StarCraft World

GENERAL => Suggestions & Feedback => Topic started by: DonFreecss on December 29, 2020, 03:33:08 pm

Title: Proposal: Actually balancing the SCW maps
Post by: DonFreecss on December 29, 2020, 03:33:08 pm
What, when, where, why, and how?

What? FPM Space & subsequently the SCW iterations have remained the same for 2 decades--we need some type of change

Why? The meta has stagnated, the corner bases are far superior than 12, 3, 6, & 9, our RvR rule-set works more effectively with a 4-spawn map (due to scouting 3 locations rather than 7), there's too much emphasis on either turtling at your choke or containing someone at their choke--freedom of expression and build orders are replaced by multiple CC/Nexus builds into 50 gateways/factories.

Where? The SCW community & the Fastest community as a whole--a 4-player map adds more strategy in 1v1s and 2v2s and a success--in regard to community feedback--could possibly rejuvenate the scene (through both new player's curiosity and old player's interest and pride in maintaining their high rank despite the changes).

When? As soon as possible. If there's a shared interest in a new map which actually utilizes high/low terrain, has a wider choke which can't be reached easily with siege tanks on either side, and has destructible doodads which both lead to new areas and the opponents side-entrance, then comment below.

How? I've already nearly finished the 4-player map with SCMDraft2 and just need play-testers (they'll simply feel it out and judge it based on aesthetics, effectiveness, whether it's enjoyable, does it work in combating the problems I set out to solve and does it introduce any newer ones).

Extra Idea/Additional Comments: This would be an entirely separate map and needs a pitch of its own, but does the idea of 20-40 stacked minerals, rather than 50, sound appealing? This would mean we'd achieve maximum worker saturation by mid-game and would place emphasis on build orders, counters, and micromanagement rather than slewing out a fuck ton of any unit you happen to choose at the time. The income would still be ridiculously vast [25W*8*3.36] = 672 minerals per second and [21.6*5W] = 108 gas per second (assuming 25 workers on minerals and 15 workers on 5 separate gas geysers).

If you're bilingual and would be so kind as to inform the Peruvian community (which, holy shit, there's a bunch of them) of the contents of this post, I'd be grateful. Feel free to leave suggestions of your own or simply tell me how stupid and bad I am.

Sincerely,
D3inleague // Sherou // DonFreecss // NauTii-Link
Title: Re: Proposal: Actually balancing the SCW maps
Post by: Au` on December 29, 2020, 04:17:33 pm
agreed.

the current map is largely unchanged since i played as a 13 yr old in 2003..

its not a bad map, but compared to other fastest choices its quite unbalanced..

seem's like a no-brainer, objectively.. but I know some folks don't appreciate change lol so good luck!!

#ChangeTHEmap

Title: Re: Proposal: Actually balancing the SCW maps
Post by: FaINeR on December 29, 2020, 04:27:06 pm
You can play with any map of this link for scw 22  and space 4.0 is a map only corners  4 spots-

https://www.starcraftworld.net/index.php?action=league&mode=joinleague (https://www.starcraftworld.net/index.php?action=league&mode=joinleague)
Title: Re: Proposal: Actually balancing the SCW maps
Post by: Au` on December 29, 2020, 04:44:26 pm
Very nice, thanks FaINeR. Good to know!
Title: Re: Proposal: Actually balancing the SCW maps
Post by: 214 on December 29, 2020, 06:51:24 pm
You can play with any map of this link for scw 22  and space 4.0 is a map only corners  4 spots-

https://www.starcraftworld.net/index.php?action=league&mode=joinleague (https://www.starcraftworld.net/index.php?action=league&mode=joinleague)

you made ugly choke for corners on 4.0
Title: Re: Proposal: Actually balancing the SCW maps
Post by: FaINeR on December 29, 2020, 07:41:57 pm
it is wider to avoid turttle games  is perfect for a map 4 corners
Title: Re: Proposal: Actually balancing the SCW maps
Post by: DonFreecss on December 30, 2020, 04:52:39 am
The mineral patches being at the bottom actually help in the beginning due to not having to walk all the way up to their patch (and also, workers usually prefer to return minerals/gas to the center-bottom part of their main building, further accelerating their income).

