We have a very special interview in store for you. Please give a warm welcome to skb9728_CyGnus! If you are unfamiliar with this gentleman's name, his contributions to the majestic history of StarCraft will soon become apparent to you.
Will you join me as we travel back in time to those good old days and revisit some of the magical moments of this game through the life and works of skb9728_CyGnus? I hope so. Let's begin.
May I ask your age please?
I was born in 1989. 33 years old now.
Did you follow StarCraft since 1998?
Yes. I played it right after its launch.
What year did you start map making?
Since 2001. And I had made official map from 2004 to 2011. In 2007, I had to take a break because I was preparing for the university entrance exam. Then, I returned in 2008 and worked until 2011.
Why did you start map making?
Here is an anecdote. To stop playing the game, we have to press "X" to "Exit" on the main screen. But when I pressed "C" for "Cancel" due to my mistake, the "Campaign Editor" came up with a screen. That was the beginning of my map design. It was very fresh experience to create my own battlefield to play on. And then I fell in love with the charm of map design.
Then, because my predecessor DrunkenBird (Chae Jeong-Yong) retired due to personal reasons, I was designated an official map designer by MBCgame as his successor. I was 15 years old.
Why did you name yourself skb9728_CyGnus?
"skb9728" is my initials, no other meaning.
"CyGnus" is a constellation. Its name of my map when I was an amateur. I can't find the map image right now unfortunately, but it was very meaningful to me because I started to have a reputation as a map designer after I made it. So I started using the name of this map as my nickname.
At first, the only nickname was "skb9728". I wanted to change it belatedly because it was made when I was too young and not very cool. Nevertheless, because I was well known for it, I had no choice but to combine two nicknames together.
That's why my nickname became "skb9728_CyGnus." Then, I've only used "CyGnus" since 2008.There's no meaning in writing "G" in capital. Maybe I thought it was cool.
Which mapmaker(s), if any, inspired or influenced you? For example, can you provide any names of map makers or maps that you really liked?
When I was an amateur, I got a lot of inspiration from the maps by DrunkenBird, who is my predecessor, and Rose.of.Dream.
But after I became professional, I tried not to be influenced by other map designers on purpose. Because I was map designer representing MBCgame only, so I had to have my own identity and principle.
How long did it take you to become good at map making?
At least, it took more than 2~3 years. At first, I was sarcastically asked, "IS THIS A MAP?"
But after consistently making maps and accepting numerous critical reviews, I was able to become a better.
What did you do to get good at map making? Besides designing maps, were you also exchanging ideas and creations with other map makers? What was the map making community like back then?
After I became a professional, I couldn't create maps on my own, so I had constant discussions with official league staffs and progamers to create official maps. In addition, I was in charge of many test games with many progamers and listened to their opinions to get actual data which cannot be obtained by discussion.
The early only map community was on a webpage of "YG Clan" and I'm from there. It's now known as "ygosu." Since 2004, "mapdori.com" has been active, and I remember that "intothemap.com" has appeared since then. As I know, both of them are currently not operational.
In fact, I didn't often discuss official maps in the map community. Because there's a big difference in perspective between general map designer and official. Of course, their discussion of each other's maps in community sometimes helped.
What are your top 3 favourite maps not made by you and can you explain why you chose them?
I like a lot of maps. But if I have to, I'll choose following three:
Sin Peaks of Baekdu
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Paradoxxx
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Outsider
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What these maps have in common is they are concept maps. What made these maps particularly special to me was they succeeded in drawing new way of playing, using only geographical features.
What are your top 3 favourite maps made by you and can you explain why you chose them?
I love all maps I've created. But especially three "most difficult maps to recreate," I'll choose Rush Hour, Iron Curtain, and Triathlon.
First, Rush Hour. It's a map that has my favorite composition.
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Second, Iron Curtain is one of the most affectionate maps I've ever created because there were many games that I intended. And it was the most loved map by many people since then.
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Lastly, I'll choose Triathlon. It's a map I thought the most about during the design process, and as a result, I think I got the intended result.
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Can you name three progamer matchups on three of your maps that you really love to watch?
1. Soul vs Khan, SKY Proleague 2005 Round2 Match 4 at Iron Curtain (2005-09-27)
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Among the games played on this map, I most liked the game played in the form of Island-Battle. I think this is the best game.
2. Reach vs ChoJJA, Uzoo.com MSL Loser's Final Match 4 at Rush Hour (2005-07-21)
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I wanted a game on this map where troops were constantly circulating the map and fighting desperately until resources were exhausted. This is one of the aspects of the game I wanted.
3. Nal_rA vs GoodFriend, SPRIS MSL Loser's Semi-Final Match 2 at Parallel Lines 3 (2004-08-05)
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To see is to believe. I had no choice but to be astonished while watching this game.
Who are your favourite pro-gamers of all time and why?
I love BoxeR. There is no doubt he is a legend. The reason why I particularly like him as a map designer is he has always been a player who thoroughly analyzes the characteristics of the map to create a great game. Also, he would sometimes find new ways that I didn't intend to do and apply them to the game.
I was honored that my map "R-Point" was called "Lim-Point" after his last name, actually.
R-Point
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When you made different maps, did you have the same overall goal or specific goals in mind?
I put some priorities in creating maps in common. In the early days, these principles were not well followed sometimes. But after more experience, I had applied the principles always.
The most important thing is balance. This does not always require a perfect 5:5 balance. I think a balance of 6:4 should be maintained at least. Only then can we avoid predicting the result of game even before it starts. Of course this is just what I pursued, and the results have not always been good.
