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Alright, voting is over, and the winning maps are as follows:
Prophecy Backdooru Chaos Darkness Endeavor Thousand Sorrows
Thanks for all the submissions/votes, now if you haven't already go sign up for the tourney.
Alright, the deadline has come and gone, and I present to you the submissions for the first (and hopefully not the last) Team Liquid - Clan Art Map Making Contest. I must admit that I am quite pleased with both the quality and quantity of submissions sent in. There were ten submissions in total, and the pictures can be seen below (click image to see larger version) and there is a link to the map-pack below the pictures. Giant thankyou to VIB and Piecake for creating the pictures of the maps, as I could not make them myself. 
Please take a look at the maps IN THE GAME, as the pictures can only show so much, and please play a few games on the maps to see which ones you like, I encourage clan art members to play on these maps, so that TL members that aren't clan art members can go to our channel (op clanart on west)/hamachi channels (Clan Art 1 - Clan Art 9 //liquid) and play the maps against real opponents. (and of course get pwned because clan art is uber-leet )
Voting: The voting system, which you may recognize, (because I stole it from choboPEon's Creative Writing Contest ) is as follows: Voting will be done by PM, to avoid pack mentality and to make tallying easier.
When you are prepared to vote, send me a PM with your favorite 3 maps, and number the maps from 1st to 3rd. For example, if you really like the map "Lemonwalrus", kinda like the map "is freaking", and are just ok with the map "Awesome!", your pm should look as follows: 1. Lemonwalrus 2. is freaking 3. Awesome!
Each map numbered 1 will get 3 points, numbered 2 will get 2 points, and numbered 3 will get 1 point. The FIVE maps with the most points at the end of voting will become the map-pool for a tournament that will begin to be organized shortly. As with the creative writing contest, map makers are allowed to vote, but they are NOT allowed to vote for their own maps.
VOTING ENDS AT EXACTLY 12:00 TL TIME ON APRIL 23RD Which is a few hours short of one week after the time of this post.
Update: Individual download links now below pictures of maps, and corrected map-pack download link posted. Backdooru, Submitted by diggurd.
http://www.home.no/diggurd/Backdooru1.0.scx
Chaos Darkness, Submitted by PsycHOTemplar.
http://www.panschk.de/mappage/comments.php?mapid=2601
Covetous, Submitted by Straith.
http://savagel2.com/covetous/(2)Covetous(n).scm
Druadan Forest, Submitted by Triskaidecapod.
http://rapidshare.com/files/107577113/Druadan_Forest.scm.html
Endeavor, Submitted by AltaiR_.
http://www.panschk.de/mappage/(2)Endeavor1.1(o).scx
Jungle Hijinx, Submitted by Steelflight-Rx.
http://files.filefront.com/2Jungle Hijinxscm/;10007229;/fileinfo.html
Prophecy, Submitted by LostTampon.
http://www.panschk.de/mappage/comments.php?mapid=2841
Rotar, Submitted by Queasy.
http://rapidshare.com/files/106015923/_2_Rotar1.1.scm.html
Round, Submitted by VIB.
http://rapidshare.com/files/105976568/_3_Round.scm.html
Thousand Sorrows, Submitted by Piecake.
http://www.freewebs.com/influenza1918/Thousand Sorrows 1.0.scm
The map-pack. http://rapidshare.com/files/107973245/TLCAMMC_Map-Pack.zip.html
Alright, I think that about sums it up, if you notice that this op is incorrect/missing something, please let me know. Other than that, get out and start playing these maps! 
Sign up for the tournament here.
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Canada7170 Posts
Holy crap very impressive just upon glancing.
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Must..not...sex...Walrus...risk...tusk...injury....ARARGAHRGAHRAHRGAGHAR *jumps you*
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5391 Posts
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Canada7170 Posts
On April 16 2008 14:50 ShaLLoW[baY] wrote: Must..not...sex...Walrus...risk...tusk...injury....ARARGAHRGAHRAHRGAGHAR *jumps you* rofl
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I like Prophecy. The layout of the expos intrigues me.
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Thousand Sorrows, becuase its the only one where it doesnt looked like ill be tank raped or drop raped
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Ha, should have done a twilight map :/ Stand out a bit in this sea of jungle, haha.
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Prophecy looks pretty cool. What happened to (2)Whoosh from the original thread? I thought that map was pretty cool too (although there were a few really good tank drop spots).