Despite this, I was still able to easily snipe most buildings with tanks and two nukes were able to one shot the nexus from the safety of their base. Assuming my map doesn't get approved (was never expecting it to), perhaps we can simply stretch the middle bases downward or the top left/right bases upward--or, if we compromise each base, they'd each only have to lose 1/2 - 3/4s of a supply depot in vertical units.

A more realistic and applicable suggestion I have would be splitting the 50 stacked minerals into 25 stacks (one stack near the top and the other near the bottom). This would make those game-ending scarabs or tank drops a bit less frustrating. I'm also under the impression that workers split into 25 stacks versus 50 would actually result in a higher income--if dispersed properly--due to the wandering worker glitch (only applicable prior to workers finding their designated patch I believe). This isn't at all play-tested but I'd happily run 10 simulations with each race to determine it's validity.

And lastly, I'd personally enjoy seeing the middle terrain become a bit nerfed, at least around the outside of chokes. Low money maps are constantly tinkering with terrain that's build-able on and terrain that isn't and it makes for exciting shifts in meta. Perhaps just enough terrain to fit a few missile turrets or a proxy robo, so aggression isn't deterred, but 16 gates in the center rallying into your base is sometimes a bit overwhelming. Bear in mind I'm a map maker and watch every KSL/ASL but I'm still far from a player who would be considered good.

(P.S. my files were too large to attach, but it's easy to glance at the distance and see it's a siege tank's wet dream)
Title: Re: Proposal: Actually balancing the SCW maps
Post by: QcCOrado on December 30, 2020, 12:18:29 pm
ive been working on some projects too for Fastest map.
I mean, it is not the same game as SC : Broodwar Low money.
It is not the same game, i repeat.

So why do we have still same prices on everthing? it is acutally imbalancing the hole thing because races are not suppose to have that kind of riddim.

I Agree for the 4 corners, its just pure logic.
I dont angry high/low terrain tho, because it is not same type of maps.

And i suggest we rework the price of upgrades and also permit more then just 3 ups.
I have a setted up map right now wich as 5 levels of upgrades, theyre double the price of the standart.

So, both players at level 5 will fight equaly, but the 5th level just kills building way faster, arent we playing fastest map ever ? yea, we are, but we been sleeping on upgrading this map for decades.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: QcCOrado on December 30, 2020, 12:22:57 pm
The mineral patches being at the bottom actually help in the beginning due to not having to walk all the way up to their patch (and also, workers usually prefer to return minerals/gas to the center-bottom part of their main building, further accelerating their income).

Despite this, I was still able to easily snipe most buildings with tanks and two nukes were able to one shot the nexus from the safety of their base. Assuming my map doesn't get approved (was never expecting it to), perhaps we can simply stretch the middle bases downward or the top left/right bases upward--or, if we compromise each base, they'd each only have to lose 1/2 - 3/4s of a supply depot in vertical units.

A more realistic and applicable suggestion I have would be splitting the 50 stacked minerals into 25 stacks (one stack near the top and the other near the bottom). This would make those game-ending scarabs or tank drops a bit less frustrating. I'm also under the impression that workers split into 25 stacks versus 50 would actually result in a higher income--if dispersed properly--due to the wandering worker glitch (only applicable prior to workers finding their designated patch I believe). This isn't at all play-tested but I'd happily run 10 simulations with each race to determine it's validity.

And lastly, I'd personally enjoy seeing the middle terrain become a bit nerfed, at least around the outside of chokes. Low money maps are constantly tinkering with terrain that's build-able on and terrain that isn't and it makes for exciting shifts in meta. Perhaps just enough terrain to fit a few missile turrets or a proxy robo, so aggression isn't deterred, but 16 gates in the center rallying into your base is sometimes a bit overwhelming. Bear in mind I'm a map maker and watch every KSL/ASL but I'm still far from a player who would be considered good.

