semi-standard group).

Four and three player maps end up pretty clearly in the non-standard category at this point, but what about reflective symmetry maps? Newkirk Precinct and Year Zero are pretty standard imo despite their symmetry. Or a map like World of Sleepers--the minerals feature barely ever mattered, so the map just played out as a large macro map (where Zerg was favoured, but that's besides the point).

I've wanted to do some analysis about how much less balanced non-standard maps are, but the classification part usually tripped me up (note that TLMC categories aren't useful here, as they are really inaccurate), so I didn't bother doing the analysis.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 05 2021 19:00 GMT
#42
On May 06 2021 01:23 ZigguratOfUr wrote:
Can anyone come up with a good way to classify maps as "standard" or "non-standard" without too much subjectivity? It's pretty obvious on the fringes (e.g Dasan and Redshift are non-standard, Catalyst and Blackpink are standard), but it gets pretty ambiguous closer to the middle.

I think you need a third bucket for "rush map" as it doesn't make much sense not to group Submarine as a "standard rush map" with Turbo Cruise as a "non-standard rush map". But even that leaves a lot of cases that could go either way (even if you add a semi-standard group).

Four and three player maps end up pretty clearly in the non-standard category at this point, but what about reflective symmetry maps? Newkirk Precinct and Year Zero are pretty standard imo despite their symmetry. Or a map like World of Sleepers--the minerals feature barely ever mattered, so the map just played out as a large macro map (where Zerg was favoured, but that's besides the point).

I've wanted to do some analysis about how much less balanced non-standard maps are, but the classification part usually tripped me up (note that TLMC categories aren't useful here, as they are really inaccurate), so I didn't bother doing the analysis.

When I was thinking about this I went back through the current map pool and realized the choice of thirds is uninspired. I don't believe on any of the 7 maps I give any more thought to where I put my third than "linear or triangular" with no other stipulations. At least Pillars of Gold one was on higher ground that made me think a few seconds on which base I'd rather take, and how best to punish the other player for taking either of the two thirds. I realize the game is built around a relatively narrow set of third timings but I'd really like to see some more ways to experiment with third placement. Even Golden Wall had a third option in the eponymous golden wall.
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M3t4PhYzX
Profile Joined March 2019
Poland4230 Posts
May 05 2021 19:39 GMT
#43
100% yes.
odi profanum vulgus et arceo
BisuDagger
Profile Blog Joined October 2009
Bisutopia19305 Posts
May 06 2021 00:36 GMT
#44
You definitely need one or two. Even Neo Arkanoid was a success in SC1 and SC2 despite how ridiculous of a map it is. A weird map helps shake the meta since there is usually one race struggling at any period of SC.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Piste
Profile Blog Joined July 2006
6183 Posts
May 06 2021 16:16 GMT
#45
imo one or two unorthodox map makes the viewing experience better. Having multiple unorthodox maps makes the viewing experience worse. The effect is not linear.
CMS_Flash
Profile Joined October 2013
Hong Kong47 Posts
May 07 2021 00:33 GMT
#46
Yeah of course
My life for Tarsonis.
ThunderJunk
Profile Joined December 2015
United States724 Posts
May 07 2021 01:29 GMT
#47
Generally, yes.

But I also think it's good to have the maps with unorthodox elements to at least sort of fit with the prevalent meta. Golden Wall was an amazing map - but it was also very different from the other maps which were all oppressively standard that season. It stuck out like a sore thumb so people didn't practice on it as much, and so all the vetoes led to it being removed from the pool. If that map had been included in a ladder season that featured other maps that shared some common features (e.g. New Gettysburg), it would have seen more play, but it also wouldn't have been quite as memorable.

Ideally, ladder seasons should revolve around a shift in layout with more unorthodox maps pushing the boundaries of otherwise common features.
I am free because I know that I alone am morally responsible for everything I do.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-05-07 01:52:33
May 07 2021 01:51 GMT
#48
On May 07 2021 10:29 ThunderJunk wrote:
Generally, yes.

But I also think it's good to have the maps with unorthodox elements to at least sort of fit with the prevalent meta. Golden Wall was an amazing map - but it was also very different from the other maps which were all oppressively standard that season. It stuck out like a sore thumb so people didn't practice on it as much, and so all the vetoes led to it being removed from the pool. If that map had been included in a ladder season that featured other maps that shared some common features (e.g. New Gettysburg), it would have seen more play, but it also wouldn't have been quite as memorable.

Ideally, ladder seasons should revolve around a shift in layout with more unorthodox maps pushing the boundaries of otherwise common features.


That's all factually wrong.

