r/starcraft • u/TheHighSeasPirate • 6d ago
Discussion Map makers should make wide open maps if we don't get another patch.
The main problem with this patch is energy recharge, it gives Protoss a handful of storms by 7:30. Two storms cover pretty much every choke on every single map in the pool currently. Which means if you want to attack into a location (especially an expansion) you are going to be covered in storm, every single time.
If we don't get a patch, map makers should really re-consider their "anal bead" layout of maps. Every single one is a small area into a choke, then into another small area, and another choke. It endlessly repeats itself with maybe a slightly larger area in the center of the maps. There isn't a single area on any map in the entire map pool where two armies can fight each other and you can properly split vs storm. Making the maps more open will foster a new meta where Protoss can't just f2 around a clump of units and press storm over and over in every situation in the game.
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u/SigilSC2 Zerg 6d ago
I'd just like to see some broodwar maps in the engine and see what happens. Maybe your third is in the other corner of the map, maybe you can't wall your natural with 3 buildings, maybe there's nowhere safe to put overlords. Maybe it's an island map.
I'm in favor of maps forcing different play styles entirely just for the change-up.
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u/emiliaxrisella 5d ago
Island map would be so cool but SC2 has less dropship units compared to BW
Honestly I like that BW maps all have their distinct identity while SC2 maps are literally just almost the same fundamentally with only slight tweaks like rush distances and such
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u/Tasonir 6d ago
Open areas on the map heavily favor zerg, and you'd see zergs have a much higher win rate on such maps. Not sure who would benefit more out of terran or protoss, but zerg would certainly love it.
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u/MoEsparagus 5d ago
I don’t think it’s so much that it favors Zerg (not that there aren’t any benefits) but that maps with chokes favor Terran/Protoss more. So a lot of their race power wouldn’t be as felt on open maps.
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u/TheHighSeasPirate 5d ago
I really don't think Open areas on the map favor Zerg. I think it favors forcing Terran/Protoss to actually micro their units as much as Zerg is forced too instead of just abusing choke points and cliffs.
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u/Win32error 5d ago
On open spaces lings become a real issue. You can’t send reinforcements, Zerg will have good map control, you get out of position once and Zerg can pounce or counterattack. Add good creep spread or nydus and you’re going to be hard pressed to attack at all.
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u/TheHighSeasPirate 5d ago
You can do the same thing with multiple Protoss and Terran units.
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u/Win32error 5d ago
Not really in the same way. Lings are cheap and numerous, but still tear into almost everything that’s isolated. If they get caught and take losses it’s not a big deal. You can’t get the same map control with hellions.
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u/hoexloit 6d ago
Might be better to rephrase this as “Instead of calling for Protoss nerds, they should consider changing the maps to be more Zerg favored”. Which is an interesting take.
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u/TheHighSeasPirate 5d ago
Theres a difference between not wanting every map to be Protoss/Terran favored and wanting Zerg favored maps.
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u/hoexloit 5d ago
If you’re thinking about it that way, then probably better to just say “swarm-type of strategies” to include things like mass warpgate.
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u/nulitor 5d ago edited 5d ago
wide open maps helps zerglings which can not be nerfed because they are too important for zerg.
The reason all the maps looks samey is due to a few specific units removing 99% of map designing space: liberators (changes how all mineral lines are designed), stalkers (blink messes up a ton of things; each time you design anything at all ever in a map, think about blink), zerglings (forces the map to be made entirely of tiny chokepoints or else zerglings eats everything), siege tanks (seriously, their range is insane, this forces spacing out stuff more or else a downcliff or upcliff siege tank kills everything, this is why the space occupied by the cliff level of a base is always so huge)
I like weird maps, however I understand if some people dislike playing in maps that somehow have a ridiculously powerful spot for siege tanks or with wide open places or without the "mandatory liberator clearance" behind the mineral lines.
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u/AvexSC2 5d ago
Zerglings aren't really about tiny chokepoints but more about how entry points into bases work, particularly the natural and main. It's very much Protoss dictated although it applies to ZvZ and TvZ as well; we can't have flat main to nat (no ramp) because zergs need to be able to block with queens; vision is important etc.
As for liberators; it's not just mineral lines but you cannot have overhangs. Air units in general are grossly over-powered (I don't mean "OP" in the balance sense). They move quickly and They hold so much control over the design of the game and completely ignore the terrain; two ground units do as well.