Second is fun of watching games. This should be considered from a viewer's point. The league's box office cannot be guaranteed unless the game is not interesting. Of course, what viewers enjoy is the fantastic strategies and controls of progamers, but at least the official map should play a role in helping it as the background of the game.
In fact, the first and second should be considered as complementary rather than ordinal importance. It's not desirable to have a good balance but not fun. Also, if balance is not good, it's not fun.
Third thing I valued is identity. All official maps need their own characteristics. "Strength-fighting" maps are even usually accepted as "uncharacteristic" maps, but if you look closer, you can aware that this is not the case.
Fourth thing is the design. It goes without saying that design of the official map should be beautiful, and it needs visual elements that viewers will like. But if it harms fun or balance of the game, it should be excluded.
I was league staff rather than map designer, but that's because it was clear that I had a duty to perform. Actually, I was still a map designer. Therefore, there were many factors that I needed to reflect on, so I had to think a lot to reflect my greed as a map designer on the official map.
What was your goal when you made Into the Darkness in 2004? By that, I mean could you tell us what you were trying to achieve by designing your map in the ways that you did?
Into the Darkness
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This is a map designed to cause tussles at each multi-base during a strength-battle in center point. So I designed the shortest route to the opponent's main-base first, and intended it to go a lot farther to take the multi. This was to maximize the strategic meaning of each base. However, this has led to a monotonous game. Therefore, the route was added in the final version.
The liquipedia page of this map states that the first version contained very few or no gas expansions and that it was very difficult to take and hold a third and fourth gas expansion. Do you agree with this? If so, why did you design it in that way?
It's not easy to remember what happened 19 years ago, but it seems that I intended to highlight the importance of the center area relatively.
At that time, it was difficult to take gas on many maps rather than now. Even more, there were maps without gas in front-base sometimes, for example, Jim Raynor's Memory and Nostalgia. So I didn't think it would cause serious unbalance. It took a season to know it was a problem.
The liquipedia page of this map also states that Protoss had advantages versus Zerg and Terran in the first version of the map. Is this true in your opinion and did you always face this problem or worry about the risks of Protoss dominating on one of your maps?
Maybe it was. Protoss was probably easier to secure a lot of minerals and defend base than other races. In fact, Protoss gamers such as Nal_rA (Kang Min), Kingdom (Park Yong-Wook), and Rage (Kim Hwan-Joong) were strong in that season. Although the winner was iloveoov (Choi Yeon-Seong)...
In the foreign community where Protoss players dominate, many maps are seen as Protoss favoured (whether that is true or not, I won’t get into). So foreign mapmakers have to pay a lot of attention to making sure Zerg and Terran are not disadvantaged. Do you have any opinions or comments about this? Is there a way to disadvantage Protoss more to make the map more “balanced” in the foreign community?
I don't think it's necessary to put Protoss at a disadvantage. If there's not too much mineral or the map is not Island-style, Zerg and Terran find a solution by any means. Even if you make a Protoss map, it often becomes a Terran map later. Of course, to bully Protoss, they can reduce minerals or make front-base defense difficult, but as everyone knows, balancing is not simple.
Were you satisfied with the games that you saw on your map?
I watched all the games on this map with emotion.
To pick the most impressive game, iloveoov vs Nal_rA, SPRIS MSL winner's Semi-Final Match2.
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In 2004, you revised a map called Arizona (original version created by Drunken Bird). Why did you revise and create a new version?
Arizona
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I don't remember. Because the this remake was decided before I became official map designer. However, presumably, it was intended to induce more fun games by installing an island-base that requires "special conditions." I remember that the absence of gas in the front yard was intended to maximize such characteristics. Therefore, I completed the map as requested by the organizers.
Do you remember how your version differed from the original version?
It's difficult to check because there's no references left.
Was it controversial for you to remake another map maker’s map? Did you ask for or receive the permission of Drunken Bird?
It didn't matter because he gave me with full authority to modify his candidate map.
Were you satisfied with the games that you saw on your version of the map? Do you remember how those games differed from the original version of the map?
No comment because I can't remember that.
What was your goal when you made Raid Assault in 2004?
Raid Assault
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Raid-Assault was the map to be greedy as a map designer. I envisioned a map where local battles often occur by a small number of troops. In fact, there are no large roads and spaces on this map for a large number of troops to pass through. I tried to induce the player to play strategically, like constant harassment rather than just collecting troops.
However, route to the center point was too narrow, so it had to be solved. So I introduced special map editor. I expanded the stairs of the center by using a special map editor, which made it a little easier to get to the center point.
The editor I used at this time was X-tra Editor, not scmdraft. As far as I know, this map is the first time that a special editor has been used in an official map. However, X-tra Editor had numerous problems, such as omitting unit upgrades in use-map-setting. If I had been use this more actively, I would have been possible to create a much more characteristic map. But using special editor was no longer allowed due to X-tra Editor's instability.
X-tra Editor was not used more, and Scmdraft was mainly used afterwards.
The liquipedia page of this map states that it introduced a backdoor entrance into the natural, but it was placed much farther away by distance than the closer entrance into the natural. Why did you design your map in this way and were you satisfied with the outcome when you watched the 2008 Shinhan Bank Proleague games on your map?
The reason of keep backdoor entrance far away was that give a defensive advantage. In 2004, I was very satisfied because there were a lot of games that I intended. I remember there were many good games.
But I didn't like the game in 2008. Unlike the individual league, in the professional league, the same-race game tends to appear when the balance of a that map is one-sided. So in 2008, the game ended with only zergs.
