• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:11
CEST 03:11
KST 10:11
  • 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
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers13Maestros of the Game 2 announced62026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Maestros of the Game 2 announced MaNa leaves Team Liquid 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
ASL21 General Discussion Any progamer "explanation" videos like this one? Data needed BGH Auto Balance -> http://bghmmr.eu/ ASL21 Strategy, Pimpest Plays Discussions
Tourneys
[ASL21] Ro16 Group D [ASL21] Ro16 Group C [ASL21] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Dawn of War IV Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Battle Aces/David Kim RTS Megathread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1370 users

Code S Season 1 - RO10 groups, map adjustment - Page 2

Forum Index > SC2 General
32 CommentsPost a Reply
Prev 1 2 All
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
April 07 2022 02:08 GMT
#21
On April 07 2022 05:30 Yoshi Kirishima wrote:

Show nested quote +
On April 06 2022 23:09 SHODAN wrote:
I didn't watch much sc2 in 2021. am excited to see why everyone is screaming about Golden Wall :D


...


jesus christ man. I was not expecting this level of quality response. easily one of the best replies I ever got on the internet. now that you explained it with so much clarity, I remember now a match played on this map (TvT, also feat. Maru). one of them took the gold base and another expanded north. it ended in one of the craziest base-trades.

I remember when Whirlwind first appeared in starcraft 2 and completely changed the game, and how the same thing happened with WC3 maps. you're absolutely right. the longevity of sc2 will depend hugely on the mapmakers. I played an absolutely insane amount of 1v1 sc2 until about 2 years ago, when I suddenly dropped it. went on a big hiatus. I logged in about a week ago, started playing again. all the maps are different, but I already knew them like the back of my hand because they are basically identical in concept to the maps I played before. there have been a few slightly quirky ones over the years, like Disco Inferno, which still feels like the TALLEST map I've ever played, and Red City which had those tiny paths going everywhere. there was that one in HotS with a collapsible rock at the natural. other than a few little quirks here and there, I already know my way around all of the new maps without even thinking about it. what's up with that?

I think even the most accepted fundamentals of map design should be open to review at this point. a suggestion from a recent thread questioned the overlord at the natural, how it would completely change early game PvZ if the guaranteed early-game scout was removed. sc2 mapmaking became dogmatic. when you come from a game as refined as BW or WC3 and you try your luck on Delta quadrant or Scrap station, it puts the community on the defensive about maps. I wonder how much different sc2 would have developed if the maps were more finely tuned towards competitive macro 1v1 when the game first launched. way too much emphasis on the Xel'Naga tower that revealed 40% of the map, or the destructible rock which unlocked the elusive 3rd base you could never take as terran / protoss. imagine the 2010 open GSL season 2 with NesTea, MKP and BoxeR playing on the current ladder map pool. it would have been amazing to watch the game develop on those terms, with the hyper-standardized map-pool we have today.

that's to say nothing of the development of sc2 from a racial balance and unit design perspective! I think DK & team would have done a lot better if the game was more grounded in decent map design from the get-go.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
April 07 2022 07:50 GMT
#22
On April 07 2022 11:08 SHODAN wrote:
Show nested quote +
On April 07 2022 05:30 Yoshi Kirishima wrote:

On April 06 2022 23:09 SHODAN wrote:
I didn't watch much sc2 in 2021. am excited to see why everyone is screaming about Golden Wall :D


...


jesus christ man. I was not expecting this level of quality response. easily one of the best replies I ever got on the internet. now that you explained it with so much clarity, I remember now a match played on this map (TvT, also feat. Maru). one of them took the gold base and another expanded north. it ended in one of the craziest base-trades.

I remember when Whirlwind first appeared in starcraft 2 and completely changed the game, and how the same thing happened with WC3 maps. you're absolutely right. the longevity of sc2 will depend hugely on the mapmakers. I played an absolutely insane amount of 1v1 sc2 until about 2 years ago, when I suddenly dropped it. went on a big hiatus. I logged in about a week ago, started playing again. all the maps are different, but I already knew them like the back of my hand because they are basically identical in concept to the maps I played before. there have been a few slightly quirky ones over the years, like Disco Inferno, which still feels like the TALLEST map I've ever played, and Red City which had those tiny paths going everywhere. there was that one in HotS with a collapsible rock at the natural. other than a few little quirks here and there, I already know my way around all of the new maps without even thinking about it. what's up with that?

I think even the most accepted fundamentals of map design should be open to review at this point. a suggestion from a recent thread questioned the overlord at the natural, how it would completely change early game PvZ if the guaranteed early-game scout was removed. sc2 mapmaking became dogmatic. when you come from a game as refined as BW or WC3 and you try your luck on Delta quadrant or Scrap station, it puts the community on the defensive about maps. I wonder how much different sc2 would have developed if the maps were more finely tuned towards competitive macro 1v1 when the game first launched. way too much emphasis on the Xel'Naga tower that revealed 40% of the map, or the destructible rock which unlocked the elusive 3rd base you could never take as terran / protoss. imagine the 2010 open GSL season 2 with NesTea, MKP and BoxeR playing on the current ladder map pool. it would have been amazing to watch the game develop on those terms, with the hyper-standardized map-pool we have today.

that's to say nothing of the development of sc2 from a racial balance and unit design perspective! I think DK & team would have done a lot better if the game was more grounded in decent map design from the get-go.