Golden Wall got two seasons in the map pool as was usual, was somewhat vetoed but not tremendously, and other maps in the pool were also unorthodox such as Zen, and Purity and Industry. It didn't get removed because of vetoes or anything like that. Purity and Industry did get heavily vetoed and got removed after a season for being really imbalanced.
WombaT
Profile Blog Joined May 2010
Northern Ireland26235 Posts
May 07 2021 10:48 GMT
#49
Yes *cries in removal of Golden Wall*

Depends on the map too. Unorthodoxy for the sake of it isn’t terribly good either. For example that map whose name I can’t recall that ‘experimented’ with making it borderline impossible for Protoss to wall properly. Some things are orthodox for a reason.

I think what made GW a very good tournament map was that you could play in a standard manner as well, and it didn’t have singular gimmicks, you had to plan around exploiting multiple features and there was counterplay to unorthodox play. For example if someone snuck down the bottom to expand you had positions you could snipe their workers from behind mineral patches.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Drfilip
Profile Joined March 2013
Sweden592 Posts
May 07 2021 14:33 GMT
#50
I enjoy having standard maps with the unorthodox maps as that little extra in a series here and there, when watching tournaments. The unorthodox maps shouldn't stray too far from the standard ones, though. King Sejong Station is my all time favourite map, as a viewer. Golden Wall is great example of a successful unorthodox map in recent times. Games could be standard on those two maps, but they could also be different. Watching Myungsik beat zerg with blink stalkers over and over again with the words "I suck vs zerg so I just blink and hope" (paraphrased) on King Sejong Station in Proleague was very entertaining.

That leads to the second part: team leagues, where players prepare strats on 1 map vs 1 opponent. Unorthodox maps are the best for those kinds of matches. But it still follow the rule of standard maps should be the norm. Don't overdo it on the strangeness!
Random Platinum EU
Ferretfood
Profile Joined May 2021
Vatican City State2 Posts
May 09 2021 08:15 GMT
#51
Yes, unfortunately the design of SC2 and the mentalities of it is players are so fragile that every tournament level map is the same 3 easy bases in one of two layouts with some winding corridors inbetween. Every SC2 map is a re-skinned Daybreak or Cloud Kingdom, more or less. You put something as "unorthodox" as a 4-player map in a tournament pool and SC2 pros whine on Twitter. Meanwhile ASL features 2-, 3-, and 4-player maps and unorthodox looks like Sparkle or Ringing Bloom.
SC2 fans laugh at LoL being an esport for the same reasons BW fans laugh at SC2 being an esport.
Legan
Profile Joined June 2017
Finland556 Posts
Last Edited: 2021-05-09 10:32:43
May 09 2021 10:12 GMT
#52
Probably one big problem with unorthodox maps is that they usually reward certain interactions that affect the early and mid game more than the late game. This is probably mostly because general preference to have players interact with each other early on and not turtle. It is also harder to make map has some part blocked off for late game without deteriorating map because wasting space that could be used for more interesting features that can be interacted with. Another issue is the what kind of distribution of game length the map has. If games just end too early for other reasons then the unorthodox late game feature doesn't affect the game at all making it harder to say how good it is. On other hand the early and mid game features can impact the build orders greatly in way that leads to more optimized all-ins, pushes and cheeses that can become abusive as they grant victory too easily.

Edit: One exception to this would probably be features that only affect air units, but those are rare as air units ignore terrain features. Unfortunately with no new content being developed it is unlikely that we would get anything new like acceleration zone. There is also problem of having clear visuals that show that only air units are affected without obscuring vision on ground units. Two ideas about these kind of features are, "trees" that hide ground units from flying units and units on high ground, and some kind of storm that only affects the air units.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
ROOTCatZ
Profile Blog Joined June 2005
Peru1226 Posts
May 10 2021 00:08 GMT
#53
yes
Progamerwww.root-gaming.com
algue
Profile Joined July 2011
France1436 Posts
May 10 2021 09:29 GMT
#54
Imo the real debate here is "why is the community so averse to frequent map changes?"

+ Show Spoiler +
Because the pros are sissies


Imagine a ladder or even a competition where there are 9 maps in the map pool and 3 of them are replaced each month (meaning a map would have a competitive shelf life of 3 months). You wouldn't even need "unorthodox" maps to bait the viewer into watching, i'm sure an ever changing map pool of mostly standard maps would be enough to throw pro players out of their comfort zone and ultimately that's what makes ann esport insteresting to watch.

Also in the current state of the game unorthodox maps are dangerous because if they're terrible we'll be stuck with them for God knows how long.
rly ?
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2021-05-10 09:39:44
May 10 2021 09:39 GMT
#55
i fucked up, nvm
rly ?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-05-11 17:22:00
May 11 2021 17:17 GMT
#56
On May 10 2021 18:29 algue wrote:
Imo the real debate here is "why is the community so averse to frequent map changes?"