The liquipedia page of this map states it is impossible to do the Bisu build on it because there are two entrances into the natural, thereby forcing Protoss to do an older non fast expand build against Zerg. Do you agree with this description and do you think this kind of map is still viable today?
In 2004, early front-base build was not common. Perhaps, if used now, securing a front-base is not the only problem. It's a very difficult map to secure gas, and the distance in the air is very close, so Protoss will not be able to defend Mutalisk.
I think it's inappropriate to use now.
You revised a map called Parallel Lines by Drunken Bird. I believe your version is called Parallel Lines 3. Why did you revise and create a new version of his map again?
Parallel Lines
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Parallel Lines is a very unique map, and there were many interesting games on the map. So it was a natural decision to use it for next season.
Do you remember how your version differed from the original version?
What I was in charge of was to make version 2 into version 3, but there were no major changes other than adding mineral multi and improving the design. It was my job to modify Parallel Lines look more like parallel. It did get prettier.
Were you satisfied with the games that you saw on your version of the map? Do you remember how those games differed from the original version of the map?
I was satisfied. There were best game such as Nal_rA vs GoodFriend I introduced a while ago.
You revised a very famous map called Luna by Drunken Bird and i_terran. This was the third map by Drunken Bird that you had revised. While you did not create the original version, the difference between the original version and your final version is substantial, and because the final version of Luna became the widely used version, Luna can be considered as part of your catalogue. First, why did you revise and create a new version of this map?
Luna was originally a Desert tile, and original name was Sandglass. After converting it to Twilight, i_terran named it Luna and modified the map through simple terrain operations. However, since he was not a map designer but script-writer, so I had to complete the Final version.
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Original Luna was not well-balanced, the overall editing quality was low, and even had imbalance with starting points. I thought it was urgent to make Luna more like a "well-made map," so I had to renovate the numerous imbalances scattered here and there.
Do you remember how your version differed from the original version?
My first work was modifying Luna look like an "official map." At first, I modified many imbalance and design elements. In the final version, special editor was used like Raid-Assault to widen the bridge of the center area. Then Luna became more popular.
Were you pleased by the games that you saw played on the final version of Luna which you created?
Yes, but there was a minor bug in the base's mineral located at 11 o'clock. There, when a drone takes minerals, it spins a little bit. It broke my heart.
What sort of games do you need to see on your maps in order for you to be pleased about your modification of a map? In other words, what do you look for in games on your version of the map in determining the value of your contribution to the revision/perfection/refinement of a map made by someone else?
I tried to check whether the actual game matched the map's planning intention. It is not limited to the overall flow of games. I checked whether the players were having difficulties different from the intention of the map, or if there was a minor bug.
It was not enough to watch 1~2 games, and after watching all the games throughout the season, I was able to draw a blueprint on how to modify the map.
Did you enjoy modifying someone else’s map?
No. I liked map I made.
What is it about modifying a map that you found challenging?
Modifying only a few of the problems with the map does not necessarily solve the problem. Because each element of the map is very organically connected, if one element changes, it affects the other. It sometimes felt like the band of Mobius. Rather, more effort was put into creating the modification version than when creating the original version.
Was it common practice for any map makers to modify someone else’s map? Can you provide any information to help us understand whether modifying someone else’s map was considered acceptable practice or not back then or even now?
It wasn't common to modify other's map. But, at first, some maps by DrunkenBird were still considered after I started working because he left good candidate maps. And, as mentioned above, I was able to modify his map freely because I had full authority.
What was your goal when you made Azalea in 2005 for World Cyber Games 2005?
Azalea
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My goal was to create a very simple strength-fight map. But now that I see it, it seems "too" simple. Azalea seems to be needed more strategic diversity. I regret not using more space on this map.
The liquipedia page of this map states that mutalisk harass can be very powerful on this map, especially in and around the natural expansions, which are similar to Blue Storm. Do you agree with this and did you intentionally design the map to favour Zerg or mutalisks? If so, why did you do that?
In particular, it was not only mindful of interference by mutalisk. I considered all kinds of aerial interference. In fact, at that time, mutalisk control was not as sophisticated as it is now. It is much later than this time that the current advanced mutal control method was developed.
Were you satisfied with the games that you saw on Azaela in World Cyber Games (2005, 2006, 2007, etc.)?
Unfortunately, I hadn't seen much of WCG. I watched a few games, but all of them were won by Terran easily. There must be a reason why it was used for 3 seasons, but I wanted to modify the map once.
A foreign mapmaker by the name of Minerals named his beloved German shepherd dog after your map. That speaks to the influence of your map on him personally. According to the namu.wiki page of this map, you named this map after a song by Kwon Bo-ah, a South Korean artist. Do you know if this map had an influence on any Korean map makers?
It's true Azalea is derived from the title of my favorite song. Can a dog be named Azalea? I didn't know that. Is it true? I think I'd really appreciated him if I knew.
Are there any changes to Azaela that you would think about making to update or modernize it at all? (not to imply there is anything wrong with it.)
No. The update will be meaningless unless I fix everything because the map is essentially out of step with modern trends.
What was your goal when you made R-Point in 2005?
R-Point
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The original name of the R-Point is Collision. As the name suggests, this map was created for the collision of force and force, strength-fighting game.
To avoid being obscured by the terrain, I actively used the raised-jungle terrain throughout the map. This is intended for active fighting battles.
Do you remember watching NaDa vs July in 2005 Sky Proleague? If so, what was your reactions to their games on your map?