Thank you for the kind comment T^T. I'm glad you liked my post! I try not to type walls but I just had to for this. I felt if even 1 person would read it, I would be very happy <3

I don't remember if I saw that Maru TvT on GW... but I'll look for it! It sounds very fun. Yeah, base trades on maps like GW can be so crazy, there's so many options to re-expand or attack, and you have to account for attack/reinforcement paths! Also more incentive to create production facilities at bases other than your main/nat.

Yeah I was thinking Whirlwind too! And you're right about maps. They do have subtle interesting differences, but the 4-5 base layout almost always feels the same. I haven't been playing much SC2 the last couple years, but I'd love to once I can get some more time. Actually now I look it up, do you mean Inferno Pools? Red City I do remember a little bit, definitely it tried to be a bit more different.

I'm remembering that really tall map Crossfire, where Nestea and sC played a really intense game of attrition that went down to the last few units! Even on a map layout like that, there were chances to re-stabilize and try to claw your way back in. Ways to de-emphasize the effectiveness of attacking with 1 big army, and turning it into more of a committal and risky bold option, than your go-to option for attacking.

You bring up a really interesting point. That if maps were larger and more macro oriented from the start, the direction of balance and thus design may have ended up being different than how things are today. For example, having to increase Stim duration because maps were too small. Perhaps a bigger map would have meant there wasn't as much a need to nerf Stim rushes.

I agree we should always keep an open mind and review even the most accepted fundamentals of map design. There can always be that one new idea that can challenge those fundamentals. I agree that I think if the maps were more macro oriented and better designed early on, the balance/design team would have had a much easier time. It took so long to finally get to the "small fights all over the map" gameplay we see much more commonly in modern LotV. We had to go all the way from those tiny maps to figuring out a decent standard for macro maps.

Also holey hell, I would love to see Nestea and Slayers Boxer especially play in modern day SC2, or at least maps similar to what we have now!! There would be so much crazy plays and chaotic base trades. MKP too - since he loved going for ballsy base trade situations.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
MarianoSC2
Profile Joined June 2015
Slovakia1855 Posts
April 07 2022 09:27 GMT
#23
Group A seems easier in regard of players who can advance. Rogue should be fixed but you never know with him and the rest of the players are basically a toss up. I slightly favor Ryung and Trap but would not be surprised with Byun advancing as well.
Group B has Dark and Maru who I dont ever see not advancing from basically any group so only 1 place left. I think Creator can do it and end up on 3rd. Normally I would favor herO but there arent any Terrans and his PvZ does not seem good at all.
Top 11: Rogue, Maru, Inno, Zest, Life, sOs, Stats, Dark, soO, Mvp, Classic/Trap/MC/Rain
WombaT
Profile Blog Joined May 2010
Northern Ireland26645 Posts
April 07 2022 09:44 GMT
#24
Some quality nostalgia-inducing posts up there folks, ah what I come to TL for.

SC2 maps do a good job facilitating a certain standard metagame, but to a degree they do also force a standard.

Something more off-the-wall (pun intended) and we get to see pros come up with sometimes unique strategies for specific maps.

Wonky maps can be much more annoying to play than watch for us plebs sometimes, so I think getting some exposure in the prestige prep tournament is a perfect place to try them out.

Or alternatively experimentation may see an expansion of the repertoire that can make up a standard map, and we see some evolution there.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
April 07 2022 11:35 GMT
#25
If any player other than DRG were in that group Id say Protoss is fucked, but luck has it
Incremental change is the Democrat version of Trickle Down economics.
Charoisaur
Profile Joined August 2014
Germany16062 Posts
Last Edited: 2022-04-07 12:11:23
April 07 2022 12:08 GMT
#26
On April 07 2022 18:44 WombaT wrote:
Some quality nostalgia-inducing posts up there folks, ah what I come to TL for.

SC2 maps do a good job facilitating a certain standard metagame, but to a degree they do also force a standard.

Something more off-the-wall (pun intended) and we get to see pros come up with sometimes unique strategies for specific maps.

Wonky maps can be much more annoying to play than watch for us plebs sometimes, so I think getting some exposure in the prestige prep tournament is a perfect place to try them out.

Or alternatively experimentation may see an expansion of the repertoire that can make up a standard map, and we see some evolution there.

Thing is, most experimental maps led to more stale gameplay than standard maps due to certain abusive strategies just becoming dominant on that map. Getting a creative map that doesn't lead to stale gameplay and isn't very imbalanced is just very very hard to do so I wouldn't want to see too many of those attempts in a single mappool.
Golden Wall was certainly the best one of its kind though
Many of the coolest moments in sc2 happen due to worker harassment
FCHK
Profile Joined August 2020
202 Posts
April 07 2022 14:57 GMT
#27
Curious Minds and Pride of Altaris were seldom picked in the Ro20, and the Ro10 being Bo3 means that players can veto Golden Wall and Nautilus II if necessary
MarianoSC2
Profile Joined June 2015
Slovakia1855 Posts
April 07 2022 15:06 GMT
#28
On April 07 2022 21:08 Charoisaur wrote:
Show nested quote +
On April 07 2022 18:44 WombaT wrote:
Some quality nostalgia-inducing posts up there folks, ah what I come to TL for.

