• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 04:23
CET 10:23
KST 18:23
  • 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
HomeStory Cup 28 - Info & Preview11Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8
Community News
Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)38
StarCraft 2
General
HomeStory Cup 28 - Info & Preview StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued herO wins SC2 All-Star Invitational
Tourneys
HomeStory Cup 28 KSL Week 85 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open!
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 510 Safety Violation Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained
Brood War
General
BW General Discussion Can someone share very abbreviated BW cliffnotes? [ASL21] Potential Map Candidates BGH Auto Balance -> http://bghmmr.eu/ Bleak Future After Failed ProGaming Career
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Azhi's Colosseum - Season 2 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Path of Exile Mobile Legends: Bang Bang Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Let's Get Creative–Video Gam…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1565 users

[D] Asymmetric Melee Maps

Forum Index > SC2 Maps & Custom Games
Post a Reply
lefix
Profile Joined February 2011
Germany1082 Posts
March 26 2011 16:07 GMT
#1
Asymmetric Melee Maps

I have been working on an asymmetric map layout for the last 2 weeks are so and have been giving it alot of thought during that time.
Obviously, the big issue with asymmetric maps is balance. i agree that it is almost impossible to reach the same level of balance you can achieve with mirror maps, but i think you can get close to it. it just requires alot of work/planning/testing.

Now if you look at sc2: there is 3 races, each has it's unique units/techtree/playstyle - because of this fact alone the game isn't 100% balanced, will probably never be and there will always be people whining and complaning about it. but i believe this is also what makes the game more interesting and successful than most other rts titles out there.
the different mechanics for each race, however, make even mirrored maps also unbalanced in tvz, zvp and pvt. for example, i think most will agree that a close position tvz on meta is far from being a balanced matchup. because of different race mechanics, all maps at least require players to adjust their game plan/playstyle to whatever spawnpositions you get. the only matchups where this isn't the case: tvt, zvz, pvp mirror matchups.
i was thinking about why it is widely accepted to have map/spawn position dependend imbalances in mixed matchups - it is even considered to make certain matchups more interesting to some degree. however in mirror matchups this has been pretty much nonexistent. a tabu? why not have a tvt matchup on an asymmetric map where spawn positions favor different builds for each player. like, have one terran with a more vulnerable natural but a closer third than his opponent. one might go for a more mobile army while the other might make more siege tanks, etc. those are just examples..
in my opinion, i think an asymmetric map can be balanced to an acceptable level. in fact, maybe more balanced than some of the mirror maps are (like the close pos meta tvz i mentioned above, or tvz on scrap station anyone? but the almost perfect balance of mirror matchups would be lost.

there are already alot of maps with rotational symmetry, which are also technically unbalanced unless you spawn cross position. recently, 3player rotational maps have gained alot of popularity - which are even a little more unbalanced than regular rotantional maps as you cannot have idendical terrain for each side - the game is designed for 45degree angles, 60degree angles just don't work that well :D especially ramps and chokes will cause alot of trouble. but testbug has proven that it can work and 3player maps have gained the acceptance of the community. granted, there is a huge step from 3player maps to completely asymmetric maps. but i believe once someone does it successfully there will be alot more coming. i would love to see more mappers and players give it a try. personally, i think that asymmetric maps can make matches even more interesting as they allow for more possible scenarios, more ways on how a map can be played.

i was wondering how others feel about about this topic. what is your opinion on asymmetric maps? do you think it could be played even on a competitive level? maybe only for lower skill levels?


Map of the Month | The Planetary Workshop | SC2Melee.net
WniO
Profile Blog Joined April 2010
United States2706 Posts
Last Edited: 2011-03-26 16:21:24
March 26 2011 16:21 GMT
#2
they are my favorites and ive made quite a few of them.
most people tend to disregard asymmetric maps simply because they dont look balanced, oh well. of course they could be played on a competitive level, they just need to be made right so you dont have situations where 1 player can abuse the others position, which makes things very hard on the mapper trying to find those areas. heres a small one i made, yes its asymmetrical
http://www.teamliquid.net/forum/viewmessage.php?topic_id=180548
Archivian
Profile Joined November 2010
United Kingdom362 Posts
March 26 2011 18:14 GMT
#3
I've been working on an asymmetric map for a loooong time. Just trying to work out the layout .And there has been so many times I have basically wiped it clean and started again.

This has always been because of balance issues of course. Alot of the maps I upload here are often pushing an idea I am exploring for my asym map (the last one was different starting times on Protosopolis Gardens) , partly to see the reaction/advice/general rules of thumb from other great map makers and find out how bad an idea it was to apply it and mostly for my own learning curve in map making.


your example "like, have one terran with a more vulnerable natural but a closer third than his opponent" I think is a a good one. Because it raises the question of how player skill is percieved.

At the moment it seems that a match follows the idea of - All things should be equal, so the only thing left unequal are the players- . If its not all equal (or even percieved as not being equal) then it could throw up too much contention with regards to a fair fight.

Also players already adapt to the terrain, and in different instances (during micro battles, or routes etc) So i was left wondering what it was i was aiming for by making an asym map. What would be the point of it to counter or justify the contention.