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Germany2762 Posts
endeavor looks pretty cool to me
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I voted for Covetous, I like how the bases are placed :D
Time to smurf in the Clan Art tournament and own you all hohoho
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Ah, wrong version of Prophecy. There are a lot of bugfixes & small changes in the latest version. PM'd Lemonwalrus about that.
Nice maps with interesting layouts, especially Chaos Darkness.
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Belgium9947 Posts
prophecy looks like pure ownage
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Netherlands19135 Posts
Prophecy looks really really good tbh.
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Wow that Round one is so genius. Loved it!
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Alright, my mistake, I updated the map-pack and put individual dl links below the map pictures.
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Oh I forgot to submit my map, definitely too late to do so?
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To be honest I didnt really go crazy over any of those maps, basically voted for the 3 that I found the least imbalanced or that didnt have obviously abusable gameplay elements
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Jungle Hijinx looks nicely set-up and balanced..............
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Calgary25981 Posts
On April 17 2008 04:05 iCCup.Raelcun wrote: To be honest I didnt really go crazy over any of those maps, basically voted for the 3 that I found the least imbalanced or that didnt have obviously abusable gameplay elements
Agreed. Balanced gameplay was the only thing driving my decision, since many of the maps tried to be innovative but fail to allow standard play.
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To be honest I didnt really go crazy over any of those maps, basically voted for the 3 that I found the least imbalanced or that didnt have obviously abusable gameplay elements
Agreed. Balanced gameplay was the only thing driving my decision, since many of the maps tried to be innovative but fail to allow standard play. *Sigh* *shakes head*
Don't make me link to your masterpieces Raelcun
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The point of this contest, at least to me, was more to try out new things and make fun maps, and less to make maps that cater to standard play, although both have their merits, and a map that accomplished both would be fantastic. I mean, to each his own, but different/new doesn't necessarily mean worse, although it also doesn't necessarily mean better either. All imho, so don't yell at me or I will call you dirty names...unless you are chill, since you can ban me, in which case I will hold a grudge against you and wait until the right time and come after you with a butter knife.
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Meeh.. there are too many standard maps around. I wanted to make something that would completely change gameplay and force players to be overly aggresive >D
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Calgary25981 Posts
Hey man, I'm all for innovation, but when my choke is a screen wide, chances are I won't be able to defend it!
Things like this made me completely discredit a map. By the time I got down to the "playable" maps, the decision was easy.
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On April 17 2008 04:32 PsycHOTemplar wrote:Show nested quote +To be honest I didnt really go crazy over any of those maps, basically voted for the 3 that I found the least imbalanced or that didnt have obviously abusable gameplay elements Show nested quote +Agreed. Balanced gameplay was the only thing driving my decision, since many of the maps tried to be innovative but fail to allow standard play. *Sigh* *shakes head* Don't make me link to your masterpieces Raelcun 
the difference being I wouldnt submit my "masterpiece" into this map making competition when I know it fails miserably at balance
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I just entered because I thought it might be fun to try and make a map. :/
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Hey! Stop negative-ing up my thread!
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On April 17 2008 05:14 Chill wrote: Hey man, I'm all for innovation, but when my choke is a screen wide, chances are I won't be able to defend it!
Things like this made me completely discredit a map. By the time I got down to the "playable" maps, the decision was easy. haha you're actually right. I think myself and some of the others were more worried about making something funny than to actually making something balanced 
Well, at least I didn't submit my Happy map! + Show Spoiler +lol
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I declare my map balanced because the number of games that would be needed to find out which race is actually best on it, would be far more than I suspect anyone will ever bother to play.
I hope no one knows how null terrain works, just so they won't understand the picture of my map.
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Anyone up to playing a for-fun game on each of these maps tomorrow afternoon, so that I can back my votes up?
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5391 Posts
On April 17 2008 13:15 ShaLLoW[baY] wrote:Anyone up to playing a for-fun game on each of these maps tomorrow afternoon, so that I can back my votes up?  Sure
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On April 18 2008 01:23 pheer wrote:Show nested quote +On April 17 2008 13:15 ShaLLoW[baY] wrote:Anyone up to playing a for-fun game on each of these maps tomorrow afternoon, so that I can back my votes up?  Sure Count me in!
Wait, is that like today? Or tomorrow, because if it is today I can't.