(P.S. my files were too large to attach, but it's easy to glance at the distance and see it's a siege tank's wet dream)

1-2x 25 minerals is faster. been tested ages ago with perfected map. thats why they exist.
2-base space should not be changed. 4 corners way more logical.
3-Two nukes is not one shot :P its 2 shots :P
Title: Re: Proposal: Actually balancing the SCW maps
Post by: heavymachinegun on December 30, 2020, 01:51:57 pm
haha hahahaha hahahahahhahahaha hahahahaha hahahahaha

good luck with this idea BUT there already are many maps like the ones all of you propose and still people here only play vgt map and they dont seem to want a different map

vgt map is just shit but it is their shit so dont even expect another map to be taken into account as an option

you better kick off your own league instead
Title: Re: Proposal: Actually balancing the SCW maps
Post by: FaINeR on December 30, 2020, 02:52:30 pm
DonFreecss  Check all maps of this link. you can download these maps and play for league scw 22

Here:
https://www.starcraftworld.net/index.php?action=league&mode=joinleague (https://www.starcraftworld.net/index.php?action=league&mode=joinleague)
Title: Re: Proposal: Actually balancing the SCW maps
Post by: KinG-MeMz on December 30, 2020, 09:24:31 pm
In the middle of the new map there should be a crown with KinG-MeMz on it.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: Newbport on December 31, 2020, 02:14:30 am
Any type of change or proposal of change here is basically regarded as an offense against the 'community'.

Like machinegun said, you're probably better off starting your own league.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: KYJ on December 31, 2020, 05:36:16 pm
In the middle of the new map there should be a crown with KinG-MeMz on it.


Hail the king!
Title: Re: Proposal: Actually balancing the SCW maps
Post by: DonFreecss on January 01, 2021, 04:57:50 am
Yeah, this is about how I expected this discussion to go.

1.) Mention fastest is different than low money and should inherently never adopt or attempt to adopt new features, check!

2.) Mention that the status quo has existed for over a decade and therefore shouldn't and can't be altered, check!

3.) And Fainer, as much as I respect you for not closing this forum and maintaining a level-headed tone, these maps you offer barely differ from one another and they pander to an audience of conservative players (except the 4 player version, which I respect due to the removal of the poor bases and winning feels much more earned).

4.) Lastly, I understand starting my own league would be ideal, but I'm not nearly as popular or respected in order to garner a sufficient amount of contestants. This is why I was appealing to the community as a whole in hopes that change was something the community finally wanted or were willing to try. I suppose I'll try to introduce my ideas to the BGH or low-money community to see if any interest is renewed.

5.) P.S. By.Brain aka the best korean fastest player (at one point, at least) made a deep run into ASL 9 I believe and got 8th place. His playstyle was riveting to watch and even Tastosis were shocked at his psuedo-Mini protoss macro and harrass. Brain is a man of versatility and achievement and we should consider emulating his methods of success. Rather than fearing adversity and avoiding it, we should face it, deem it worthy or unworthy, and each player should self-evaluate their goals in Brood War; is it more of a hobby or a form of competition.

When Flash was first developing the 1-1-1 in TvZ he had a sub 20% winrate and was mocked--a month later he was maintaining an 80%+ winrate with this same build and people were now imitating him. Brood War is a tapestry and we should treat it as such.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: TealSilverSteal on January 01, 2021, 05:55:03 am
DonFreecss, you talk about it like its our livestyle as if anyone is getting paid for it. Forget it... Most people play it for fun.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: DonFreecss on January 01, 2021, 07:46:34 am
If you find monotonous rvr games to be fun then by all means reject the idea. Being put into an environment you aren't familiar with but exploring it and utilizing it to its fullest sounds like fun as well. I don't want a replacement because that's impossible and unreasonable, but I'd like anyone who's interested in pushing fastest into a further evolved state to know that there are people like me working towards actualizing it. 
Title: Re: Proposal: Actually balancing the SCW maps
Post by: heavymachinegun on January 01, 2021, 07:51:46 am
Yeah, this is about how I expected this discussion to go.

