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 Rukis   United States. August 23 2012 14:28. Posts 92
Profile # 
I am under the impression that many SC2 players complain to map-makers about 3rd/4th/5th expos and A-LOT more I could bring up, bore you to death but I wont :D. I want to create a map that will change the dianamitcs of the meta-game. For example increase the distances between the nat and third, I know what your thinking -ALLINS- but think of it as this! A way to explore more timing attacks/defences/pressure. Another example would be no Xel'naga, this idea has already been brought up. Last example I want to give would be that about not 2 but maybe 1/3 Geysers, or less minerals (This has been brought up before too.). I havent started yet becuase I wanted opinions of most if a map like this should be created?

If you have an idea that might change the meta-game post it!
(To those who have no concern but to post waste obvious text please do not waste mine or anyone elses time, please and thank you)

-Map will be worked on as soon feedback is recivied.
What can be with out them being What
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 FlaShFTW   United States. August 23 2012 14:34. Posts 4963
Profile Blog # 
distance from 3rd to nat lengthened? BLASPHEMY!
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
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 Rukis   United States. August 23 2012 14:38. Posts 92
Profile # 

On August 23 2012 14:34 FlaShFTW wrote:
distance from 3rd to nat lengthened? BLASPHEMY!



Lol.. I know, I know, but I was thinking more of BW type maps.
Not exactly BW maps but typical maps that would be quated as
BW maps if made in such a way.

Although they have lots of those, why not put some in tournament pools?
What can be with out them being What
Old Post

 
 FlaShFTW   United States. August 23 2012 14:53. Posts 4963
Profile Blog # 

On August 23 2012 14:38 Rukis wrote:

Show nested quote +




Lol.. I know, I know, but I was thinking more of BW type maps.
Not exactly BW maps but typical maps that would be quated as
BW maps if made in such a way.

Although they have lots of those, why not put some in tournament pools?

what? BW maps have distant thirds because of the gameplay. in BW, 2 lurkers at the top of a ramp could stop 9001 mnm. Tanks with depot wall could destroy any amount of units. Reavers with cannon support would tear through everything.

In SC2, you don't have these space control units. HotS would help this greatly ofc with swarm lords. Tanks are already there, I guess sentries if you want but they aren't enough and aren't equal to BW. Thats why you have to have your entire army defending.

Ofc, it helps that the AI going up ramps was terrible in BW and things didn't ball up as easily.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
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 Rukis   United States. August 23 2012 14:57. Posts 92
Profile # 

On August 23 2012 14:53 FlaShFTW wrote:

Show nested quote +


what? BW maps have distant thirds because of the gameplay. in BW, 2 lurkers at the top of a ramp could stop 9001 mnm. Tanks with depot wall could destroy any amount of units. Reavers with cannon support would tear through everything.

In SC2, you don't have these space control units. HotS would help this greatly ofc with swarm lords. Tanks are already there, I guess sentries if you want but they aren't enough and aren't equal to BW. Thats why you have to have your entire army defending.

Ofc, it helps that the AI going up ramps was terrible in BW and things didn't ball up as easily.



If you read what i said.. It says "quated as" the thirds wouldnt be that far away if they were well then protoss would most likely evolve around warp prism/proxy pylos more. Zergs would depend on more 2 base play till they could get enough units to support. Terrans well they might stil just be terrans xD. You do understand what i mean?
What can be with out them being What
Old Post

 
 -NegativeZero-   United States. August 23 2012 15:28. Posts 588
Profile # 
I'm a huge advocate of the BW style of maps with further expansions that are easier to defend, even if it would play out slightly differently in SC2. It definitely forces more map awareness - maybe army splitting, though this is less likely. Even if it isn't possible to completely hold off an attack with a couple strategically placed units, I think if maps used more 1-width ramps at further expansions it would actually be possible to stall with static defense plus several units at the top long enough for your army to move across the map to defend. Another advantage of this is that with bases spread out, the defender has more time to prepare if they lose a base, rather than just losing base after base in rapid succession.
broodwarmaps.net
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 Fatam   August 23 2012 16:17. Posts 941
Profile # 
I did the "far away bases with small ramps" thing on Yog's Winter with the 4ths, I think it makes for good gameplay (then again I am a bit biased, to be sure). Far away bases that are also open tend to encourage base trades. Then again, the open-minded person might ask "what's wrong with base trades?". A good question - I think the only answer is that people generally only like seeing them once in a while, not as a common occurrence.
Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps
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 lost_artz   United States. August 23 2012 16:31. Posts 300
Profile # 
I agree with the general statement put forth by the OP. We do cater a bit to much to specific play-styles and map layouts. Mixing things up a bit every now and then would definitely encourage players to innovate new play-styles based off different map designs. Granted this could lead to boring game - allins, base trades, etc. but you don't know until you try.