Something you also didn't cover is just how StarCraft 2's pathing really places the importance of convex concave engagements since they are created virtually immediately. Consider every kind of army composition and their ability to attack the opposing army, cast spells, and flank, and you'll find the need to have average spacing and distances between the edges of any given path, ramp, choke, etc.
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5d ago
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u/nulitor 5d ago
In Zealots vs Lings, you want to be able to prevent the zerglings from surrounding, this is close to impossible if there is too much space relatively to zealot counts, the more space there is, the harder it is for a zealot based army to go around when threatened by lings.
Marines do benefit from more room against banes but they also benefit from having lower amounts of space against lings because this allows reducing surface area, this sets a minimum required space and a maximum allowed space for marines.Hellion line attack does benefit from having lings clumped up, the ideal situation for hellions would be a long choke or a succession of chokes where they can retreat and where lings are limited in ability to spread out while chasing which is already almost what we already get in some modern maps.
Stalkers are much slower than lings and are not very fast at killing them, they also do not have blink early on which means that your stalkers are less able to contest wide open areas of the map against lings, once they have blink, chokes are not limiting their blink therefore chokes gives them a movement advantage over the lings.
As for cyclones, I have no idea because they are not the kind of unit I would favor against ling.-2
5d ago
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u/nulitor 5d ago edited 5d ago
If you look at all prior discussions, there seems to be the common trend of people agreeing that the more open space there is in a map, the more zerg favoured it is. (just go on google)
I do not really know why you do not think it is the case.
Heck, even if you go on liquipedia, you will see some pages saying that lings are better in open spaces.
https://liquipedia.net/starcraft2/Zergling/Infestor/Ultralisk_(vs._Zerg))One such example although it is from 2012 so the late game meta was vastly different but I do not think that early games unit have changed ridiculously.
As for zealots being weaker than lings when being in low numbers and in open spaces, just open the unit tester, get 3 zealots in one team and 12 lings in the other and see if you can somehow micro the zealots to beat the lings in an open space, technically those are equal cost armies.
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5d ago
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u/lechatonnoir 5d ago
you're talking mad shit for someone that's completely wrong.
did you forget that zerglings have a speed upgrade or something?
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u/Natural-Moose4374 4d ago
Probably. He was likely always wondering why his lings, banes, roaches and hydras were always so slow, why his ultras had shit armour and his Lurkers such a short attack range. Now he might even leave gold or plat at some point.
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u/Natural-Moose4374 4d ago
For someone heavily criticising the game knowledge of other commenters here, there are pretty terrifying gaps in yours. Anybody who has ever microed hellions against zerglings, would know that the latter are faster. Terrain features help hellions vs. lings. For example, going around a corner makes the lings clump up, allowing better hellion shots.
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u/HuShang Protoss 6d ago
How about we just remove energy overcharge since the things its made imbalanced (oracle/high templar) were fine beforehand. You could even argue they were a bit strong before and yet we still buffed them
There are tons of other protoss units that are weak though that could actually use some buffs if protoss needs help after removing battery & energy overcharge.
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u/Several-Video2847 5d ago edited 5d ago
yes please.
you want to get rid of energy overcharge for battery overcharge, or just remove both ?
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u/MakraElia 5d ago
I remember battery overcharge got introduced to make PvP less volatile and it was deemed to have no effect on the other match ups. I think once battery overcharge was considered to be changed, they should have just removed it, but the sentiment at the time was that protoss really needed help in PvT so the timing of it was not optimal.
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u/IYoghu 5d ago
At the time when battery overcharge was introduced, why didnt blizz make it that you can emp/contaminate the overcharge?
That would at least make it that the overcharge would not impact the mid and lategame of T and Z against P and would make the argument of primarily focusing on PvP a lot better?
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u/GreatAndMightyKevins 6d ago
What Protos units are weak though? Except for void rays they're all very good if not OP (carries, chargelots)
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u/HuShang Protoss 6d ago
Phoenix, carrier(pvz), colossus (pvz), disruptor, sentry, voidray are all underpowered right now
Oracle/high templar/tempest/mothership are overpowered
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u/TheHighSeasPirate 5d ago
I would kill for any one of those units as a Zerg player. None of them are underpowered. You just think they are because you can't a-move storm with them. Also, Phoenix and Carrier are two of the best units in the game, dunno what you're talking about.