1.) Mention fastest is different than low money and should inherently never adopt or attempt to adopt new features, check!

2.) Mention that the status quo has existed for over a decade and therefore shouldn't and can't be altered, check!

3.) And Fainer, as much as I respect you for not closing this forum and maintaining a level-headed tone, these maps you offer barely differ from one another and they pander to an audience of conservative players (except the 4 player version, which I respect due to the removal of the poor bases and winning feels much more earned).

4.) Lastly, I understand starting my own league would be ideal, but I'm not nearly as popular or respected in order to garner a sufficient amount of contestants. This is why I was appealing to the community as a whole in hopes that change was something the community finally wanted or were willing to try. I suppose I'll try to introduce my ideas to the BGH or low-money community to see if any interest is renewed.

5.) P.S. By.Brain aka the best korean fastest player (at one point, at least) made a deep run into ASL 9 I believe and got 8th place. His playstyle was riveting to watch and even Tastosis were shocked at his psuedo-Mini protoss macro and harrass. Brain is a man of versatility and achievement and we should consider emulating his methods of success. Rather than fearing adversity and avoiding it, we should face it, deem it worthy or unworthy, and each player should self-evaluate their goals in Brood War; is it more of a hobby or a form of competition.

When Flash was first developing the 1-1-1 in TvZ he had a sub 20% winrate and was mocked--a month later he was maintaining an 80%+ winrate with this same build and people were now imitating him. Brood War is a tapestry and we should treat it as such.

allow me to explain: 99% of vgt fastest map players think they are gods of starcraft, enough said

fainer maps are all the same because this is a league of THAT map
Title: Re: Proposal: Actually balancing the SCW maps
Post by: DonFreecss on January 01, 2021, 08:09:05 am
Yeah I'm fighting an uphill battle trying to uproot several years of tradition and dedication. I believe my far less controversial newer post will pique your interest (I hope). Check it out <3.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: CohleRust on January 01, 2021, 09:55:24 am
I don't mind the current map shape too much, but I like the idea of 5 upgrades max. That would help with those 1 hour + games where protoss cannons the entire map.
It would be cool to make fastest an ums and introduce some kind of balance changes To start off protoss needs to be weaker considering it has around 70% win rate or so. A small tweak like increasing storm energy cost to 125/150 would help.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: DonFreecss on January 01, 2021, 11:35:05 am
If I were to make it through UMS I was thinking about a watchtower in the middle of the map, so if an ally or an individual has control over mid and takes initiative, he's granted pretty good vision.

I think a good step to making Protoss balanced is making most of the center of the map unbuildable terrain--they'd still be able to turtle their own choke but 4-gating in the center of the map and winning every game by slamming that Z button is lame.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: BLuE[KaOz] on January 01, 2021, 07:54:43 pm
no offense man but we dont need to make the map more fair. Get rid of middle spots and that's it. Late game Protoss is weaker then Terran and Zerg, if the Terran and Zerg are decent.. So Protoss should have the ability to build in the middle.. Terran and Zerg can build in the middle as well and Zerg has the strongest rush.. if a Zerg 6 pooled or lower the Zerg could easily stop a protoss mid build.. So if you know a player will always mid build then learn how to stop it.. Also if youre Z in a corner then you can stop a mid build a standard 9 hatch 9 pool and good micro. pulling the right amount of drones and microing well is key. Get better at the game adapt..
Title: Re: Proposal: Actually balancing the SCW maps
Post by: heavymachinegun on January 01, 2021, 08:10:31 pm
ums fastest is not recommended because it can be modified so players will cheat just like money 999
Title: Re: Proposal: Actually balancing the SCW maps
Post by: DonFreecss on January 01, 2021, 09:38:46 pm
no offense man but we dont need to make the map more fair. Get rid of middle spots and that's it. Late game Protoss is weaker then Terran and Zerg, if the Terran and Zerg are decent.. So Protoss should have the ability to build in the middle.. Terran and Zerg can build in the middle as well and Zerg has the strongest rush.. if a Zerg 6 pooled or lower the Zerg could easily stop a protoss mid build.. So if you know a player will always mid build then learn how to stop it.. Also if youre Z in a corner then you can stop a mid build a standard 9 hatch 9 pool and good micro. pulling the right amount of drones and microing well is key. Get better at the game adapt..

