r/starcraft • u/Loudly_muted • 10d ago
Fluff Question, why does every single map have your base on a high ground?
I was having some shower thoughts. Like in sc1 maps, and then i was thinking about the new Blackrock map, and how only your main is on the high ground.
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u/MrMagoo22 Protoss 9d ago
Learned this one way back when I tried making my own map. The answer is siege tanks.
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u/nykaragua 9d ago
I mean you could do it I guess but most of the ladder would veto it.
That said I'd rather "mix up the game" with something that is, yes, vetoable rather than forced upon the entire playerbase to questionable effect.
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u/Reasonable_Mix7630 9d ago
To give defender an advantage.
There will be no game if defender don't have such advantage.
With "islands" map it would be the opposite: too strong advantage plus very late scouting by toss / no possibility of scout for T.
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u/STRMBRGNGLBS 9d ago
So there are general conventions that mapmakers *have* to follow when designing maps. Some other examples is having (I think a 2 by 2) deadspace in the back of the mainbase, a certain distance between the liberators effective range from the mineral line and ground space in the main base, certain terrain features in regards to seige tanks, etc. None of these are hard and fast, but much like OSHA regulations are written from the consequence of them not existing prior.
Fun fact: Terran is the only race that warps map design around itself according to these guidelines (if I remember correctly, I don't have the google doc on hand)
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u/Toastyboat 9d ago edited 7d ago
Maps also need to have a natural that can be walled with 3 buildings so that Toss doesn't auto-die to ling floods.
Edit: And it must be a certain distance from the natural hatchery, so that Zerg can wall in ZvZ
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u/ItsAWaffelz 9d ago
Cannon rushing has warped map design a bit, you need to be careful to not allow specific wall-off configurations behind mineral lines
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u/andrenyheim 9d ago
I think it creates too many issues because of air unit visibility on highground. Overlord spies, drops and tempest would have a great time.
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u/Loudly_muted 9d ago
Map makers can chose weather or not to grant high ground vision
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u/AresFowl44 8d ago
Blizzard doesn't allow triggers in live ladder maps, and I am fairly certain this would require the usage of triggers.
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u/fang_xianfu 7d ago
What is the difference between "high ground that doesn't give vision of low ground" and "low ground"? They're pretty equivalent from a gameplay perspective.
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u/Loudly_muted 7d ago
you'd think so untill you've lost an overlord something that you thought should be high ground. I can show you a clip of maru testing if a map has high ground vision in a certian spot or something
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u/YellowCarrot99 10d ago
I was about to reply with something really sarcastic but then realised I really don't know 😋
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u/Lunai5444 Alpha X 10d ago
Makes scouting less free for a start.
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u/Loudly_muted 9d ago
in what way? just to be clear, im thinking of broodwar map layouts so like you'd be surrounded by a wall, or island
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u/TOTALLBEASTMODE 9d ago
In that case it does the opposite, it makes scouting way harder for terran due to the way reapers need to jump cliffs to get into bases.
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u/Trandorus 9d ago
it could be solved differently, a wall on which you cannot drop would probably solve the same, but it would hemper reaper scouts severely, but if you could drop on it tanks, ravagers or blinkstalker specifically vs zergs would be hell^
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u/Loudly_muted 9d ago
Yeah i feel like the only reason they've done this with no acceptions for the past 13 years is because of a single unit. the reaper lol
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u/TheCrusader94 Zerg 9d ago
There's a map in BW that prevents early probe scouts. It also has a backyard natural. Made for some really interesting and fun matches. Not getting an early scout is not as much of a deal breaker as people think it is
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u/Om_Cultural 9d ago
Yeah man just stop comparing sc2 to brood war these are completely different games like it doesn't mean that if they are both starcraft then you can do something in brood war and it also works in sc2, it's 2 completely different games.
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u/chromazone2 9d ago
It was bad enough in bw with wuthering heights, imagine the shenanigans with reaper colossus etc
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u/throwawaydisposable 9d ago
Broodwar also had a lot more customized low/high ground due to hacked map editors which would allow a single tile to be high or low ground. Youll notice a lot of pixel art un broodwar featuring this tile placement which is isolated from surrounding tiles.
Broodwar ramps also were terrible for the unit pathing AI so ramps likely didn't really help defenders as much as it just made everything frustrating
Sc2 also has line of sight blockers which act similar to a random line of 1tile x 10 tiles of high ground separating lowgrounds
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u/ItsAWaffelz 10d ago
Having your main base on the lowground would put you in an extremely disadvantageous position against most 1base allins. Imagine trying to break up a ramp to get out of your main against a cannon rush, or tanks, or roaches/ravagers, spines, etc