• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:36
CEST 12:36
KST 19:36
  • 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
[ASL22] Ro24 Preview: Summer's End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles1GSTL Returns in 2026!43Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Weekly Cups (August 10-16): SHIN doubles Balance hotfix patch 5.0.16b (July 16) GSTL Returns in 2026! SC4ALL: II Talent Announcement! Protoss AoE skill expression
Tourneys
2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
BW General Discussion SC4ALL II: Brood War Player Announcement 3/4 - soO Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
[ASL22] Ro24 Group B [ASL22] Ro24 Group A Small VOD Thread 2.0 CSLAN 4 is Coming!
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Porter’s Five Forces for Marketing Students: Commo US Politics Mega-thread The Letting Off Steam Thread Artificial Intelligence Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7712 users

[D]What exactly makes a map imbalanced

Forum Index > SC2 Maps & Custom Games
Post a Reply
neozxa
Profile Joined August 2011
Indonesia545 Posts
August 18 2012 15:29 GMT
#1
I have been wanting to create a couple of maps that is heavily favored for one race and pretty much balanced for the other 2 races for fun. But, due to my somewhat mediocore game knowledge (I'm Platinum on SEA and NA, I offrace on NA though and I barely ladder there due to lag), I couldn't really figure out what exactly makes a map imbalanced for one race and unfavorable for the others without playing on it first.

So now what I want to ask from the community is this: what exactly makes a map Terran/Protoss/Zerg favored and how exactly does it makes the map imbalanced?

I'll take a ladder map for example: Antiga Shipyard. People are saying that this map is Terran favored because of the high ground in the middle with a watchtower on top of it, also that your supposedly "fourth" is located just right below that high ground in the middle. If Terran at the very least occupies that spot, the Terran will have vision of the center, and it becomes very hard to secure the middle expansions since Terran can snipe it from above. This matters in TvZ because you really really need a fourth expansion when the Terran already has a third because as Zerg, you want to always be 1 base ahead from your opponent, and since the Terran can easily occupy the center and siege up on the high ground, it makes taking the center expansion very hard for the Zerg, which means the Zerg will have to expand somewhere else. And in this case, on the supposedly "fifth" expansion.

Also, since the map also has the shortest rush distance on the map pool right now (as far as I recall), this makes aggresive play from the Terran really favorable and effective.

I might be missing some points here regarding balance on the map, but since this is just an example I'm not going to bother adding all of the points that I know that makes this map "favored".

So, can you name the characteristics of a map (chokes, expansion locations, flanking routes and high ground positioning, etc.) that could break the game due to imbalance? And what race would benefit from that?
Keep moving forward
CTSChao
Profile Joined May 2012
United States46 Posts
August 18 2012 16:07 GMT
#2
Terran and Protoss versus zerg favor a natural ramp where you can wall off with 3 buildings (ie shakuras)
T/P also like having a close third ( ie entombed) as it is easier to defend vs ling runbys

Metropolis is extremely terran favored as demonstrated by MVP vs Nestea in IEM. MVP locked down his side of the map with 4 planetary fortresses blocking the only 2 attack routes to his 5 bases. Nestea had no way to cause damage and wascrushed by a maxed terran army.

If you want to look at a good new map look at GSL Whirlwind
MMA!!! Scarlett <3
Gfire
Profile Joined March 2011
United States1699 Posts
August 18 2012 16:18 GMT
#3
I think you can boil it down to how well each race can expand, and how well they can engage. There needs to be spots where different army compositions (at least 1, preferably more for each race) can engage against other compositions favorably or at the very least evenly (unless it's something like a composition which isn't supposed to be favored in a direct fight, but use mobility or something). You need to make the third and fourth bases possible to take in every matchup, which is especially constricting in PvZ.

I think there's more to it than that, but those are the big things. Making a fair battlefield isn't too hard, you can just make sure that there's enough open space that any composition can do alright.