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(If it's the match with the drone rush, I remember it's Snickers All-Star League. If this is correct, I hope the question will be corrected.)
I remember wraping my head and repeating, "You can't do this." Due to the short rush distance, I was worried about what if all matches were like this forward. Fortunately, it turned out that my worry was for naught.
Did you have a ritual when you watched exciting progamers fight on your map in big events? For example, did you watch the games on your television screen while eating popcorn or a delicious Korean snack? In other words, how did you watch and enjoy various progames on your maps?
I was a high school student at the time, so it was hard to watch every game in real time. However, I watched all the games I missed on vod, and sometimes when I watched the live, I remember watching it while eating chicken.
What was your goal when you made Rush Hour in 2005?
Rush Hour
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I envisioned a map in which fighting takes place as troops constantly circulated along the outlines. For that, I created a huge circular route throughout the map, and designed it widely to include spaces containing front-base. And two consecutive multi's were placed at the base outside. This is the method I sometimes use to make certain areas a key position.
Also, the reason why this map was designed as a 3 player is because of the characteristics of the 3 player map. In the 3 players map, securing another main-base becomes the most important base. Through this point, it was intended that constant battles would take place throughout the outer circle line of map.
The liquipedia page of this map states that it was once considered one of the most balanced maps. But then it became a more Terran favored map, especially in Terran vs Zerg, because of the open naturals and difficulty of flanking. The open naturals supposedly encourage one base play by Terran. Do you agree with this description of your map?
Of course I agree. Perhaps, the shape of the front-base is the biggest reason why the map cannot be used again.
When the map was made, the front-base did not necessarily require a narrow entrance. It just that the paradigm changed while this map was being used.
You created three different versions of Rush Hour. Why did you do that and which one is your favourite version?
At the time when Rush Hour was used in the league, there was many changes in strategy. Therefore, constant modifications were needed to reflect the new trend.
I like version 3 the best.
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Because it is the most complete version.
However, another map designer did the final finish of version 3, he made a slight mistake in editing the front-base terrain of the 11 o'clock area. This left me feeling uncomfortable even though I didn't make a mistake.
What was your goal when you made Iron Curtain in 2005?
Iron Curtain
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I'd always wanted to create a map that changes the game pattern randomly depending on the player's starting position. This is because "one map" can lead to at least "two new aspects of the game." However, it was difficult to realize it because the balance could be broken in the 1vs1 match and the players' practice was too much.
When I was asked to produce a team play map to be used in the Proleague, I thought this was a great opportunity to reflect my intentions. As a result, my intentions were perfectly realized, and I'm pleased with the result.
The liquipedia page states the map was extremely popular in the 2v2 progaming scene and was a fan favourite. Did you intend it as a 2v2 map? Did you like to watch or play 2v2 or 3v3 games yourself?
In fact, initially Iron Curtain is a 1v1 map, which was created when I was an amateur. If it was used for 1vs1, it would have caused a lot of problems.
I think my judgment of submitting this map as a team play map was very appropriate. As a result, I think it could be a popular map because it was used for teamplay.
According to the namu.wiki page of Iron Curtain, you thought of this map in your dream during middle school before you actually made i.t. Could you talk a little bit about how your dream inspired this map of yours?
The description is true. I remember I mentioned it during the interview at the time. Just before I made this map, I dreamed of a "giant wall" being built in a vast desert, and I moved it to the map.
This map is said to have given you the nickname Song Bon-jwa? Could you explain to foreigners what that means?
"Bon-jwa" means a "master" at the top of a specific field. When Iron Curtain began to getting attention for its fun game performance, I think people gave me this nickname because people were surprised at my young age.
To be honest, there are many map designers who deserve more respect than me. Personally, I don't think it's a nickname that suits me.
What was your goal when you made Aracadia in 2006?
Arcadia
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My goal was to create a "wealthy" map to allow large-scale fighting to take place. So I designed it so that they can take two multi as defend one entrance.
According to the namu wiki page of this map, it was developed to support Terran and Protoss rather than Zerg during a time when fast hive and defiler build became prominent. If this is true and it means you intended to empower Terran and Protoss, were you satisfied with the outcomes of your map? In other words, do you think you achieved this goal based on the progames that you watched on this map back then?
There was no particular intention to empower a particular race. At first, the balance between Z and T collapsed significantly. Everyone may think it's unexpectedly, but I wasn't too agitated. Because Terran is a race that always solves the answer. In fact, later on, the Z vs T balance was finally fair.
Do you think this map is imbalanced today and if so, are there any changes that you would make to it to modernize and update it for today’s playstyle?
There is a very basic problem with this map: the main-base has only 8 minerals. It must add one mineral to use this map again.
Other that, in fact, I think it's right that Zerg is an advantageous map. 3 Hatchery play is very easy, and crucially, the air distance in the front-base is too close.
First, the front-base needs to be pulled inward, and second, the resources that can be easily secured should be reduced. The rest should be looked at after that.
It seems you kept switching tile sets with each new map that you made (e.g., Into the Darkness = Space, Raid Assault = Twilight, Azaela and R-Point = Jungle, Rush Hour = Space, Iron Curtain = Desert, Arcadia = Badlands).
Did you want to create and introduce into professional StarCraft a different looking map each time? If so, do you think it is important to have a lot of different tilesets in a map pool? Do you think it is bad to have many Jungle or Space maps in a map pool even if those maps seem to be favoured for easier visibility/creation purposes?
