On April 28 2016 04:54 Barrin wrote:Show nested quote +On April 28 2016 01:59 NewSunshine wrote:On April 28 2016 01:23 Barrin wrote:On April 21 2016 07:33 schrei wrote:
have there ever been categories that dont suck
Could you give some examples of categories you think don't suck?
I think the point is that categories in general don't really work. Every map fluctuates along a handful of continuums, and trying to squeeze them into 1 of 4 boxes isn't really useful.
Categories are inherently inaccurate, but they are useful for conveying ideas.
I've tried to simplify the 3 continua every map has that the 4 categories are meant to describe.
(A) "Rush" vs. "Macro"
<--- shorter rush distance, smaller map, fewer bases ;;; longer rush distance, bigger map, more bases ---->
(B) "Standard" vs. "Experimental"
<--- conforms to the metagame ;;; tries to change the metagame --->
(C) "Normal" vs. "Gold"
<--- no gold bases ;;; interesting gold base(s) --->
Again every map fits somewhere on all 3 of these continua. Yes there is some overlap with standard vs experimental and the others, but the general ideas are there.
They are specifically looking for maps with a combination of certain ranges on these 3 continua (I believe you do understand this but bear with me here)
1) Macro maps where it's very straight forward to play and take expansions on
On the (A) continuum they're obviously asking for more on the "macro" side, so longer rush distances, larger map size, more bases. They probably also want it to be non-experimental (B) and with no gold bases (C).
2) Rush map that promotes heavy early game play
Again they probably want it to be non-experimental (B) and with no gold bases (C), but this time they want it on the opposite side of the macro continuum with shorter rush distances and a smaller map with fewer bases (A).
3) A new map type! A "hasn’t been seen before" type of map
This map probably isn't supposed to be big or small (so a rush distance neither fast nor slow) (A), and if it has a gold base it would technically be in the 4th category (B). If your map isn't big or small, and has no gold bases, then they're asking for it to be more experimental (C).
4) A map that has cool high yield resource usage
This is technically just a subcategory of 3 (B)(C). Let us (oh please bob) leave the disasters of small maps with gold bases behind us; it's too hard to scout gold bases and too unforgiving if you don't on large maps; so we're left with being near the center on the (A) continuum for this one.
So what other important continua are there when considering the types of maps we should be after? I doubt you can come up with one that doesn't just overlap with and becomes absorbed/overshadowed by (A) Rush vs. Macro (trust me I tried with that circle syndrome and central map width stuff) -- although I absolutely encourage you to because that's definitely the key. I would say the next most important continuum would be "rocks". Yeah. Another would be "turtle vs map control" which would be a more localized measure of your initial (3-4 base) resources and their vulnerabilities, but this goes easily unsaid because it should always be somewhere near center of the continuum (neither too easy nor too hard to hold expansions).
Do you not think we should be aiming for certain types of maps? That certainly makes the mapmaker's job easier, but the purpose of maps is to be played on (and watch people playing on them). When you (watch someone) play on a series of maps -- especially over a long period of time -- it is nice to have distinct variety of gameplay between the different maps.
A large, highly experimental map with an interesting gold base thing sounds like (and generally is) fun to make, but when you go to play on one it just becomes a bit overwhelming. The game is already complex enough (and there are too many untapped micro-features) to need to bother complicating things with a map the current metagame is completely unequipped to handle.
Are there any other interesting categories you can make between the combinations of the above 3 continua? The only other good combination to turn into a category I can think of: neither big nor small, non-experimental, with no gold bases. This is a fine category: literally standard. I have nothing against it; every well-rounded map pool should have one or maybe two. I've been away for a while.. do we even know what "standard" is in LotV yet? If so, do we not already have one in the pool? I could be wrong, but it seems to me and I would guess that we do.
I assert that if your non-standard map doesn't fit into 1-2 of the 4 categories then your map isn't really useful. Perhaps the categories encompass larger swathes of the continua than you had in mind.