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On April 17 2008 12:29 Lemonwalrus wrote: Hey! Stop negative-ing up my thread!
lol we're joking mostly
On April 17 2008 13:11 PsycHOTemplar wrote: I hope no one knows how null terrain works, just so they won't understand the picture of my map.
thats the main reason I dont really like your map, that plus the stacked minerals, the wall of dts across the bridge doesn't help either. Seems like it promotes going to the blocked off section of expansions turtling to tech, theres absolutely no incentive to go ground units early and trying to harass especially since ground units cant enter the null terrain. All the rest of the maps I can see being used in a tournament format even if they are a little imba but no offense this is still too unplayable in my opinion
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thats the main reason I dont really like your map, that plus the stacked minerals, the wall of dts across the bridge doesn't help either. Seems like it promotes going to the blocked off section of expansions turtling to tech, theres absolutely no incentive to go ground units early and trying to harass especially since ground units cant enter the null terrain. All the rest of the maps I can see being used in a tournament format even if they are a little imba but no offense this is still too unplayable in my opinion
Maybe you should watch the replays posted on the map's page, because you're frankly just wrong.
I think I'm going to add a short little mission briefing to the obs version explaining how null tiles work and affect the game. That should help if it's ever used in a tournament.
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Sign up for the tournament here.
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Updated the obs version of my map to have a briefing. You might want to edit the map pack to include that (if it wins), since it's for the benefit of people who've never seen null terrain before in melee maps (just about everyone).
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On April 17 2008 04:21 Chill wrote:Show nested quote +On April 17 2008 04:05 iCCup.Raelcun wrote: To be honest I didnt really go crazy over any of those maps, basically voted for the 3 that I found the least imbalanced or that didnt have obviously abusable gameplay elements Agreed. Balanced gameplay was the only thing driving my decision, since many of the maps tried to be innovative but fail to allow standard play. Aren't more unique maps more imbalanced? I mean look at Fantasy for example.
I'll qoute a friend of mine: Fantasy is so unique and imbalanced that it makes mirror MUs imbalanced.
Edit: Some of the maps ARE interesting though. I really like Prophecy
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Fantasy Stats
TvZ: 6-13 (31.6%) ZvP: 4-5 (44.4%) PvT: 6-6 (50%)
Could be worse
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Stats for Fantasy (not fantasy 2)
TvZ: 2-8 (20%) ZvP: 2-3 (40%) PvT: 8-2 (80%)
lol
U know what i mean 
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Korea (South)922 Posts
o.O yeah, do we vote too..?
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Wow backdooru looks amazing. Not only is that double-gas expo with double-assimilator-glitch with dark swarm awesome, but I'm really loving the 5 critters at each natural expansion (yeah you guys that just viewed the image probably didn't see them).
Hopefully they won't walk off too fast, and they'll be a fantastic deterrant to all these macro-whore fast expanders these days.
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On April 20 2008 03:45 -orb- wrote: Wow backdooru looks amazing. Not only is that double-gas expo with double-assimilator-glitch with dark swarm awesome, but I'm really loving the 5 critters at each natural expansion (yeah you guys that just viewed the image probably didn't see them).
Hopefully they won't walk off too fast, and they'll be a fantastic deterrant to all these macro-whore fast expanders these days.
Except not quite. It's a fun map. And I enjoyed crushing you on it, ^.^;; But it has a few errors.
The critters have 1hp each. So if they had full health, they could very well deter fast expos. However, my marine just went on safari and killed them all off easily.
Also, the sort of "shared natural" if you will, is misplaced. It's impossible to fit a command center between the mineral clusters on each side.
Overall though, hawt map. I do feel it favors terran a bit, as each mineral-wall gives T a slight advantage. But with a little tweaking, I think it'll be awesome.
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On April 20 2008 12:56 Haemonculus wrote:Show nested quote +On April 20 2008 03:45 -orb- wrote: Wow backdooru looks amazing. Not only is that double-gas expo with double-assimilator-glitch with dark swarm awesome, but I'm really loving the 5 critters at each natural expansion (yeah you guys that just viewed the image probably didn't see them).