The sheer amount of caveats within your last sentence is just evidence that a 4 player map, assuming we maintain random v. random, is the most fair and reasonable. Who's going to 6 pool when they get zerg when there's a 33.3% chance they're facing protoss plus the additional odds of him going 4 gate mid. You're literally rolling dice at that point (unless, of course, one player is exceedingly better).
Title: Re: Proposal: Actually balancing the SCW maps
Post by: LivE.SworD on January 02, 2021, 12:41:13 am
I think the general negativity that comes from the community when people make threads like this is due to the perceived pretentiousness of making it appear, whether intentionally or unintentionally, as though the sole reason people have stuck with the same map is because no mapmaker has come along and "fixed" the map. This is not referring to you specifically by any means, but to the general series of instances of something like this coming up. The reality though, is that there have been dozens of iterations of fastest map throughout the years spread throughout public games, other websites, and so on. Think of all the color variations (e.g. "fastest green", "fastest snow") that at one time floated around in the public game list. So there is no shortage of maps, or mapmakers that could adjust the maps if there was such a need. Yet fastest players now prefer this particular map, whether it be for a league game or a non-league game. To find evidence of this, just look at the fact that despite the map pool broadening just a bit with FaINeR's versions of the map, the original map is selected for the vast majority of games.

The reality is that FMP is not the same as low money, and it does not follow the same principles when it comes to map diversity. Whether playing casually or more competitively, a lot of people have developed some of their skills in reaction to this particular map, and that's perfectly fine. In response to the claim that people should be diversifying or "broadening" their skill set, you wouldn't use that argument, for example, to try to justify a claim that the table tennis ball size or table dimensions should be altered in order to broaden the skill requirements, or to help nullify service advantage, etc. At the end of the day, this is a game, we enjoy it, and there's no shortage of new things to learn about it, even with only one map.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: DonFreecss on January 02, 2021, 05:39:10 am
I'm well aware that  I'm a smug asshole and that my efforts would be met with the majority of people claiming it isn't neccesary, possible, and like you've mentioned, people before me have tried to do the same as me. And you've also mentioned the snow and grassy version fell flat compared to space which, in hindsight, seems obvious why (the space terrain offers much better visuals than any of its contemporaries). Yet those maps are the same exact format with a different skin--that's mainly my larger point I guess. I have a few distinct variations of FMP which would offer the substantial income everyone is accustomed to but would force them out of their comfort zones at the same time.

My intentions were simply to shake up the meta. balance random vs. random on a 8 player map, and we would all be stepping into the unknown together, which can help draw attention from other communities and even revitalize those few who simply play due to nostalgia and a close-knit discourse group. I was trapped in the League community for 3-4 extra years because of this strange and unhappy addiction that I'm sure others experience,

Again, my ideas aren't meant to deceptive, they weren't meant to uproot our community, and I certainly expected to be berated and flamed far more than I have. I'm actually surprised at the amount of people who contacted me in favor of my ideas or at least how I spoke of them. Even Resound looked at the 2v2 map I started for scw and he recommended I contact you because that was your expertise and he was genuinely "I think" interested in my approach in regards to the terrain and converging pathways.

