TL.net Map Design Contest Finalist Voting - Page 2
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z3rgy
Korea (South)100 Posts
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uhjoo
Korea (South)1740 Posts
i should say off the bat i haven't playtested all of these maps (in fact, i've only played a few of them, completely on random chance-- i.e. i didn't "pick my favorite"), but i will comment on many of them. 1) vanguard: vanguard is an interesting map b/c it adds the resource wrinkle-- the extra gas at main is not a big deal in my opinion (it becomes accessible right around when the other gas runs out) but the low mins is-- there's an awkward timing in mid game where you suddenly realize you have no mins at main-- you have to be very careful of that and play accordingly. i've found that it forces you to try to expand rather than attack (since attacking is an all-or-nothing proposition and expanding is more low risk). so rather than it being an offensive oriented map it encourages defensive and positional play, and also encourages fast expoing above all else. 2) purity: i'm drawn to this map b/c of its originality but i also think it has a real balance issue in favor of terran-- in short-- i don't like how all the gas expos are siegable, and that you can double CC as well to a gas expo-- pvts are a true nightmare on this map, and even zvts i think could be nightmarish b/c there are so many places to drop m and m in the mains o_o 3) shooting star: i actually liked playing this map quite a bit but i also felt that it was just a bit too wide open-- there are many different ways of getting to your opponent's expos and so it really privileges fast moving harass (i.e. vultures and lings). i think people who like to harass and have the high apm and micro to take advantage will really like this map, whereas people who prefer to macro and mass will be tempted to eat up expos left and right (i think the gas at 12 and 6 should be moved to the corners-- there's already an accessible gas expo at 9 and 3, no need to offer two gas expos so close by). so it sets up some nice scenarios. but i also tentatively agree that this map might be more appealing for skilled players who like action in many different places and can manage that effectively. 4) bloodthirsters: the main problem i have with this map is that i like the top side, but the bottom side is more or less irrelevant (other than the island expos). there's no real possibility of hidden expoing and most games will involve more or less just the top part (i can't imagine too many scenarios where those bottom expos will become crucial, except in the longest of games). i see a real problem in this respect for pvt (favoring t) and pvz (favoring p). the double cliff on the natural expos is an innovative idea but i actually question how much they will really come into play-- it's a long long way to get from your main up those ramps 5) bhekar ro revival: again, like shooting star this is a very complex map that i think encourages harrassment over center fights (there is no real center to speak of o_o). it seems like you get rewarded for taking the middle area but in actuality there's just too many openings to be able to choose easily between playing more defensively/macro or offensively. i can imagine good games played here but not for the more leisurely player o_o. 6) ontherocks: i love how this map looks and it really strikes me as very similar to bifrost in so many different ways. in fact, everything i hate and love about bifrost applies to this map o_O 7) vega: the main criticism i'd offer about vega is that on first glance it looks like a traditional "center fight" map. however, the center is not really a "center" that encourages center fights-- really the highlight are those bridges and ramps you could use for sneak attacks and flanking, etc. also games will be radically different depending on starting positions (horizontal, vertical, diagonal)-- which perhaps is a good thing b/c of replayability. enough blabbering but i thought i'd try to spark some discussion o_o | ||
Aepplet
Sweden2908 Posts
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Mora
Canada5235 Posts
god ur fucking great ![]() | ||
LUEigi
Canada148 Posts
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worst.player
625 Posts
technetium - seems like a straight up massing fest, with 2 free expansions and many more scattered across the map. it seems a bit in favor of terran for pvt, as there really aren't that many wide open areas to flank before terran can get 5 total bases (he just needs to push up a little for those 2 new bases). zerg looks a bit weak here, as all of his expos will be scattered (aside from the 2 naturals). the map goes in one motion (ie: up and down and not left/right/up/down) bhekar ro revival - like uhjoo said, there will be many fights over the center. however, because it is raised, once terran secures it, they get 2 expos for price of 1 (costly price, though). terran also gets the mineral only for free, as walling in w/ ebay/rax and a few tanks can secure the mineral only exps. the map seems to have