Hopefully they won't walk off too fast, and they'll be a fantastic deterrant to all these macro-whore fast expanders these days. Except not quite. It's a fun map. And I enjoyed crushing you on it, ^.^;; But it has a few errors. The critters have 1hp each. So if they had full health, they could very well deter fast expos. However, my marine just went on safari and killed them all off easily. Also, the sort of "shared natural" if you will, is misplaced. It's impossible to fit a command center between the mineral clusters on each side. Overall though, hawt map. I do feel it favors terran a bit, as each mineral-wall gives T a slight advantage. But with a little tweaking, I think it'll be awesome.
one guy said it favors terran, others toss. but most of you zerg. thanks guys for appreciating my ideas. understanding my genius thoughts is not for mr everyone, obviously. but i guess mr everyone has voted and the map is dead
edit: fixed expo issue, notice that the there is only 8 gas in the 6 and 12 mins only expos. its like a key to the backdoor: 1 big gas and 4 small (or none if youre zerg ) added two more crits at each natural, now they are seven they have 1 hp; easy to kill, but you have to micro a little and time time differently.
http://www.panschk.de/mappage/(4)Backdooru(n).scx
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I really liked a lot of the ideas in Jungle Hijinx, but the map could definitely use some work. I love the two naturals with the second exposed to attacks from high ground. But the map is asymmetrical, making one start location's second natural more exposed than the other. Also the mineral setups in the mains are totally different. In fact the mineral lines are not symmetrical in many parts of the map. In addition I think that it must be the exposed natural that has the gas. This will make players more likely to go for it. As it is, the second expo's exposed and contains only five mineral patches; it doesn't really have much to offer. Some great ideas, but the execution wasn't amazing. If it were fixed up a bit, it would definitely be my favorite of the ten.
Round gave me the most fun with cannons I've had in a very long time =p. The map was fun to play, but it simply begs you to cheese. That easily accessible cliff overlooking the opponent's main... It's also not symmetrical. Having only made a few maps, I can see that three way symmetry could be difficult and I've never tried it.... But I get hung up on these things and would not have submitted it in that condition. The same goes for Jungle Hijinx. (Some of you may have noticed the small asymmetry in the map I submitted =p I PM'd Lemonwalrus a fixed version)
PshycHOTemplar gets the prize for most innovative map. But as many people have pointed out before, innovation without limit, and more importantly without balance, doesn't make a great map. The null terrain makes units behave very strangely, and frankly I just don't want to put up with it. On the other hand the neutral dt's were an AWESOME idea. I confess that I couldn't get anyone to play this map with me (My BW disc broke, so I'm stuck playing regular SC at the moment), so I played against the computer just to get an idea of how the terrain would work.
Prophecy was OK. Didn't get a chance too play on it enough to get a good idea. On the other hand, it seems to allow for fairly standard play, it doesn't have any really weird features to figure out, and IT IS SYMMETRICAL!! This was my favorite of the maps that I've tried so far, if only because Jungle Hijinx has so many issues to be worked out.
These are the only maps I've tried so far and, as such, I have not yet voted. Just thought I'd put down my thoughts so that a big argument can start and my words can come back to bite me(jk). Hope you guys didn't find my ramble too boring. I'll get around to trying the other maps as soon as I can, so you can expect more!
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hey i fixed up jungle hijinx a bit. the final version to be submitted will be more balanced, the nats are both equally exposed, the main minerals were completely redone and are also symetrical. A few other changes. The other points you made, i dont really agree with, but i'll leave it at that
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PshycHOTemplar gets the prize for most innovative map. But as many people have pointed out before, innovation without limit, and more importantly without balance, doesn't make a great map. The null terrain makes units behave very strangely, and frankly I just don't want to put up with it. On the other hand the neutral dt's were an AWESOME idea. I confess that I couldn't get anyone to play this map with me (My BW disc broke, so I'm stuck playing regular SC at the moment), so I played against the computer just to get an idea of how the terrain would work. Well, you know, people will always complain about about innovations in map making. When Peaks and Blitz X were first introduced, everyone whined about unit pathing, and now Peaks is among many people's favourite map. The fact is it only takes 2 or 3 games on a map to get used to a new feature like this, and null terrain is no different. In my games with SuperiorWolf, he was able to get the hang of null terrain after about 2 games.
If you want to keep StarCraft fresh and exciting, you need to embrace innovations, or else StarCraft will just become WarCraft III in terms of maps. You know there was a time when people refused to play on any map with a backwards ramp just because they thought they were 'ugly'? Now just about every pro map has them.
Believe me, I've been around the map making scene for a long time. Since the time when people only used (for melee mapping) the StarCraft Campaign Editor that comes with SC. Every time someone innovates, there's a flurry of blacklash, a few early adaptors, and then a year later it's in the proscene and everyone accepts it. That's just how it works.
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On April 21 2008 09:02 PsycHOTemplar wrote: Well, you know, people will always complain about about innovations in map making. When Peaks and Blitz X were first introduced, everyone whined about unit pathing, and now Peaks is among many people's favourite map. The fact is it only takes 2 or 3 games on a map to get used to a new feature like this, and null terrain is no different. In my games with SuperiorWolf, he was able to get the hang of null terrain after about 2 games.