It's true that I've always tried to change the tile. I intended visual novelty for "fun to watch" from the viewer's point. I have also produced numerous candidate official maps using Ice and Ashworld tiles, but unfortunately the maps were not used in the official league. It's one of the regrets I leaved.
The Jungle and Space tiles are the easiest to demonstrate the creativity of the map designer because they have the most diverse terrain composition. It can also feel visually comfortable. Therefore, I don't think it's bad they're used more often.
There is a time gap. I had to take a break temporarily for a year after I made Arcadia, because I had to take the university entrance exam.
And a year later, when I returned in 2008, the map design environment had changed considerably. MSL's official map was no longer used in ProLeague, and the map I created could only be used in MBCgame. These changes in the map design environment have significantly reduced the range of my activities.
You co-created Tiamat with CarlSagan is that right? The map was described as a rebirth of the map Enter The Dragon as it symbolizes the serpent Tiamat according to the liquipedia page. What was your goal in co-creating this map?
Tiamat
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Enter the Dragon is a map created by my predecessor DrunkenBird, used in the 2003–04 season. Remakes were essential to reflect the latest trends because this map was too old at the time.
When I returned as the MBCgame official map designer in 2008, a remake of Enter the Dragon was already underway by CarlSagan. MSL organizers asked me to take over the map design authority and finally complete it, and I modified the overall structure of the map and completed the production in a way according to the request.
At first, what I and the MSL organizer intended was to induce a mess by reflecting the latest game trends and at the same time varying the routes to each base. However, the essential limitation of this map was that the distance between the front yards was too short and the distance between each multi was too short due to the small size of the map. As will be described later, for that reason our intentions are unfortunately off the mark.
According to the namu.wiki page of this map, securing the fourth gas was the key to victory or defeat on this map. Do you agree with this description and why or why not?
I agree. What I meant was to have each player play actively checking each other to secure the third and fourth gas. In fact, all multies are exposed to harassment.
However, as a result, Zerg failed to defend effectively to Terran's harassment play, resulting in a breakdown of the balance.
Were you satisfied with the games that you saw on this map (e.g., 2008 Arena MSL)?
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No. Nothing went my way.
Did you enjoy collaborating with another map maker (in this case CarlSagon) on a map?
It was not a method of horizontally collaborating while communicating with other map designers in real time. CarlSagan didn't continue to work for MSL, and I ended up working on that duty in the form of his work being succeeded to me.
What was your goal when you made Athena in 2008?
Athena
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Rarely known, I made a map Out Burst for GameTV League in 2005. Because I liked game of the 3 players strength-fighting map, I had high expectations for this map. But ratings were low, and the map was never noticed.
I couldn't give up this map. So, I converted it into a Jungle tile in order to use more diverse terrain, and I created Athena.
In this map, there are 2 consecutive multi locations, which is homages of Rush Hour.
According to the namu.wiki page of this map, the map concept seems to be a mixture of R-Point (by you) and Longinus (by KuKulZa). Do you agree with this description?
Nope. It's not true. As mentioned above, Athena is based on Out Burst, my previous map. R-Point and Longinus were not for reference.
The liquipedia page of this map claims it was “notoriously imbalanced” because the initial version favoured Terran, with 75% TvZ and 83.3% TvP win rates. Do you think this is a fair characterization of your map based on your own opinion and/or games that you saw played on this map?
It's true that the results were not good. But I think this map should have been given more time.
What was your goal when you created Byzantium in 2008?
Byzantium
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Byzantium is the only Reverse-Hill type map I've ever produced. Rather than a special reason, I was intended to be lower in the height of the central zone than the area surrounding the main-base, so it became the composition of the Reverse-Hill type. The purpose was to make it possible to hold out on the hill even if the central area was not necessarily secured.
Why did you name this map after the old name of Constantinople, the capital of the Eastern Roman Empire?
Byzantium is a city that symbolizes the brilliant history of the Eastern Roman Empire. The huge hill surrounding the main camp was designed to remind you of the impregnable city of Byzantium. Twilight tile was used to portray the lonely image of the empire that once brilliant through the overall atmosphere of the map.
Were you satisfied with the progames that you saw on this map?
I'm satisfied because there were many good games.
What was your goal when you created Carthage in 2009?
Carthage
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Although it was not a good decision, the map was initially planned as a Zerg map.
At the time of planning this map, all MSL staffs (including me) were facing big pressure. Zerg's unfavorable maps were used consecutively in the previous 2 seasons, and even in the previous season, 4 protoss advanced to the semi-final. There was quite a lot of criticism.
Therefore, the organizers decided that at least one Zerg map should be added, so Carthage was planned.
I personally don't prefer this type of planning. However, this also means that the stress we faced at the time was great.
Meanwhile, this map is the first map to be applied in size 112. 128x96 was too small, 128x128 was too big. So I applied size 112 for the first time, and the desired configuration was completed. Even now, I think 112 size is suitable for 2-players map configuration.
What did you think of the games on Carthage during 2009 Avalon MSL?
+ Show Spoiler +
At first, the balance was intended to be excessive. There were factors such as intentionally lengthening the rush distance and setting the main-base to 8 minerals. However, when used in Avalon MSL, it was modified to 9 minerals. After that, it was good because there were many strategic games.
What was your goal when you created Ultimatum in 2009?
Ultimatum
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The concept of this map was the main-base entrance. I intended to create an "expandable" entrance so that strength-fighting could be done more smoothly.
However, the composition of the resources was not good. Too many resources were set up, and island-multi did not function properly. I'm sure it would have been a much better map if the amount of resources were adjusted. Also, if Zerg had used island-multi more, I think they would found a solution.