---

As for ideas that might change the meta-game I'd love to see a map where players cannot cross the middle of the map (via ground) before for the 5min mark. This could be accomplished via something like destructible rocks blocking the main routes through the center of the map that would automatically destroy themselves at 5mins thus opening the map up to standard play.
Last edit: 2012-08-23 16:36:21
VOTE FOR RUNESCAPE 07 http://services.runescape.com/m=news/2007---old-school-runescape-you-vote
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 iamcaustic   Canada. August 23 2012 16:34. Posts 806
Profile Blog # 
As someone who's been experimenting with the concept of having further-away bases, I don't see it working well unless you really choke up the paths reaching the third so it's more defendable with less. Potential issues involve things like fungal and forcefields, which are very powerful in small chokes, so you'd have to make sure the chokes are key points (like a single-width ramp) rather than narrow paths that extend some distance. I'm cutting it close on Quarantine Zone, and the path between natural and third may need to be widened a bit pending further testing.
Founder and SC2 Mapmaker for the Galaxy mapmaking team || @iamcaustic || @galaxyesports || galaxyesports.com
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 Rukis   United States. August 23 2012 17:21. Posts 92
Profile # 

On August 23 2012 15:28 -NegativeZero- wrote:
I'm a huge advocate of the BW style of maps with further expansions that are easier to defend, even if it would play out slightly differently in SC2. It definitely forces more map awareness - maybe army splitting, though this is less likely. Even if it isn't possible to completely hold off an attack with a couple strategically placed units, I think if maps used more 1-width ramps at further expansions it would actually be possible to stall with static defense plus several units at the top long enough for your army to move across the map to defend. Another advantage of this is that with bases spread out, the defender has more time to prepare if they lose a base, rather than just losing base after base in rapid succession.


I like the idea of the ramp. Only problem i see in the future with that is terran doesnt have anything to really knock down FF in TvP
But I think i will make the same map Several times but with different ramp settings and, FRB. and see how it all pans out :D
What can be with out them being What
Old Post

 
 Rukis   United States. August 23 2012 17:22. Posts 92
Profile # 

On August 23 2012 16:17 Fatam wrote:
I did the "far away bases with small ramps" thing on Yog's Winter with the 4ths, I think it makes for good gameplay (then again I am a bit biased, to be sure). Far away bases that are also open tend to encourage base trades. Then again, the open-minded person might ask "what's wrong with base trades?". A good question - I think the only answer is that people generally only like seeing them once in a while, not as a common occurrence.


Really like Yog's Winter i wish blizzard would make it a official blizz map xD would be cool to see on there.
Base trades and All ins are what i am worried about most.
What can be with out them being What
Old Post

 
 Rukis   United States. August 23 2012 17:23. Posts 92
Profile # 

On August 23 2012 16:31 lost_artz wrote:
I agree with the general statement put forth by the OP. We do cater a bit to much to specific play-styles and map layouts. Mixing things up a bit every now and then would definitely encourage players to innovate new play-styles based off different map designs. Granted this could lead to boring game - allins, base trades, etc. but you don't know until you try.

---

As for ideas that might change the meta-game I'd love to see a map where players cannot cross the middle of the map (via ground) before for the 5min mark. This could be accomplished via something like destructible rocks blocking the main routes through the center of the map that would automatically destroy themselves at 5mins thus opening the map up to standard play.


YES YES someone is getting me :D except the rocks, unfortunate for me i dont know anything about the custom map settings, it took me to a month to learn all that i know about SD2 editor :/
What can be with out them being What
Old Post

 
 Rukis   United States. August 23 2012 17:37. Posts 92
Profile # 

On August 23 2012 16:34 iamcaustic wrote:
As someone who's been experimenting with the concept of having further-away bases, I don't see it working well unless you really choke up the paths reaching the third so it's more defendable with less. Potential issues involve things like fungal and forcefields, which are very powerful in small chokes, so you'd have to make sure the chokes are key points (like a single-width ramp) rather than narrow paths that extend some distance. I'm cutting it close on Quarantine Zone, and the path between natural and third may need to be widened a bit pending further testing.


Just wow that was an amazing map O.O, really liked it but i was thinking more bw style with the mains/nat then mix the third/forth/etc.. in with alittle sc2. Then adding those extras that would make a usaully sc2 map player uncomfortable and make him explor more then just sitting on two base. A map that inspires me would be Match point, Blue storm. I love the agressive playing stlye sc2 has to offer but i wanna explore with more then just "sc2" maps but Blizzard should add some of the bw maps that made it to sc2 and see how well people take it. With change there are going to be haters ;/
What can be with out them being What
Old Post

 
 Qwyn   United States. August 23 2012 18:18. Posts 1386
Profile Blog # 

On August 23 2012 14:53 FlaShFTW wrote:

Show nested quote +


what? BW maps have distant thirds because of the gameplay. in BW, 2 lurkers at the top of a ramp could stop 9001 mnm. Tanks with depot wall could destroy any amount of units. Reavers with cannon support would tear through everything.

In SC2, you don't have these space control units. HotS would help this greatly ofc with swarm lords. Tanks are already there, I guess sentries if you want but they aren't enough and aren't equal to BW. Thats why you have to have your entire army defending.

Ofc, it helps that the AI going up ramps was terrible in BW and things didn't ball up as easily.


