Panzeh wrote:Also, Eugen can't make good maps because having symmetry would be just the worst thing for competitive play, and people argue against symmetry because they have this Platonic Ideal of a good map(that Eugen could never make) that has nuance for both sides.
Except that in principle, it is extremely straightforward to make maps balanced without making them symmetrical. They have a parameter which can be continuously adjusted in order to change the relative advantage of each side, namely how far away reinforcements spawn from the center of the map. In addition, they can collect all the data they could possibly need about how frequently games are won by players on a given side.
All they would have to do is before each patch, look at the ratio of wins on each side of the map (assigning more weight to games with higher average number of games played per player, to avoid adjusting too much for rookie mistakes), and slightly push the reinforcement points closer or further back accordingly. After a few patches, the maps will be both balanced and asymmetrical.
Of course, in some cases you could only move the reinforcement points so far before they go off the map or have units spawning in goofy places, but you could go a long way like that.