Little did I realize my intentions. Since then, major modifications had been made, but there was better alternatives, so this map have no longer been used.
Do you remember watching Jaedong vs Flash during the 2009 Nate MSL Grand Final Game 2?
+ Show Spoiler +
It's irrelevant to the map, but Nate MSL Final remains a bad memory personally. I don't even remember the game.
What was your goal when you created Odd-Eye in 2009?
Odd-Eye
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The map is divided into flat areas in the "Northeast" and hilly areas in the "Southwest". Two different fields coexist in a map. I intended the player to choose the prefer area for his strategy and set up a base there. The map name is also related to it.
I remember playing the most test matches I've ever made. It's a map that I put a lot of effort into.
This map is said to have heavily favoured Terran. Do you agree? Was that your intention to make a Terran favoured map?
I agree. It's a disappointing result, but there were inevitable choices for a better game flow. If given the opportunity to modify it again, I think it would be better to reduce the total amount of resources and make multi-defense easier.
What did you think about the MSL games on this map? It was used in three seasons of MSL (MBC Game Star League).
+ Show Spoiler +
There are many memorable good games. But overall, I think it's a failure objectively. Despite being given enough opportunities, the imbalance had not been resolved. It was the map I regret the most.
What was your goal when you created Dante’s Peak in 2010?
Dante%27s Peak
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I tried to utilize ridges in this map. The main battlefield is the center, but it tried to create a battlefield where the surrounding ridges were strategically utilized. So all the important multies are connected to the ridge.
Did i_terran assist you at all with making this map? I ask because the liquipedia page for Mapmakers credits i_terran, but that may be wrong, since the page for Dante’s Peak does not credit i_terran at all.
He is script-writer of MSL, not a map designer. He had produced several maps in the early days of MSL (the early 2000s), but it was temporary because professional designers were very rare at the time. The same applies to Sir.Lupin, who was a Chief Producer of MSL.
I communicated a lot with MSL's writers and commentators in deciding the direction of map planning, and wrote their nicknames on the map description to acknowledge their contribution in the decision making process.
That's what "Assisted by" means. They, including i_terran, did not directly participate in map design.
The namu.wiki page of this map claims the “best match” was played during the MSL Round of 32 Group C. Why do you think this is true?
+ Show Spoiler +
I agree. And I would like to recommend "Jaedong vs SnOw, PDpop MSL Round of 8 Match 5". SnOW's desperation moved me in this game.
+ Show Spoiler +
What was your goal when you created Triathlon with input from i_terran in 2010?
Triathlon
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Triathlon is one of my favorite maps that I made. My concept was to actively utilize clocking eggs, and I tried to derive strategic play through this. It was intended to utilize these characteristics in securing backyard and each multi.
In fact, there were so many famous games. The balance wasn't bad either. It was used for 2 seasons, but I think it would have been better if it was used longer.
Did you have a good working relationship with i_terran? Do you still keep in touch with each other?
I have known him since 2004, and the relationship has always been close because he is the one who selected me.
I had worked as a map designer and a script-writer, and since he is my senior, we had been in touch since then.
You used eggs in this map, a terrain feature that first appeared in Plasma by Earthattack. Were you influenced by Earthattack’s map?
Before Plasma was released, I had planned a map that actively used egg. It's just a re-use of the idea, not influenced by other map designers. But I think Plasma is the map that used the idea innovatively.
Do you think eggs are still useful and should be used in maps?
I think it's still highly utilizable.
What was your goal when you created Monte Cristo in 2011?
Monte Cristo
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Monte Cristo had been a planned map for long time. At first, the sides stretched out into long hills, and transformed over a long period of time.
At first, it was intended to cause difficulties by allowing rush routes to circulate, and later to pioneer the shortest route, resulting in a speedy game. So I placed neutral buildings in the center.
The namu wiki page of this map claims all the best matches during ABC Mart MSL came from this map. Why do you think that is true?
+ Show Spoiler +
I didn't know. I just remember there were a lot of good games.
Did you like making 2 player, 3 player or 4 player maps more and why?
My favorite maps are 3-players maps. It's the most difficult to make because of the need to place a triangle evenly within a square, but if it succeeds, a beautiful design is appear. For that reason, sometimes this gives the map designer a challenging spirit. So while I was working as an official map designer, I produced a total of four 3 players maps.
Which tile sets did you really like to use and why?
In fact, I used the Jungle tile set most frequently, but my favorite tile set is Twilight. I like the gloomy and lonesome atmosphere peculiar to Twilight. And it's good to implement various features because the terrain composition is diverse.
Which tile sets did you rarely or never like to use and why?
Ice and Ashworld were rarely used. It's not that there was no attempt at all, and various maps using that tile set were actually made. In fact, as the next official map of ABCMart MSL, the last MSL, candidate maps using those tiles ets was being prepared. However, as MSL was abolished, the maps also lost the opportunity to be presented to the public forever.
In fact, Ashworld is by no means an easy to make tile set because it has only limited terrain. However, the atmosphere of magma burning has the effect of creating a sense of solemnity and boiling passion. Personally, I tried to create a strength-fighting map using Ashworld, and as mentioned above the result was Out Burst, sadly.
When you made a new map, what things did you think about or take into consideration?
As I mentioned, there are four things that I valued: Balance, Fun, Identity, Design. I constantly considered these factors and used to made new candidate maps.
