StarCraft World

GENERAL => General Discussion => Topic started by: L-Mx]BoSs on December 03, 2021, 07:14:26 am

Title: Map balance
Post by: L-Mx]BoSs on December 03, 2021, 07:14:26 am
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Title: Re: Map balance
Post by: TealSilverSteal on December 03, 2021, 09:30:22 am
Korean map.
Title: Re: Map balance
Post by: junkhead on December 03, 2021, 10:09:52 am
Damn I don't know if anyone else in our community has ever thought about balancing our map.

Korean map is way more balanced.

Also, there's something fun about having to choose a different strategy when you're at a "spot disadvantage" that makes the game more focused on map control. Play accordingly. Your strategy isn't going to work in every set of spots. Same way on low$ maps.

The truth is that most players are one-dimensional and don't modify their strategy to the situations they're in. And they don't often practice because it's relatively rare that a spot disadvantage occurs (<10% of games with the most painful spawn). Watch the best people play. They alter their strategies and still win.
Title: Re: Map balance
Post by: tonyG on December 03, 2021, 12:24:12 pm
Korean map is 100% more balanced. I honestly think the change doesn't happen because spot advantages are the only way top western players can compete with the Koreans.
Title: Re: Map balance
Post by: u5wrhwfhsfhsf on December 03, 2021, 01:12:29 pm
Western map you can play on a 4 corner spawn map with slightly bigger choke similar to the Korean map.
One of the biggest issues on SCW standard map is the choke size of corners being too small and the 12 and 6 base chokes being TWICE AS WIDE as any other choke despite ALSO being the smallest bases in terms of size while ALSO being spot abusable most easily. 12 and 6 are terrible bases in every way.
Title: Re: Map balance
Post by: FaINeR on December 03, 2021, 02:25:22 pm
Choose your prefer map. You have to be registered here scw
There are 7 maps

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

Title: Re: Map balance
Post by: L-Mx]BoSs on December 03, 2021, 04:03:54 pm
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Title: Re: Map balance
Post by: junkhead on December 03, 2021, 06:08:50 pm
Damn I don't know if anyone else in our community has ever thought about balancing our map.

Korean map is way more balanced.

Also, there's something fun about having to choose a different strategy when you're at a "spot disadvantage" that makes the game more focused on map control. Play accordingly. Your strategy isn't going to work in every set of spots. Same way on low$ maps.

The truth is that most players are one-dimensional and don't modify their strategy to the situations they're in. And they don't often practice because it's relatively rare that a spot disadvantage occurs (<10% of games with the most painful spawn). Watch the best people play. They alter their strategies and still win.

This sounds like the typical moron retort for allowing an unbalanced map to be in a league. Take care, my point must of completely went over your head.

For what it's worth, I predominately play the Korean map. But just so you know, nothing about my retort was moronic, not factual, or in any other way lacking substance. Just because you disagree with the sentiment of adapting to the specific situations of the map, doesn't mean that the point doesn't have merit. Many other people feel how I feel about it.

I don't presume to judge whether or not you play other maps, but if you're familiar with meta for S rank low money competitive play, then you'll know that you can't do every strategy in every matchup on every map. The map dictates the play. And on many of the maps still in competitive use in ASL today, the spawn points dictate viable strategies.

I think the much more likely scenario here is that you're leftover butthurt about a couple losses you've deemed unfair.
Title: Re: Map balance
Post by: heavymachinegun on December 04, 2021, 12:47:03 pm
fainer go make a map new map
Title: Re: Map balance
Post by: Ridd1cK[DFWM] on December 05, 2021, 05:04:41 pm
just make it 4 corn
bigger bases and u can 2s on it 2. noobs~
dont change the choke size.. noobs
Title: Re: Map balance
Post by: FaINeR on December 05, 2021, 05:50:32 pm
Bored, 4 bases will be games more than an hour every time.

If you want to play that kind of map use space 4.0 but the choke yes more wide for avoid games lammer 3 hours
Title: Re: Map balance
Post by: D3inleague on February 10, 2022, 12:23:27 pm
What kind of map do you guys want? I'll make it and you can play test it
Title: Re: Map balance
Post by: Decaf on February 10, 2022, 12:37:41 pm
Find a solution for mid z  8)
Title: Re: Map balance
Post by: D3inleague on February 10, 2022, 01:19:40 pm
Alright, I just made the choke 8 tiles rather than 10 tiles (not sure why 6 and 12 are that wide anyways). What now? Should I slowly release this version over Battle.net until people conflate it with the versions they usually host and it integrates into the community?
Title: Re: Map balance
Post by: Decaf on February 10, 2022, 01:51:53 pm
Can you post the file here so we can see it?
Title: Re: Map balance
Post by: Dreadlord Proletius on February 10, 2022, 08:30:37 pm
Funnily enough I think our map should be improved and was putting together a new map before seeing this thread. Considering many ideas including a version with 12 and 6 start locations removed. I do think the korean vers is more balanced and have considered incorporating ideas from it.

I've improved the base size and interspacing a bit, and working on getting the chokes optimal. All bases 36 tiles wide now. All chokes 8 tiles.
I can finish the fancy tiles on the edges and release it if anyone wants to playtest and give feedback.