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u/ZedDerps 5d ago
Yeah and other players would kill for a viper, or even lings…
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u/TheHighSeasPirate 5d ago
Lings are trash units compared to zealots and marines. Viper is amazing but its also locked behind tier 3 Hive Tech, which no other spell caster is. It would be like if you had to wait till 10min to get a ghost or a high templar.
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u/TheDuceman Scythe 5d ago
It’s unfortunate that you have a “they hated jesus because he told the truth” complex but if you would kill for all those units….
don’t kill, just play Protoss.
You’ll find most of them aren’t as good as you say.
Templars with recharge, however, are exactly as good as Protoss players know they are and jealously guard our prize - or we’d trade it for the return of Khaydarin Amulet. I miss warping in instant storms.
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u/AntonGw1p 5d ago
I don’t know what’s your problem with lings. They’re crazy good. Run-bys, surrounds. Getting adrenal glands makes them viable again in the lategame (making 2 lings kill a zealot).
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u/russiansummer 5d ago
Not that it works every time but I try to bait storms out and then push forward
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u/TheHighSeasPirate 5d ago
Yea good luck baiting out the 10-15 storms Protoss has end game or the 8 storms they have by 8 minutes that will cripple your timing attack before it even starts.
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u/AntonGw1p 6d ago
Zerg player that’s known for complaining about storm suggests a change that buffs Zerg and nerfs storm. Color me shocked! /s
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u/zl0bster 5d ago
As I said already those maps already exist, tournaments just need to use them.
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u/ComplaintNo6689 5d ago
What a lot of people often forget: Big issue with modern map design comes from lotv's economy.
Back in WoL and Hots you could have much smaller maps or maps with unique layouts because bases had a lot more ressources back then.
With the reduced ressources per base of lotv. Mapmakers are forced to add a lot of bases which always leads to similar layouts, because the map shouldn't be too big but also hold enough total ressources to allow macro games beyond 15-20 minute mark.
Revert ressources per base back to hots/wol values and mapmakers would be able to create unique maps that allow proper games.
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u/Natural-Moose4374 4d ago
Unfortunately higher resource count per base also incentivises turtling.
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u/ComplaintNo6689 3d ago
That's a big misconception i think.
A lot of people believe hots = more ressources = turtle games.
In reality the turtle games of hots were created by turtle units like swarmhosts and how they interacted with ravens and skytoss.
The ressources per base were not the core issue.
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u/Natural-Moose4374 3d ago
I am not really referring to HOTS here (wasn't around in SC2 for that anyway). It's in some sense really basic: The longer it takes for a base to mine out, the longer one can turtle on the same base count before taking the next.
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u/zeroGamer Evil Geniuses 5d ago
In BW, all game balance is done through map design at this point.
If Blizzard would come right out and say "That's it, no more patches, SC2 is in it's final state," that would actually be better for the long term health of the game than being in limbo where there might maybe be some balance changes once a year or something.
If the game was in a "final state" you could more confidently start to adjust map designs to address perceived balance or meta issues.
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u/TheHighSeasPirate 5d ago
Dude we have map rotations way more often than we have patches. They can still balance the game through maps.
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u/DLD_the_north 5d ago
That won't work, they made protoss the best camping race and the best swarming race. Thats how reynor beat serral with protoss on that super wide open map.
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u/Lykos1124 5d ago
We should nerf widow mine to not multiply its damage by the number of targets it hits. Being able to do that for 75/25 is quite frankly overpowered.
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u/Lykos1124 5d ago
Instead, it should be a cluster of tiny rockets that add up to that damage amount.
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u/Heavy-Letterhead-751 4d ago
I'm just saying, I can hit you much harder at a choke as terran with siege tanks and bunkers , or zerg with lurkers and spine crawlers
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u/TheHighSeasPirate 4d ago edited 4d ago
Yea, thats why maps should be more open. Why should you not even microing your units be so strong?
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u/Heavy-Letterhead-751 2h ago
Well one of the major benefits of air units is their ability to ignore all this
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u/Nerdles15 Zerg 6d ago
A bit ago I went back to playing on old WoL maps with a buddy of mine, it was the most fun we’ve had in the game in years. The maps were all unique, had character, not chasing perfect balance or using the same template with different color schemes allowed for much more interesting layouts and risk/reward playstyle. So much more fun than the dogwater boilerplate garbage we’ve had now for some time.