SC2 maps do a good job facilitating a certain standard metagame, but to a degree they do also force a standard.

Something more off-the-wall (pun intended) and we get to see pros come up with sometimes unique strategies for specific maps.

Wonky maps can be much more annoying to play than watch for us plebs sometimes, so I think getting some exposure in the prestige prep tournament is a perfect place to try them out.

Or alternatively experimentation may see an expansion of the repertoire that can make up a standard map, and we see some evolution there.

Thing is, most experimental maps led to more stale gameplay than standard maps due to certain abusive strategies just becoming dominant on that map. Getting a creative map that doesn't lead to stale gameplay and isn't very imbalanced is just very very hard to do so I wouldn't want to see too many of those attempts in a single mappool.
Golden Wall was certainly the best one of its kind though


Personally I like non-standard and wonky maps a lot more because a) most of the standard maps are heavily zerg favored b) we have so many standard maps that the gameplay there is a bit stale
Of course I wouldnt all the maps to be wonky but a better balance would be good imo.
Top 11: Rogue, Maru, Inno, Zest, Life, sOs, Stats, Dark, soO, Mvp, Classic/Trap/MC/Rain
Ellipsesdi
Profile Joined March 2016
7 Posts
April 07 2022 17:56 GMT
#29
Is GSL Studio open again to a public audience?
Pandain
Profile Blog Joined May 2010
United States12989 Posts
April 07 2022 21:54 GMT
#30
Great post Yoshi.

Would love to see ESL do something similar for the next tournament.
RKC
Profile Joined June 2012
2848 Posts
Last Edited: 2022-04-08 03:13:06
April 08 2022 03:12 GMT
#31
Yes, brilliant insights, Yoshi!

Don't follow SC2 much these days. Vaguely recall a recent map (not sure what, and whether still in pool) with a mineral patch that can be mined from both sides. So there was a funny game where both players had bases mining the same patch (Rogue and Dark, I think). Not sure about balance. But it's worth exploring tweaking the shape and size of patches and geysers. More double-sided patches! How about one which snakes around like a canyon? Or a spot with 3-4 gas geysers without minerals?
gg no re thx
Charoisaur
Profile Joined August 2014
Germany16062 Posts
April 08 2022 11:28 GMT
#32
On April 08 2022 12:12 RKC wrote:
Yes, brilliant insights, Yoshi!

Don't follow SC2 much these days. Vaguely recall a recent map (not sure what, and whether still in pool) with a mineral patch that can be mined from both sides. So there was a funny game where both players had bases mining the same patch (Rogue and Dark, I think). Not sure about balance. But it's worth exploring tweaking the shape and size of patches and geysers. More double-sided patches! How about one which snakes around like a canyon? Or a spot with 3-4 gas geysers without minerals?

Yes, Blackburn was it and it's still in the pool
Many of the coolest moments in sc2 happen due to worker harassment
Edpayasugo
Profile Joined April 2013
United Kingdom2217 Posts
April 09 2022 12:29 GMT
#33
Excited to see how this all works out
FlaSh MMA INnoVation FanTaSy MKP TY Ryung | soO Dark Rogue | HuK PartinG Stork State
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#78
PiGStarcraft544
CranKy Ducklings11
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft544
ProTech127
MaxPax 92
ROOTCatZ 53
StarCraft: Brood War
Britney 15286
GuemChi 4256
Artosis 722
NaDa 23
Dota 2
monkeys_forever649
Super Smash Bros
Mew2King29
Other Games
summit1g11328
tarik_tv5489
C9.Mang0620
shahzam404
hungrybox298
Trikslyr166
WinterStarcraft145
Maynarde120
ViBE78
Organizations
Other Games
gamesdonequick1740
BasetradeTV351
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 49
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 13
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
RSL Revival
8h 49m
Replay Cast
22h 49m
The PondCast
1d 8h
KCM Race Survival
1d 8h
WardiTV Map Contest Tou…
1d 9h
Gerald vs TBD
Clem vs TBD
ByuN vs TBD
Rogue vs MaxPax
ShoWTimE vs TBD
OSC
1d 13h
CranKy Ducklings
1d 22h
Escore
2 days
RSL Revival
2 days
WardiTV Map Contest Tou…
3 days
[ Show More ]
Universe Titan Cup
3 days
Rogue vs Percival
Ladder Legends
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Map Contest Tou…
4 days
Ladder Legends
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
5 days
Wardi Open
5 days
Afreeca Starleague
5 days
Soma vs TBD
Monday Night Weeklies
5 days
Replay Cast
5 days
Afreeca Starleague
6 days
TBD vs YSC
Liquipedia Results

Completed

Proleague 2026-04-20
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 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.