The Refined Map project hopes to make minor edits to all of the Blizzard maps, making their asymmetrical spawns even for tournament play. The ideal is to fix any positional problems between spawns without changing the fundamental architecture, features or personality of the map, so the map will play exactly the same strategically, but no longer favor one spawn point over another.
Tournaments using Refined Maps
GMMA Invitational
The ALERTcup open
The Average Joe Tournament
AstaRTG ANZ Open - Early December
The SPGL Weekly #14 - 12/12
Hyper Crew Open #8 - 12/10
The SPGL Weekly #13 - Concluded
NC Gaming Invitational - Concluded
Hyper Crew Open #7 - Concluded
SCEU Cup #4 - Concluded
RTS Lounge's 11-27 Tournament - Concluded
1v1 PAM Tournament 11/26 - Concluded
SCEU Cup #3 - Concluded
Other events using Refined Maps
VT Gaming team practice, as well as any VT run KOTH or clan wars
Hyper Crew's Weekly King of the Hills - Every Thursday
Thundertoss's top 200 KOTH
All Maps can be found on NA, EU and SEA by creating a custom game and searching for "Refined". They can also be downloaded here.
A little about the process used to make and test these maps:
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Each of these maps is made with extensive help from the community, using human resources at Team Liquid, Starcraftarena.net, PlayXP, SC2mapster.com, and various proteams to find asymmetrical imbalances with a map. In each instance the community is polled to figure out which way a positional problem should be fixed.
Once a map has been balanced, it goes through a testing period where it is tested by progamers in actual high level games, before it is cleared for tournament play. VT Gaming helps with this primarily, although several other professional gamers help with this part of the process. VT Gaming exclusively uses the refined versions of these maps for their team practice, so the maps will continue to be tested at a high level long after they are cleared. I review every test game replay, to assure that the changes do not cause any pathing problems or new imbalances.
Below are some quotes from progamers and community leaders about the map project, or individual maps specifically:
From VT:
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VT Mirhi:
I actually like this.
I actually like this.
VT Tranqfx:
yea, looks good
yea, looks good
VT bLuR:
i like these changes![](/mirror/smilies/smile.gif)
i like these changes
![](/mirror/smilies/smile.gif)
VT Trump:
I also like the map.
I also like the map.
VT Whiplash:
I'm aware of the positional balance on this map in ZvZ, your balance changes seem to address it. Looks good.
I'm aware of the positional balance on this map in ZvZ, your balance changes seem to address it. Looks good.
VT Godder:
It's not a big deal but it is one extra creep tumor.
It's not a big deal but it is one extra creep tumor.
VT Swu:
I like it.
I like it.
VT DesRow:
That reworks is incredible. The map needs this to be balanced.
That reworks is incredible. The map needs this to be balanced.
VT Genocide:
Changes make sense. Good on ya.
Changes make sense. Good on ya.
VT Spades:
Seems alright.
Seems alright.
From others:
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From Team Liquid's Liquid`Nazgul:
Looks good. Excellent work.
Looks good. Excellent work.
From MouseSports MorroW:
i like it because scrap station has these positional imbalances that u mention here, the creep spread in the main to ramp and all the wallin things, is actually a pretty big deal at high level
i like it because scrap station has these positional imbalances that u mention here, the creep spread in the main to ramp and all the wallin things, is actually a pretty big deal at high level
From Lazarus Gamings HDStarcraft:
It's nice. More balanced.
It's nice. More balanced.
From iCCup.Diamond, iCCups head admin:
Looks pretty good, good job!
Looks pretty good, good job!
From Zelniq:
this thread needs more attention as it's really stupid that maps like this one have pointless imbalances.
this thread needs more attention as it's really stupid that maps like this one have pointless imbalances.
From EG Colbi, manager of Team Evil Geniuses:
I like the map.
I like the map.
From Noah Lazarus, manager of Lazarus Gaming:
This is a great idea.
This is a great idea.
From Naniwa:
This Scrap Station looks nice. This is the way it should be.
This Scrap Station looks nice. This is the way it should be.