What I am focusing on right now is 2 things

1) a map based around taking and holding positions to be able to safely advance. Basically taking territory eg. by taking this expo I can better control this area of the map and it leads to this other expo.

Its nothing new really, only in that it would be the key focus of the map. Which means starting distances and timing related to that kind of thing are treated as less relevent.

2) The other is trying to make it balanced but not balanced. eg. the distance to the third is the same, with the path being the same width, but player A has to travel in a straight line whilst player B has to turn a corner.

Its harder to work out though and even then I'm not sure if it will work.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Gfire
Profile Joined March 2011
United States1699 Posts
March 26 2011 18:34 GMT
#4
I've actually been considering the opposite the last day or two. I actually cannot find a reason to have more than two spawn positions on a map at all, so I've been sticking to 2p maps. If someone could convince me otherwise that would welcome, but I'm just not sure.

I'm something of a perfectionist when it comes to mirror, over time I've eliminated various types of maps because of imbalance. Starting with 3p maps, because they cannot be mirrored properly, followed my the rotational-spawn 4p maps, which also have extreme asymmetric in close positions (new rotational GSL maps have done a good job of making all rush distances the same, but it's still not exactly fair,) and now I've removed all 4p maps.

It's a little weird, because non-rotational 4p maps are actually mirrored, in different ways like LT/Meta vs Shakuras/Kulas. However, I don't see any pros to a 4p map at all, only cons. There will be four quadrants of the map that are the same, meaning less original, creative terrain work and more mirroring. This makes it easy on the mapmaker, but limits their ability to design the map. It makes games more boring, I'd much rather watch a XNC game than a Meta, or even a Crevasse or Terminus (although TDA seems to make for the best games). The spawn positions are more predictable in a 2p but the expansions can be less predictable, and the paths units take, and a lot more stuff that is more complex than that.

So in a way I actually agree. 2p maps are no less symmetrical than 4p maps, but 4p maps have more of the same terrain coppied more times, so even though you can spawn in different locations (which has it's own set of problems,) once you're into the game it can get less interesting, as you say that the symmetrical maps are less interesting.

But there's no way to get around the fact that having 4 spawn positions adds luck to the game. Even if all the positions seem balanced for every matchup (which is a tough task), there's still decisions that must be made before you know where they are, as well as things like one player getting lucky and scouting the right way, while the other has to go all the way around. It's not too major, but at this point I don't see any pros for 4p maps to counteract it.

I think the 2p maps are a good middleground, they are perfectly mirrored but have way more terrain to be designed by the mapper. So if the mapper is good, the very custom terrain but lend itself to better and more balanced gameplay than a 4p map, while being less boring as well. It's all more in the control of the mapper, and I think allows the games more high-level, because there are more things to think about, not just the same terrain features over and over as much. It allows higher-level mapping to by glorified as well, as more skill I think would be required, or at least more effort could be put into a single 2p map the same size and with the same or close-to the same number of bases as a 4p map.

Getting more to the subject at hand, I think mirror matchups in particular need a very symmetrical map, some players might have a better time with certain portions of a asymmetrical map, even if it's considered balanced, which it probably could never be close to.

But while reading this, I did think about non-mirrors. And actually, I'm not sure if it's a great idea, but it's not based on chance so it should be better than 4p maps. Basically, what if the map was altered based on the race? That is, a base where the Zerg spawns would be altered to look different than a base where a Toss spawns. Could be done via triggers. You could actually balance the matchup somewhat in these ways. You cannot alter the cliff levels with triggers but you could add/remove destructible rocks and neutral buildings, and things like that. IDK, it might work to do something like that. Maybe on a map like Crevasse, you could remove the rocks blocking the ramp for all Zerg players, maybe. Or random stuff like unpowered cannons for Protoss. Might be better just to keep it simple, though.

all's fair in love and melodies
Please log in or register to reply.
Live Events Refresh
Next event in 2h 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 2
StarCraft: Brood War
Shuttle 1060
Hyuk 839
GuemChi 680
Larva 523
firebathero 407
BeSt 361
Rain 241
Dewaltoss 151
Sharp 146
Hm[arnc] 112
[ Show more ]
Mini 110
ToSsGirL 91
Shinee 71
Soma 70
sorry 52
Zeus 52
ggaemo 46
soO 42
910 40
NaDa 29
Killer 21
Backho 20
Noble 18
Terrorterran 1
Dota 2
NeuroSwarm134
League of Legends
JimRising 558
Other Games
summit1g9080
WinterStarcraft566
mouzStarbuck311
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH209
• StrangeGG 41
• Adnapsc2 17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1398
• Lourlo1045
• Stunt380
Upcoming Events
HomeStory Cup
2h 37m
ShoWTimE vs sOs
Serral vs Reynor
Zoun vs HeRoMaRinE
Clem vs Lambo
OSC
3h 37m
Replay Cast
14h 37m
Replay Cast
1d 14h
Wardi Open
2 days
WardiTV Invitational
3 days
Replay Cast
3 days
The PondCast
4 days
WardiTV Invitational
4 days
Replay Cast
4 days
Liquipedia Results

Completed

Proleague 2026-01-31
OSC Championship Season 13
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
HSC XXVIII
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
LiuLi Cup: 2025 Grand Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 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.