Let me know if you're interested in downloading it and I'lll either host it or post it. Cheers :)
Title: Re: Proposal: Actually balancing the SCW maps
Post by: heavymachinegun on January 02, 2021, 06:16:37 am
please bear in mind that league players only know to play vgt map and their brains cant handle any other map

also, players like scan, sky or other ranked players are here because of the money...
Title: Re: Proposal: Actually balancing the SCW maps
Post by: Newbport on January 02, 2021, 06:31:55 am
Lmao.

The negativity of this community comes from the entitled nerds that have been playing this shit for the last 15 years. Any glimpse of change to their 'little world' causes them to have nervous breakdowns lmfao.

Oh and the fact that 90% of the community loves Kokanee dick in their ass.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: sNipEr.ScopE on January 02, 2021, 10:01:31 am
Lmao.

The negativity of this community comes from the entitled nerds that have been playing this shit for the last 15 years. Any glimpse of change to their 'little world' causes them to have nervous breakdowns lmfao.

Oh and the fact that 90% of the community loves Kokanee dick in their ass.
I play any map 3.0 2.0 it makes little difference to me but everybody cries so hard and calls them shit maps because they get pwnt when they play them even though they complain about the old map just as hard. Live.sword has never been against introducing new maps to the pool so if anyone has a map have it tested and I'm sure our community will accept the change. Not every single person of course but these types of maps have been and always will be an option. By the way Newport can you please keep your bm out of this?
Title: Re: Proposal: Actually balancing the SCW maps
Post by: sNipEr.ScopE on January 02, 2021, 10:05:46 am
I am highly in favor of adding 4 player map for the noobs who cant play mid base and have no skill whatsoever  8) 8)
Title: Re: Proposal: Actually balancing the SCW maps
Post by: RJBTV on January 02, 2021, 11:10:37 am
The issue addressed is the extreme imbalance of the map. 12, 3, 6, 9 are bad and abusable bases for numerous reasons. Players cry about it all the time but don't want to fix it. Corner bases are too strong, middle bases are too weak. Mineral location, choke size, and base surface area are huge disadvantages. 12 and 6 have roughly 15% less surface area to build on while also being attackable from more directions than a corner base. The middle bases also have a lot less reaction time to drops than a corner spot regardless of whether the drop comes from the left or the right. You can kill the command center with carriers by hovering your carrier JUST outside of the base and there's almost nothing a defender can do to stop it. There is almost no risk involved for the protoss with either drops, recalls or carriers or even mass attacks through the front. The middle bases have way too many disadvantages which alone already makes competition on the map laughable. And that is to ignore the stupendous winrate protoss has over T and Z, which in part is because of the above mentioned imbalances.

Almost all end of season tournaments are won by the player who gets the most protoss in random vs random or by whoever the runner-up decides to forfeit against without even putting up a fight.

2.0 version addresses the choke size problem for the middle bases, which really helps a with defending against any form of frontal attacks. All the other disadvantages are still there however. Corner bases only would also allow a fix for the gas problem by for example doing what is shown in image 5.

LINK TO IMAGES: https://imgur.com/a/eAZ4b17
Title: Re: Proposal: Actually balancing the SCW maps
Post by: FaINeR on January 02, 2021, 11:17:32 am
Because of Gus (fire.buu) I started modifying maps a long time ago. He complained about the abuse of nukes and tank against spots 3 and 9. Now the change of mind because of kokane said that fastest is a game of speed and making the tech more convenient according to the spot, this it is true but it is very easy to close with terran being above and abusing the spot below, the good thing is that it comes out very rarely.