(https://i.imgur.com/VG2Lc90.jpeg)

One of the main points to think about is that bigger bases + shorter chokes is generally better, but results in less space between the bases. Korea map kind of solves this by elevating the terrain between the bases so you need vision to shoot over them.

I don't see west players changing to the korean style vespene setup anytime soon..

I would like to see what D3inleague has so far as well.
Title: Re: Map balance
Post by: LetsPlaySC- on February 11, 2022, 04:18:31 am
cool ideas on balancing the map, proletius map seems good i would add same starting positions as from korean map for 9 and 3 ( so  put it more down) and the sizes obviously need fixing - GL HF map makers
Title: Re: Map balance
Post by: FaINeR on February 11, 2022, 04:30:43 am
cool ideas on balancing the map, proletius map seems good i would add same starting positions as from korean map for 9 and 3 ( so  put it more down) and the sizes obviously need fixing - GL HF map makers


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

Download   SCW 29 - Space 2.0 .scm  or   SCW 29 - Space 5.0.scm
Title: Re: Map balance
Post by: LetsPlaySC- on February 11, 2022, 04:54:46 am
hey thanks for link fainer, yea the Space 5.0 seems good, just fix choke size? and 12 and 6 gass like normal 1.0 map? idk bout 9 and 3, position is good but the gass will be mined slower and at the other hand good for dodging drops.. at the end i think just korean map is better. time to switch to korean map?
Title: Re: Map balance
Post by: FaINeR on February 11, 2022, 05:35:17 am
hey thanks for link fainer, yea the Space 5.0 seems good, just fix choke size? and 12 and 6 gass like normal 1.0 map? idk bout 9 and 3, position is good but the gass will be mined slower and at the other hand good for dodging drops.. at the end i think just korean map is better. time to switch to korean map?

Not time to switch  space map more fun . These choke already changed.  Check fine more wide choke corner and more narrow choke 12 and 6.

The map Grandmaster Proletius choke is very narrow same korean map i dont like more lammer need fast games and short black space less advantage for zerg  ez kill overlods
Title: Re: Map balance
Post by: Mengsk on February 11, 2022, 12:24:23 pm
hey thanks for link fainer, yea the Space 5.0 seems good, just fix choke size? and 12 and 6 gass like normal 1.0 map? idk bout 9 and 3, position is good but the gass will be mined slower and at the other hand good for dodging drops.. at the end i think just korean map is better. time to switch to korean map?

Just to clarify, two players who have only played a combined total of 20 scw games in 29 seasons want to make the decision to change the map for every active league player that plays 100-200+ games a season in which none of these players ever complain.  The game is way past the point of bringing in any new players. The game is about nostalgia, the league will always be active by the same players that continue to play or have played in the past. The koreans come only for money, not the map.
Title: Re: Map balance
Post by: LetsPlaySC- on February 11, 2022, 12:46:55 pm
i dont want to make any decision, just thinking along and trying to get more fun out of SC...
Title: Re: Map balance
Post by: RJBTV on February 11, 2022, 01:38:32 pm
couple seasons ago fainer and I made a "perfect" version which honestly is the most perfect!
Title: Re: Map balance
Post by: LetsPlaySC- on February 11, 2022, 03:29:09 pm
Where can we find it? Thx
Title: Re: Map balance
Post by: RJBTV on February 11, 2022, 04:58:18 pm
I think it is this one
Title: Re: Map balance
Post by: O.o]ALaKaZaM- on February 12, 2022, 03:17:13 am
I think the Korean map is more balanced because there's less spot abuse, but it's still not balanced. One of the biggest problems with FMP is that all your workers are stacked on top of each other, and Protoss can easily exploit this weakness with Templar drops. Temp drops are by far the most polarizing thing about the game we play. If you look at race statistics, everyone's record with P is the best, Zerg is the worst, and T is somewhere in the middle.

One solution I can think of would to have a second mineral patch in a different part of your base. You can use this to get a "mineral expo" without needing either map control or relying on your opponent to not scout for expos. I think Zerg would benefit the most from this, and it'd help balance the game. It would also reduce the power of spot abuse. The only downside is that more stacked minerals means the map would max out faster, but even just like 20 stacked minerals per base would be an improvement. I'm not sure the exact location this should be in, and I can't even really think of a remotely good spot for the 12 and 6 o'clock bases. But I'm just throwing the idea out there to see what people think.
Title: Re: Map balance
Post by: Ridd1cK[DFWM] on February 12, 2022, 08:30:57 pm
everyone brings up the k map, but the gas layout is lame.. 100% Ive never wanted to play the k map because of the gas
Title: Re: Map balance
Post by: insaNe on February 12, 2022, 08:57:23 pm
everyone brings up the k map, but the gas layout is lame.. 100% Ive never wanted to play the k map because of the gas

Gas layout is actually sick. Here are a few reasons:

1- Losing your main doesn't halve your gas intake potential. Kinda barely hurts. Just a ~20% loss of mineral potential.
2- Base layouts fit more buildings on one screen, letting you macro faster, especially if you use camera hotkeys.
3- More pathways to dodge drops that are less brain-dead predictable
Title: Re: Map balance
Post by: RJBTV on February 13, 2022, 07:35:06 am
everyone brings up the k map, but the gas layout is lame.. 100% Ive never wanted to play the k map because of the gas

It is pretty easy to get used to one you figure out the sim city.