Ability to expand and continue expanding if the game goes longer I think is the most important thing you can balance before doing any testing. You need to make it possible for any race to get up to 4-5 bases on a map, and make sure Zerg can stay up a base when they need to be. This means you can't have something like an easy three bases and a really hard fourth, or easy two and a really hard third. Rush distance effects this.

all's fair in love and melodies
MrF
Profile Joined October 2011
United States320 Posts
Last Edited: 2012-08-18 17:12:29
August 18 2012 17:10 GMT
#4
well if you want a map that sucks for zerg make tons of narrow choke points and no open space, make destructable rocks at the 3rd and 4th bases and put high ground behined the mineral line at the natural, altho i dont see the point in making an imbalanced map but to each his own.. also every mineral should be able to be hit by tanks and collosus.
HunterXHunter is awesome
xPabt
Profile Joined February 2012
226 Posts
August 18 2012 17:19 GMT
#5
On August 19 2012 01:07 CTSChao wrote:
Metropolis is extremely terran favored as demonstrated by MVP vs Nestea in IEM. MVP locked down his side of the map with 4 planetary fortresses blocking the only 2 attack routes to his 5 bases. Nestea had no way to cause damage and wascrushed by a maxed terran army.


This is the logic that got ghosts nerfed.

http://www.teamliquid.net/tlpd/sc2-korean/maps/528_Crux_Metropolis

TvZ: 29-56 (34.1%)
kranten
Profile Joined January 2012
Netherlands236 Posts
August 18 2012 21:29 GMT
#6
On August 19 2012 02:19 xPabt wrote:
Show nested quote +
On August 19 2012 01:07 CTSChao wrote:
Metropolis is extremely terran favored as demonstrated by MVP vs Nestea in IEM. MVP locked down his side of the map with 4 planetary fortresses blocking the only 2 attack routes to his 5 bases. Nestea had no way to cause damage and wascrushed by a maxed terran army.


This is the logic that got ghosts nerfed.

http://www.teamliquid.net/tlpd/sc2-korean/maps/528_Crux_Metropolis

TvZ: 29-56 (34.1%)


Oh wow, it's actually more imbalanced for zerg than Steppes of War was for terran. Why is this map still in tournaments?
Verror
Profile Joined March 2011
261 Posts
August 18 2012 23:32 GMT
#7
@Op i know you said you didnt want to touch on all the points that make Antiga terran favored, but I think you missed the main ones...

I think for the basic structure of a balanced map, Antiga hits the nail right on the head, possibly even more so than Daybreak (Daybreak however s a better map for other reasons). On Antiga, every race has an easy time holding its natural and its 3rd, and cheese is still somewhat viable due to the medium length nature of the map (assuming cross positions only)

Antiga's balance assumes that each race can fairly easily hold 3 bases, and whoever outplayed the opponent with those 3 bases will be able to take the middle ground, thus have access to an easy 4th base while controlling the high ground and watchtower... This is generally the case, but in a 3 base vs 3 base situation Terran or Toss have a natural advantage vs Zerg, due to zerg wanting the extra income for less cost effective early/midgame units, this is not always the case with current balance and we now sometimes see Zerg managing to take the middle of Antiga with broodlords off of 3 base, which of course then gives them the ability to take the middle 4th, like we've seen a few times in this weeks IEM.

All that was basically to say I think that as a EXTREME of the standard model, Antiga is probably as close as we have.

Back on topic I think some previous posters outlined most of it, the ability for every race to expand constantly is probably the most important, for example Terminus had huge problems for Terran and Protoss getting past 4 base, even though the layout of the map was decent.

Layout of the natural and defense of the 3rd comes into play mostly for protoss, but affects the other races a fair amount too, to give another example map, Dual sight had great counter attack paths, was a nice small size (which was unusual when it was introduced, most new maps were like Tal'darim or Terminus sized), but was horrible for toss because it was hard to defend your natural and 3rd, due to the huge arc on the natural and large distance away on the 3rd.

Lastly in importance of the 3rd major one is (as others have mentioned) having a mix of defensible choke points and open attack areas, if a map is lacking in either it can be too easy for Zerg or bio Terran to get a massive concave/surround, or if its too chokey, siege and splash units become too powerful.