If you want to keep StarCraft fresh and exciting, you need to embrace innovations, or else StarCraft will just become WarCraft III in terms of maps. You know there was a time when people refused to play on any map with a backwards ramp just because they thought they were 'ugly'? Now just about every pro map has them.
Believe me, I've been around the map making scene for a long time. Since the time when people only used (for melee mapping) the StarCraft Campaign Editor that comes with SC. Every time someone innovates, there's a flurry of blacklash, a few early adaptors, and then a year later it's in the proscene and everyone accepts it. That's just how it works.
Your points are well taken. I agree that innovation in map making is important, keeps the game interesting. I wasn't trying to bash your map. I have never played it against a real opponent and so am not really fit to judge it. I was merely complaining about how difficult it is to control units on null terrain =p This doesn't make it a bad thing, but in combination with my ignorance about how null terrain works and my dislike for fastest style minerals, it didn't leave me wanting more. That said, I have no doubt I'd get used to it given some time and maybe even like it in some contexts.
You say you've been making maps for a long time. I'd be interested to know how you begin to formulate a new map. I've only made 3 (melee) maps, one was a knock off of Monty Hall, one was Druadan Forest (my submission to this contest), and the third was actually conceived and begun by someone else with major revisions done by me. For Druadan Forest I had a notion of what I wanted to do with the expos at the cardinal points, so that's how I began. From there more features fell into place. I had wanted to do some things with neutral buildings, but I found out how to use sprites after the deadline =( For Chaos Darkness did you begin with the idea of null terrain start locations? Or perhaps somewhere else? Also, as someone who's been making maps for awhile, do you have anything to say about Druadan?
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on backdooru why is there a spawn place in the center?
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there is no spawn in the center? the map is perfect i really hope people isnt voting just by looking at the pictures. two more days
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Also, as someone who's been making maps for awhile, do you have anything to say about Druadan? It's way too tight, which benefits Terran. It's got cliffs everywhere, which benefits Terran. It's got an in-base island expo, which benefits Terran.
Zerg and Protoss, especially Zerg, need room to flank Terran and Protoss armies (for reasons I hope are obvious). You map also doesn't give Zerg any way to defend his main with sunks at his nat, which is harmful as well.
Really, all I can is: Next map make sure you have some open spaces that battles are likely to occur, and put more thought into the naturals.
You say you've been making maps for a long time. I'd be interested to know how you begin to formulate a new map. http://www.staredit.net/maplantis/index.php?sid=4d4342964d;topic=19
That was before SCM's Mirror Tool existed, which made map making much more time consuming. Sometimes if you have a really good concept in mind, you have to think further ahead than just the main/nat set up, but it's generally good to start there. My last few maps I haven't used MSPaint to plan them out, and it actually shows pretty negatively. So you probably really want to actually do that still (even though mirror tool makes everything so quick).
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On April 22 2008 10:13 PsycHOTemplar wrote: That was before SCM's Mirror Tool existed, which made map making much more time consuming. Sometimes if you have a really good concept in mind, you have to think further ahead than just the main/nat set up, but it's generally good to start there. My last few maps I haven't used MSPaint to plan them out, and it actually shows pretty negatively. So you probably really want to actually do that still (even though mirror tool makes everything so quick).
Heh, yeah since the mirror tools is out it is much quicker and comfortable to make the map directly in the editor than to draw it in MSPaint and then to transcribe it. Also it's easier now to play around and to try out new things (which supports my much more chaotic style of map-making ). Sometimes i just start to draw without any planning, just to see what i get and then i might say "Hey, this could work". Planning my maps (with or without MSP) a priori had mostly following effects: - It takes less time to finish the map - Chances are higher to create a solid map (in terms of layout and balance) - If you don't have a lot of experience it's difficult to think out-of-the-box (because it could be harder to visualize the map in your mind), leading often to a more standard-type of map
An approach i sometimes use in this context is prototyping. First i play around to find a concept. If i like the map i have built so far (also with proper testing to see how the map feels), i throw the map away and build it new from scratch (this time with decent planning and thinking). This approach worked out very well so far.
Erm yeah, back to topic: I like Round a lot, has an interesting layout, but the mains are for my taste a bit too easy to harrass, and the nats are maybe a bit too open.