Sword if you put the maps in public or on the front page of the page, people would realize that there are new more balanced space fastest maps and more will be downloaded, need more promotion. I still like the space classic map. You see don't even Gus know that you can already download the 4 corner map for scw 22.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: RJBTV on January 02, 2021, 11:26:47 am
The most perfectly balanced map, would be a corner base only map with Korean gas and minerals and a middle with limited building surface area to prevent mass cannons on every single bit of surface area, but also to prevent 30 gateways on the middle, while still allowing Zerg and Terran to build on the middle. Korean gas would also provide zerg and terran with more drop dodging diversity and increase the difficulty for protoss vs terran and zerg. Increased choke sizes would combat a certain amount of turtling.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: FaINeR on January 02, 2021, 11:36:15 am
The most perfectly balanced map, would be a corner base only map with Korean gas and minerals and a middle with limited building surface area to prevent mass cannons on every single bit of surface area, but also to prevent 30 gateways on the middle, while still allowing Zerg and Terran to build on the middle. Korean gas would also provide zerg and terran with more drop dodging diversity and increase the difficulty for protoss vs terran and zerg. Increased choke sizes would combat a certain amount of turtling.

Play on map SCW 22 - Korea have all request you need. 

You cannot combine feature of Korean maps with West maps it looks very weird and people would not attract your attention. If you put the Korean type gases it was better to do it with hills so that there is more space to build in all the spots because the Korean type of gas covers more space and it is easier to make massive drops than the west gas type
Title: Re: Proposal: Actually balancing the SCW maps
Post by: MisterRieu on January 02, 2021, 11:49:18 am
I like all maps on scw
Title: Re: Proposal: Actually balancing the SCW maps
Post by: RJBTV on January 02, 2021, 12:10:12 pm
https://i.imgur.com/qaJwwIT.png
Title: Re: Proposal: Actually balancing the SCW maps
Post by: FaINeR on January 02, 2021, 04:45:41 pm
The most perfectly balanced map, would be a corner base only map with Korean gas and minerals and a middle with limited building surface area to prevent mass cannons on every single bit of surface area, but also to prevent 30 gateways on the middle, while still allowing Zerg and Terran to build on the middle. Korean gas would also provide zerg and terran with more drop dodging diversity and increase the difficulty for protoss vs terran and zerg. Increased choke sizes would combat a certain amount of turtling.

For me the best map is  SCW 22 - Space Perfect you can find here :
https://www.starcraftworld.net/index.php?action=league&mode=joinleague (https://www.starcraftworld.net/index.php?action=league&mode=joinleague)

Space Perfect is the same as the classic space with the only difference being the 12 and 6 narrower chokes and wider corner chokes, from there everything is the same. It would be perfect if there was an option that tanks could not attack to spots 3 and 9 and that it was not possible to launch nukes at spots 3 and 9 that could be launched from further behind. I guess just for ums you can do that.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: hihihello on January 02, 2021, 06:28:48 pm
The most perfectly balanced map, would be a corner base only map with Korean gas and minerals and a middle with limited building surface area to prevent mass cannons on every single bit of surface area, but also to prevent 30 gateways on the middle, while still allowing Zerg and Terran to build on the middle. Korean gas would also provide zerg and terran with more drop dodging diversity and increase the difficulty for protoss vs terran and zerg. Increased choke sizes would combat a certain amount of turtling.

For me the best map is  SCW 22 - Space Perfect you can find here :
https://www.starcraftworld.net/index.php?action=league&mode=joinleague (https://www.starcraftworld.net/index.php?action=league&mode=joinleague)

Space Perfect is the same as the classic space with the only difference being the 12 and 6 narrower chokes and wider corner chokes, from there everything is the same. It would be perfect if there was an option that tanks could not attack to spots 3 and 9 and that it was not possible to launch nukes at spots 3 and 9 that could be launched from further behind. I guess just for ums you can do that.

google translate working good for you eh?
Title: Re: Proposal: Actually balancing the SCW maps
Post by: heavymachinegun on January 03, 2021, 01:27:07 am
Space Perfect is the same as the classic space with the only difference being the 12 and 6 narrower chokes and wider corner chokes, from there everything is the same. It would be perfect if there was an option that tanks could not attack to spots 3 and 9 and that it was not possible to launch nukes at spots 3 and 9 that could be launched from further behind. I guess just for ums you can do that.

