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Author Topic: Map balance  (Read 3944 times)

Dreadlord Proletius

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Re: Map balance
« Reply #15 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.



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.

LetsPlaySC-

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Re: Map balance
« Reply #16 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

FaINeR

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Re: Map balance
« Reply #17 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

Download   SCW 29 - Space 2.0 .scm  or   SCW 29 - Space 5.0.scm

LetsPlaySC-

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Re: Map balance
« Reply #18 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?
« Last Edit: February 11, 2022, 05:03:39 am by LetsPlaySC- »

FaINeR

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Re: Map balance
« Reply #19 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

Mengsk

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Re: Map balance
« Reply #20 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.

LetsPlaySC-

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Re: Map balance
« Reply #21 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...

RJBTV

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Re: Map balance
« Reply #22 on: February 11, 2022, 01:38:32 pm »
couple seasons ago fainer and I made a "perfect" version which honestly is the most perfect!

LetsPlaySC-

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Re: Map balance
« Reply #23 on: February 11, 2022, 03:29:09 pm »
Where can we find it? Thx

RJBTV

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Re: Map balance
« Reply #24 on: February 11, 2022, 04:58:18 pm »
I think it is this one

O.o]ALaKaZaM-

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Re: Map balance
« Reply #25 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.

Ridd1cK[DFWM]

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Re: Map balance
« Reply #26 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

insaNe

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Re: Map balance
« Reply #27 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

RJBTV

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Re: Map balance
« Reply #28 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.

 

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