@Triskaidecapod: I'd suggest you to post your map on broodwarmaps.net. Maybe you can get there some useful comments/critisicm about your map. (PT has already explained the main problems of your map)
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On April 21 2008 06:30 Triskaidecapod wrote: Round gave me the most fun with cannons I've had in a very long time =p. The map was fun to play, but it simply begs you to cheese. That easily accessible cliff overlooking the opponent's main... It's also not symmetrical. How exactly is it not symmetrical? It of course doesn't have all pixels identical for each spawn point. But important measures such as base sizes, distance between bases, distance between expos, exact size of each choke point. Those not only are the same for each spawn but they're actually MORE symmetrical between spawns than a 4 player map. Ex.: crossed positions in a 4 player map have larger distance between mains than neighbor spawns. Which leads to little gamble in starting builds before you can scout spawns.
That is the main reason why I made a 3 player map in the first place. I wanted to avoid that early game gambling. I want MORE symmetry between bases than a 4 player map can offer.
About the map begging you to cheese.. yes it does. But since anyone playing it would, theoretically, be expecting it -- then you would be prepared. I wanted it to be a cheese intense map. I made it that way because I thought it would be fun. And you agreed it was fun =D So how can it be bad? Not like you'd get tired of it since it's, supposedly, only one of the maps from a large map pool. So having one cheeseful map out of many others could be fun.
And it IS fun.. isn't it? ^^
I should probably have named it "(3)Cheese" instead to make it more clear =P
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48 minutes left before voting is teh over!!!!!
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Can I vote for my own map?
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No, I realize now that that is kind of a dumb rule, but I said it in the op and it would be unfair to change it now.
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Alright, voting is over, and the winning maps are as follows:
Prophecy Backdooru Chaos Darkness Endeavor Thousand Sorrows
Thanks for all the submissions/votes, now if you haven't already go sign up for the tourney.
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Ahh, weak, was hoping for first or second. only 4 games now
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I know voting's over, just wanted to reply to everyone.
On April 23 2008 04:19 VIB wrote: How exactly is it not symmetrical? It of course doesn't have all pixels identical for each spawn point. But important measures such as base sizes, distance between bases, distance between expos, exact size of each choke point. Those not only are the same for each spawn but they're actually MORE symmetrical between spawns than a 4 player map. Ex.: crossed positions in a 4 player map have larger distance between mains than neighbor spawns. Which leads to little gamble in starting builds before you can scout spawns.
That is the main reason why I made a 3 player map in the first place. I wanted to avoid that early game gambling. I want MORE symmetry between bases than a 4 player map can offer.
About the map begging you to cheese.. yes it does. But since anyone playing it would, theoretically, be expecting it -- then you would be prepared. I wanted it to be a cheese intense map. I made it that way because I thought it would be fun. And you agreed it was fun =D So how can it be bad? Not like you'd get tired of it since it's, supposedly, only one of the maps from a large map pool. So having one cheeseful map out of many others could be fun.
And it IS fun.. isn't it? ^^
I should probably have named it "(3)Cheese" instead to make it more clear =P
It's not symmetrical in that it has no proper rotation axis, no improper rotation axis, no inversion center, and no plane of symetry. In this context I use the word symmetry to mean gameplay symmetry, not visual symetry. As I said before, I get hung up on these things, but to each his/her own. I do see your point about a three player map involving less luck in terms of the scout (at least I think that's what you were pointing out). I had never really thought about that before and it certainly is an interesting point, but the fact that there is less variation (and in this case, no variation) in the relative positions of the spawn points in a three player map in no way implies greater symmetry than in a four player map.
I did enjoy your map and I didn't say that it was bad. It just invites a certain style of play, which is IMHO less skill intensive and therefore not optimal for tournament play.
In response to PsycHOTemplar, thanks for the advise about Druadan. I didn't really think about balance when I made it (It's one of my first maps, so just getting used to the tools). Since it didn't get selected I'll work on it a bit. Perhaps I can make it more balanced. The funny thing is, I play toss, not terran =p I didn't even notice the mirror tool, so thank you SO much for pointing it out. It'll make things much simpler in the future.
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yeeee, my map isnt dead :D i hope that we can obs some of the matches, i really want to see my map in action. trisacteawhatever where is the rest of the reviews?
thanks lemonwalrus, for all the hard work even though the mapmakers is a dying profession
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lol nice. Didn't know you guys would value standard gameplay so much when I build my map. I'll learn this for next time, guess you guys are right to some extent. Oh well, it was fun getting involved, thanks for the opportunity ^^
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