+ Show Spoiler +
Because the pros are sissies


Imagine a ladder or even a competition where there are 9 maps in the map pool and 3 of them are replaced each month (meaning a map would have a competitive shelf life of 3 months). You wouldn't even need "unorthodox" maps to bait the viewer into watching, i'm sure an ever changing map pool of mostly standard maps would be enough to throw pro players out of their comfort zone and ultimately that's what makes ann esport insteresting to watch.

Also in the current state of the game unorthodox maps are dangerous because if they're terrible we'll be stuck with them for God knows how long.


I don't think many people would argue against faster/more responsive map rotations, but that's a problem with Blizzard's responsiveness, so it's unlikely to change (unless ESL is happy with foregoing having tournament pools being in lockstep with ladder). The bigger question is whether we want more unorthodox maps given the current rotation process.
WombaT
Profile Blog Joined May 2010
Northern Ireland26235 Posts
May 12 2021 00:08 GMT
#57
Would reasonably liberal use of unbuildable terrain in the middle ground of maps facilitate more variety?

Abuse of proxies on 3/4 player maps is a (correctly) given reason for not having more, but surely there are ways to mitigate it?

That aside there are other elements in SC2 in LoTV that play a factor too I suppose. The early thru midgame is now so truncated that not getting an early scout is massive in terms of playing reactively. Getting a late scout on someone playing incredibly greedy and by the time you discover their gambit you may not have the means to punish it.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 12 2021 00:19 GMT
#58
On May 12 2021 09:08 WombaT wrote:
Would reasonably liberal use of unbuildable terrain in the middle ground of maps facilitate more variety?

Abuse of proxies on 3/4 player maps is a (correctly) given reason for not having more, but surely there are ways to mitigate it?

That aside there are other elements in SC2 in LoTV that play a factor too I suppose. The early thru midgame is now so truncated that not getting an early scout is massive in terms of playing reactively. Getting a late scout on someone playing incredibly greedy and by the time you discover their gambit you may not have the means to punish it.


Unbuildable terrain is interesting in SCII, given proxies are so prevalent. It's a logical thing to have, but there hasn't been any ladder map that has used it to a large extent (some maps have a had a bit of it. Like the pools on Odyssey) mostly because it's a bit hard to represent visually I think?

You can try with water of course (e.g this map called Grand Canal by me + Show Spoiler +
[image loading]
), but it's not something that players would just 'get' immediately. I guess in BW it's not always too obvious if cracks/ rough terrain represent unbuildable areas.
MiTziBisHi1
Profile Joined February 2016
1 Post
Last Edited: 2021-05-13 19:42:12
May 13 2021 19:41 GMT
#59
I can't speak for the Pro scene, but when Blizzard eventually drops support and stops uploading maps I think they should inject every map created for the game (apart from the terrible early maps) into multiplayer and have them play at random so you have a mixed bag of 100s of maps, you can't learn all of the maps and every game will be fresh rather than playing the same old maps month after month.
TheDougler
Profile Joined April 2010
Canada8306 Posts
May 17 2021 15:44 GMT
#60
I was against unorthodox maps until I started seeing them in the Proleague especially. Anarachnia (or whatever it was called, something like that) and others (including perhaps Fruitland in the GSTL).

Especially these days, I think unorthodox maps are good so that things don't become stagnant.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
InfCereal
Profile Joined December 2011
Canada1759 Posts
May 17 2021 15:57 GMT
#61
Nautilus isn't even that unorthodox, and we saw it have a tremenous impact in the super tournament today.



Cereal
antimony51122
Profile Joined May 2021
2 Posts
May 19 2021 09:54 GMT
#62
I actually don't know why the ladder has to be restricted with 7 maps each season. Since the vetoing system is working very well for pro matches, adding in two more unorthodox maps will have no effect on Bo7 pro games. It basically means two more vetoing for pro matches but so much more fun for the ladder.

On the other hand, I don't know why Blizz doesn't use 4-player maps anymore. In my opinion, 4-player maps are a perfect adjustment towards balance since for maps like GSL Nautilus, close spawning points, and far spawning points involve totally different strategic approaches. In pro matches, underdog players can prepare various sets of strats even cheeses on these maps and gamble for the spawning point. The win and lose will depend more on a deeper interpretation of the map rather than pure unit balancing. People will whine less about balance since they lose less due to causes like "SkyToss invincible", they lose more due that opponents have a deeper interpretation of the map and utilise the features better.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
May 19 2021 14:28 GMT
#63
Absolutely 110%
Pros only interested in playing the same game over and over and over.. perfecting little details... but maps that challenge the player and provide unique strategies need to be thrown in the mix
10%
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
May 19 2021 14:29 GMT
#64
Yes non standard can become abusive or a cheese fest, but eventually things get figured out
10%
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