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Refined Scrap Station
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Download link: http://sc2.nibbits.com/maps/project/76336/refined-scrap-station
Scrap Station is a good example of an excellent map with a few slight problems. A while back Zelniq posted a thread on Team Liquid illustrating these issues in detail.
The biggest concern is the ramp leading to the main base, which is a different distance from the starting location depending on your spawn point. This is a large concern for Zerg. On the righthand spawn Zerg cannot effectively cover the ramp with spine crawlers on their starting creep, nor can they spread creep to the bottom of the ramp with a single tumor. Both of these things are possible on the lefthand spawn, and the progaming community has accepted at this point that ZvZ on Scrap Station unquestioningly favors the left spawn position.
![[image loading]](http://imgur.com/e43Im.jpg)
Below are a detailed list of the changes, their reasoning and images illustrating why they were problems in the first place, and what was done to change them.
Change #1:
The righthand spawn locations ramp was pushed inward slightly. This prevents the problem of spine crawlers on the right spawn having bad coverage of the ramp compared to the left, and prevents the problem of needing an extra creep tumor to reach the natural on the right spawn.
In order to make the number of buildings required to wall off as a FEing Protoss or Terran the same, a doodad was added close to the cliff edge. Walling at the ramp is the same.
Finally, to fix the issue of the righthand main now being smaller, some space was added on the far right side for tech buildings, similar to the space on the far left of the lefthand main.
The old and new righthand ramp:
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Spine Crawlers at the ramp:
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Number of Creep Tumors to connect main to natural:
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Different possible wall-offs:
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The slightly enlarged area of the right main:
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Change #2:
A doodad has been placed behind the destructible rocks on the left-hand spawn. Before, it would take an extra building to wall off behind the rocks on the left spawn compared to the right.
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Change #3:
The chokepoint south of the natural on the right hand side of the map has been slightly enlarged, making it impossible to wall with 2 buildings on the right hand side. It was originally possible to wall with 2 buildings here on the right side but not on the left.
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Change #4:
Previously, there was a spot on the island on the south spawn side where Infestors could spit Infested Terrans over the gap, even though Stalkers cannot blink over the island. This spot has been removed to make this no longer possible.
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Map Analyzer imagery of the changes, for reference:
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![[image loading]](http://i.imgur.com/bfJqz.jpg)
![[image loading]](http://imgur.com/QeIbn.jpg)
The map is currently online and up to date as "Refined Scrap Station" on the North America, Europe and Southeast Asian servers. It can be found by searching for "Refined".
Refined Metalopolis
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Download link: http://sc2.nibbits.com/maps/view/135230/refined-metalopolis
While Metalopolis is generally considered a pretty good map with few imbalances and issues, like most Blizzard maps it too is asymmetrical, and has some minor problems. The primary problem is the difference in air distance behind the mains of each spawn location. This makes air harass much more powerful at the north spawn location compared to the others.
![[image loading]](http://imgur.com/yWn0J.jpg)
![[image loading]](http://imgur.com/0keUf.jpg)
This, and two other minor problems, have been changed.
Change 1:
The air distance behind the main mineral line was evened out for the 4 spawns. Previously the north spawn had much more air distance than the other three, and the south spawns air distance was so small you actually couldn't click there without tilting the camera.
The changed air distance is even between the two extremes, at 5 range between the edge of the map and the closest point of the main base. This is enough for an air unit to comfortably get behind the mineral line, but not enough for it to kite enemy defenders.
Pictures:
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Change 2:
The inefficient gas geysers at the north and south spawns were fixed. It's kind of hard to explain this through pictures, but there are certain points where 3 workers only mine a geyser with 90% efficiency. This can slow early game tech by 5-10 seconds, especially if you accidentally take the bad geyser first. See this thread for details.
Pictures:
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Change 3:
The natural expansions were slightly edited, to make walling at the natural the same for all four spawns. This had the added effect of reducing the size of the west spawn main, which was substantially larger than the other 3.
Note that these pictures show the smallest possible wall (fewest number of required buildings), not necessarily the best possible wall.
Pictures:
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And for you map analyzers, we have some map analyzer imagery:
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The map is currently online and up to date as "Refined Metalopolis" on the North America, Europe and Southeast Asian servers. It can be found by searching for "Refined".