|
United Kingdom10823 Posts
We've had significant discussions over the course of this year about how certain maps have distinct advantages for certain races over others, and statistics have been thrown around left and right to reinforce points on either sides. Sometimes we have seen no changes, other times we have seen developers change considerable aspects of a map to compensate. My question is; have these changes worked?
Specifically i want to look at 4 maps that have been at the forefront of balance for significant periods of their lifespan in SC2: Bel'Shir Beach, Antiga Shipyard, Lost/Shattered Temple, and Shakuras Plateau. Hopefully, having looked through the statistics linked to these maps, we an gauge a reasonable conclusion about map fixes,and their affects on the win-rates of races.
A few notes before we start though:
- All data written in this post is taken from TLPD. I know the site is run by a few dedicated guy who update it as much as they can, so some data may be missing at the time of writing this. However, to the best of my knowledge, this data is as accurate as possible at this moment. - Data of updates are taken from Liquipedia. Again, a few dedicated guys updating the data there, and it is accurate at the time of writing - For convenience, we are only looking at win-rates based on versions of map. While there are outside factors, the complications of discussing game patches, player ability, location, fatigue etc. will make this outrageously complicated. - Don't turn this into a balance debate. This has nothing to do with it.
First up, Bel&
![[image loading]](http://wiki.teamliquid.net/starcraft/images2/thumb/a/a5/Bel%27shir_Beach_1.1.jpg/400px-Bel%27shir_Beach_1.1.jpg)
Original: + Show Spoiler +
1.1 + Show Spoiler + Added a fourth base along the top and the bottom of the map Added Xel'Naga watchtowers in the middle Added rocks blocking the base of the gold expansion Removed pathway between the natural and third
1.2 + Show Spoiler + Removed high-ground at the choke between main and natural Removed smaller path into natural Narrowed path into natural (can now be blocked by three large buildings) Enlarged the main slightly
Winter + Show Spoiler + Tileset changed to emulate an ice environment. Gold expansion changed to normal expansion with 8 mineral patches and 2 geysers. Rocks also removed.
The changes in 1.1 were made due to the nature of base trading on the original, as well as the fact that, due to the number of pathways and attack options, it was Zerg favoured. The statistics show the same:
Win vs Terran: 62.5% Win vs Toss: 54.54%
1.1 implementation showed minor improvements in the match-up vs Terran, but damage the matchup vs protoss:
Win vs Terran: 59.62% Win vs Toss: 62.96%
1.2 saw more removals of pathways, reductions of the natural's ramp, plus the loss of the high ground at the choke into the main. Arguments stated that Nydus worms were too easy to place on the high ground uncontested, plus the large ramp at the front, coupled with the extra path, made it very difficult to defend
The win rations, however showed a different story:
Win vs Terran: 43.75% Win vs Protoss: 68.42
So once again, we see an improvement for Terran, but a loss for Protoss
|
United Kingdom10823 Posts
|
United Kingdom10823 Posts
|
United Kingdom10823 Posts
|
United Kingdom10823 Posts
|
|
|
Reserved for smiling picture of author
|
hmm, this can be interesting data, but why not finish writing before you post? >_>
Now you will waste a lot of views to people that see it now and dont see the data.  ill be back later I guess...
|
Also, pleased add errors to the percentages! A 75% winrate doesnt mean anything if its from 4 games, and a 60% winrate is significant if from 230 games. A normal sqrt(N) will do fine. Let me know if you need help. Cheers.
|
United Kingdom10823 Posts
On November 23 2011 23:20 Cascade wrote:hmm, this can be interesting data, but why not finish writing before you post? >_> Now you will waste a lot of views to people that see it now and dont see the data.  ill be back later I guess...
I clicked post instead of preview....may ask a mod to take it down till I get it totally done
|
On November 23 2011 23:20 Cascade wrote:hmm, this can be interesting data, but why not finish writing before you post? >_> Now you will waste a lot of views to people that see it now and dont see the data.  ill be back later I guess...
Agreed... seems strange to make the post but only write 1/4th of it. I'm glad to see this type of thread though, because making small balance changes to maps makes all the difference.
[edit]
On November 23 2011 23:25 Hassybaby wrote:Show nested quote +On November 23 2011 23:20 Cascade wrote:hmm, this can be interesting data, but why not finish writing before you post? >_> Now you will waste a lot of views to people that see it now and dont see the data.  ill be back later I guess... I clicked post instead of preview....may ask a mod to take it down till I get it totally done
Oh, nevermind then
|
On November 23 2011 23:25 Hassybaby wrote:Show nested quote +On November 23 2011 23:20 Cascade wrote:hmm, this can be interesting data, but why not finish writing before you post? >_> Now you will waste a lot of views to people that see it now and dont see the data.  ill be back later I guess... I clicked post instead of preview....may ask a mod to take it down till I get it totally done
ah, ok. :D I've been close to do that as well a few times. I'll comment more when you're done. gl with writing.
|
Why didn't you put Tal Darim altar in?
|
|
|
|