Eh I don't think so - about the swarm hosts that is. They aren't a power unit, they don't guarantee damage at all. They aren't meant to defend, they're meant to attack (flaw, but I won't talk about this anymore).

Yes map design is greatly influenced by the units in SC2. Because there are no high AOE space control units in the game (tank nerfed, storm nerfed, collosi can't really hold positions alone), maps must be designed differently.

What I DO want to see, with the current game design, are way more open middles. WAY more open. And a lot more attack paths, ramps, and such. I think the middle is the best part of the map, and it is often wasted with boring designs. Something like match point, yo. That's a great middle. Use elevation more.

And I would also like to see mineral only and 1 gas expansions, not just half bases though. This is also an issue with the 1 gas format, in that it is much more rigourous in requirements/standards than 1 gas. If it were 1 gas format then one could experiment much more with map design.

Not so much now.

Basically SC2's design pidgeon holes maps to be the way they are.

I think a lot of people reverse cause and effect. BW's units allowed maps to evolve to be what they are now.

SC2's units force maps to be the way they are. They prohibit gameplay interactions/map design evolution from taking place, because of the limitations of the units.
IDRA FIGHTING!
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 Rukis   United States. August 23 2012 18:28. Posts 92
Profile # 

[B]SC2's units force maps to be the way they are. They prohibit gameplay interactions/map design evolution from taking place, because of the limitations of the units.



No i don't believe this, I think if it took 10 years to perfect bw it will take that much to fully understand sc2 and the maps with it will change. BW maps will and can come back, matter of fact. in HOTS i beleive the map that i think is possible with change how WoL is in meta-game.
What can be with out them being What
Old Post

 
 Qwyn   United States. August 23 2012 18:35. Posts 1386
Profile Blog # 

On August 23 2012 18:28 Rukis wrote:

Show nested quote +




No i don't believe this, I think if it took 10 years to perfect bw it will take that much to fully understand sc2 and the maps with it will change. BW maps will and can come back, matter of fact. in HOTS i beleive the map that i think is possible with change how WoL is in meta-game.


Not BW maps. Cause and effect. In order for BW style maps to come back then SC2 would have to have BW style units! I think that units at this point influence the meta much more than maps. Part of it is that map design has become so much more technical and precise. Map makers already have the fundamentals down. And they are restricted, NOT because of lack of creativity, but due to the requirements and limitations of the units (and the economy) in SC2.

I always read about how map makers have so many good ideas they would like to implement. It sucks balls. But, you just become complacent with the way things are, holding onto hope that it might become better.
IDRA FIGHTING!
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 Rukis   United States. August 23 2012 18:49. Posts 92
Profile # 

On August 23 2012 18:35 Qwyn wrote:

Show nested quote +



Not BW maps. Cause and effect. In order for BW style maps to come back then SC2 would have to have BW style units! I think that units at this point influence the meta much more than maps. Part of it is that map design has become so much more technical and precise. Map makers already have the fundamentals down. And they are restricted, NOT because of lack of creativity, but due to the requirements and limitations of the units (and the economy) in SC2.

I always read about how map makers have so many good ideas they would like to implement. It sucks balls. But, you just become complacent with the way things are, holding onto hope that it might become better.

I like your opinion but MAPS do choose the meta-game, overall how people play early/mid/late games. Completely open maps with random base placements how will that work out? No double cliffs just 1 cliff main is on 1 high ground, the rest is ground level that changes alot. I have to go now but i really do believe if they meet the requirment while changing alot of the layout it will change the game in play styles.
What can be with out them being What
Old Post

 
 OxyGenesis   United Kingdom. August 23 2012 22:18. Posts 278
Profile # 
The thing with all of the suggestions you made is that many of them have already been explored BUT there needs to be a reason behind them. More gasses, why? Less mins, why? no XNT, why? It's not enough to just change something to non-standard and then go 'hey look, I made a new type of map that changes the meta game', there has to be reasons behind it. For example, the reason behind the half base on Daybreak is that it is a forward base that terrans will find easier to take due to their superior zone control (from siege tanks and PFs). Terrans are a mineral heavy race who prefer to hold forward positions as opposed to zerg who will always like to expand away from their opponent if they can, therefore that base is more suited to having less minerals. The map features should come from the concept for the map, not just be tacked on.

EDIT:

Also maps should be designed to give players a lot of different options, not force them down a particular route. Doing that creates boring, predictable games. The best maps are ones that are unique but also very flexible.
Last edit: 2012-08-23 22:20:44
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
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 Qikz   United Kingdom. August 23 2012 22:23. Posts 6758
Profile # 
Could you use LOS Blockers to make defending the ramp easier with smaller amounts of units? Maybe you could do it around the middle of the ramp so only the units at the top could fire or something?
Old Post

 
 OxyGenesis   United Kingdom. August 23 2012 22:38. Posts 278
Profile # 

On August 23 2012 22:23 Qikz wrote:
Could you use LOS Blockers to make defending the ramp easier with smaller amounts of units? Maybe you could do it around the middle of the ramp so only the units at the top could fire or something?


The whole point of cliffs/ramps is that you can see down but not up. How would LoS blockers do anything other than block the high ground vision as well?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
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