Overall I think it's a combination of those things in general (plus alot of other smaller ones) that makes Daybreak our current map standard, Its easy to hold your expo and 3rd, but they can both be punished by builds if you lack scouting, a player who play's methodical can eventually take 5 bases regardless of race or midgame slip that puts them in an unrecoverable situation. Daybreak also has alot of up and down ramps coming into the 4th and 5th bases, but a nice open area in the middle where alot of the endgame engagements end up happening.
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
August 18 2012 23:49 GMT
#8
I have been wanting to create a couple of maps that is heavily favored for one race and pretty much balanced for the other 2 races for fun.


If you want to cut out terran, make the map huge, but with mains lacking a lot of dead space or dark corners where terrans can drop. Zerg is fast/has creep and toss can warp in but terrans like to slow push and have to walk everywhere unless they are doing drops.

If you want to cut out toss I'd say make wide open nat/3rd that is suceptible to drops, multiprong, runbys

For zerg id say make it lots of chokes, very thin, put some rocks on the 3rd while you're at it
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
August 19 2012 00:00 GMT
#9
ZVP
- Protoss wants a small map with lots of choke points and close easily defended expos. They want the map to be narrow to prevent run-bys and base races. They also want to be able to wall of their natural with as few building as possible. Island expansions usually favors protoss, especially when reachable by blink.
- Zerg wants large maps, with expos far apart and open attack paths to be able to flank and run-by. They want the third to be not too far of but not to close and easily defended either. They want room around the edges of the map to sneak past mutas in and mineral lines vulnerable to muta harass.

In the lategame when zerg has a slow brood lord/corrupter/infestor composition the tables turn somewhat, and zerg wants narrower maps with cliffs and unreachable terrain to protect their broodlords in.

ZVT
- Terran wants narrow maps with short push distances where siege tanks can cover much of the map from a safe position. They generally want the expansions progression to be close together and towards the enemy, or tucked in neatly and easily defendable with a PF. They like tactical locations (like the middle of antiga shipyard) where they can control the map. Gold expansions, island expansions and rocks also favor terran.
- Zerg wants large open maps with many expos, few chokes and multiple paths of attack and flank. They like to take fringe expansions on opposite sides of the map.
Please log in or register to reply.
Live Events Refresh
Afreeca Starleague
10:00
Ro24 Group B
Sharp vs Shinee
Action vs Shine
Afreeca ASL 7102
StarCastTV_EN225
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft186
aLtNXZ 26
herO (SOOP) 11
Lowko11
EnDerr 6
StarCraft: Brood War
Calm 11641
Shuttle 2832
Horang2 1947
BeSt 1435
Jaedong 1430
EffOrt 689
Light 539
Hyuk 402
Soulkey 340
Larva 270
[ Show more ]
Stork 168
ZerO 131
Rush 130
ToSsGirL 122
Hyun 63
Killer 46
JYJ 43
Bale 32
sSak 31
Hm[arnc] 30
soO 28
Sacsri 24
sorry 19
Noble 17
Free 16
[sc1f]eonzerg 15
ajuk12(nOOB) 10
IntoTheRainbow 6
Dota 2
XBOCT1485
canceldota132
Counter-Strike
shoxiejesuss1989
Super Smash Bros
Mew2King89
Heroes of the Storm
Trikslyr40
Other Games
crisheroes200
Hui .135
Organizations
Other Games
gamesdonequick468
StarCraft: Brood War
UltimateBattle 211
Other Games
BasetradeTV39
StarCraft: Brood War
lovetv 12
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 66
• LUISG 31
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV550
• lizZardDota2322
League of Legends
• Rush1601
• Stunt564
Upcoming Events
GSL
24m
PiGosaur Cup
13h 24m
Replay Cast
22h 24m
Afreeca Starleague
23h 24m
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
1d
Replay Cast
1d 13h
The PondCast
1d 23h
KCM Race Survival
1d 23h
Replay Cast
2 days
Escore
2 days
[ Show More ]
PiG Sty Festival
3 days
CranKy Ducklings
3 days
PiG Sty Festival
4 days
Sparkling Tuna Cup
4 days
PiG Sty Festival
5 days
The Patches Monday
6 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.