In the process of choosing a map to be used next season, I considered harmonizing with the existing official maps. Balance was the main subject of discussion. For example, if 2 of 4 maps are Terran map, the rest must be advantaged to Zerg and Protoss, respectively. And I tried to include at least one concept map every season.
In the planning process, 2~3 candidate maps were mainly discussed. After this process, the next official map was decided.
What do you think is the ultimate goal of a map maker in making a map? For example, do you think a map should be balanced as much as possible or do you think a map can give more advantage to one race?
I have an opinion that the balance should be achieved as much as possible.
However, this is only the ultimate goal, and in reality, not all maps can have a 5:5 balance. So there had been decisions to keep the league's overall center of gravity. It was mainly done in a way that controlled the overall composition of the official map, rather than deliberately breaking the balance on a specific map.
Do you think the goals of map makers have remained the same or changed throughout the years?
I'm not aware of the current trend. But I think the fact that balance and fun are important is unlikely to change.
Do you think map making has become increasingly harder and more complex over time or has it always been equally challenging?
Compared to the early days, I had to reflect the requirements of more and more person. Although scmdraft allowed for more comfortable editing, the overall map planning environment has been more difficult.
The structure and environment of the StarCraft league have changed even more compared to before. I think the biggest change is the distance between map designers and progamers is much closer than before. It's a clear advantage to be able to hear more progamers' opinions, but it's also map designer's ability to organize them properly and reflect on the map. I think there would have been more demand for that ability.
Do you think a map pool must contain all balanced maps, or do you think a map pool can contain maps that favour different races depending on which race is dominating professional Starcraft at a point in time?
I think all maps should provide an even balance. But since it is practically difficult, I think they should set a center of gravity that fits the trend of the time.
However, if the unbalance of the map exceeds 6:4, I think it's a problem.
How did you feel about maps being made that disadvantaged Terran, for example, just because FlaSh was dominating?
This was the subject that made us constantly consider. It's hard to give an answer, but I don't think there's a need to look at the dominant few. Thrones don't persist forever, and they're bound to collapse someday. It's up to the players, and my role was to create a fair map for everyone.
But in my personal opinion, it could be a little disadvantageous to Terran. Because they always look for answers.
How did you decide if you wanted to create a more standard or experimental map?
I always considered the harmony with existing maps. I've always wanted to make a concept map, but if a new attempt breaks the balance or causes a problem, it did not make a bold attempt.
How long did you typically spend on developing one map? Did you have a method or routine which you can share with us?
It usually took 3~4 weeks to create a prototype that could be included in the official map selection discussion. The reason why the production took so long was that I also worked as a scriptwriter for MBCgame since 2008, and I had to produce about 2~3 official map candidates at once. Map editing took place without a break throughout a season in the league, and it took an average of 2~3 months to announce the final version after completing the test process and the final discussion process.
When the official map concept for the next season was decided, I started editing the map. First of all, I drew a dot at the point where it would be a base on the map, and then made a base and path to build a frame. The design elements were then filled in, and the prototype was completed when the resource work was completed.
Which map did you spend the most time on developing and why?
The map that took the most production time was Byzantium and Odd-Eye.
+ Show Spoiler +
I remember it as the most difficult map to coordinate opinions with progamers of each club in adjusting the balance of the map.
Which map did you spend the least amount of time developing and why?
I can't remember the map that took less time. The creating process of all maps was hard and difficult.
How can you tell if your map or another map was or is balanced enough?
No matter how many discussions we have, we could only draw superficial conclusion. In fact, map balance is often outlined only after numerous test games played by progamers (not amateur).
But, there was always something I missed. In addition, it was not always easy to accurately predict balance of the map because new strategies might be developed or game trends might change during the season. So, the only way was collecting data as much as possible.
How important to you were player comments about your map? I am asking about your experiences of watching players test your maps or provide you with feedback about your maps.
Players' opinions were absolutely important during the test process. I tried to reflect more about their opinions, even if they were different from mine. This is because there are more things I can't know if I don't play.
Do you think map makers are ultimately responsible for understanding what needs to be included or corrected in a map or do tournament organizers bear some of that responsibility?
The organizers are not experts. Although the overall planning of the official map is carried out by a number of staffs (including map designers), the final decision is based on the opinion of the mapmaker.
The role of a map creator is not limited to the practical area of drawing a map, but also includes overall planning. Since it is the map maker who oversees the entire production process, I think the final responsibility lies with the map maker.
What part of a map do you feel is very important?
Balance and fun are important. And I think two factors are unseperatable. Fun is essentially based on the unpredictability of the result of the game. When balance is broken, result becomes predictable. Therefore, basically, map must to be balanced to be fun.
After that, the important thing is how diverse the flow of games are. I think capability of the map designer is determined by how it draw out that diversity. Regardless of the style, a good map should allow the players to freely use the variables of the map.
So I didn't prefer map designer to pressure their play style through the map excessively. Because progamer is always creative, so I thought that I could induce better output by making use of their creativity.
What is the most difficult part of map making in your opinion?
It's about balancing between races. I don't think it's necessary to explain its difficulty for a long time. It's difficult to predict the balance itself, but sometimes its difficulty is even greater because new strategies are developed during the season, or expectations are missed as play trends change.
On the one hand, in practice, it was very difficult to adjust resource collection speed between main-bases. Resource-adjusting work is usually very boring, and not rewarding, particularly. Because it's not about making a map better, but just a matter of course. Besides, sometimes because of its randomness, I had to do the same thing for a few days. In the past, it was very primitive. I hope the work process is now more convenient.