that's exactly what the regular fastest needs in order to avoid lolable lame defense, wide corner pathways let armies walk, and maybe narrow mid chokes would look good

corner bases protected by tiny chokes is very stupid, noobs hold 50 minutes
Title: Re: Proposal: Actually balancing the SCW maps
Post by: LivE.SworD on January 03, 2021, 09:07:42 am

Let me know if you're interested in downloading it and I'lll either host it or post it. Cheers :)

Sure why not, doesn't hurt to take a look..
Title: Re: Proposal: Actually balancing the SCW maps
Post by: heavymachinegun on January 04, 2021, 08:18:04 am
The most perfectly balanced map, would be a corner base only map with Korean gas and minerals and a middle with limited building surface area to prevent mass cannons on every single bit of surface area, but also to prevent 30 gateways on the middle, while still allowing Zerg and Terran to build on the middle. Korean gas would also provide zerg and terran with more drop dodging diversity and increase the difficulty for protoss vs terran and zerg. Increased choke sizes would combat a certain amount of turtling.

so you mean 5 hours games?

only thing you need is big corner chokes and that's all
Title: Re: Proposal: Actually balancing the SCW maps
Post by: RJBTV on January 04, 2021, 11:24:41 am
The most perfectly balanced map, would be a corner base only map with Korean gas and minerals and a middle with limited building surface area to prevent mass cannons on every single bit of surface area, but also to prevent 30 gateways on the middle, while still allowing Zerg and Terran to build on the middle. Korean gas would also provide zerg and terran with more drop dodging diversity and increase the difficulty for protoss vs terran and zerg. Increased choke sizes would combat a certain amount of turtling.

so you mean 5 hours games?

only thing you need is big corner chokes and that's all

5 hour games only happen because people spend half of their apm building all over the map or hardcore turtling instead of dealing damage. Time spent building = time given to the enemy to build or look for a way to attack. It is half the reason why most Korean vs Korean games rarely go that long. They focus way more on fighting than on building everywhere and deliberately turning games into long games.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: TealSilverSteal on January 04, 2021, 12:08:30 pm
If anything, make a ums-scw-map that allows like 40 cannons/sunk/spore/turrets  and you cant rebuild them. Youll see way better games asap. And as some1 mentioned, your not able to build in middle of the map.
Title: Re: Proposal: Actually balancing the SCW maps
Post by: heavymachinegun on January 04, 2021, 12:13:42 pm
The most perfectly balanced map, would be a corner base only map with Korean gas and minerals and a middle with limited building surface area to prevent mass cannons on every single bit of surface area, but also to prevent 30 gateways on the middle, while still allowing Zerg and Terran to build on the middle. Korean gas would also provide zerg and terran with more drop dodging diversity and increase the difficulty for protoss vs terran and zerg. Increased choke sizes would combat a certain amount of turtling.

so you mean 5 hours games?

only thing you need is big corner chokes and that's all

5 hour games only happen because people spend half of their apm building all over the map or hardcore turtling instead of dealing damage. Time spent building = time given to the enemy to build or look for a way to attack. It is half the reason why most Korean vs Korean games rarely go that long. They focus way more on fighting than on building everywhere and deliberately turning games into long games.

reduce mineral and gas to 10k so that you asure 1 hour last of full mining at most even if retard turtling

kokanee and his boyfriends are right, imba map = fast games
Title: Re: Proposal: Actually balancing the SCW maps
Post by: heavymachinegun on January 04, 2021, 12:18:26 pm
If anything, make a ums-scw-map that allows like 40 cannons/sunk/spore/turrets  and you cant rebuild them. Youll see way better games asap. And as some1 mentioned, your not able to build in middle of the map.

there is a big issue about that: ums games allow players to modify the map anytime, just imagine fastest map players cheating... very rare to happen hahahaha

and ums maps are statsless = virgin nerds crying about wins count
Title: Re: Proposal: Actually balancing the SCW maps
Post by: TealSilverSteal on January 04, 2021, 12:29:57 pm
HAha... with other words, were fucked eitherway.