potential, but truthfully i'm unable to comment on the balance of the map pvt wise. pvz looks fun as hell here, though. i already see a handful of new strats for this baby. purity - what uhjoo said. bloodthirsters - the islands are way too terran favored, as the bottom level offers terran much more mobility to place tanks. pvt looks brutal, as terran can stick to the top center of the map (with the rocks) to avoid flanks and just push directly to the nats. pvz also looks a bit ugly, as any map with ramps near exp = secured expansion. however, on second glance, the map looks like it could offer some fun pvz's, with less build up and more small skirmishes. shooting star - personally i like this map. on low levels, this map sucks. it's too easy to exploit, as uhjoo said, with the open areas for harrasement. however, if you study the map a little more, you'll see there are numerous methods by which to block, say, vulture raids (double pylon wall anyone?) pvt looks balanced. terran can just mass up or else toss will have the map (cuz exps are close) and can go quick carriers. likewise, terran can't just mass up, cuz toss can flank/expo as well. there is a lot of strategy to this map. it's unfortunate that it's not number one. but i can understand why - it's unappealing to the lower levels of play (i'm not trying to sound cocky, but only voicing my opinion). the perimeter - eh.. i'm not diggin this map. terran can easily match toss' # of exps and can just as easily take out the center expansions. pvz also looks rugged here, as toss gets 1 free exp and can also take the corner exp without much difficulty. the map doesn't look too zerg friendly. neat idea with the gas only exps in the center. however, they won't be needed as each player is granted another free geyser. vega - if toss is neighbooring either z or t, they get shafted due to the connection of the bases (neat idea though). terran can do a quick push, and zerg can quickly get his units over (meaning even 3 hatch hydra isn't a bad idea here due to the proximty). otherwise, the map looks pretty fun. too much luck involved, unfortunately, with the spots (for toss at least). ontherocks - what uhjoo said. this is a 'modern' bifrost. they are pretty damn similar, save for a few changes. if you like bifrost, then you'll like this map. again, not the prettiest for pvz. ![]() vanguard - pvt looks really nice here. the rocks prevent nasty pushes from being set up, and toss is forced to take the other mains. this could provide some fun as hell pvt games. pvz looks pretty sound here as well. this map is pretty damn solid. it's not as pretty as shooting star, but i'm sure it could offer some very fun, straight up bw games. hopefully these comments helped/gave insite. if you didn't read any of these comments, then post your own. maybe someone can edit the front page to ask the readers to read the comments? (the real ones w/ actual comments). i dunno.. too tired to think of consequences of that. all nice maps, nonetheless. my vote goes to shooting star. | ||
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RaGe
Belgium9947 Posts
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Okawoa
United Kingdom14 Posts
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Bill307
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Canada9103 Posts
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uhjoo
Korea (South)1740 Posts
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bigMommA
1985 Posts
There is a flaw in Technetium that really bothers me: The island expos can be hit by tanks. | ||
bigMommA
1985 Posts
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Malmis
Sweden1569 Posts
Wow Americans must like that maps :O | ||
wasted
Germany1789 Posts
On December 18 2004 12:07 Okawoa wrote: I love purity. Looks like a good air/ground hybrid map with some twists (where do I download it though >_< site updated i put the new image of OntheRocks on there + i uploaded all the maps to that webspace => the maps are now downloadable from the site. edit: btw, i pulled the map files out from the submission thread on the day the phase i started + i included newer versions of Vanguard and OntheRocks. If any other maps were updated after that (and you give a sh*t), pm me and i'll update the site. | ||
Malmis
Sweden1569 Posts
Good job wasted ![]() | ||
sundance
Slovakia3201 Posts
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wasted
Germany1789 Posts
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ZorAptoR
Switzerland926 Posts
On December 17 2004 04:02 SoMuchBetter wrote: Vanguard is Gosu ![]() yep... | ||
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uhjoo
Korea (South)1740 Posts
On December 19 2004 00:30 bigMommA wrote: uhjoo, what will happen to the top 3 finalists? How will decide 1st, 2nd, 3rd place? the TL.net staff will decide the top three (and choose the winner) after playing the staff tourney^^;; if i win a game i will never vote for that map as clearly it is imbalanced in favor of whatever race i am playing o_O | ||
Malmis
Sweden1569 Posts
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