Do you have any advice for new map makers who wish to create a unique, interesting or popular map loved by many players like you have done many times?
Making a map is always happy. I still remember the joy of making maps 20 years ago.
But in order for it to be more than a hobby, it takes more cost than you think. You have to face more stress than you can imagine and play countless games. However, the delight after it's completed is incomparable to anything. If you have passion, I hope you make a lot of effort on it. As much as the cost is certain, it will be worthwhile.
In addition, you need to practice making one map perfect rather than making many. All official map designers had gone through this process. In order to make a good map, it's necessary to find many problems and practice continuously improving them. That's best way to get a good ability of map design.
This is not an official question, but I want to say something to the official map designers. I'm sure they are already doing well, so I don't think they need much advice. But, if they're under a lot of stress due to someone's criticism, I want them to remember that there's always a person who speaks ill to the map designers. In other words, it's a long tradition for map designers to be vilified. I've even bumped into someone in person who said he'd throw an egg at my head.
So I hope they'll not be seriously hurt by the criticism. The haters are only a handful, and most StarCraft fans are always grateful to map designers for creating a great map. I hope they always remember this.
Is there anything you wish the map software (scmdraft2) could do back then?
I would have bowed in tears if it had its own function to make it easier to adjust the resource collection speed.
Do you have any opinions about ASL map pools?
I don't know distribution of races in the league now. It's difficult to answer because I don't watch ASL always.
Do you have any opinions about the ladder map pool?
I think this is appropriate, because there are many maps that seem to be fun to play.
If I am not mistaken, you are no longer map making. Do you ever plan to make a return to map making or are you retired for good?
I'm retired a long time ago. Now I'm in a job that's completely unrelated to e-Sports, and always busy with it. My official map career ended with the abolition of MBCgame, and it has been 12 years since I create the last map.
Sometimes I want to create map again, but I'm aware that I don't have the ability to make a good map anymore. I'd like to leave my memories as a memory.
If you were to come back and make a map, what would you try to make?
I want to remake the maps I made. There are so many solutions that I couldn't come up with at the time. There are also many maps that want to see more games.
However, because I can't do it anymore, if it can be realized, it will have to be done by another good map designer.
Do you think Starcraft is easier to learn, play and understand today or many years ago? Please explain your answer.
Because there are so many 'gosu', it seems that it has become difficult to enjoy it as much as before. Instead, the joy of watching the game seems to remain.
Do you play StarCraft at all today? What race was or is your favourite? What was or is your favourite matchup to play or watch and why?
Now I don't play StarCraft, I just watch the game once in a while. There are also times when I watch play by some famous StarCraft Youtubers. This is how I enjoy it these days.
I was Protoss player. While watching the game, I used to feel joy and romance whenever Protoss won. Very personally, I liked the play of Nal_rA and Reach the most. Watching their strategic play, I used to think StarCraft is a really beautiful sport. Of course, that emotion has never been reflected in my official map.
Did you play StarCraft much back when you were actively creating maps for professional leagues?
Sure. I couldn't make good maps if I didn't play much. However, my play was not good.
What would you say if someone called you one of the greatest map makers of all time?
I'm a map designer with a lot of regrets. It's embarrassing to be called that because there are more successful map designers than me. But if I could hear that, I'd just say "thank you" to him for remembering me.
What do you think your legacy as a professional map maker is or should be? What do you want to be most remembered for?
A lot of StarCraft's history has been done on my map. If I had made another map, the history of many heroes could have changed. I'm proud to have played an important role in creating numerous drama-like stories in StarCraft. If StarCraft's history book is published, some lines of it will be what I wrote. That is the legacy I left.
While numerous great games were held on stage, a lot of people performed their roles behind the stage, helping the heroes of a great game shining. I want to be remembered as one of the people who helped with them enthusiastically.
Are you in touch with retired or active professional map makers today?
I know from SNS how some of them are doing.
What do you think about the future of StarCraft in your home country? For example, do you see it continuing, growing or dying?
I hope StarCraft will be popular for a longer time, like "Go."
Any last words for your fans out there, many of whom grew up playing StarCraft on your maps and watching exciting progames on them?
Ah.. First of all, thank you.
Although I now live a life completely unrelated to e-Sports, sometimes I still watch StarCraft games. I'm so glad it is still popular, and I hope your passion for StarCraft will continue in the future, too.
My time as a map designer was the most passionate time of my life, and it was a pleasure to spend that time with all of you. Although it may be just a memory of my youth, I'll never forget every moment as a map designer. And it's all thanks to you. Thanks to all of you for loving my maps, and remembering me.
Whenever I released a new official map before, I always ended with this greeting, "I hope you have a good day, a good month, and a good year." Like that I said, and I hope you're always happy.
Thanks to everyone who made this interview possible, and you for asking nice questions.
I was able to talk about many things that I couldn't talk about in the meantime.
So that's the entire interview folks! If you made it through to the end, I want to thank you deeply for your interest.
If you haven't done so already, please check out the first interview we did with LatiAs, as well as the second interview we did with Earthattack and the third interview with Waldstein.
This was our fourth interview with a renowned map maker, as part of the BroodWarMaps.Net series, which is intended to celebrate and promote maps, map makers and map making. I want to thank 강구열 Disney and Earthattack for helping us to secure this wonderful interview.
Please consider leaving a comment for skb9728_CyGnus and give him his flowers while he is around to smell them.
Many of us spent precious moments of our lives playing on his maps or watching games on them. We will always share that connection with him, even if we are thousands of miles apart.